Everything posted by ember3579
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The Gates Of Hell (quest)
just out of complete curiosity, how many people with quest capes do you know that aren't equal if not stronger than a level 90+ meleer?if you can show me a substantial ammount, that doesnt have the lava cape by the way, then ill beleive you.way i see it, you dont get the quest cape without some SERIOUS levels!you wouldnt be able to even start the quest without darklight, slayer 70, excalibur, and a god cape.im thinkin of adding a qp req, among direct quests, but i cant settle on a good number.if you wish to suggest any, let me know!
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New Bow Proposal
i think this is a fairly solid idea.the bows may give a LITTLE bit of defence bonus (due to extra hardness(get yer head outta the gutter! :P )), as well as increasing (as if they got 3, 4, & 5 more levels in range than they do, respectively) the max damage of the arrow they have.and though they may be harder to bend than other bows, that dont make it impossible.the only 2 problems are what are the stats of the bows, and will it throw the triangle even more out of whack than it is now?(imo mages are signifigantly weaker than the other classes, eslecially on f2p (im a meleer btw, so updates for them can turn bad on me in wild, i just want a challenge).
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The Gates Of Hell (quest)
bump!
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More F2P Bank Space! [BANKSPACE ACHIEVED!]
even if you cut out the replacable holiday events and other randoms, the bank for nonmembers is insane.ill see if i can tally things up; melee set (plate, legs, large helm, kite, 2-3 weps (i know i got more than a scim!)) 7-8 spaces, ranger set (coif, legs, chaps, vams, bow, 1-2 types of arrows (i got bronze to mith)) 7 spaces, mage set (hat, robe, chaps, staff, 3 elemental runes (depending on what you do), various other runes (lets cut out mind and body, that leaves laws nats chaoses deaths & cosmics) anti-d shield (some bet from lumby duke every time, like me)) 13 spaces, food, str pots, various skiller items (the 4 gem types, ores/bars, logs, picks/hatchets, hides, molds, etc.), merch items (the trails items, zammy wines, limps, red spider eggs, various ammies, even more of the previous items listed, etc.), and members items (doesnt apply to people who havent been mem).the combat equipment alone fills up more than 50% of the bank. i personally think that an initial 1.5 rows then add one/one half row every year (*guess*mems get this much on average every three weeks!*guess*)would make this issue resolved.i fully intend on joining the rally, and if possible, getting the clan im in to back this up.we should vid the rally, then show all the available mods we know the vid, asking them to post about it in their section of the runescape forums.either way, 500+ people on one world would easily attract attention.if some mods start muting the ralliers, then we should report the ones who do this for whatever we can.that a good idea?
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New ability fro player mods
this is a good concept idea, albeit easily misused.since most macroers stay outside of combat areas, it could be used only on people outside of combat.also, if someone is attacked, they can retaliate.if this is introduced, there should be a no tolerance policy on people who abuse this function.maybe even action taken against their account?idk, just me brainstormin :P
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new and improved exp in barb assoult!
i aggree with this guy!but yeah, it would be a good thing if we could spend points on exp.maybe like 1/3 of the pc exp handout rate, with more skills available?that would do just fine
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My Ideas For A New High Level Quest, Armour, Weapons & Skill
i personally like all the ideas.the armor degrading im not a big fan of, but it would be logical.maybe make it where you need 1-2 bars of the same metal as the equipment to fix it yerself on an anvil (optional)?this would give smithing exp but wouldnt be as convenient as taking the equipment to an npc.[rant]the only real problem is would the same 2 armors with different stages in degradation still be stackable?bank space on f2p is tight as it is!although, if jagex would just give 1-3 more rows, that shouldnt be much of a problem.[/rant]its an overall exellent idea, very well thought out!
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Overdrive special attacks
i think with some MAJOR tweaks this could be viable, but ill likely make my own topic for that.this isnt that good of an idea, although there was some thought put into it.sorry, its just not that good!
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Ah! The maps are alive! (Live Maps) ~ 182+ Supporters!
with the roaming monster thing, there could be a boundary from when someone crosses it, if they didnt initiate the fight, get away from one with an npc.would depend on the monster though.human type opponsnts would stay nearby where they normally are, with a fairly limited range of movement for example.
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The Gates Of Hell (quest)
gah, sorry about the reqs, ill change that soon.also give reasons why they suggested ;)
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The Gates Of Hell (quest)
sorry about forgettin this a little!ill add to it right now.i need 2 more people to say they like it for me to add more.
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rs suggestion blacklist plx
could you please make a sticky in "RS Suggestions" about what suggestions will/will not be allowed?would also be a good idea to mark which ones jagex are considering, as to make for less headaches.there would most likely be a bood number of people who would appreciate this, including myself, due to a bulk of ppl not visiting the official rs suggestion forum.thanks!
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Necromancy idea
I think that necromancy would be a good spell set.only problem; its not just necromancy in its type.for all intents and purposes, necromancy's an arcane magic type, right?im thinkin making a spell set along these lines.the spells would all fall into this type of magic, with no deviations.the necromancy spells among others would require stuff other than runes (duh) to use, like a regular bone pile for a low level skeleton for example.here is a list of the spells in the set along with specs on it. Dark Strike (lv ?) Runes:3 mind, 2 smoke (has to be smoke), 1 dark rune (explained later) Effects:9 damage, 1/100 chance of draining 1 level off of opponents att, str, def, range, mage (all are combat stats) Reborn Lesser Skeleton (lv ?) Runes:2 death, 8 air, 4 dark, (optional) human bones Effects:if there is any nearby skeleton remains (left after a skele is killed, new feature) or human bones (dividing the bones into various types to make sense) in the caster's inventory, a level 13 skeleton (same as the one from restless ghost) is summoned, with a 10% chance of failure.multiple are allowed.able to command, explained later.skele doesn't drop anything Gravity Well (lv ?) Runes:6 mind, 10 earth, 6 dark Effects:creates a 7x7 gravity well centered in on the square that the caster was standing on at the time of casting.after dealing damage equaling 1/8 of the affected's current hp to everything nearby the center, deals constant damage similar to 3x the swarm random the duration of the spell.the constant damage doesn't give mage exp, and the initial damage gives 1/2 normal exp.pulls everything, including the caster (doesn't take damage from the well) towards the center of the well for about 20 seconds.cannot use again until after 5 minutes from the time of casting any Gravity spells. Dark Bolt (lv ?) Runes:3 chaos, 4 smoke, 2 dark Effects:13 damage, 1/75 chance of draining 2 levels of of opponent's combat stats Reborn Zombie (lv ?) Runes:3 death, 12 air, 6 dark, (optional) decomposed human bones Effects:if there are any nearby zombie remains or a decomp. human bonepile in the caster's inv, summon one lv 20 zombie, with a 10% chance of failure.can be summoned for as many times as the reqs are needed for each cast. Ars Arcanum (lv ?) Runes:6 mind, 2 blood, 12 dark, +1/3 of max hp available Effects:projects a barrier around the target with as much hp as was spent.can be cast on self.barrier's health drains at a rate of 1 hp every 10 seconds (to make it fair) outside of combat.nonelemental (will make sense later) Reborn Hill Giant (lv ?) Runes:4 death, 15 air, 8 dark, (optional) giant bones Effects:summons zombie hill giant with a 10% chance of failure.as strong as normal hill giant. Gravara Well (lv ?) Runes:6 chaos, 15 earth, 10 dark Effects:creates 11x11 gravity well centered on the caster's occupied square at time of casting.deals 1/6 damage to everything nearby the center, afterward dealing constant damage similar to 4x the swarm random.exp same as Gravity Well.pulls stronger than Gravity Well.lasts about 30 seconds.cannot use until after 6 minutes of casting of any Gravity spells. Dark Blast (lv ?) Runes:3 death, 6 smoke, 3 dark Effects:17 damage, 1/50 chance of draining 4 levels off of target's combat stats. Ars Fraya (lv ?) Runes:8 mind, 2 blood, 12 dark, 20 fire, +1/3 of max hp available Effects:projects a barrier around the target with as much hp as was spent.can be cast on self.barrier's health drains at a rate of 1 hp every 10 seconds (to make it fair) outside of combat.fire elemental (fire attacks heal barrier, water attacks deal 2x damage, air attacks deal 1/2 damage) Reborn Large Skeleton (lv ?) Runes:5 death, 18 air, 10 dark, (optional) large human bones (lv 45+ skeles drop) Effects:summons lv 45 large skeleton with 10% chance of failure. Ars Motanus (lv ?) Runes:8 mind, 2 blood, 12 dark, 20 earth, +1/3 of max hp available Effects:projects a barrier around the target with as much hp as was spent.can be cast on self.barrier's health drains at a rate of 1 hp every 10 seconds (to make it fair) outside of combat.earth elemental (earth attacks heal barrier, air attacks deal 2x damage, water attacks deal 1/2 damage) Grunagus Tetrano (lv ?) Runes:10 death, 25 earth, 15 dark Effects:creates 15x15 gravity well centered on the caster's occupied queare at the time of casting.deals 1/2 damage to everything nearby the center, afterward dealing constant damage similar to 6x the swarm random.exp same as Gravity Well.pulls stronger than Gravity Well.lasts about 50 seconds.cannot use until after 10 minutes of casting of any Gravity spells. Dark Wave (lv ?) Runes:5 blood, 8 smoke, 5 dark Effects:21 damage, 1/25 chance of draining 10% off of target's combat stats Ars Regami (lv ?) Runes:8 mind, 2 blood, 12 dark, 20 water, +1/3 of max hp available Effects:projects a barrier around the target with as much hp as was spent.can be cast on self.barrier's health drains at a rate of 1 hp every 10 seconds (to make it fair) outside of combat.water elemental (water attacks heal barrier, earth attacks deal 2x damage, fire attacks deal 1/2 damage) Reborn Dragon (lv ?) Runes:8 death, 4 blood, 22 air, 15 dark, 3 untanned hides of dragon wanted, (optional) dragon bones Effects:summons a zombie dragon with a 10% chance of success.as strong as normal dragon. Ars Wikagro (lv ?) Runes:8 mind, 2 blood, 12 dark, 20 air, +1/3 of max hp available Effects:projects a barrier around the target with as much hp as was spent.can be cast on self.barrier's health drains at a rate of 1 hp every 10 seconds (to make it fair) outside of combat.air elemental (air attacks heal barrier, fire attacks deal 2x damage, air attacks deal 1/2 damage) this is all i can come up with right now, tell me how it is so far!if i need tweaks, then tell me what i need tweaked & how.constructive criticism only!actin like a jerk will only get yer post reported. :P
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The Gates Of Hell (quest)
Ok, I know that this can be quite controversial for a lot of various groups, but bear with me allright?This also has a likelyhood to be a very long post, but unless if you want to get your post reported, read the whole idea before posting.I will try and cover all my bases, but if you find any holes that aren't filled up, let me know! Requirements; Slayer-70, Excalibur, Darklight, 5 Runite Bars, God Cape (your choice, may dictate how the quest goes), ability to handle large ammounts of 100+ combat monsters varying in type depending on god cape chosen, Field Rations (from pc, at least 15 needed), good puzzle solving skills, good communication skills (with npcs) Suggested; good equipment, teleport runes, good food (sharks might not cut it), various potions (antipoison, supers, stat restores, etc.), lava cape (may reduce damage from specific monster types), Prayer-80 (if you dont want flattened in 2-3 hits by some of the nasties ;) ) The beggining (npc perspective) A Mining/Exploration expedition into the Wilderness involving various races sent a distress signal from the Chaos Temple (the one near hill giants around 16ish wild) requesting Military aid.A small squad of White and Temple Knights, Werewolves, TzHarr-Ket, and Terrorbird Gnomes was sent a week ago (told you various races!), with no response.King Roald of Varrock is worried that something happened, and his city being the closest to the area in question, asks for you to gather a squad of able bodied fighters (can get npcs & players to help) to go find out what happened. The Quest After you gather a decent party, you go to the Chaos Temple.Once your party makes it there, you find a near-death werewolf.He babbles about something of great strength coming from a crack in the ground behind the altar before he croaks.finding yourself freaked out, you return to Roald to report what you saw.He then wants you to check out the crack and find out what happened to the other members of the Military unit. After getting properly equipped, you & your party head for the Chaos Altar.With a ladder you make from the multitude of bones around (craftin 70 or crafter Tz-Harr on the team), you climb down the crack.The area is quite similar to a cross between level 5-7 wilderness terrain and the Kramja volcano.Not finding any immediate dangers, your team progresses, until you come across a White Knight apparently having what some may call a seizure.When you and a strong teammember try to carry him, he slings both of you into the other wall, stunning you both for a few seconds. Shortly after this, he rips off the armor, showing what can only be described as a Demon Worm protruding from his chest.When you defeat the morphed knight, killing the worm, he falls unconcious.A herblorist on your team (65 herblore or gnome) can revive him with a potion made from a mix of antipoison (normal) and combat (gnomes don't need the stuff to do this).When he revives, he tells you what happened, shortly finding out that the strength he received hasn't diminished.He joins your party, wanting to find what happened to his unit (he was the leader of the military backup) and, for lack of better terms, find out his new limits and give some payback. Continuing on your way down the tunnel, you find some more infected beasties, such as goblins and bears for example, with similar power boosts to the knight (they die along with the worm, the knight was an exeption).While progressing, you come across the, er, "remains" of the unit and expeditionary team.They have been transformed into a cross between zombie and demon (think Constantine).It appears that the knight is the only survivor of either team.Eventually, your team comes across a portal.The knight remembers that this is just before where he was infected, warning you of a signifigant boost in the power of the locals. After considering your chances, you and your team press forward through the portal.When you land, quite hard actually (the team is piled up, like a football dogpile with you on the bottom), you find that your most definitely not in Geilnor anymore(name of runescape's world, if you didn't know).You shortly find,after at most 2 seconds of looking around, that this is NOT a good place.The ground is heavily cracked, the air is borderline toxic, and there are multitudes of corpses around.After the a member of your team climbs onto a small hill nearby to survey the area, he/she (or you, 40 agility) immediately gasps. What you saw there is only a small bit of the area.The actual place is as enormous as it is horrifying.The denizens of this place are even more grotesque than the ones you fought outside of the portal.They are also a good deal stronger.You also see most of them carrying off what appears to be near-dead people to one of various areas.These areas seem to be tied to a specific element each. The area you came in from appears to be tied to the Earth element.The elements each area are tied to are Air, Fire, Ice, Water, Earth, Thunder, Light, Dark.The areas seem to have lives of their own, with a desire to bring pain to whatever is within them.The demons that occupy each area are used to their area, and in some cases distinctively tied to the same element. When the whole party sees the area, you try to decide what to do.Eventually, you decide to explore the areas, attempting to find out if there are any other portals and where they go, as well as determining the source of the massive strength the demons have.It turns out that each area has a portal to an area in Geilnor.These areas are affected by the demons that come out of the portals and the power that ties the various areas to their elements. When you try and go through one of the portals, you are attacked by an Elemental Demon Captain tied to the element of the area.He is about in the middle of the KBD and mr. Jad.If one of your teammembers die, which they likely will, then you have 1 minute to revive them with a combat pot dose & 1 field rations.The gnome of your team (if you have one) and the found knight can each heal other players in this way. After clearing all the portals, you hear a loud roar.Shortly afterward, with the people of your team looking around for what made the noise, a rumble is heard.At the connecting point of all the areas, apparently in the middle of the overall land, a large fortress appears (as in Death Star large, for a reference).Another roar sounds, apparently coming from the fortress.You can tell from the roar alone that the thing that made it is insanely strong, cheifly because it knocks you on your backside. When your team makes it to the fortress, you are presented with a very big (and, consequently, very heavy) door.It takes the whole team to push them open.Suprisingly, the Grand Hall of the place is quite ritzy, with obvious nods towards the power and evilness of the owner.There are 9 doors that you can access, both on the first and second floor.Eight of the nine lead to wings of the fort that are tied to elements same as the land outside of the building.The occupants are stronger still than the ones in the previous area, however. Each elemental door leads to a maze.The maze is guarded by elemental demons, spirits, captains, traps, and the like.The area itself also affects your team adversely, with status drops that would make sense (in the fire room, your strength and defence lower, in darkness your accuracy lowers, etc.).At the end of each maze, you find a Demon Overlord (each have names, just cant be bothered to think of names).It appears as if they are the root cause of the elemental attribute of the area they are in control of. Once you defeat one overlord, they drop a colored shard.When you collect them all, you can piece them together to make an Elemental Crystal.This will allow you to enter the ninth door.It will also reduce the effects of elemental attacks and areas.It is also very useful later ;) . You enter the door, expecting the worst.What you find, however, suprises the hell out of you.The room is in of itself quite small compared to the rest of the place.It does, however, contain some shocking things.First and foremost of these, is a mirror quite similar to the ones from Desert Treasure.Only when your team looks into it, it shows your team as demons.When they come out of the mirror, you get ready for a fight.When you lose (its a story part), it appears as if you are going to die.Someone, however, has other plans........ Suddenly, a brilliant light shines down.It stuns your team, but somehow burns the demon reflections to cinders.When you come to, you find yourself in what appears to be a hospital.When you find your team, a similar light appears nearby.it focuses on a specific spot, then forms into what appears to be an angel captain.Your team, thoroughly freaked out, asks what the *bleep* happened.He explains that the light you were hit with in the Demon Plane (as he calls it) was his version of a teleother spell, minus the runes.He then explains the change in cenery. It appears you got ported to the Spirit Plane (best i could think of), which is in direct opposition to the area you came from.The layout is similar, 8 elemental sections & one big-arsed fortress in the middle (which you are in by the way), but the areas have a benevolent atmosphere to them.The captain explains that they are training for a fight with the Demon Plane, and since you got as far as you did, the council that governs the Spirit Plane (one councilmember for each element) decided to let you train there. Your guide then gives each member of your team a bracelet and 8 different colored marbles.He explains that these will allow you to train in whichever element you prefer, gaining all of the advantages and disadvantages of the element.Only 2 elements can be active however.Your power at first is meager, but when you have an element active, you gain power in that element.How you use it determines the abilities you gain while it is in use (if you focus on defensive abilities, they boost while offensive abilities stay mostly static for example). When your team is ready, you can attempt to fight the demon reflections again.The angel captain explains that though they mimic your physical abilities, they cannot mimic your spiritual ones (the elements if you weren't paying attention).You accept the challenge, and are ported to the mirror room.The reflections show again, but this time you're ready.When you defeat them, the mirror shatters, and a part in the wall behind it opens.Finding that you have done enough, your team returns to Roald to report your experiences.Obviously, he doesn't beleive you until you present him with the bracelet.Shakily, he thanks you for your services then sits down to ponder just what he is going to do. FIN (of quest anyway) Reward: Access to the Demon/Spirit Plane (you can either walk to a portal or open one temporarily at a high enough general elemental prowess (all elements at lv 3 should do), the bracelet, 100k, 10k prayer exp, a lamp giving exp (50k) in whatever combat skill you wish (att,str,def,hp,range,mage,pray), access to the "Fortress Raid" minigame (will be explained later) I will leave it at this for now until there is sufficient support for the idea as it is presented.Tell me what you think of it so far!
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How's this for an update?!?!
ok, theres 8 ppl on this forum that support this.the list as i know it is; Iya_helix altune Teferi4 foofoomagoo anantipure drapit Dark_Aura baron8000 i will update the first post whenever there are changes needed, and if i like changes to the idea that are posted (dont say it needs tweaks without giving ideas on what needs tweaked!) ill add em.
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Stealth, anyone?
i have made suggestions of this sort (stealth) in other topics, while not using a potion, still with similar effects.please research before you post ideas!otherwise, it is fairly good for a suggestion.a couple tweaks (can attack, but would make you visible again if you do) would make it good for introduction to rs.
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Can't get jester back?
try checking with the jester dude.either him or diango, that may help.if not, sorry!
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How's this for an update?!?!
aiyaa, ive said this three times already, SKILLS OTHER THAN ACTUAL COMBAT ARE ONLY REQUIRED ON THE HARDEST OF MARKS!!!if its a f2p mark, obviously you wouldnt need a mem skill to complete it (although it may allow for some extra benefits).i am not saying this again!and the only way i see a penguin becoming a mark is if its like godzilla sized so dont worry about it!
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How's this for an update?!?!
yeah, i did get the idea from 12, but i digress.in any game like this (mmo rpg etc.) on occasion yer gonna come across some monsters that are just too bloody strong to take on yer own.this goes through a npc's head like "Now THERE'S a canidate for the billboard!" & up he goes.it is virtually impossible for it to not be like this in real life (or about as real as that world can get).this also makes for a reason to work on combat that everyone and their grandma can do at the lower end, but at the higher end, well, lets just say theres reason the npcs pay so high for killin the marks and leave it, shall we?
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Ah! The maps are alive! (Live Maps) ~ 182+ Supporters!
ok, on the issue of autoattacking monsters, this may fix it (or at least help it).each monster and npc (with some exeptions) has a sort of "siding" with one or more types of groups/cities/etc.if you are on the same side, then the npc won't attack you (with exeptions, such as trails, quests, etc.).if you're not, but your side isnt fighting theirs, the aggressiveness (which id prefer to refer to aggro) is normal.if they're in opposition, then the normal aggro rate is doubled(as in monster lv*4-1=or as regard to seasons, they could tie into my first suggestion.depending on the season or time (is about 6-8* faster than real time in regard to the time zone the world is in) certain monsters may appear/strengthen/weaken/etc.with certain equipment, characters can take advantage of the seasons (by giving them an elemental charge) with the disadvantage of being reduced in abilities if they are traveling in an area that is elementally charged to be over your element (like water if there are any holes in this, please let me know!
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Ah! The maps are alive! (Live Maps) ~ 182+ Supporters!
ok, how about this?(changes some things around a little/alot) npcs and players have the thing showing their combat replaced by a percentage ratio showing how strong the opponent is compared to you.this would determine the comparative difficulty of the monster.if, however, you don't like this, it is possible to get a small wristband (2 new armor slots ftw) that shows along with the opponents combat level their max hp & in some cases weaknesses/strengths.this armband would need the recipient to be roughly equal in power to a level 50 player.ill leave the actual levels to jagex.if a npc, with some exeptions, were to encounter a player thats under a certain level they would ignore them, due to them being too weak to be of any worth fighting to the npc.if the player does attack, however, they are most likely toast.on the wristband idea, there would also be a matching wristband that prevents the other one from working on you.npcs' normal attacking boundaries (red spiders not atackin a 69+ for example) would still be in effect through this.
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How's this for an update?!?!
ok, i know slayer & hunting are different.they would however be needed if you hope to take on the higher ranked mem marks, or at least some!some hunts out of every rank, increasing in % for higher ranks, need stuff other than combat to get to (setting traps, making bait, finding/killing the mark, etc.).& this is by NO means a new skill, its just a little minigame type thing.there would be challenge in it even for the f2pers to some extent.these marks, as stated, would be considerably stronger than regular monsters.thats the whole point of this!if you want to start the harder hunts however, youll have to be on a mem server to take the hunt up.you can still review the bill, just cant take it off the board!(kinda like holding out a carrot so the mems dont [bleep] ;) )
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How's this for an update?!?!
Ok, you all know how hunting & slayer are seemingly interlinked?I have an idea that would link them quite well.Its summed up quite nicely in 2 words; BOUNTY HUNTING!!!!! :mrgreen: \ :shock: Be warned this might be long, but its good!!! Each bar/tavern would have a billboard (all the same hunts on it) with a couple hunts (says the name of the mark) posted on it showing a roman numeral (rank of difficulty) & a symbol (range, mage, melee, hybrid) to its right.If you click on it, you get a little bit of info as to why the petitioner (the npc who posted the hunt) wants the mark (the monster wanted killed) to die.if you click accept, then a slip appears in yer inventory showing details of how to get to the petitioner (its the bill you just read so other neebs dont get to the petitioner before you).once you get to the petitioner, he/she gives more details of why they want the mark dead/subdued & how to find it.the higher ranked marks may be a little more tricky to find, so the petitioner may refer you to other people (npcs) who know more. Once you have talked to the petitioner, its time to go hunting :pray: !!!You'll automatically write down the general area of the mark on the slip you got when you accepted the hunt (shows instead of petitioner location).It is your job to find the thing & kill it.Know the type shown next to the name of the mark when you first saw the hunt on the billboard?You gotta kill the mark with the combat type shown, or you cant kill it (like fightin the dag mother with the wrong combat type) (hybrid hunts can be killed with anything).Once you kill it, go back to the petitioner (petitioners location shown again on the slip) & collect your bounty.The rank & type of the hunt dictates what you get (rank 1 stuff is lowest, goes up from there) (hybrid bounties can be anything, but the stuff is weaker than if you got a specific combat type hunt).The longer it takes you to kill the monster from time of talking to petitioner to collecting bounty the lower it is gonna be, so be quick!Certain monsters however dont have lowering bounties due to their difficulty (they hard as hell, so dont expect it to be quick cash!). Once you complete a certain ammount of a specific type of hunt, the barkeep (person you talk to normally for booze) says that you may be able to join a corresponding clan (npc clan, not real one!) to that type.He gives you a slip showing where the clan is (may be new place or spot in existing areas).You would not be able to enter the clan building initially without this slip.Once you find the clan & show the guard the slip, you can get in the building without dealing with the guard.You enter a room that basically looks like a skill hall catered to the type of clan that is.Theres various npcs, but they wont talk to you until you join the clan officially.The clan leader should be either in the middle of the room or the back.He/she is very distinguishable from the other clan members.Talk to him/her to join the clan.Once you do, you get a clan primer (acts as a bestiary, clan info book & hunt log for that clans hunts all in 1)3 doors besides the entrance/exit unlock for you. You can talk to the npcs for just idle chatter corresponding to the clan & the combat type it represents (training tips, loot monsters, stuff you talk to friends about for killin stuff) or challenge em to a fight (details later on).the 3 rooms are; a clan trophy room, a clan shop, & the clan duel room (vs npcs only!).The trophy room shows stuff that is available to the highest ranking people (basically a preview), a clan billboard (they are stronger than normal petitions, so be prepared!also got better bounties : ) & some clan details.The clan shop is where you purchase said stuff (at a high enough clan rank, explained later) plus some stuff corresponding to the clan (runes for the mage guild, ammo for the range guild, metal armor for the melee guild, etc. (hybrid guild has a little of all but at a higher price & clan rank needed, best stuff not available)).The clan duel room is where you go once you challenge someone.The terms can be either for fun (nothing lost, including ammo(no xp at all gained)) or for real.When you duel for real, you lose ammo, gain normal xp, & have to ante something of value.Your ante has to be the equal or greater in price than the npcs ante.The higher level opponents also give bonus exp corresponding to the clan.You have to use the combat type of the clan (hybrid clan can use anything) in the fight.Any ammo that is not broken is returned to your inv at the end of the fight in range/hybrid guild fights.If you lose, you respawn in the lobby.The stuff you can get corresponds with the clan & the combat level of the opponent.You can challenge the clan leader once you beat everyone in the clan once.He/she is the strongest npc in the clan, so you better be ready!You can get the clan specific armor from him if you win in a 'for real' fight if you already received it beforehand normally.This is nontradable.It is the best set of that armor in the game (since theres heavy restrictions on who can get it (probably only ppl at least 110 combat or equal to it) it shouldnt affect barrows/dragon prices much) On some of the hunts, the mark drops something specific to it (untradable).Once you collect the bounty for the mark, you can talk to the petitioner about the item.He/she says that can be used for something they really need done or to get.If you do what they ask, they give you something extra along with the bounty.This is generally something very useful in certain situations (I'll leave you to your imaginations :mrgreen: ) that should be kept.In very rare cases its something that can be used in a superhard hunt to make it easier, & should not be tossed for that reason!All of the marks respawn at some point, thereby allowing you to hunt it again.There is by no means a guarantee that it will be the same petitioner or even the same area, so be ready!it will always be the same rank & type, however, so that should make things a little easier. There is also a new room available.You can put completed hunt slips, clan primers, Full clan sets, a billboard (at a high construction lv & general rank, of course! :P ) & trophies from some of the harder (supermonster lv (kq, kbd, mr. jad, etc.)) marks.If you're at a high enough rank in a clan, you can even use monsters corresponding to that clan in your dungeon (at a price)!These are generally strong, so only use if you throw parties for high lvs if you dont want a riot :uhh: :twisted: . Each of the highest ranked marks drop a certain part of it (not that one!).There is probably 4-6 different uberhigh marks for each type.Once you collect them all, you can take the parts to the clan leader that corresponds with the type of mark you killed (the parts will have a little abbreviation at the end to show what type they are (ma=mage, me=melee, ra=range, hy=hybrid)).They will (for a price, maybe 500k to be fair) make it into an untradable armor set which would be the best of that type in the game.It is possible to have multiple sets & use it in the wild, but due to their untradability & the hardness of the marks you get the peices from, most would only have 1.If you see someone who is in one of these sets, then it is readily apparent that they are an elite class.So as to make the lava cape not loose its notoriety, none of the sets will have a cape. Tell me what you think of the idea!Try & read it.I know its long, but time spent posting that its too long is time spent not readin it! :roll: I came up with this back in late November.If you feel that it needs changes, say so.If you want visual aids, dont ask me!I can't even draw a stick without [bleep]in it up somehow! support: 1. 2. 3. 4. 5. hate: 1. 2. 3. 4. 5.
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Martial Arts
i personally think this could be interesting.would probably add new armor & equipment (gi's & reinforced gloves for combat as an example).maybe make it a whole new skill!it would make for the ability to use things involving those kinds of combat (the hand to hand fighting, stealth, etc.) and add new possibilities.wouldnt boost combat, but certain levels in the combat skills (hp & prayer included!) would be needed to do some things, as well as noncombat skills (agility, herblore, & theiving to name a few).if you refine this, it could become quite magnificent!
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Ah! The maps are alive! (Live Maps) ~ 182+ Supporters!
the idea is good overall.it brings more realisticity (new word WOOT :mrgreen: :thumbsup: ) to the game.would be kind of hard to do however (its got limited memory space after all). the internal city/group wars idea is good overall.they should maybe start with a squad of 10-15 npcs of one kind in their city marchin to the opposin city/group's fort (fighting in the actual city would be a little more "interesting") and only people aligned with a city/group would be able to see it.these forts are small, about the size of barb village (new additions to old areas is good imo) and regularly have about 20-25 npcs of varying strength & rank.if a scouting party finds the opponent marchin towards a fort & gets away with at least 1 alive, then they can warn the fort.if not, suprise! depending on the situation, either side may call for reinforcements.aside from the people that are already there, the only way for other people to know if theres a fight going on is if they hear the call for aid.this can be signalled by various means depending on the terrain.if youre in range of the signal, you'll get a message saying who called it & where.a little compass will show up on the lower left corner of the game screen (or the minimap) directing you to the fight.you can lose your items in these fights as normally.however, you dont get skulled for attacking another player. people not aligned to any of the acting forces in the fight (may be more than 2 groups involved, alliances are likely) will get a message warning them of a fight at the fort nearby.they can therefore avoid the fight altogether, or join the fray.if they choose to join the fight, they risk getting attacked by both sides, seeing as to how they dont know what side the player is on. depending on how the fight goes, things may happen, such as morale increasing/decreasing, recruits signing or resigning (the squads gotta come from somewhere), people gaining or loosing ranks, forts being captured/retained, etc.you also earn marks for how many of the opposing force(s) you fell, your involvement in the capture/defense of the fort, how many people you saved (you can give food/pots directly to others on your team including npcs), and how many of the forces died.you can redeem these marks for group/city specific armor that identifies you as belonging to that group to npcs & other players, regular armor, ammo, materials, etc. also, based on the morale of the city, the number of forces, and the number of forts retained, you can get special marks put on you for set ammounts of time by npcs if you're aligned with that city.these can range from boosting the frequency of drops, your stats, how much materials you get, etc.this is only active in areas held by that city.you may also get these bonuses automatically when you first join in a fight.when you get your city's morale, forces, and forts owned past a certain point, you can even get a mark that lets you retain all your items if you die in that territory (the npcs automatically collect your stuff & hold onto it for you)! the roaming monsters idea could tie into this, allowing on occasion for monsters to, for lack of a better term, "crash the party".the ones that do this can be something ranging from lowly spiders to steel dragons or worse.also, if you hold a specific mark, you can catch some kinds of monsters, giving your city some mounts.you can use these mounts in fights, as well as in areas that the monster is comfortable in held by your city.this is the only way to be able to use mounts for a while, until your mount is strong enough for you to care for yourself. environmental events can also affect a fight.things such as rains, sandstorms, earthquakes, volcano eruptions, and the like could affect the terrain for a time and the fight with it, damaging npcs & players alike who are not properly protected against that type of event.those who arent also on occasion can have stats lowered, as well as continuous damage in some cases.those who are, however, may receive boosts and an increased regeneration rate.if an event occurs somewhere it shouldnt, then it can sometimes disrupt the fighting.this can signal the coming of an especially nasty monster, usually of the same type as the event that happened.in this case, it is highly advised to follow the example of the npcs & attack the monster, not each other if you plan on surviving the next 3 seconds. once the monster is removed by one mean or another, the fighting resumes, if the monster didnt kill everyone.in this event, the fort becomes neutral, which acts like a magnet for forces to take it.these are usually the biggest of the fights, resulting in the best chance for attaining marks and items.the npcs drop their armor and equipment, which you can keep and use (not if yer aligned with a group already) or sell (they're tradable & can be melted down by npcs of your city resulting in bars of the kind of metal that armor is made of and some metal ingots (5 ingots=1 bar, stackable in bundles of 10)). those with a high enough rank in a city or group and the proper levels can make some city specific items of their own for personal use.these can range from special powder that ignites when the ammo its atached to hits, dealing continuous damage until the resulting flames are removed, to enchanted weaponry which can bind the opponent, to crystals which contain charges for a specific spell and increase the strength of that spell when charges arent used but runes are(this would double the ammount of runes needed or more).