Everything posted by helring
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Future Update Discussions
Vic the Trader is coming back soon. http://www.reddit.com/r/runescape/comments/2y552r/9001_more_swag_vics_on_his_way_back_improved_look/
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Future Update Discussions
- Future Update Discussions
It was only for a small update, not sure they could do both within the budget. They're doing a RuneLabs contest every month, they can't just repeatedly do every top suggestion.- Ports - Guardians of the World
A patch to fix the weapon parts voyages. Apparently they were supposed to be about 1/100 but some other voyages were superceding them. https://twitter.com/JagexRowley/status/573100641070940161- Polls General Discussion
Can't blame Raven, he came up with a really cool quest idea, it got all hyped out to the players, then they cut it for budget. I'm sure he wants the chance to follow through.- Polls General Discussion
Mod Raven said that he could do it just fine with a Large. So, would love to see it. Also gonna plug my Faction Related Item Sink Idea which I'm hoping can make it to poll. Its in my signature- Ports - Guardians of the World
I saw that last week, and by about halfway through the second paragraph I just threw my hands in the air and gave up all attempts at comprehension. There's a difference between knowing the exact drop rate and how its actually working out for players in game. You can know the formula and how it should work but looking at how many players are actually recieving the voyages could include variables you may have missed due to human behaviour. Think of it like this, if the voyage is 1/500 chance. Theoretically with 3 voyages a day and 15 re-rolls the person has 18 chances per day. On average that would mean a player would get the voyage every 28 or so days. However, what if player behaviour tends not to use those. Players usually get 2 adventurers per day, if they send out both of those adventurers that removes 2 of their voyages but no new chance at the piece voyage for it. Then perhaps players don't tend to re-roll voyages often they just send out whatever voyages are available when they look. That would mean they'd send out 2 more voyages from there. So the total number of chances per day they'd have for the voyages would be 5 on the first day (their 3 available voyages plus the 2 that replace them), but only 2 on every other day (since it only replaces the voyages they send out). So while mathematically it may be supposed to come up every 28 days if people use all their re-rolls, human behaviour could make it take an average of 250 days since people aren't using all their re-rolls. Throw in voyage re-rolls from ports randoms and it can become more messy. So, they can know the exact code, but analytics will tell them the results when you factor in human behaviour.- 23 February 2015 - Dishonour among Thieves
Yea, I basically did checks after every action. Jerrod, checks, Moia, checks, Jerrod, etc- 23 February 2015 - Dishonour among Thieves
Which mechanic could only be managed by game chat messages? I managed to do the whole thing without looking at the chat box- Future Update Discussions
I think that was basically part of Mod Jack's idea that he outlined for a possible smithing rework. I wonder what the name would be. Sort of but not quite corrupt dragon? :P I can't find Mod Jack's original post (probably long gone) but I did find this one that matches up to what I remember from Mod Jack's post. http://[Please Use QuickFind Code].com/c=1f7fa39/[Please Use QuickFind Code]?16,17,178,65518818 Tier 1 - Bronze: Copper ore + Tin oreTier 10 - Iron: Iron ore + Limestone ore Tier 20 - Steel: Iron ore + Coal oreTier 30 - Mithril: Mithril ore + Coal ore Tier 40 - Adamant: Adamantite ore + Imcandite oreTier 50 - Rune: Runite ore + Imcandite ore Tier 60 - Orichalkum: Orichalcite ore + Dragonsblood ore* Tier 70 - Necronium: Necrolith ore + Thanous ore- Future Update Discussions
I think that was basically part of Mod Jack's idea that he outlined for a possible smithing rework.- Boss Pets: a Ninja Update
From the point of view of a completionist requirement, sure. For a utility/food type item that Jagex presumably wants players to acquire and use, it seems a little excessive, don't you think? Honestly think more food should have been like this. The best foods should be the harder to make ones like pizza, potatoes, sushi, etc- Boss Pets: a Ninja Update
45 hours doesn't seem that bad at all. Its a decent sized fishing update and stuff like statues was a lot worse.- [16-2-15] Ninja Update – Return of the Wildywyrm
Those are all relatively older tasks. Jagex is anything but consistent and when they come up with a new way they unfortunately tend to go "we'll do this from now on" instead of retroactively trying to fix the problems that are still there. I agree with your post, but with the addendum that this is the way most companies operate. Typically, it is simply far more money to fix things that exist. In the same way that depending on the house, it can be cheaper to scrap it and make a new one (keep in mind: this is from point of view of a corporation, not a family deciding if they should build a brand new house or fix their current one) I think the main problem is that they're running a persistent MMO with constant updates. For most companies if you change it going forward thats fine because your new products are better and your older ones are obsolete. With a 10+ year game with consistent updates that just makes it a mess with inconsistencies in design everywhere, players asking for fixes and being ignored. I think if you're trying to keep the old product from being obsolete then you need to make the fixes.- [16-2-15] Ninja Update – Return of the Wildywyrm
Those are all relatively older tasks. Jagex is anything but consistent and when they come up with a new way they unfortunately tend to go "we'll do this from now on" instead of retroactively trying to fix the problems that are still there.- [16-2-15] Ninja Update – Return of the Wildywyrm
I think I understand why some of them are toggled but these aren't if you look at it from a different angle. What do muspah, nihil, tormented demons and glacors all have in common. You could say the difficulty, but I think the more important thing in the J Mods' minds may be that they're all unlocked from quests. They don't want to encourage players to avoid quests just to keep a monster from showing up as a slayer task. So, they made these quest monsters toggle tasks so that players can do the quests even if they hate those monsters (or think they would). Lava strykes only have a slayer level req, so they treated them like regular slayer tasks. I still think it should be toggle, but after thinking it through I understand why they didn't do it automatically.- RuneLabs Ideas
I have access to the HLF, you do not want us in charge of anything. I wouldn't be surprised if half the troll Runelabs stuff came from that segment of the game.- [16-2-15] Ninja Update – Return of the Wildywyrm
Yeah the risk part is definitely a problem. A LOT of people wear rags (read: bare minimum risk) during warbands, and during wilderness wars as well. Plenty of people only use t90 weaponry alongside Penance and don't bother going back once they die. That's why I like purple portal wars inbetween fc's, because you can take in as much risk as you want without losing anything. Tbh I prefer the post-eoc pre-legacy wilderness death system, in which that you're automatically in skull status in the wildy (you will lose all items except your +1 with protect item). I dislike the current skulling system, because it doesn't reward people who attack first, assuming you're attacking an un-skulled person. The fact that you can be effective in rags is a lot of the problem. Make it so that armor isn't simply a formality, and bingo, good pkers are rewarded with actual loot instead of a royal dhide set and a glory. With people using at least barrows gear to defend against most common threats, pkers stand to make at least some decent money (the entire point of dangerous pvp), and it may get some new people into the wilderness that actually want to be there. I feel it would have the exact opposite effect. Already there's a lot of people who won't even risk rags, you'd probably have a lot more people refuse to enter if you needed better gear. Risk needs to be lower or most people will always avoid it and it will stay mostly dead. During the busy time of the Wilderness before it got killed, the best gear was barrows but 99% of players still used Rune. Players just don't want to risk several million.- [16-2-15] Ninja Update – Return of the Wildywyrm
Why would you block it? ....You can't expect to not get pked in the wildy. You answered your own question. A lot of players absolutely hate the Wilderness, even in its hayday a large portion of the game avoided it, let alone now that we've had around 7 years of minimal risk deaths for people to adjust to. Players hate real risk because its annoying. I used to hate anything to do with PvP and the wildy as well, until warbands came out. Once you know how to defend yourself, fight back and kill other players trying to do the same to you, you'll realize how fun and easy it is. If you choose not to do so, of course you will hate it. It's the same with plenty of things honestly, like how killing all bosses was made a comp requirement, but that's a different story. Yea, being forced into it for comp just made me hate bossing more tbh, especially when I have friends who still can't get the cape back due to that req. I've started to like bossing a bit due to going for pets, but trying to force people into it is probably not the best solution. I think the RS version of PvP is just too punishing currently for most players, if there was a way to allow people to use their best gear I think it would be more popular. Like maybe requiring you to deposit money before entering (like 50-100k) and on death the pk'er gets a voucher to claim your deposit.- [16-2-15] Ninja Update – Return of the Wildywyrm
That's the reason right there. Personally, I don't like pking. Runescape pvp is frustrating, not fun, and I don't want to have to worry about it when doing a non-pvp activity (slayer). I also don't like how Jagex has always pushed these updates as something to "increase activity" in the wilderness. Turning one ditch into a pvp ground zero doesn't restore the wilderness to its former glory; it removes all of the fun from the primary users of the content. The wilderness should be populated with people who want to pvp, and there are hundreds of games that prove people will compete with each other with the only reward being the fight. The fact that the wilderness is a ghost town isn't due to there not being enough skillers running around, it's due to pvp not being inherently fun enough to keep a stable pool of players around. Forcing players into a pvp zone by sacrificing potentially good content is not, and historically has never been the answer. I think part of the problem is that the PvP itself is kind of fun, but not enough to go out of your way, and definitely not when you're risking something. There was a large amount of players engaging in PvP for WE2. If they had that sort of PvP anywhere for no loss then I think it could get more people PvP'ing.- [16-2-15] Ninja Update – Return of the Wildywyrm
Why would you block it? ....You can't expect to not get pked in the wildy. You answered your own question. A lot of players absolutely hate the Wilderness, even in its hayday a large portion of the game avoided it, let alone now that we've had around 7 years of minimal risk deaths for people to adjust to. Players hate real risk because its annoying.- [16-2-15] Ninja Update – Return of the Wildywyrm
Apparently pk'ers can attack you while you're killing wyrms, so npc combat doesn't help.- RuneLabs Ideas
Give me a link and I'll put it up there and take a look- [2-2-15] Demon Flash Mobs – New Rewards and Rebalancing
Thats not really a retcon. Wanting peace does not mean you are a pacifist. Si vis pacem, para bellum. If you want peace then you need to be willing to destroy those who would prevent that.- Death System Rework
You gotta remember that gravestone have been out for over 7 years. For many RS players its the only death system they've ever seen in the game and for most (all? not sure exact dates) they've played longer with graves that without. Most never knew a punishing death system, and many that did are much more used to the current system. As far as how I feel about this, I'm conflicted but pretty sure I come out against the current implementation. It pretty heavily punishes players that can't do the bosses well, which means much of the death tax will be on the players that can least afford to pay it. I think I'd be ok if it had a 300-500k cap. I'm not against death meaning something, but not this much. - Future Update Discussions
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