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Bellatrix

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Everything posted by Bellatrix

  1. lol, sounds like fun. too bad im still at work... anyone knows what items required, or what monsters (if any) you have to fight during the quest?
  2. regular (slayer) monster like gargoyle. As is see it, there are many medusas on that area (with snakes crawling around, etc) - so (as i written in the topic), one wounded medusa retreats to seek shelter behind the other creatures. (though the area is not necceserely a multi-combat) If somebody is fooish enough not to bring a mirror shield - maybe he shell be freezed, or maybe drained, as similar to basilisk (jugex will want to give him some chance to escape alive). As for a fighting boss: jugex can always add later a lower floor where the legendery gorgon herself waits, armed with legendary equipment similar to barrows (but she has very high magic defense, unlike the six brothers). I myself prefer that such a boss and it minions (maybe a pet-chimera also, lol) will be the end of a glorious quest that requires team-group of high-level players, rather then a simple fighting boss. Anyway, that boss can have a rare drop of a legendary shield with the possibility of entangle (works like barrows eqp, and wears-off quickly and needs to be fixed like them). But that is not the aim of my current topic.
  3. The problem is the "gorgon" may create confusion between that, and the ox-like moster from D&D (that with the iron scales and petrifying breath).
  4. New Slayer Monster: Medusa What Is the target? To give slayers of medium-high level a new rewarding goal for their training, and also challenge them with an inteligent (and rewarding) foe. Furthermore - its behavior and fighting/retreating method will encourage player to group there, and make life much more interestingÃÆââââ¬Å¡Ã¬Ãâæ Where to place it? Some kind of Ruind Temple (Greek style, of course). The tempel can be added in one of the following places: 1. as a new side-area of slayer dungeon (entrance can be a cravice between turoths and Kurasks). 2. new maze or area in the eatern Mishtalin (near the limestone temple). 3. A non-wildy maze found in one of the ruin areas in wildy (similar to the KBD zone). Stats: Aggressive: yes Slayer level needed: 58 or 62. Hp: 75 Slayer Equipment needed: Mirror Shield. Attack method: The Monster attacks with a poisoned spear, and hits up to 12 + poison (similar to cave crawlers). She can also throw javelins (range attack), and cast entangle (or snare) spells, if you try to fight from a distance. Javelins are also poisoned, but the poison is weaker (starts at 5). Furthermore: If a medusa has 25 or less hp left, she may start to retreat, and seek the cover of other medusa around. Once in a while, she can also summon 2 bush snakes (or similar snake-like creatures), to keep her attacker busy. She can regenerate quite fast. Defense: Medusa has high protection from magic, and low protection from range (though, mirrior shield must be equipted at all times, so only javelins, throwing knifes and darts work). Melee defense is reasonable (medium-high). Reward (drops) - I arranged them from the common to the super-rare. 100%: Bones, snakeskin. Common Drops: skull, bronze spear(p), bronze square, 50-150 gp, 10-40 earth runes, 10-40 water runes., 5 bronze bars (noted), herb, grapes. Less common: mirror shield, anti-poiosn potion (3 dose), herb seed (harlander and higher), herbs (3), poison ivy or belladona seed, 3-10 nature/chaos runes, 3 law runes, silver vase (does nothing, but high alchs for 700 gp), steel javelins (10), steel knifes (10), bone spear, 13 rune ess (noted), oak root, jug of wine. Half rare: cooked swordfish, weapon poison, addy javelins or knifes (5), addy med helm, chaos or nature tally, mith boots, 5 snakeskin (noted):,5 death/blood runes, mith long sword, poison ivy (1-2), belladona (1). Rare: yew or magic root, gems and half key, rune spear (p), wepon poison (s), ancient mirror/vase (dose nothing, but high-alchs for 3000gp), soul rune, 3 combination runes (random kind), mystic bottom (white), rune squar shield. Super-rare: dragon half-shield, uncut dragonstone, mud battlestaff (as common as the dragon chain drop from dust devils, lol). Litte trick to add: a nearby source of water exists, so player can use the jug (left when drinking the jug of wine drop) with the grape drop, to make a new jug of wine (helps them to stay longer :-) ). Please make your comments :oops: , Bellatrix
  5. I support the idea. Some monsters, in some proper area, should act a little more realistic. Not the dark wizard near varrok (though its not so realistic that they will enter the city), but other things - let them act similar to the leeches in the haunted woods. Furthermore, and even more crucial: jugex, city guards must cease being a mare decoration. It will be good if they will start *working together* if a player attacks them or the citizens around. Be a bit more realistic - if someone murders citizens or other guards in their sight-range, they need to storm him. Let the "brave" player who enjoy attacking 2lv women deal with 7-10 lv21 guards. Add even few archers from above, and it will be even more fun :-). An as a rule - make monsters a *bit* more inteligent.
  6. Well add me if you want (L.Bellatrix), and I'll sell u cheeper. Beacuse it's not a marketplace forum - let's discuss in messeges.
  7. I dont like that idea. Unlike the noob that follows u begging and willing to do nothing, that one you killed really wanted to *work* for you, but you decieved him and slain him. That's ugly and not fair. I have no objection to leed the worst baggers to the wizard circle - most times they dont die, just take some damege and learn a lesson. But if he grees to work for you, that should be encouraged, not punished! As for me - I was a weak noobish character also, but i never begged. I worked hard - from goblins to al-kharid guards, dwarves and skeletons, I died several times and lost my stuff. The worst time was when I was training on skeletons and cooking rats for food in Varrok sewers, than one scum tempted me to follow him, saying that nearby there is a spawm of soom good food - if I'll just ran past the lv24 zombies and skeletons. In other words - he lad me to the red spiders just for fun (And I wasnt begging or everthing!). Antway - I started over and over. So, the begging isn't because someone is weak - but generaly beacuse he is lazy and greedy. In a couple of times, i saw even lv 50+ begging! When beggers follow me, I usualy offers them to do somthing (Work for me, or just general good advices fitting their level). or I simply ignore them. If he asks for somthing small, like cutting a gem, enchanting a ring etc, I have no problem to do it for free. I start thinking of somthing crueler just if he keeps following me, or start to threat or use ugly words - or if he tries to scam me. then dark wizards are fine...
  8. Well, the things I have in mind: 1. bank chest (not so original, but true). If you think that can break balance, make an npc similar to rionesta, that will send items to the "nearby" bank for a price (so no stackable items for cheap, lol). 2. range (how can a house be without it, unless you are a mountain troll?). give the player the option to choose how it will look: - normal one. - spit roast (the barbarian fashion, lol). - calderon - some new design: luxurious, necromencer-like still (skulls and etc, fit pkers right), mad-scientist/wizard style... 3. one (just one!) skill tool. let player choose between: - furance, - anvil, - compost bin, - fountain with 1 slow vial spawn, - 1-2 ledges or somthing similar to agility practice, - fishing spawn (not too high - I suggest a new fish that will require lv40-60, and heal 12-15, else make it randome betweem salmon, tuna, lobster, bass or swordfish) - small flax spawn. - spinning wheel or potter oven (maybe also a tanning line to tan hides) - small shrine to recharge prayer - a speical fireplace to train firemaking (make it possible to store up to 10 logs (no put-X, for balance) + small bouns possible comparing to regular training. You could also add "choose design" to the fireplace, similar to what i posted with the range. - 1-2 willows or maples, or else - a cart that you can fill with logs, and pay npc cartdriver 15 gp per log to drive it to the bank. 4. A special delivery bird or etc (choose between bat, gull, owl, hawk, etc), that will be able to send it to "shop" at certain places - like slayer masters. You use the money on it, and it takes 1 hour till the delivery waits at home. no more then 1-2 unstackble items, or up to 50-100 stackable like ess, runes or arrows. 5. garden - choose up to 3 patches (no specials), or replace them with 2 of those: - 1 diary cow + churn. - 2 regular cows - some flax spawn (if not choosed already) - wild and dense bushes for hacking with machete (a bit similar to miny game, but with different "suprises". - 1 snape grass or fungie spawn. 6. wall flag or banner - can be of one of the 3 gods, or give players a list of banners and images to choose from. can be decorated with swords, shields, etc. (at last I'll have somthing to do with my trimmed addy itmes from lv2 clues!). 7. up to 5 wall trophies - make an option for player to "take head" of monsters that he killes (or make a semi-rare "head" drop), give it to a tanner for a good price (5k at least), then you get the trophie to hand on your wall. 8. basment with monster spawn. again, I suggest to leave the kind to the player, with some limitations (No humans, no bosses, no special quest monsters, maybe no monster above lv 100). how will you get that monster? leave it to the player himself, in the following method: all fitting monsters will now have a rare drop of "egg", "spore", "cub", "magic ash", etc (fitting to the creatur's kind). now, If I really, really want a toruth spawn, so I will have to kill many of them, till I get the "turoth egg". then I bring it home, buy some equipment needed, and "spawn" it, Importamt: make that drops *untradeable*, so anyone will have to sweat for his spawn, and no noob getting an abbarent specture in his basement, just because he merchanted cowhides... last thing - make an option of "send free" the monster, in case you got another better things, or you just want a change... (anyway - a single spawn only) Yes, I know that was more then 5 (but it was fun!)
  9. sweetcorn goes for 1k each?! can I sell u mine please? (joking 8) ) or did u refered to the seeds? now seriously: sweetcorn seed is not hard to get (kill some cockatrice, thay drop 3 in a time). butter is a headache, but still easy and costs nothing. tuna is the easiest thing to get in large amounts, if you got 35 fishing... Yes, It will be harder the gather 1k of those potatoes, but a normal player who wants to make 50 or 100 for his training or quest will not have much difficuly.
  10. or else from pyrefiends (not to mention that fire runes are bad for selling, and easly replaced by a staff of fire). As for the cooking update, I think it is a good update, from 2 main reasons: 1. It gives more uses for farming crops (aside from eating them or using them as compost). I hope for updates and future options also with other crops, like watermelons. papaya, etc (I once suggested the papaya with red wine :-) ). Anything that makes farming more rewarding and more involved in other skills is a blessing. 2. It is balancing (a bit), the most unbalanced "food chain" - in which there are nearly fish, and fish alone. It was a bit of a problem, that the best food was so easy to get and cook (dephending only on plain fishing or/and cooking level). That situtation also helped alot to make the autoing plague even worse. I think things are now getting to the better direction - that new food still require high level cooking (gives a reason to keep training after lv60). it is not too comlictated to make, and it is usfull. whenever Im going to train upon high level monsters, I can stay there longer. It is also good for quests where medium level players must face 1 extream high-level foe for a final chalenge (grand tree, monkey madness, etc). It can also help fighting toe-to-toe against verac in barrows, etc. So - the new cooking update is good, and im waiting for more of that kind :-)
  11. The new slayer monster is a failure - Even when considering newbies needs and everything. Note, that the group you need to consider is "newby slayers", and not "newby runescapers". Most players begin as f2p, and aproach the slayer skill much later, after they become p2p. So, the majority of players that train slayer, begins with at least medium or medium-high combat level. If that is the case, then you advance the low and medium-low slayer levels very quickly. i was about lv50-55 combat when I began slayer.my first tasks was 55 ghosts, the next one 60+ wolves, etc - I reached lv 35-40 slayer in a couple of dayes, and then, just then, the progress became slower, and real slower in lv50+. The meaning of all this is simple: low and medium-level slayer do not need much new special slayer creatures for "entertainment" (means: more short-range goals to make the training more interesting). They advance quickly enough till lv 40-45. as for low-level slayer creatures - the only reason to hunt them (unless you get them as slayer task) is their drops. Take cockatrice as a good example: they are low leveled, yes. they defiently dont drop rune armor etc - but their common allotment seed drops makes them good for farmers, in adition for nice amount of runes (law and nats), limps. and lv2 clues. pyrfiends are slain for their chaos and fire runes, gold ores and stell boots, banshees have many herbs and essences, and even crawling hands have somthing special - balanced, but still special. What I say is, that the new moster missed both possible goals. Drops are very similar or even less good then pyrefiends - and pyrefiends are much better for training itself (from several aspects). The choise to place the new creature in lv32 slayer is the second miss. what is really required is more cretures to fill the medium and medium-high levels (45-70), when progress become slower and slower, and the more advanced and "legendary" slayer monsters are still far away. that is the points where many players despaire and quit training. So - new creature, big dissapointment.
  12. No they did not removed the maze. I had it yesterday.
  13. There are two main ways to deal with autoers: 1. Make autoing harder and more dangerous for both bot-char and the main account using it. 2. Try to figure what advantages does autoing give, and hit them in that spot. I may have some ideas in both categories. I) Random events are meant to deal with autoers. What advance bots does to escape it, is to automaticly logout when the random starts. the solution - make randoms silmilar to combats such that u cannot logout from it, until 10 secs after it ends. II) Jugex can add an internal system option that will report automaticly about any character that keep "imprisoned" in a random (such as the mom maze, mime, evil bob, etc) too much time - that is unreasonable even to the most unexperienced player (and ofcourse, according to suggestion a, can't log out). such character is to be immediatly suspected in autoing, so its stats, bank account and previous trades will be checked - so both the bots and the main will be endangered. In other words: if an account is checked and found to be both: - spending unreasonable time locked in a random. - being a "pure" in his stats. - "trades" again and again mass amount to another account without proper payment. then it is 100% a bot, and both him and his main must be banned. --- as for dealing with the advantage given by bottery -- Yes, I know many people will be angry with that suggestion - but I think that a magor change must be done in the stock and trade system. I will explain: What the advantage that (for example) a fishing or wc bot gives its main? the answer is simple - a hugh mass-supply of fish, logs, ores, etc. That is whats give the main the ability to get rich by trading the products withount spending much time. How can that be changed? I will suggest a "rotting" rule. means that no account will be allowed to keep in bank more then (let's say) 200 items such as fish of a certain kind,and no more then 500 logs, ores, etc. If he passes the amount, the fish and logs will rot, the bars infected with rust, etc. I know that some merchants will get hurt also, but most "normal" players wont. What will happen? bottery will become harder and will grant less profit, for the main will have to contact the bot much more frequently. That will also help normal players that want to sell normal amounts.
  14. And another one: Tropical fish dish with wine and season fruits: neaded: basic version: lv52 cooking, 2 karambwanji fish / 1 swordfish, 1 papaya, 1 pinapple, 1 jug of wine. advanced version: the same + lv65 cooking + coconut 1. cook the fish, and slice them with knife, use on the dish. 2. slice the orange and papaya and use with jug of wine, then, use with the dish. 3. cook it on a range (fire doesn't work). for the advanced version: use coconut milk before cooking. Basic dish will heal 16-17. advanced will heal 19-20. another option: give it to some specific Tai-bwani villager, to gain a big amount of favor. --- more simple papaya suggestion: use 1 papaya with a jug of wine and an empty bowl, then cook it. (needs to heal like 3 more then simple sweetcorn).
  15. Here goes 1 detailed suggestion: Orange-Skin candies needed: lv30 cooking, 2 oranges, 1 rose (from the monestry's guarden), 1 pta bowl of water, a knife, pestel and mortar and 1 new item: sugar cane (purchasable from the jungle store and shilo general strore). 1. use the rose with mortar, and use on the water bowl. 2. use the cane with mortar and pot, cook it and add to the bowl. 3. use knife with 2 oranges, and add to bowl. 4. boil it on a range. the result: 2-4 candies, each heals 2-3 hp, and can be sold for a profit in the grand tree. further option, available after the "Gertrud's cat" quest: The pair of Gertrud's little bastards (Shilop and the other one) will switch 5 candies for random items - some of them junk or low leveled items (from pot to choclate bars, etc), but with rare option to earn a good (proper) thing they had "found" - like a good seed or unid herb, few nature runes, etc.
  16. One of the problems that (up to my opinion) helps to make farming an unpoplar skill is that there are too many crops that although they require a medium or even higer levels, have nearly or absolutly no use - besides paying npc farmers to watch certain higher crops. My suggestion to jujex is simple: make new usues for those crops - for cooking, for example. I will give few examples and ideas: strawberries and watermelon: require lv 31 and 47(!) to grow - and have very few uses besides paying npc farmers. why not to add somthing like: strawberry cream cake, or fruit shake (besides the gnome-bar minigame), what about a meat roast with watermelon slices? and just to make it clear - Im not whining for "extra-healing food" that will heal 25hp. Im just asking for something nice and interesting to do with those crops. bittercup mushrooms - lv53(!) to grow, and as far as I know, no use besides paying npc farmers. my suggestion: add a new "wolf pie/stew" that will include raw meet, raw fish, bittercup mushrooms and maybe something available from mortmyre or the haunted wood. Like the infamous redberrie pie&dwarf, maybe it will convince wolfmen npc to talk with you, etc. and ofcourse - more normal food with the mushroom can be added as well (pizza, pie, toast, etc). another option is to add new potion involving avanto/kwarm and bittercup, that will become available between lv 54-60. Papya: this is even more of a sad story - high farming level required, rare and costy seed, etc - and no use (as far as I know) beside paying npc famer for watching the palm tree, Why not to add some tropical desert/other food involving it? same goes to some other crop with no/very few uses: - Making candies from orange skins (maybe even the lolipops Dr ford so cruelly refuse to supply :-) ) - Usuing the calquet with other materials (like tar, etc) to make glues and other staff that can be added to flechery and other skills. and last but not least: It will be extreamly nice, if a new farming-cooking minigame will be added. Why not "one" that involves queen Allmaria (and can be only done after "garden of tranquility" quest is finished), and maybe a new, nasty (Dudley like?) kid of hers? Im sure that some of those impovements can make farming more popular.
  17. Most drops you get from those randoms are junk (especially the evil chicken), so I find it usless to waste food and time on it - But I guess that many of those who do fight the randoms doing that for "honor", means: "Wtf?! no way *I* will flee from a chicken!"
  18. I never enjoyed a quest as I enjoyed the "forgetabble tale" one. What will happen next? I think that the evil gnomes shown in the end are the clue. my guess is that the 3th chapter will be connected somehow to The evil gnome wizard who wanted to ruin the grand tree, and connected also to the "monkey madness" - so maybe those two storielines will connect (and it will force me, at last, to do the "monkey madness" quest :roll: ) and maybe, at last, there will be a quest connected also with a harsh-multibattle against the chaos dwarf squads.
  19. As for the second way you mentioned: Why not kill banshees instead? thay drop 13 noted ess quite frequently - and canifis bank is close. you can end a good killing trip with 300-500 noted ess.
  20. I posted it there, but it soon drowed-back pages away (every 5 min someone post there about new weapons he wants, etc).
  21. The expension that is most desired (in my opinion), is in morytania - deeper, darker, fiercer. In other words: I wish for new areas south of the haunted forest, with more clever and dangerous vampires. And altogether with it, I wish for more developments in the myrac storyline, more tasked and swordclash with vanstorm and/or other minions of Lord Drakan. other expensions that I will be glad to see: 1. developments in the icy areas. maybe a storyline concerning ice trolls and other beings of that place. some islands or land north of Relekka, and maybe a real opportunity to join a fermenik raid. 2. and, oh please - make the next chapter of "down of the red axe" fast. I really, really enjoyed the "Tale of a drunken dwarf" quest (especially the ending, and the fact that at-last the "bad guys" are winning your character. I never enjoyed that much from a quest before.
  22. Well... a new fighting minigame would be nice, although It doesnt have to be made for groups. It would be interesting to have somthing similar to the fighting caves, *but* - instead of 360 or 702 lv monsters that hit 45 or 90+, having a mixed team of medium-high level monster (lv 80-120), in a multicombat zone, and (for god's sake) - let them act as a team! (drops can be nice - though no "super-duper-dragon-omg-item" is needed. regular materials for skills like smithing, crafting, herblore etc would be enough). The main point is that there is no need for a lv 300+ monster (another-go-use-your-prayer-pots) to create a real npc challenge: a good team of normal level monsters can be more then enough.
  23. Well, I am not a rich character (never had more then 900k in bank, although i spent large sums on battle equipment and farming/herblore), but most of my money came from: 1. Selling seeds, ind and pots (espcially prayer pots) 2. Selling lv2 trail rewards.
  24. My Suggestion goes as follows: A new way of desert tranportation will be available, in the form of a camal caravan - from Shantay pass to Menethos or Nardah, available of course after completing the proper quests (spirits of the elid for nardah, etc). The price will be cheeper then the flying carpets (lets say 100-150gp for one direction), but - here comes the main "catch" of the whole idea: There is a randome chance (for example 1:5) that the caravan will be attacked by bandits while in the middle of the desert. After all, that is what desert bandits are *really* meant for - not just strolling around polinevich and waiting to be pickpocketed by players. As regular, the caraven-travel will be much like the jungle cart to shilo village: if it doesnt get attecked, you simply pay to npc in one place, and appear in your destination (unlike the flying carpet(ÃÆââ¬âÃâÃÂ¥ But, if the caraven is attacked, you get a messege (as you get in the teleport random event), and then the game opens a "special area" for the event (like the way with evil bob's island). The attack needs to be a multicombat, and foes will be 5-8 lv 50+ bandits, leaded by 1 or 2 bandit champions (like the one we have to fight in the feud quest). That is more dangerous, and much more fun :-). Now, the player has two choises: 1. Fight, till all bendits are dead - for that, you get a random reward (from gp, uncut gem and sometimes a piece of spice) + the regular bendit drops. 2. Flee - the player can run into the "exits" of the special zone (avoinding or taking few blows from the monsters). If you do that, you find yourself alone in the regular world map - in the middle of deep desert (and of course, no reward, besides a long walk home, while enjoying the pleasant company of desert wolvesÃÆââââ¬Å¡Ã¬Ãâæ.) While high-level players will enjoy the challenge, low level or busy players can keep paying more gp to the flying carpets, and stay out of this trouble. My opinion is that such adding to game will be nice, challanging, making bandits much more realistic threat (and who knows - even be a base for a future storyline) - all of that, without breaking the game balance. What do you think?
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