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NukeMarine

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Everything posted by NukeMarine

  1. ref: RSOF High Level Content Sticky Page 04 - Skill Based Slayer Monsters Summary I liked the idea of a group of slayer monsters where one had to use skills to kill. Seems fairly easy to adapt and be fun for players, in addition to allowing high level slayer content such as an Obsidian Golem, Spirit Tree Ent, Great White Shark, Papyrus (made from mage trees) Wrapped Mummies, Poison Berry Tanglefoots. It's not actually a silly idea if you think that normal skill gathering actually means you're attacking an NPC that: doesn't move, doesn't attack back, has one hit point, has high level defense, has one (sometimes two) guaranteed drops. Incorporating into slayer just means the rocks (or trees, or shrubs) can move, can attack back (lowers skills and hit points), has more than one hit point, has different types of drops. In addition, these NPC's can't be attacked unless assigned (should have been the rule for all slayer specific monsters since day one). Boss Monster Slayer Master: I like this idea despite the bottle-neck it can create. There's so many bosses now that there's enormous variety. It gives a great excuse to make one or two (heck, maybe more) slayer bosses that can only be attacked if assigned. Jagex make some multi-way, while others can have features that limits killing back to back (ie, you have to share kills with other slayers that may be assigned). Plus, Jagex could use this as an excuse to activate Quest Bosses that you can re-fight in instanced rooms (purchased as an expensive bonus).
  2. If it was better than black d'hide, all those level 80+ crafters would be out of work :lol: Don't get me started. One of the worst mistakes Jagex made was allowing crafting to make level 70 armor. Still remember how that, plus the 35% special for magic shortbow let range be king of the heap for months. If I could retroactively change things, would have made respawn of green dragons to be 5 minutes like runite (or less, depending on numbers) then raised crafting level to make green d'hide to 87 hood, 94 legs and 98 body. Anyway, back on track. Anyone think that Jagex is going to later on allow the Elemental Workshop as a way to imbue all types of metals? Be interesting if you could imbue runite bars with blood runes (or even combinations like Blood, Soul and Nature) to create armor with interesting full set abilities. Nice way to mix smithing, magic, crafting and runecraft.
  3. It's not like complaining about someone stealing your monster/spot, because the lurers were not in the world few minutes later when i returned. They crashed lured on me Supreme to get me killed. Again, that's complaining about a game mechanic that's purposely set that way. It's multi-way combat so all players can attack any of the monsters. As such, it works better as a team than alone. That you want to AFK at a place like that means you willingly put yourself at risk. People have lured the chaos elemental to near the teleportals for fun kills, which is not abuse a hidden game flaw. Now, if there's some sort of game BUG that's being exploited here, then report them as such. I agree, there should be changes to the death drops, cause that's exploited to work on ignorance and not greed. Most the lures noted above exploit greed, in the wilderness no less. In your case, you want easy kills without being killed in a dangerous, multi-way environment. On the bright side, it's fairly easy to get anywhere before your tomb collapses.
  4. Unfortunately, all the events in this thread are legitimate lures. You're not being tricked into Dangerous PvP, you're willingly going with the hope of getting money from someone else. The "keep high alc" scam is the worst though cause Jagex is solely to blame for it's messed up system of using only hi alc. They have a perfectly good GE to use as the guide or BETTER YET, let players "tag" items kept on death. However, until that fix, it's legitimate to use because you're choosing to pick up the items (still shady as all get out). As for DK Luring, that's using the same word for two different terms. Complaining about DK luring is bad and should be banned is like complaining about some "stealing" your blue dragon kills and should be banned because stealing is illegal.
  5. It's not a new idea, but it's still good. There are some balance issues, but hear me out: Imagine if to get a Dragon Full-helm one needed to smith one or two fragments WITH a dragon med helm. Imagine if to get Dragon Plate you needed to smith 3 or 4 fragments WITH a dragon chain. In either case, what would have happened to the cost of Dragon Med and Dragon Chain? I'd easily argue that the costs would not have plummented like they did when Jagex released D Full Helm and D Plate as individual drops. With your idea, yes, I understand you want to keep the armor seperate. However, what if you modify your idea thusly: Bosses drop untradable fragments that players with high enough smithing (and other skills to increase difficulty) can smith the fragments onto the already existing armor. Doing such makes the armor untradeable (can be reversed back to tradeable), but have life boosting and maybe other properties added. This way, older armor keeps it's value because it's needed to make the better untradeable armor. With the fragments being untradeable, only those that fought the bosses can make the armor (prestige value). With it further being tied to Smithing (I recommend 87 smithing for the helm, 96 for legs, 98 for chest) and other skills (firemaking, crafting, woodcutting, etc.) , you make it more unobtainable without non-gp based effort.
  6. jagex does live tests masked as events a lot. >_< Temple Trekking rework anyone? It's in the planning stages now, so it might not be too farfetched to think that controlling the NPC's in the new Temple Trekking is on the table. Nice idea, that would be interesting if you had to take over either high, medium, or low level NPC's to make it through the swamp. In an even more interesting twist, your "Main" could be computer controlled as your guardian of sorts (more powerful your main, the easier it is with weaker characters). Oh YEAH! Player Controlled Random Boss Duel Arena. Yeah, a bit Street Figherish, but I like the idea of seeing how one player controlling first form of the Kalphite Queen would fair against someone playing Daggonoth Rex. Back to reality, we are talking about Jagex here. This WildyWyrm thing could really just be a one-off or seasonal boss.
  7. There may be an interesting side-benefit to the WildyWyrm later on. That it can be Mod controlled suggests that it can also be player controlled. Would it be interesting to have instanced dungeons where certain clan members can play the Boss and Lieutenant level monsters? Anyone care to give a go against an instanced version of Daggonoth King lair with three player controlled Kings? How about a house dungeon with a player controlled steel dragon? Now, the distributed drops from Nex is a really good addition (suggested WAY, WAY back to when the Kalphite Queen was released). Jagex should look into that for other boss monsters from now one.
  8. With the return of free trade and that oh so obvious den of gambling called the Duel Arena, Jagex needs to introduce two changes One: Jagex should change the game room into a Casino style play but with a Runescape flavor. Craps, BlackJack, Roulette and Slots would be far more favorable than connect 4 and checkers. Two: Introduce some more fun "wagering" options with Fareq's tools where the items are held until the results come out. This can even allow for a X out of Y wins.
  9. Seems the argument is: Player A who invested 80 hours of gameplay training combat skills alone should have the same advantage at an NPC as player B who trained 80 of combat and 40 hours in herblore and agility. We're not even talking PvP now, just various bosses in the normal game? A game that by it's very nature has been set up to offer easier methods of access to locations, monsters, items, etc by increasing one's skill now should pull back because there are players that don't want to train skills to access the easier methods? Think long term people. The skills will all be boosted to 120 over time, that will happen. Ability to train single skills will increase over time, that has and will continue to happen. The game will carry over benefits to areas of other skills as you improve a single skill, that has and will happen. Crying about it does nothing. Offering reasonable ideas for fair implementation can guide the inevitable to a desirable conclusion. Higher agility now impacts many skills. Higher dungeoneering translates to benefits to both combat and non-combat skills. Higher housing can translate to more efficient skilling. Is it a stretch to think that: Higher thieving can be altered to allow unique drop tables from NPC's, perhaps combo-skilled w/ attack and agility to allow for "assassination" maxed one-hit kills against thievable NPC's . Mining can be altered to allow higher level rune-essence for runes that impact magic spells going up to 99, enchanted weapons and pottery. The combo-skill concept can be fully implemented for not only high level tradable armor/weapons, but also untradable items. Farming can be altered to grow items that can be used item creations, in addition be combo-skilled with summoning to create "husbandry" for raising unique animals on your farm/house. Do you really want a game where no skill or quest impacted any other part of the game? Trust me, long gone are the days where one skill really just impacted that one skill. You actually want to step backwards and not move forward?
  10. Remove the cap that's just an impact on a SUGGESTION to begin with? If you know what an item is actually worth more (HINT: it might be involved in an update) then sell or buy the item for more. Nobody's forcing you to followed the suggested price, which is for the most part based on completed trades. Fairly sure for a majority of items, the cap is more than enough. For the exceptions, charge as you see fit on the GE as P2P trades should not be impacted (unless you're dealing with a noob that only goes by the average trading price). Now, if you want my suggestion, it's to allow decimal bidding at the GE for items less than 100gp. Imagine buying 20k Air Runes at the exchange, the price is either 15 or 16 gp each. That's a 20k difference. However, if there are decimal bids, I can ask for 15.5 or 15.6 each which is a 2k gp difference. Probably not technically feasible, but is useful for low price, high bulk items. If that was true, prices would have gone "where they should be" with the price cap on. The 5% cap on the GE price of something is ridiculous. And the rs economy has already been hurtled in to the sun. I believe that removing the cap would only create a faster return to a "normal" market. Umm, think about it. A 5% daily change takes roughly 14 days (2 weeks) to double or halve in value. So, yes, you might have to wait another 2 to 4 weeks to see outlier items traded for junk prior to free trade to approach closer to true mass player conceived value. After that point, it'll take a major shift, such as an update to radically alter prices, and that's usually a short term instance anyway where suggestions go out the window.
  11. It mattered back then, now not so much. Plus, it's likely Jagex will add even more things to duel arena like being able to see each other's equipment, stat and inventory screens during wagering/game set-up. Stakers were annoying anyway. They wanted to use the best weapon their high attack could wield, but didn't want me to use the best armor my high defense could use.
  12. Most people are glad that free trade and pk in the wilderness on all worlds is back. Not sure why Jagex needed to take away the themed PvP worlds though. You can have both. Anybody else think there should be a PvP World on one or two servers in addition to wildy on all servers?
  13. Going to have to show me the chess game where the by-standers can take any of the pieces of the two players. Looting, by it's nature in Runescape, means you're profiting from the death you did not cause. You didn't "beat" the guy leaving a gravestone. He lost to something else (npc, environment, running from Wilderness pk, etc) that didn't take his stuff. Now, Runescape let's you loot, but don't make it sound like that's the equivalent of beating another player. Yeah, dying is not a big risk, but at least now it's much riskier in the Wilderness. Maybe later Jagex will remove gravestones from other areas that are considered high risk like Boss chambers and far ends of RS to further make death more risky. Plus, hey, at least players can loot so less items leave the system. PS: Personally, I'd like it to where you can pay Death at your respawn spot to deliver all your grave items back to you. Pay something like the low alchemy value of all items and he'll put them all in your inventory saving you a trip. Not a big money sink, but could have an impact.
  14. Speaking of the Duel Arena, Jagex should add a few changes: -- Able to see opponents equipped, inventory and stats screen -- Options for the fight are either green, yellow or red. Red means BOTH players have deactivated it, yellow means only one player deactivated it (flashes yellow for other player), green means neither deactivated it (it's allowed in fight). Cannot confirm until the yellows are taken care of. -- Option for "Freeze Equipped" meaning players cannot change equipment As for the poll, Chaotic Rapier is better. Ten hours of combat for only 2 mill gp? Easily worth it.
  15. It's easy to update smithing to make high level armor/weapons without unbalancing the game. Just require multiple skills and untradeable items prior to the final product. It just has to require some sort of time/skill/cost investment to put it on par with the difficulty of getting such equipment from NPC's via combat. By the way, I wonder if Jagex will be balancing that with player made mage and range armor/weapons though.
  16. Bumping this since Jagex is taking away PK servers. Having given us PK Anywhere servers, it's step back to remove them. As such, the only changes I'd recommend if they keep PK Anywhere servers. --Autoskull with no item protect --Keep the (10% Combat level + 5 levels) for fights, with wilderness adding 1 level per. --At Level 20 Wilderness, however, combat becomes unlimited free-for-all. --Players on these servers can use teleblock as a level 40 spell (f2p also). --No gravestones, if you drop an item it's immediately visible (including ammo).
  17. Oh, I'm not saying Crossfit MAKES or PRODUCES the most physically fit man or woman. I'm saying that the CrossFit Games can FIND the most physically fit men and women scientifically. By scientifically, you work on the theory that -- Given a large pool of participants (10,000+ people) -- Given a large variety of exercises that span large time (may be 5 seconds, 1 minute, 10 minutes or 20 minutes) and formats (could be bodyweight, skiing, climbing, swimming, weight lifting, wall climbing, sand bag moving, etc.) -- Given a way to weigh performance in individual exercises and all exercises to determine placement Then the most physically fit person will be the one that consistently scores better on average. You further back up the theory by changing the exercises to remove any specific benefit specialization gives you. Now, if year by year the people scoring at the top shift, then I'd agree there's a problem with this theory. But so far it's held in its limited capacity, but now it's going world wide literally to get pool of participants. Now, CrossFit, Navy SEALS, P90X and others may CLAIM to make the most physically fit people on the planet, but at least CrossFit is offering a method to PROVE it. If the people in the top 10 of the CrossFit games are Navy SEALS then it's reasonable to claim that Navy SEALS program produces the most physically fit people on Earth. Anyway, that's why it's scientific because it's testable and reproducible. To put it in Runescape terms, it's the difference between those that claim to have the perfect build for a duel character, and those that claim it then go to the duel arena and prove it.
  18. There were two great solutions to this problem: First, create a "Dungeoneering Bank" with a limited set-up: You can only deposit and withdraw items at the end of dungeon (so no trading between players). If you deposit a "bound" item, it gets stored as unbound. You can then withdraw items you like and "bind" them, then exit to the next level with your new bind set-up. This means you can change your stance level by level (more fun than just staying melee or range the last 90 million XP from 99 to 120). Jagex just puts limits of 1 for armor/weapons and 125 for runes/ammo. Second, give all items a "bind count", chest pieces count as 5, weapons count as 4, legs count as 3, head is 2, etc. Your bind count starts at 5, then becomes 10 at dng 50, 15 at dng 99 and then 20 dng 120. This mixed with the "bank" idea above allows players more flexibility on how they start a dungeon.
  19. Don't confuse the GE with player to player trades. Complaining about purchase limits at the GE is akin to complaining about purchase limits at a general store "What do you mean I can only buy 5 pieces of cheese!". Actual GE Limits: 1. Six active buy/sell requests (two for free to play). Want to do more trades, then post on the forums or hauk your wares outside the GE. 2. Buy limits (perhaps 100 per 4 hours for most non-consumables). Want to buy more, purchase straight from players Really, that's it. It's not immoral to put limits on a game system that allows you to trade anonymously with any other player across all servers whether you're online or not. Compare that to unlimited trades if you choose to do person to person (must be on same server and online). Also compare that to other MMORPG's that have auction houses that charges you for each sale you put up. Personally, I'd prefer even more limits on the GE. These limits apply only to the buyer and not the seller. 1. Buy requests only active for three days before needing renewal 2. Buy limits made more restrictive 3. Tax applied to buyer's purchase
  20. I'm sorry, were you the only person in all of runescape with an opinion on overloads? I'm pretty sure this is directed at a wider audience to invoke discussion. In fact, to be fair and remove the snarkiness from my first sentence, it was your reply that prompted me to post the questions. See, you offered a valid reason about overloads which is they are OP whether tradeable or not. This is akin to complaining about certain specials Jagex puts out which makes one weapon far too powerful compared to others in the same combat category. However, that still leads the fact that weapons, potions, creatures, etc will still become more and more powerful as time goes on. A character's combat level will not increase, but her ability to do and withstand damage from others will become more powerful. I personally would like to see such things come from more than just random drops from monsters. I would hate that the cut off of all things powerful end at level 80 armor and weapons.
  21. NukeMarine replied to Tim's topic in Off-Topic
    Learn to do Glute Ham Developer (GHD) Sit-ups. Here's a nice video demostration: Glassman Explains the GHD Sit-up Mechanics. Of course, you don't want to start out with this. Placing a rolled up towel under your lumbar curve, doing full reach sit-ups (hands touch ground behind head, then goes to touch the toes) helps here. If it helps, here's a free video demonstrating High School kids doing some serious exercises, including the sit-ups I'm talking about in a highschool PE class Blue Flame HS CrossFit Competition. If this looks like it's right for you, look up CrossFit Kids for intense workouts meant for younger kids and teens. That the average mile run time for that group of students went from 12 mins down to 7 mins in just six weeks should tell you something.
  22. It's my opinion that Jagex's reply to the question was BS. It's easily countered with mini-game, dng, and quest items that you have no idea is being used if in inventory. The answer's here in this thread and elsewhere about these potions being too powerful at least are being honest. However, it does bring up a question- Q1: If Extremes and Overloads were tradeable, would you still consider them too powerful for the wild? Q2: If you answer no, then do you think any powerful item should be easily obtained via trade and not limited to non-tradeable time/luck/skill based obtaining? See, if Q1 is a yes for you, then you just think an item needs to be revamped whether it was tradeable or not. That's cool. A no to Q1 though offers some problems that can be clarified with the next question. See, a no suggests you think players with high skill levels (and in theory time or quest levels) shouldn't get benefits in the game in relation to combat, especially PvP combat. A yes Q2 means that you want some players to be able to use gp to get the same advantage others would just use time. The problem is that means that in your eyes Jagex shouldn't be awarding players with Chaotics, or anything else that may be release over the months that relates to (most likely) non-combat skills. I completely disagree with that, as I think players that developed all skills can get benefits that those that limit to only certain skills should not get. Basically, Overloads and Extreme was the opening salvo to letting high skill level players (in both combat and non-combat skills) have benefits in combat. This could have been extended to littering the Wilderness with obstacles that skills could overcome (agility, rock blocks, trees, tangle vines, etc). Smithing could have been modified to allow some elite high level armor that can't be traded. Crafting could have mixed with Magic and Smithing to allow enchanted weapons/armor (much like bolts now). Again, that's assuming that the problem you had with Overloads/Extremes was that they were not tradeable.
  23. You've played the game for quite a awhile and to high enough level that such a statement holds weight. Granted, using the term "real pkers" is a loaded term (guilty of using it myself), as it can mean anything you want it to. Now, are you sure you want to compare XP to gear in relation to herblore? Cause seriously, I've covered that so much I think I top posted an addendum about it. It's very easy to allow herblore to affect the combat level in a fair way. On top of that, think long term. Say in two year's time, Jagex decides boost the skills to 120. In addition, the release player made level 100 armor. However, it can only be made by people with 100+ in 4 different skills (non-combat) and it's untradeable. Would you be ok with that? That puts high level armor and weapons in the hands of players that trained non-combat skills an advantage in combat over those that didn't. However, it's fair since they have to 100 str, atk, def, rng or mage to wield these weapons and armor, right? That not other player without (100+ smithing, crafting, mining, firemaking). In fact, only those with 118 in all four skills could have a level 100 plate. Akin to getting level 80 in dng for a great weapon that's reflected by your attack. Personally, I think it'd be unfair. And, it's obvious Jagex will be raising the skill cap, and they will be making more powerful, untradeable weapons in addition to those that require enormous time or gp investment. If you think untradeable weapons and armor will be fairly represented in the Wilderness via the combat level, then that's fair but I disagree with it.
  24. Care to give the reference to the local, state, federal or country statute stating it's illegal to design a menu without a "degree"? Usually when it comes to practicing of Law or Medical, the person must be "Licensed" by the state (in case of the US), but that's different from holding a degree.
  25. NukeMarine replied to Tim's topic in Off-Topic
    This is very true and not a lot of people realize this so here's me pointing it out. To me, movie starts were all doing some sort of crazy Californian yoga slash odd diet slash light weight lifting programmes to get the bodies they have, but it turns out they do intense body building. I only really started gaining noticeable (only to myself mind you) muscle mass is when I started on the protein shakes. Another thing, the guys from 300 trained for what, 6 months before the film? And it was ALL DAY LONG. They still weren't Arnie, they were built as [cabbage], but they don't exactly walk around lifting competitively. The actors trained for four months with Mark Twight who got his exercise methodology from CrossFit.com (he even did a couple of certifications for them). As such, the "300" actors and stuntmen did routines that built functional physical fitness which translated into looking really good on film ie the FORM followed the FUNCTION. If you're able squat 300 pounds, deadlift over 400 pounds, run a mile in 5 minutes, jump onto a 2 foot box 50 times in less than a minute, etc, then your body is going to look good. PS: It wasn't ALL DAY LONG. The physical fitness portion took less than an hour a day. Even the director showed up in the mornings and performed the workouts the actors would be doing later that day. The rest of the day for actors and stuntmen did involve learning formation, spear work, rehearsal for events when it came time to film, etc.

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