Everything posted by NukeMarine
-
12-Apr-2010 - Dungeoneering Skill!
Qeltar, How Runescape does a "skill" is not like the skill is in the real world, so you can't use the same concept. In the real world, there's no training to wear a piece of metal. Catching 2 million gold fish won't make you magically able to catch a shark. An oak and pine tree can both be cut down with the same axe and same skills (one just takes longer), etc. Runescape "skill" is repetition based reward system. Do something easy long enough to do better things. Do less better things or more easier things to get even better things. As you can imagine, dungeoneering fits the bill of how Runescape uses skills. Other things in RS could also be molded into a skill system, but likely will not. That said, dungeoneering does need to be implemented into more of the world. And there needs to be better results for higher dungeoneering (better binding being the obvious one).
-
12-Apr-2010 - Dungeoneering Skill!
DOH! That should have been obvious. I get the feeling many of us are missing simple stuff that's seems basic to others, and vice versa. Sort of glad I'm not the only one that missed that bit about being able to bind ammo separate from the item. By the way, I'm guessing that the faster you complete the dungeon, the better your experience gets to be. Wasn't that the whole reason behind capping F2P experience (high levels finishing complex 3 dungeons fast).
-
12-Apr-2010 - Dungeoneering Skill!
Oh darn it. We had pages, and pages of useful info about the game then someone went and fed the trolls again. Here's a tip if you like the skill (or minigame or skillygame); if someone is talking about why they don't like it, don't try to convince them otherwise. By the way, I feel a little silly not realizing you could bind 125 ammo/runes AND an item. Not that useful seeing as I'm able to make most runes and I don't range much yet in the dungeon. For the guy wondering about limited time: Do a speed run by using complexity of 1 to 3. You'll get massively reduced XP but you are improving at the skill. PS: Shouldn't Jagex allow the Complexity to stay on the selection choosen (maybe a check box)? It keeps bumping it up one level every time I finish a dungeon and go onto the next.. PPS: Shouldn't there be a way to tell what Floor we're currently on and if it's one we've completed already while INSIDE the dungeon?
-
Prestige Explained
Yep. When you look at your ring activation screen, you'll see two numbers at the bottom left: Current Floor - 8 Previous Floor - 7 What they actually mean is Current Floors completed - 8 Previous Floors completed - 7 If you press reset, the numbers change to Current Floors completed - 0 Previous Floors completed - 8 <----This is your prestige now!! And now you have a prestige of 8 for all your new floors, until you complete a 9th floor (in addition to the previous 8). Though it's easier to start at Floor 1, you can start on any Floor. Just remember to do all of them prior to resetting your progress.
-
Game Update FAQ - 12/04/10
It'd be nice if they offered binding of skill specific items as your Dung level increases. Example: Dung 01 - Can Bind 1 Item (any type Dung 01 - Can Bind 125 ammo slot items Dung 01 - Can Bind 125 of one type of rune IE You can have three things bound - Item, 125 arrows, 125 runes Dung 05 - Can bind an axe (Wood-cutting) Dung 10 - Can bind a Pick-axe (Mining) Dung 20 - Can bind upto 5 Seeds of one type Tier 5 or below (Farming) Dung 25 - Can bind upto 5 summoning Gold or Green tokens Etc., Etc. For things like Ammo, Seeds, Ammo, and tokens, maybe increase the amount and tier level as Dung increases. Is there any major problem with this? It just saves on a bit of random nature Another Variant: You can bind 5 items, however: Level 0-9 : Bind upto 5 Tier 1 items Level 10-19: Bind upto 5 Tie 1 and 2 Items Level 20-30: Bind upto 6 Tier 1 thru 3 Level 31-40: Bind upto 6 Tier 1 thru 4 Level 41-50: Bind upto 7 Tier 1 thru 5 Level 51-60: Bind upto 8 Tier 1 thru 6 Etc, etc, etc, As you get better at dungeoneering, you're less hassled by the tedium of gathering good stuff each time.
-
Fletching & Dungeoneering
I love the "We pay, we say" argument. It goes along well with the "I pay taxes, so technically you work for me officer". Neither hold any water either proportionally or in reality. Jagex is a privately owned business. Unless you own stock in that business, you don't get a real say in what goes on. Yeah, you can make "suggestions" but those can be tossed out in the trash along with all the light saber and ninja weapon suggestions. Second, how much do you "pay" as a member? Do the math: you (1), all the members (3,000,000), meaning you account for 0.00003% of Jagex's finances. So, if you REALLY don't like what a privately owned company does to boost its PROFITS, then take your 0.00003% and STFU. On the other hand, if you think it's reasonable that their business tactics negatively impacts profits at the cost of the consumer, then making your opinion known is not a bad thing. Heck, it might even get accepted. As for fletching, it should be a F2P skill. There's limited to no extra server strain by using it. It's in keeping with the other two combat skills. It can be done solely in the F2P areas. It's not an instanced skill like Construction (meaning heavier server load).
-
A new maximum level?
My vote goes to raising the cap. You can still get 99, you can still get a cape, it's that you can now go further and get use out of it: Combat Level, better skill use, easier times in the dungeon, etc. Everyone moaning that it'll make their efforts meaningless seem to not notice that they still have the level they built up. The cape is still there along with the 99. It's like those that moan movies made from their favorite books and other movies. "They DESTROYED my favorite book, They RUINED my favorite movie, blah, blah, blah". Your book and movie and still there along with your 99 in cooking. You can enjoy those or go for something new. It's called PROGRESS, either ignore it or go along with it.
-
Prestige+ tips
Yep. I was getting about 100 per floor and 100 per prestige, so the chart I made is based off that. Looking at the top post, he got a lot less for floor 4 and prestige 8. It may be a while before an accurate chart can be made.
-
Dungeoneering now the new slowest skill to level?
Something I'm noticing from the screen shots is that Base XP from the Floor and the Prestige are not always the same for the same number. I thought it was around 100 per floor and prestige, but on one screen a guy had 150xp for floor 4 and 210xp for prestige of 8 before any of the modifiers were used. Until that's figured out, we won't know how to calculate XP growth.
-
Prestige+ tips
The topics should be merged as it's about the same, though some new info/tips. I don't know if it's worth building up prestige on a F2P server at complexity 1 (less XP) or just rebuilding on P2P at complexity 6. Assume you get base prestige of 100 per level, Floor run / Prestige Run from 0 Prestige Floor : Base : Total base 1 : 50 xp : 50 xp 2 : 100 xp : 150 xp 3 : 150 xp : 300 xp 4 : 200 xp : 500 xp 5 : 250 xp : 750 xp 6 : 300 xp : 1050 xp and so on unti 19: 950 xp : 9550 xp 20: 1000 xp : 10500 xp So, buy the time you get to floor 20 you'll have built up 21,000 base xp (10,500 xp from the floors and another 10,500 xp from the prestige). That would be cut in half on Complexity 1 so you lose out on 10,500 xp. Now, if you get that xp in less than half the time it would have taken you on complexity 6 then you win out. By the way, if you had kept your prestige at 20 (which 1000 base xp), you would have gotten 30,500 base xp (10,500 xp from the floors and 20,000 xp from the prestige). Since I'm on the subject, here's the total Base XP for each Prestige Run (doing all floors at max Prestige). Prestige Run : Floor Base XP : Prestige Base XP : Total XP 1 : 50 : 50 : 100 2 : 150 : 200 : 350 3 : 300 : 450 : 750 4 : 500 : 800 : 1300 5 : 750 : 1250 : 2000 6 : 1050 : 1800 : 2850 7 : 1400 : 2450 : 3850 8 : 1800 : 3200 : 5000 9 : 2250 : 4050 : 6300 10 : 2750 : 5000 : 7750 11 : 3300 : 6050 : 9350 12 : 3900 : 7200 : 11100 13 : 4550 : 8450 : 13000 14 : 5250 : 9800 : 15050 15 : 6000 : 11250 : 17250 16 : 6800 : 12800 : 19600 17 : 7650 : 14450 : 22100 18 : 8550 : 16200 : 24750 19 : 9500 : 18050 : 27550 20 : 10500 : 20000 : 30500 21 : 11550 : 22050 : 33600 22 : 12650 : 24200 : 36850 23 : 13800 : 26450 : 40250 24 : 15000 : 28800 : 43800 25 : 16250 : 31250 : 47500 26 : 17550 : 33800 : 51350 27 : 18900 : 36450 : 55350 28 : 20300 : 39200 : 59500 29 : 21750 : 42050 : 63800 30 : 23250 : 45000 : 68250 31 : 24800 : 48050 : 72850 32 : 26400 : 51200 : 77600 33 : 28050 : 54450 : 82500 34 : 29750 : 57800 : 87550 35 : 31500 : 61250 : 92750 From here on out, redoing all 35 floors will net 92,750 base XP each time ie slow as hell.
-
Prestige Explained
Great explanation. Some people will still not understand it, but with some examples they may get it. **Edit thanks to answer later: Your Prestige Level does not change UNTIL you reset your ring UNLESS you happen to complete more floors than your current Prestige level ** For Example: You're level 21 and did every floor up to Floor 10. You reset your ring so your Prestige is 10. Unfortunately, you reset it again before doing a single floor *DOH*. Well, your Prestige is now at 0. Ok, no problem, you just go through the levels. Floor 1 you see you have 100 xp for the floor and 100 for Prestige (your Prestige is now 1). Floor 2 you get 200 xp for the floor and 200 again for Prestige (Prestige is now 2). Floor 3 you get more Xp for the floor and 300 for Prestige. By the time you get back upto floor 10 (and Prestige 10), you probably got 5500 xp for the Floors and 5500 xp for the Prestige (average 5500 xp). The thing is, had you not accidentally reset your ring back to zero (ie kept it at 10 prestige) you would have been getting 1000 Prestige xp per floor. That's 10,000 xp for the Prestige and 5500 for the floors (average 7750 xp which is 2250 xp more than starting from prestige 0). From this warning remember: There are TWO numbers you need to worry about - Unique Floors Cleared (these are the floors with check marks by them on your floor selection screen) and Prestige. Reset Prestige each time AFTER you've done all possible floors once ie your UFC is at or greater than your Prestige. From Level 1 Dungeoneering here's the steps (Assume you level enough to get to next floors): Start - Prestige 0 Floor 1 Complete - Exit Dungeon and Reset Prestige (Pres 1) Floor 1, Floor 2 Complete - Exit Dungeon and Reset Prestige (Pres now 2) Do F1, F2, and F3 - Exit Dungeon and Reset (Pres now 3) F1, F2, F3, F4 Complete - Exit and Reset (Pres now 4) F1 - F5 Complete - Exit and Reset (Pres now 5) Ok, you have Prestige of 5, but now you're time is limited so you can't go through all dungeons in one go: F1 - F3 Complete, Exit dungeon At ring, set the floor to F4 (DO NOT RESET!!!) and start (prestige stays 5) F4 - F6 Complete. Exit and Reset (Pres 6) F1 - F2 Complete. Exit but do not Reset (Pres stays 6) Set to F3 and Complete F3 - F5. Exit but do not reset, (Pres stays 6) Set to F6 and complete F6 - F7. Exit and reset (Pres now 7) Ok, you got that, now you can get fancy, Prestige is still 7 Set to F4, Complete F4 - F6 and exit (Pres stays 7) Set to F1, Complete F1 - F3 and exit. (Pres stays 7) Set to F7 (the only one without a check mark), Complete F7 - F8, exit and reset (Pres is now 8) The order you do the floors in does not matter. It only matters is that you complete a floor at least once, and that you reset your prestige when the number of floors you complete is at or higher than your current prestige. Say this continues till about Level 50 where you stop leveling fast enough to reach new floors each Prestige run. Well, this could happen F1 - F23 Complete - Exit and Reset (Pres 23) F1 - F24 Complete - Exit and Reset (Pres 24) F1 - F24 Complete - Exit and Reset (Pres 24) Still didn't level enough F1 - F25 Complete - Exit and Reset (Pres 25) Leveled enough to get the 25th floor F1 - F25 Complete - Exit and Reset (Pres 25) didn't level enough F1 - F26 Complete - Exit and Reset (Pres 26) got the levels Now, you don't have to reset your Prestige, but you're costing yourself easy XP from easy floors and only half XP from the difficult ones. Jagex set this up to encourage you to do every floor you can at once every Prestige Cycle. Every time a new floor opens up, Jagex wants you to reset and reach it again from floor 1. It's just not forcing you to do it. Remember, redoing the same floor during the same Prestige Run just means you don't get the Prestige points at the end of the stage.
-
12-Apr-2010 - Dungeoneering Skill!
Yeah, if it were set it trees would they have called it Treeing? How about Clouding, Mountaining or ............... Wait for it.................. Boating!!!! In seriousness, there's nothing stopping them from putting this in other locations or even adopting Runescape proper items and monsters into this skill. Imagine an opening in Lumbridge where you get dungeons like Daemenheim, but it uses Bronze - Rune, Wood - Magic, and various potions just with the same effect as the other Dungeoneering items. You're just using names and effects but offering different flavors so nothing big changes.
-
12-Apr-2010 - Dungeoneering Skill!
Agreed, I'm stuck for what I can do now, thank God the sun is going down or I might have to go outside. And we all know that wouldn't be enjoyable... :ugeek: You could learn Japanese. That's a good way to kill a couple thousand hours. [topical joke]Or I could teach JaGex how to program games, that'd take long enough.[/topical joke] I'm sort of serious, I learned Japanese after I quit playing RS seriously three years ago. Ironic that I haven't played Runescape in over a year (being stationed in Africa), and the day after I get members back and play the dungeon this reset happens mid-game and a roll back. The Dungeoneering "Skill" is still fun though.
-
12-Apr-2010 - Dungeoneering Skill!
Agreed, I'm stuck for what I can do now, thank God the sun is going down or I might have to go outside. And we all know that wouldn't be enjoyable... :ugeek: You could learn Japanese. That's a good way to kill a couple thousand hours.
-
12-Apr-2010 - Dungeoneering Skill!
-Haven't had to worry about boosting my levels yet, but I can see that can come into play. -Skinweavers are going to be a big thing to summon. -I'm still not using magic to it's full potential here. Mainly I'm not used to having access to all three spell books at once. Still, the idea of curses, poisons, and ice barrage (or binding spells) coupled with Lunar assist spells is cool.
-
12-Apr-2010 - Dungeoneering Skill!
I had an alter in one of my dungeons. From what I can tell the answer is no. Ok, then I just didn't run into one yet, fair enough and thanks. Still, the game takes on a new twist when you can't pray. Hopefully a "boss" guide comes out that takes into account party numbers and floor. The glutenous beast on floor one solo is not the G. Beast on Floor 30 Five player. Just the complexity of it all means such a guide will take quite a while.
-
Fletching & Dungeoneering
I agree, F2P should have the basic fletching skill. It compliments this dungeon and is in keeping with the other two combat modes having support from F2P skills.
-
12-Apr-2010 - Dungeoneering Skill!
46 pages of complaints and responses to complaints, 5 pages of useful info. Can you guys stop feeding the trolls (they're easy to spot as they're usually the ones with larger post counts in a thread). So it's a skill that's leveled with a mini-game, who cares. Back on tactics: 1. What's the best item to bind: So far I've seen rapier and spear (of the highest level you can wield). On members Complexity 3 you start off with a level 7 weapon so bind that. 2. What's the best thing to skill in each dungeon: Thus far it's been leveling runecrafting (buy lots of rune, craft highest level) 3. What's the best tactic for a boss: Varied, however always drop a gatestone outside the boss's door. When you teleport away to safety, be sure to drop another gatestone before teleporting to the safe room and then again when you come back to the boss. 4. What's the best use of Prestige: Seems to be looping through the dungeon - A) Run through all floors once so prestige is at max B) Reset prestige then run through floors again start at floor 1 C) Track bonus at end to determine best floor to start at, since it's an average of floor and prestige level 5. Unless I'm mistaken, the only way to restore prayer is with potions so keep eye out for aloe and the other herb. 6. On larger dungeons, it may be worth it to teleport back to the safe room to store all items picked up. The gatestone is very handy for this. 7. May be worth it to level other skills at spots along the way. Now on to some questions: 1. Can you trade bound weapons? If is it better to make one or two guys the "Tank" with 3 or 4 other bound pieces of high level armor? 2. Are trade limits being imposed inside the mini-game? 3. Once a resource is depleted, will it return? Some future update suggestions: 1. Better markings on the mini-map (Red M for monsters left, Symbol for type of key, Symbol for type of challenge, Symbol for gatestone). 2. Ability to bind outside items to bring into the minigame (the Godswords in here sounds epic), still limited by the bind count. 3. Ability to bind other skill based items in certain quantities such 25 of 1 type of seed, Axe, Pickaxe without counting against the player's other binding. 4. Prayer altar that's activated by bones (Prayer points restored equal to xp of bones offered to altar).
-
12-Apr-2010 - Dungeoneering Skill!
Some things I hope can happen: Tie in Construction Skill More rewards that are permanent (new prayers, new spells, new abilities tied to other skills) Something I hope doesn't happen (yet will not be popular) No method to level this skill outside of doing the skill ie No tears, prayer lamps or xp award from quests Out of interest, has anyone noticed a way to level skills in this dungeon in an efficient manner? Something like mining, smelting, smithing, high alchemy combo among a four or five man team.
-
12-Apr-2010 - Dungeoneering Skill!
Part of this reads like a very old suggestion, the idea of playing Runescape with no access to your bank or ability to trade with other players. As you get better, more and more of the world improves. It's an amazing concept, and I like how they made it into a skill. This is equivalent of being dumped into the middle of Lumbridge with no inventory or bank, and only 4 other friends you can trade with. You can't "buy" your levels here. There's no santa hat sitting in your bank to sell so you can buy some great weapons and armor. It's just your skills and abilities you're bring to the table here. Is it a mini-game? Yep. But so is Hunter and Slayer. Slayer was horrible upon release (could not change tasks, bottle necked tasks like bronze dragons, campers - which is still a problem). Hunter is still a mini-game that has yet to incorporate a way to hunt more than just hunting animals, such as trapping unicorns, bears, dragons, spiders, etc that populate the game world. Yet both skills are fun to many people, and slayer really has improved over the years. As for the rewards outside the game, yeah, they're great but lacking. As one person already pointed out, these things are going to impact combat yet are based on skill level, which means PvP should either be left out or they should bring back Overdose potions. I also hope they create more "permanent benefits' like with the prayer skill. Plus, there should be a way to fully enjoy this skill as a single player even if that means "hiring" NPC's.
-
Accused Game Cheater gets Knife Through Head and Lives
He's lucky the assailant used a steel dagger. Had it been the amazing bronze dagger....
-
Would you still play if runescape was Class Based?
Veracs would be Priest class (prayer and clubs). Dharoks is Warrior class. In class system, yes, you'd not be able to switch between the two. As for the reason, well that was stated above. It's just an arbitrary weakness placed upon characters to keep them from being too powerful. In Runescape, there's no reason to force someone not to wear an item, as there's penalties associated for mages trying to wear range armor, or rangers trying to wear melee. To be honest (and to switch gears), Veracs when it was released should have had a 70 Prayer requirement to wear, but that's neither here nor there.
-
Would you still play if runescape was Class Based?
3hitm4g3u, Look at the topic of the thread. If RS were class based, you couldn't even switch at all. I'm like the guys above, nothing in real life stops a guy from going from a bow and arrow to wielding a sword. Well, there is one thing: Training in the items and the time to wield them. Again, if RS had started out with a time penalty when it came to switching items/armor then the game would have evolved with that in mind. As it did not, to introduce it now would just tick off people and conflict with much of what already is established in game. Akin to removing protect prayer entirely, when so much of game now is dependent of you having prayer. It'd break more than it'd fix. Still, I'd like to see time penalties installed. It would make combat interesting.
-
Would you still play if runescape was Class Based?
There is a way to bring Class Based structure back into Runescape without forcing people to choose a permanent class: Time Limits on changing Armor and Weapons. Imagine if it took 10 seconds to unwield/wield an chest/leg armor piece and five seconds to wield/unwield a weapon or smaller armor pieces (helm, gloves, cape). Players could still change, but to do so in combat would leave you weak from 3 to 6 attacks. Would Runescape do that? Probably not. However, it would add a flair of realism and force people to take greater thought into how they approach combat. In addition, ranger/mage/warrior teams would become more popular since a warrior could not easily slip on black dhide the instant a mage appears. Downside of course is that a lot of the game content is built on the idea of rapid change of items.
-
Is Adventure and Risk still a part of RS?
Here's an elegant solution that helps solve inflation a bit: For areas past level 20 wild, boss dungeon areas (GWD, Dagg Kings, Kalphite Queen) you get a gravestone that can be blessed, but you can't collect your items there. Near your respawn point will be a figure of death that you must pay the high alchemy value of your gravestone items in order to get them back (in event of GP you'll pay 60% to get 100% back). Once you pay, he'll give you the items directly. Note: Death is always there, and you can barter to get back items from other areas but for that you just pay a low alchemy fee or just go and get them yourself. When you die, you're given notification of what type of Death you got. Note: If your gravestone stone expires you can't get your items at all from either the gravestone or Death. Now, if Jagex does this, it'll raise a fit. However, it adds a true risk of death in dangerous yet highly profitable areas. It also removes GP from the economy.