Everything posted by NukeMarine
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11 November 2008 - Stealing Creation
Something tells me Jagex will nerf the Mith experience for bars (if not the others). However, until that happens I see mithril bars going up in price. Prediction: Jagex nerfs the points followed hundreds of posts pop up on RSOF about how Jagex has officially killed Runescape.
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What would Runescape be without _____?
What would Runescape be without a "What would Runescape be without _____?" thread on tip.it? #-o On a serious reply, I think back on the things Runescape didn't have originally but added in time. So what did Runescape have originally that still exists that would change the very nature of the game if removed? Ah, what would RS be like with combat?
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At what level is a skill considered "high"? Combat effects?
Here's what needs to happen: Jagex creates a High Scores list that shows only ACTIVE member account high scores (moan about privacy concerns all you want, it's a minor issue). Then look at the following - A high level skill is a skill level in the top 10% (your percentage of choice may vary). A high level character (ergo) is someone in the top 10% skill total. I think elite can be in the 1% range (top 10,000?)
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Dragon Full Helm - now a PVP drop (confirmed)
What if Jagex came out and said: "We are dropping high value items, however, these are items that have been lost by players killed by other players. No one will get a DFH if no player has lost a DFH." Basically, if they said they weren't adding items into the game, just distributing it a bit based on luck and quality of the PK factor. By the way, I doubt it's this way, but if Jagex could track and pull it off, I'd have no problem with a Blue Phat drop so long as that B. Phat had been lost to a PK sometime before. So if people stopped pk'ing in fantastic gear, then fantastic gear would stop being given as drops.
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Behind the Scenes - November Edition
You're making a big assumption that Smithing will be the only required skill to make dragon equipment (or a similar level 60 armor/weapon). Imagine if you had to have 80+ in 4 skills (Smithing, Firemaking, Crafting, Mining) in order smith higher level equipment? It could explain those anvils around the dragon heads in the last update. Let's face it, a person with 99 in smithing, firemaking, crafting and mining should have the ability to gather and produce something like an Obsidian platebody.
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RuneScape Google Earth?
I still don't know why Jagex has not released a "Satellite" view of the Runescape map. I really want to see what the world looks like with the HD rendering. As for the zooming, well, it's a matter of how much detail Jagex gives us. I'm for it (hopefully, the rendered maps also show monster spawn points).
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Unpopularity of PvP worlds
The person who mentions "tabbing" makes a great point. The ability to teleport kind of ruins the game's 10 second rule. I hereby make the following recommendation: A new level 85 Ancient spell called: Tele-follow. When cast within 10 seconds of combat, you teleport to the location of your enemy's last teleport spot (if he did teleport). For purposes of defining enemy, it's the last person you attacked (to prevent problems with multi-combat). To make this spell completely relevant, the "Home Teleport" and teletab (on PvP worlds) take you to the outside of your home portal. You cannot enter a home portal if you're still within 10 seconds of combat. This gives Ancients an unique alternative to Tele-block. It's a dangerous spell to use, as you don't know where you'll be going and it could be a "lure". In addition, many teleport locations are scoped out. (yes I'm aware ALOT of problems can arise with such a spell, so Quality Assurance is pretty important here). I can just imagine people hopping all over Runescape, fighting it out "Jumper" style.
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RuneScape Google Earth?
viewtopic.php?f=180&t=551279 It's a post a made a couple of years ago. (not sure if the photo link works as my worksite blocks the image host). If it still loads, it's WAY, WAY, WAY out of date. I just pieced together the topographical maps from the knowledge base. It's not very useful, but I think it looks cool. And looking cool is half the battle.
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Unpopularity of PvP worlds
This guy pretty much covers it. I'm pretty sure that is what Pking once was. People unwilling to risk anything, killing people in level 1 wild. Shhh, quit bringing up reality. We're talking about the delusion of an 'honorable' pker here.
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Dragon Full Helm - now a PVP drop (confirmed)
This guy has a great point, so I'm going to go with it. For those of you complaining: So wait, if (prior to Dec 07) I killed a player with a Dragon chain, I had a chance to get it as a drop, that's ok. But now that's it is randomized a bit to prevent RWT, it's not ok that I can get a Dragon chain as a player drop? Anything that's tradeable (that's not a discontinued item) should be fair game as an item on the player drop table. Now, I think Jagex should alter the drop table over time to reflect items that are actually lost by players in these new PvP worlds. If people start going out and losing 25k worth of "junk items" then such items start to dominate the drop tables (be a kick in the teeth to those trying to game the system). The exception of course are the PvP specific drops (corrupted, brawlers, etc). Of course, Jagex should have it reflect combat levels too (what's dropped by 100-130's should not be reflected by those items dropped by 80's to 100's, etc). They have the data I'm sure. I'm not against DFH as a PvP drop, it's just not realistic that a Player would Pk in a DFH. Can you grok that?
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Duel Tournaments - Underrated?
If Jagex changed the results of winning each segment of the tournament, more people would play. Consider: 16 players, each pay 10k gp (160k tournament total), 4 rounds to determine winner 8 Lose 1st round - they get nothing 4 Lose 2nd round - they each get 5% of Tournament total (8k gp each) 2 Lose 3rd round - 10% of tournament total (16k gp each) 1 Loses 4th round - He gets 20% of tournament total (32k gp) The winner gets 40% of the tournament total (64k gp). With the winnings spread out, Jagex can increase the super tournaments (the 1 mill gp entries) to be even higher (something like 5 mill gp entries). Plus, since all you have to do is win at least 2 rounds to make a profit, more players will be willing to risk to play. PS: The percentages I give are just examples. They can be tweaked easily enough based on how much you think overall winner should get.
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Here are some facts on PvP Drops...
Well, there is teleblock. I think Jagex needs to create items for Melee and Range that also creates a teleblock. I'm thinking a level 80 bow and shortsword each with a special that teleblocks opponent.
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New Max Hits [again]
That's a big assumption that the prices will stay at 10 million. I'm glad Jagex is introducing decaying armor. It keeps the price low (only 1 hour of combat time), encourages use in profitable areas (no grinding), and encourages a stable price (constantly leaving the economy). Yeah, the price will drop, which undercuts the argument one needs a repair argument. To be honest, I've always been for all weapons and armor to decay, requiring smithing to repair them. As that's not feasible (well, it is, but takes alot of game memory), this is a cool way. PS: If the price stays or raises on these armor, it means players have decided the use and rarity of the item justifies paying more for it, once again undercutting the need for a repair option (which would cause a price crash).
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October 15th 2008 - PVP Worlds + Game Log In Improvements
Some interesting notes then: The damaged items timer only activates in combat (like barrows). If used just once in combat, you cannot trade a damaged item. Teleport spots are not safe spots (for the most part). Second floors and basements of banks are not safe spots (I see this changing, but maybe not). Successful drops appear to need you to A) carry items you risk that values 75k and B) you have to both win and lose over time C) you opponent needs to change over time. If you're always winning, your drops will get worse. If you're always losing, your killer's drops from you get worse. You can attack higher levels than the pvp indicator shows. Figure out what's the highest level that can attack you (Level - 0.1xLevel - 5), and you can attack them (at most, just 1 level outside the range shown). Please note that I'm going off reports here. Anything I'm missing that'll be good to know?
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October 15th 2008 - PVP Worlds + Game Log In Improvements
If a 137 could get onto a f2p world the only place they could kill me would be at lvl 1 Wildy and beyond. As far as I've seen for f2p no where in the map boosts the level ranges. So yeah, in a p2p or wildy situation chances are that a level 137 could jump me and pwn me a round in advance probably. Actually, does the combat range HUD alter as you go up the wilderness? Ok, I think it may be time for a bug report if Jagex is giving players a combat range indicator that does not fully reflect who you can attack. Of course, I don't know if it's a bug yet. Any one find out yet? Dark Jab, you can attack 102's. So ask a 102 what his combat range is showing. Then do a fake combat if able (and you feel like wasting a few minutes). Darn this not being able to log on.
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October 15th 2008 - PVP Worlds + Game Log In Improvements
Hmm, well, I'm going off the part Jagex said that IF a player can attack you then you can attack them. So, a 137 can attack you, so you can attack him. Now, this has to be tested out. If not, it opens the door for the higher level to have first strike against an unsuspecting target.
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October 15th 2008 - PVP Worlds + Game Log In Improvements
Ok, I'm not physically able to confirm it, so I used a spreadsheet. Some problems with that is if Jagex is using a decimal level system so you could be a 117.83 combat level. If that's the case, well, we'll need to use the combat calculator. However, you physically confirmed that 137's cannot attack you and you them? seems odd, i'm 134 and can attack 105+ Was your summoning activated? If not, you're likely count as 122+12 or something like that and able to attack 105's until you pick up a pouch.
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October 15th 2008 - PVP Worlds + Game Log In Improvements
Ok, I'm not physically able to confirm it, so I used a spreadsheet. Some problems with that is if Jagex is using a decimal level system so you could be a 117.83 combat level. If that's the case, well, we'll need to use the combat calculator. However, you physically confirmed that 137's cannot attack you and you them?
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October 15th 2008 - PVP Worlds + Game Log In Improvements
Not sure if it'll be of use to anyone, but here's a chart of Minimum and Maximum Combat levels you can attack. It took into account that if the higher combat level can attack you, you can attack them also. [hide=]Lvl : Min : Max | Lvl : Min : Max | Lvl : Min : Max 20 : 20 : 28 * |* 61 : 50 : 73 * |* 101 : 86 : 118 21 : 20 : 29 * |* 62 : 51 : 74 * |* 102 : 87 : 119 22 : 20 : 30 * |* 63 : 52 : 76 * |* 103 : 88 : 120 23 : 20 : 31 * |* 64 : 53 : 77 * |* 104 : 89 : 121 24 : 20 : 32 * |* 65 : 54 : 78 * |* 105 : 90 : 122 25 : 20 : 33 * |* 66 : 54 : 79 * |* 106 : 90 : 123 26 : 20 : 34 * |* 67 : 55 : 80 * |* 107 : 91 : 124 27 : 20 : 36 * |* 68 : 56 : 81 * |* 108 : 92 : 126 28 : 20 : 37 * |* 69 : 57 : 82 * |* 109 : 93 : 127 29 : 21 : 38 * |* 70 : 58 : 83 * |* 110 : 94 : 128 30 : 22 : 39 * |* 71 : 59 : 84 * |* 111 : 95 : 129 31 : 23 : 40 * |* 72 : 60 : 86 * |* 112 : 96 : 130 32 : 24 : 41 * |* 73 : 61 : 87 * |* 113 : 97 : 131 33 : 25 : 42 * |* 74 : 62 : 88 * |* 114 : 98 : 132 34 : 26 : 43 * |* 75 : 63 : 89 * |* 115 : 99 : 133 35 : 27 : 44 * |* 76 : 63 : 90 * |* 116 : 99 : 134 36 : 27 : 46 * |* 77 : 64 : 91 * |* 117 : 100 : 136 37 : 28 : 47 * |* 78 : 65 : 92 * |* 118 : 101 : 137 38 : 29 : 48 * |* 79 : 66 : 93 * |* 119 : 102 : 138 39 : 30 : 49 * |* 80 : 67 : 94 * |* 120 : 103 : 138 40 : 31 : 50 * |* 81 : 68 : 96 * |* 121 : 104 : 138 41 : 32 : 51 * |* 82 : 69 : 97 * |* 122 : 105 : 138 42 : 33 : 52 * |* 83 : 70 : 98 * |* 123 : 106 : 138 43 : 34 : 53 * |* 84 : 71 : 99 * |* 124 : 107 : 138 44 : 35 : 54 * |* 85 : 72 : 100 * |* 125 : 108 : 138 45 : 36 : 56 * |* 86 : 72 : 101 * |* 126 : 108 : 138 46 : 36 : 57 * |* 87 : 73 : 102 * |* 127 : 109 : 138 47 : 37 : 58 * |* 88 : 74 : 103 * |* 128 : 110 : 138 48 : 38 : 59 * |* 89 : 75 : 104 * |* 129 : 111 : 138 49 : 39 : 60 * |* 90 : 76 : 106 * |* 130 : 112 : 138 50 : 40 : 61 * |* 91 : 77 : 107 * |* 131 : 113 : 138 51 : 41 : 62 * |* 92 : 78 : 108 * |* 132 : 114 : 138 52 : 42 : 63 * |* 93 : 79 : 109 * |* 133 : 115 : 138 53 : 43 : 64 * |* 94 : 80 : 110 * |* 134 : 116 : 138 54 : 44 : 66 * |* 95 : 81 : 111 * |* 135 : 117 : 138 55 : 45 : 67 * |* 96 : 81 : 112 * |* 136 : 117 : 138 56 : 45 : 68 * |* 97 : 82 : 113 * |* 137 : 118 : 138 57 : 46 : 69 * |* 98 : 83 : 114 * |* 138 : 119 : 138 58 : 47 : 70 * |* 99 : 84 : 116 59 : 48 : 71 * |* 100 : 85 : 117 60 : 49 : 72[/hide]
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Uber High LVL Forum! Apply now! 99 everything! Nice life, to
I'm for this change in the RSOF. Like it or not, a select group of players means a lot less chaff to sift throw to get the wheat. One only has to look at the implemented ideas in game from the High Level Content sticky thread from two years ago to see that smaller group of sound ideas beat out having to grind your days away bumping a thread in the Suggestion thread. Now, I hope something of the following occurs: 1. Posting privileges to those with - XXXX skill total level or XXXX total XP (as posted, getting 99 in all is as arbitrary as getting 200 million in 3 skills and 85 in all others). I don't think that a pool of 75 players is large enough for sound ideas and debate on them. Jagex should make the available pool be 1000 players, which I assume only 10% of them (100) will actually post and debate on subjects. 2. Viewing privileges to those with - XX months of active membership (Actually, I'm for these guys having posting privileges), XXX skill total or total xp (maybe to the 10k limit of players), top 20 in any skill, top 20 in any sub-game total (The top 20 I'm actually for having posting privileges also). These guys are likely to be friends with the ones with posting privileges. It's good to have guys that can bring attention to good threads to their friends. I see the above occurring over time. Jagex is starting slow and seeing where it's heading I'm sure. Truth be told, something like this should have happened long ago.
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What will happen to tutorial island?
No, the Wilderness is going to be Free for All on the PvP servers. The Tutorial Island will become a high level island where only players with 75+ in X number of skills can travel for, well, high level training. ***a complete SWAG based on Mod Craddock's posted suggestion of a high level island.***
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Lock This
Not sure if you're being sarcastic, but I'll reply anyway. I love pures, except for the ones that want you to purposefully stay at a disadvantage. Consider: I have a higher combat level due to prayer. A "honorable" pure who has higher str and atk and no prayer thinks I should not use prayer even though I'm disadvantaged with a lower str and atk. He gets to use his higher combat stats but I'm not honorable if I use mine. Same goes with defense with those that used to "stake". They have a higher atk to use higher weapons, but I should use my higher defense to use higher armor. The only time you're dishonorable is if you both agreed to rules (that cannot be enforced by anything but your own actions) then break those rules. Pures have a distinct first strike advantage and they should have it. They pay the price with lack of defense, prayer and summoning. However, don't moan when others utilize their advantages. This goes back to Fist of Guthix, with players playing within the rules the game gives. The same game that gives better first strike to pures gives advantages to those that run.
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Think of it this way.
In the near future we will be seeing not only better methods to train collection skills, but also see improvements on the older production skills. It will involve the concept of combination skills though: Combat - Slayer beasts that require a non-combat skill to be at a certain level. So older monsters get revamped and new monsters get released that play off your other skills: Fire based monsters are easier to attack, defend, damage if you have higher firemaking/smithing. Same goes with Stone/Metal based monsters (mining/smithing) or water based creatures (fishing). Some of these monsters WILL require higher skills to attack. Production - Jagex messed up big time when it gave crafters the ability to make level 70 armor with only one skill (black dragonhide), while smithers could only make rune armor (level 40). Imagine being able to make Granite armor (level 50 armor) if your smithing and crafting are above 80 (at 99/99 you can make granite platebody). Obsidian armor (level 60 armor) if your smithing, crafting, firemaking and mining are all above 80 (99 in all allows you to make Obsidian Platebodies). These will not be shared tasks like mining/smithing is in making regular armor. You have to have the skills. Gathering - Imagine the ability to gather purer forms of ore if you have other skills to make it possible? With higher crafting (say at 40 to 85), you can collect pure iron that always smelts pure. However, with higher smithing this same ore smelts into steel without coal. With pure mithril, and good woodcutting and firemaking, you can smelt mithril. Etc, etc. Imagine using combat to fish better (using harpoon). Even now you see Jagex combined firemaking and woodcutting into one item. There's plenty of life in the older skills. The problem will be that since it's an older skill many, many players are already high up in ability. If Jagex does a major revamp, then players will immediately benefit. That means serious balance issues. Combination skills was the highest ranked player suggestion in the High Level Suggestion sticky that Mod Craddock was moderating last year. Considering suggestions in that thread were implemented (God Wars dungeon being one of them), it is possible Jagex is implementing combination skills. If that's the case, it may be time to get 99 in more skills than just combat.
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Pickpocketing success rate
You can pickpocket once every 1.5 seconds, so that's 2400 times an hour. Assume a 100% success rate at 84.3 per knight, you can net 202.3k xp every hour. Also, every failure costs you 4.5 seconds of stun time. Caveats: I've not timed the pickpockets per hour in a long time (my detailed info got lost), your target disappears over time so you have to re lure him. PS: How I did my testing WAY BACK WHEN for thieving success rates. Mark down Thieving XP. Note time. Use food that has consistent heal rate. Start thieving. Now, either the XP or the items gained will tell how many times you were successful. The amount of food you used PLUS 1 minute time accounting for healing tells you how often you failed. Plus, looking at the time gives you rough idea of how many pickpockets a minute you can do (best to do this on Men). I did Men, Farmers, Bandits, Knights and others tracking success rates at various levels. Higher levels give better success rates. The success rate is very important as it
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Pickpocketing success rate
I had a pretty detailed list of Skill Level/XP per hour/Success Rate on various NPC's. I looked for it (including on Google), but I guess it got lost in the ether after the malicious take down of the forums. Truth be told, once you can do Pyramid Plunder (especially if you have the bank opened up nearby), that's the fastest.