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NukeMarine

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Everything posted by NukeMarine

  1. It's possible he's hopping servers to cut the voyage times in half. Each hop takes about 1.8 minutes off the clock. That combined with the random event trick plus maximum amount of special voyages (up to 6 per day) can give him more voyages than the average player expects.
  2. This is great *if* you are 100% all voyages. Anything less than 100% it's not so great; if you happen to succeed its all good but if you fail due to less than 100% then the extra percent from a normal crew man could've made the difference between no pay out and pay out. This is great *if* it were possible to 100% all voyages. as it stands, the game seems dead bent on handing you mission requirements that increase regardless of how clever you are at strategically positioning yourself, with no way to judge how close you got to succeeding on a numerical level (yes it is possible to fail a 100% mission because I've done so) so counteracting said risks by increasing rewards by a hefty 20+% in certain scenarios where a fifth crewmember can't actually help you by an appreciable level (like in a multiple stat mission where you can't push the lowest stat higher) or on a mission that's stacked hard enough against you that whatever you do isn't going to significantly force the odds away from "kinda meh", I'd take the 20% reward increase over the few percentage points that might matter but I can't really tell because the game seems to be saying one thing and doing another making my wins bigger feels like it works better than hoping that my losses don't hurt my wins too much Before the hook region, I'd argue that if you can spare another crewmember on a voyage of less than 100% it shoud be the golem since losing a crew member costs more than lost goods. However, that merchant's 20% increase in wealth would make me consider a higher risk of failure. It's a numbers game and a fun one. I've been avoiding riskier voyages, but it seems reasonable to put a merchant in there for voyages that are higher than 80% assuming it doesn't lower your success chances. Hell, I might even drop a 100% mission down to 90% if it meant a 20% increase in reward.
  3. Well, I'm trying an experiment. I activated the Fortune of the Sea effect while both my ships were underway. As such, I didn't have a ship selected. Right now it's saying "Active!". Now to see what happens when both ships pulls in. I like the idea of permanent effects. Hopefully it's not a bug but an intended effect. That +50% crew XP will be most appreciated. EDIT: Seems it just affects the first ship. I now activated the effect for both ships.
  4. Don't do them then. I've been cancelling missions that are too difficult for my current set-up and haven't been having a big issue. For me, that means not doing difficulty 4+ quests. Figure I'm never going to be the first to make the special items and all the gp that'll come with that, so just take it nice and easy. Better to skip a voyage than having it set you back.
  5. They don't. I've failed plenty of them. Does anyone know why my mission time goes up instead of down when I throw on a dwarven engineer (+600 speed) and the Fireworks Enthusiast (+800 speed)? Thanks for the heads up, though I had sent out the ship prior to posting about it here. Yep, I failed it miserably and had to pay 100k gp to repair it. Now out on a couple of 100% missions.
  6. I had two completed voyages this morning. The server jumping also works. If it is happening, might be a temp bug due to the x2 xp in effect. On another topic: Sent a ship out at 20% and my worst caption to test if story voyages automatically succeed. If so, I'm doing them before other voyages from now on.
  7. Just tested this, logging in and out, lobbying in and out. Seemed to only decrease the timer by 1 minute each time. For summoning, that's not a bad situation as it's not exploitable. For PoP, I can see that being a bug exploit even though you likely save 30 seconds a hop given the delay between jumping worlds. Seems easy to fix by making it round up to the nearest minute instead of rounding down.
  8. So have the third ship anyway, just use it as the welfare ship to do difficulty 1 or 2 voyages that also train up your lower ranked crew. In addition, when you're having to do arc voyages to build up bamboo, these are perfect to have all three ships with specialty crew that boosts xp, items, and random events. Even now, I'm wondering what will be the best mix of 25 crewmen. Will I only want two or three solidarity (overseer or first mate equivalent)? Will I want 5 or 6 of the pure crewmen and their special equivalents (siren replaces the seafarer). Will I want 1 or 2 those specialty crew like merchant or palmist? By the time we're on the final portion, there will be tested mixtures. By that time, we'll have four ships and some voyages that last longer than a day. My guess is, you'll load two or three with best crew on the long voyages then change focus and aim for easier areas and quicker voyages on the last ship or two. It should be interesting.
  9. Here's my Meg questions of the week: How to deal with goblins in Lumbridge: 1. quick strike to the stomach 2. Strike quickly, before they can strike back 3. Work on counter attacks, not attacks 4. attack from a distance, they tend to be melee based (seems correct). How to break a pact with a demon: 1. Bind the demon to your service 2. Find a loophole in the contract 3. Destroy the demon (not sure, I picked 2). How to kill undead in a temple: 1. Arm yourself with powerful weapons. 2. Bring a group 3. Bring food to heal. (I chose 3) On rs wiki, similar questions have different answers that aren't even a selection. Wonder if Jagex is giving us "all questions are correct, but one is most correct" type of situation we all know and hate from school tests.
  10. Show of hands: Who here thinks that Player Owned Port mechanics make it a legit method of obtaining the highest level armor currently available in game? I know many feel that high level armor and weapons should only come from boss monsters. However, I've argued that if you have a method that requires multiple high level skills, a bit of luck, a lot of time and/or tediousness then even non-combat skills can be a great way to create player made high level armor and weapons. I'm sure that trade goods will be more available to players that get to the last area and have maxed out crews. However, I'm also going to guess that special voyages in the 6th area will never be 100% so you're always risking some kind of loss on top of having the luck of a special trade goods voyage pop up. It's a balanced method akin to camping Nex with regards to creating high level gear. I hope that Jagex keeps releasing other methods that plays on this concept (flasks and bloodwood trees for example).
  11. Wow, I'm not able to do all the missions due to work. Just going to have to pick missions that are 100% and reroll lower chance ones. It's kind of fun where I set out ships for an hour, work on fish flingers or pyramid plunder for that hour, repeat once or twice, then off to bed. Can't keep it up, but it's been cool. Definitely a mini-game that works for the grinder or the casual gamer. Currently have most the ship upgrades and 4 tier 2 crewmembers for each stat. Enough for most voyages being 100%. Guess for the special voyages I'll try to do story lines and item voyages since it looks like making special items will be a ways down the line. Might as well go for best chances at improving chances.
  12. Nothing has been pointed out yet, but I don't think it'll be that way given how long just completing the skull is taking. It makes more sense that if your scroll is full, and you still have it selected as a choice, then you'll get special items to use that scroll instead. I would guess that islands further away allow you to gather more material per trip. It'd make more sense to complete scrolls that you have the levels to make items. Allows you to profit from this mini-game early on to help pay for leveling other skills.
  13. I went with all three deck upgrades, then overseer x2 and all three crew x4. Next I'm going hull (combat), prow (morale) then the last three (hull morale, prow combat, rudder). After all that I'll upgrade whatever buildings needs gunpowder. Since I'll be done with 90 prayer today, hopefully that means more special voyages for items. Now I'm wondering what the base time will be for the next arc. Is it exponential such as 30 min (bamboo), 70 min (gunpowder), 300 min (slate), 700 min (cherrywood), etc. Or will it be linear: 30 min, 70 min, 120 min, 180 min, etc. Hopefully it's the later. By the way, are people noticing their re-rolls carrying over to the next day? I haven't fully tested it, but voyages and crewmen on screen will stay for the next day. I haven't tested if re-rolls also stay yet. This'll become important when missions take longer and doing 12 in a day just won't be possible.
  14. The first mate and overseer's solidarity are so powerful, you might consider getting two of them (one for each ship) before you go for a non-deck ship upgrade. It'd be impressive if you could get a captain with that skill. Anyway, I'm going for six crewmen of each skill and if I can get the special crewmen, golem replaces combat, siren replaces seafaring pirates. Since I'm only 50% into the Arc, I should be able to get them all to level 4 prior to the next section. So far, the only voyages I've rerolled are the ones requiring 6000 in a stat, when I can barely muster 4000. If this mini-game has done one thing, it's encouraged me to level my stats to 90. Luckily, I have some prisms and recharge gems to help out a bit more. Prayer should be today, then I work on RC at runespan, thieving via pyramid plunder and then fishing via C2 Dungeoneering. EDIT: Jeez, went to do the gossip voyage and it turns out you can activate it ONLY on Thursdays. Feel stupid recommending people to put it off till they've leveled their crew.
  15. Now that I'm well into the skull region voyages, I'm beginning to doubt the advice to upgrade the ship before the crew. The 350 skill crew have been allowing me to meet the standard voyage requirements at 100%. Yes, if you can upgrade the ship go for it. But a set of crewman (perhaps 5 or 6 of each type) gives you similar variety at similar cost. Moreso early on as you only have 2 ships. I'm sure with three or four ships later on, the upgrades will really shine. For now, I'm saving the gossip event till next week as I'll have a stronger crew. I also have a scroll piece mission lined up. It's 3k seafaring but I'll have two to three guides with 420 seafaring each so I'm not worried.
  16. Perhaps, just perhaps, the idea is to not concentrate on an area until you can 80+ that area consistently. So, at the port master set concentration to the arc region. You'll still get the occasional skull region but you're building up bamboo and chimes with the occasional gunpowder. The occasional skull voyage (for gunpowder) will be a lower percentage chance of success, but you'll have more resources for repairs and crew replacement. Then again, we're only three or four days in so the strategy is new.
  17. This early in the game, it might seem pointless. Later when you have a higher tier ship with a crew that levels slowly, it might be worth it. I'll assume when you're up to Tier 6, the crew from that region will have a 1000 base stat and level pretty slow. By that time, you probably could start entering each crew in a calculator database that'll spit out your best set-up that minimizes necessary crew. Hopefully by then Jagex will modify the crew interface so it's easy to arrange their positions. Right now it's annoying as their position changes every time you switch the crew around. I prefer mine to be in rows of combat, seafaring and moral from largest to smallest. I'm sure I'm not the only one that would prefer the ability to do this.
  18. The ram handles morale or combat. Deck handles all three. The hull is balanced, but gives a moderate boost to either combat or seaworthy. Get the hull first as you cover all three. Get the deck next as it hits two spots at once meaning you cover two areas or double points on one area. The ram is last. Still, best to choose which gives you the percentage to pass the next mission(s). So far, I've passed all 24 missions I've been given. Most have been 100% but a couple of 80% so I know it's luck. I'm in the skull island portion and getting the 350 point pirates. Going to be a while before I can upgrade the gunpowder based upgrades.
  19. Tried this out last night. Thanks for the advice about buying ship upgrades. Only advice I can offer is to rotate your captains (if you get three or more with only 2 ships) so they're all balanced when you get a third ship. If you can support 100%, rotate your crew so the lower skilled members get training. Always have five crew members. By the way, have people been collecting questions that Meg asks for her adventure for the week? My questions were about thieving from Duke of Lumbridge, I answered slowly over time (other options were disguise and cannon bombardment). Surviving in the wilderness, I answered fishing (other option was fishing and something else. Getting through dense growth, I answered use a knife (other option was use a sword). I know it's called Player Owned Ports, but I hope they're able to make it a shared location so all players are in the area (you just see your own upgrades, not the other players). That combined with a bank in the area could make this a nice social gathering place.
  20. First things first: did you do the tutorial? That'll get you some starting items and explain about selecting ship fittings. Second, when you click on a ship fitting, if it's locked, it'll list a cost. The early items will be about 140 bamboo and 100 charms. These are great as they apply to both ships at the beginning. You can modify your stats much more with these. For example, unlocking the single cannon means you can put a cannon on both decks of ships adding 400 combat to it.
  21. I've heard this complaint in the past. Wonder if Jagex would be willing to allow us to get more starting runes and essence based upon our level. Right now it's 10 runes each when you ask the mage. What if instead you can get up to your RC level in runes when asking the mage for runes and 2.5x your RC level in essence? People would be more willing to leave the place to do D&Ds and other activities.
  22. You're doing it wrong. [/hide] Agreed. All combat styles can now get over 300k XP per hour and not just range/mage. And how is that possiable? I started playing back after the update. I'm interested in this also. I've not been doing combat or slayer yet, but with PoP having Slayer as a one of the 90+ skills I know I'll be wanting to train it again soon. Is there a good guide on taking advantage of the post EoC xp benefits?
  23. http://imgur.com/a/hZNZz Seems the black marketeer is the money sink for POP. Chimes sell for 200 gp each and Bamboo sells for 300 gp each. At the moment, seems to be a 75k gp limit per day. Wouldn't doubt that the limit will increase as players improve the port in addition to offering more items to buy. Sounds like a great idea.
  24. Decided to pause a lot on the video. Things I noticed 1. Kanji on the archipelago map. One stands for compass, the other for edge of the entrance(?) I think 2. White Lotus Assassin looked like a ninja 3. Looks like it's not a money sink, instead using an internal economy of which chimes and bamboo are a part. 4. No evidence that other players can visit your personal port. Hope there's at least an option for this. 5. Someone's a brony. 6. Four ship slots 7. Special voyages (one shot?) and standard voyages (many as you like?) I was excited about this update when I heard about it last year. Glad to see it's exceeding what I thought it would be.
  25. I believe you mispelt Agility. Actually hunter is the most soul destroying skill you can possibly train. I completely agree! The upside being at least you get farm and mining jujus whic are still amazing. Thieving is epically easy though... Thieving has pyramid plunder which speeds things up quite a bit. Hunting of course has herblore habitat. Unfortunately, agility just sucks because you're stuck at sub 60k/hour training. I'm glad I lucked into a prize prismatic pendant and 5 recharge crystals for agility. Can't wait until the Runespan like update to agility that's been hinted at by Mod Mark.
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