Everything posted by NukeMarine
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Festive Aura: 50% bonus xp each day.
[hide] I hate that phrase. It makes no sense. It should be "when all that's said is done", meaning everything you planned to do has been done. It's meant to convey that "everything is done". It could be written "all is done and said" because both actions are in the past, the same way you could refer to two battles as "the battles of Britain and the Bulge" or vice versa, it's merely bringing up two events, not laying them out chronologically. I always thought it was "when it's all said and done".. Anyways, on topic, been using my aura on crafting.. it's worth it to use it on anything 200k or over xp\hr. In terms of time saved, it's best to do it on the most efficient method for a skill that is under 200k/hr, since that will save you 15 minutes of that method once a day. It will save you less time if you use it on a skill with higher efficiency or use it on something besides the most efficient methods. Do I have to do another efficiency vs productivity rant? Otherwise, you are absolutely right. You receive half the time you invest back, so maxing it quickly is not advantageous. [/hide] So long as the skill you choose is over 100k/hour, then you max out your aura each day. Well, assuming you're not distracted by the mid-season finale of The Walking Dead and end up letting the aura expire before maxing it out. Doh! edit: ok, my math was off. Thanks r2winn
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Future Update Discussions
It'd be interesting if Jagex ever released a spreadsheet of player stats (updated once a month). I for one would be interested to know how many players have 90+ in all skills, 90+ in the six PoP skills in particular and 90+ in at least one skill. As for what counts as high level, I've argued that all you need do is pick a percentile such as 90% to represent high level. The person's skill that's at 90% of all players in that skill represents the level that counts as high level for that skil at that time. Of course, given skill creep, that level will always be moving up. Still, it offers a great gauge at where to aim upcoming content in addition to re-evaluating older content. In fact, re-evaluating things such a skills and tasks over time is a good thing as what was Master level 6 years ago might be more along the lines of intermediate today.
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Behind The Scenes: December
So, just to be clear, there'll be three types of high level player made armor released this month. A tier 75 armor from Tzaar quest and the tradeable and non-tradeable tier 85 armor from Player owned Ports. All of which will require multiple high level skills. Sounds like a good month to be a skiller.
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Future Update Discussions
If they're smart, making obsidian armor will take multiple skills in the 80+ range using non-tradeable intermediate items. Sort of what they do for flasks. I would think crafting, smithing, firemaking and mining are four possible skills. Top it off with having to harvest items that take time to get and requiring Tokkul to repair makes for a balanced approached to high level player made armor. The question then becomes will this armor itself be tradeable. If it takes a lot of time and effort to make and repair, but is useful and tradeable, then Jagex opens up another moneymaker for high level skillers. By the way, the quest looks beautiful.
- Festive Aura: 50% bonus xp each day.
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Festive Aura: 50% bonus xp each day.
Well, I plan on using it everyday with prayer. If the bonuses don't stack, I'll move to construction. Either way, it'll be a free 1.5 million XP when all is said and done. Much like the free agility from August. By the way, I like this method of bonus XP than the bonus XP weekends. Coupled with the XP prisms, Jagex is doing it right in my opinion. Now they just need an option to use skilling lamps on the prisms adding perhaps 1.5x of what the experience would have been to the total on the prism.
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Tip.it Monster Weakness Database
Probably better to have a Google Document with a select number of people able to edit but everyone can look at. Shouldn't take much after that to finish. Good info should be: Name, Level, Life Points, Exp, Weakness, Attack Type, Location Here's one spreadsheet that can be copied and formatted for a more useful document: https://docs.google.com/spreadsheet/ccc?key=0AijPwW2LWy18dE1SMExsYjU2aC12ZVhmSENxS0pUN2c#gid=0
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20-Nov-2012 - Evolution of Combat: Now Live!
Don't you mean why people don't live by this?? It's a good philosophy. However, that line is being used in the wrong way with respect to RS updates. Those making the claim hold the opinion that what's being fixed wasn't broken. As if somehow the game was perfect some arbitrary time ago and now it's all ruined. So runespan fixed what wasn't broken. RS HD fixed what wasn't broken. Make All fixed what wasn't broken. Grimy herbs fixed what wasn't broken. Etc.
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20-Nov-2012 - Evolution of Combat: Now Live!
Is there a list of monsters with a category to sort by weakness then level or xp?
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15th Nov - Evolution of Combat: Loyalty Shop Sale
If they redid loyalty costumes to be overlays then I'd be happy.The oriental costume is nice, but it's a waste to wear it at the cost of armor or weight reducing gear. As for the sale, I'll try to upgrade the skill auras for fishing, mining and woodcutting. The mage and range auras are tempting though.
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Behind the Scenes: Special Edition
I hope for Player Owned Ports they're not going a straight 90+ on all skills. I've always advocated a high level metric where you look at active players with accounts that have active memberships for 6 months or more, and gather what the 70th percentile player has in a skill, and call that skill level the high level mark. The 90th percentile can be the extreme level mark. After all, a level 90 in herblore is not the same as a 90 in fletching and cooking. Anyway, glad to see this super list of behind the scenes. Hopefully, it doesn't create the conspiracy theory that came about when Jagex released a list like that 8 years ago. Don't be surprised that some ideas get altered or even cancelled. Odds are they won't, but anyone that remembers Wilderness Tag can appreciate being cautious.
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BTS#26 - Solo Dungeoneering
Makes you wonder if 3:3 will be the best for EoC as you won't have to run back to swap set-ups on various guardian doors. Reports on beta or the actual release will reveal this. What's great is now any size team, even a 1:1, has a reason to try out DG. No more having to settle for melee and hoping you have enough to make the right mage or range should the wrong boss pop up.
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Preparation for EoC live?
I'm doing nothing. When it comes I'll just change tactics when I need to do combat, which won't be often. I've played beta a bit, including the tutorial. I'm still a bit upset they didn't offer at least an auto activated ability such as the three second or five second refreshed abilities. That would make the combat less spammy and encourage more tactical use of the 30 sec and threshold abilities. Still worried about the player reports that many enemies, especially quest bosses, have not been balanced. With a full beta that everyone can play, it makes more sense to postpone a month or two and see what hundreds of thousands of players can find.
- What did you use your Exp Lamps on?
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Behind the Scenes - November
Looks like a great month. Tears of Guthix - I would have prefered a tiered increase in xp as player's lowest skill passes a milestone (50, 55, 60, 65, etc.) though this is just as good. Quests - I get the nostalgia vibe, but seriously, I never replayed an old quest and I'm guessing most other players have not except for their novelty accounts needs. If Jagex is improving these quests for new players, then that's a good thing in my book. Dungeoneering - Many of the complaints here only compare 1:1 and 5:5. This update is also going to help 2:2, 3:3 and 4:4 which is a great thing. I don't see it killing floor leeching as that ships sailed, but maybe less players will feel the need to pay. Team aspect will still be the best XP, but guys that don't care about having a permanent team or the casual player can still invest in skilling Dng. EoC Tutorial - Sounds good. I haven't played Beta enough, but the number spamming was still high.
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How much have you achieved this weekend? (Bonux XP)
Herblore: 93 -> 98 Firemaking: 82 -> 83 (just happened to have a magic log daily task) Construction: 73 -> 78 (had a 120 mahogany cape rack task but mainly did dungeon doors) Could only use 12 hours of the two day weekend since it started at 9pm Saturday night where I live. Monday I had to work. Although I don't want them to do this again, if they do I hope they open it on a Friday so the whole world can use the full weekend. I would have went for 99 herblore but as I had an even 500 ingrediants for each extreme, I decided to stop to sell those later. I'll use the cash to get items for 97 in all the other skills as currently I have enough items for 92 in those. Wonder how long it'll take gathering 850k xp in herblore using penguins, jack of all trades and daily spins?
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Squeal of Fortune "Updates" was: Spin Results (970 spins)
Perhaps they could add an item to the wheel that replace those training dummies or low-level enemies with Yelpses (Yelpsi?). Training dummy avatars? What an awesome idea. Buy your favorite avatar (Yelps, Drunken Dwarf, Niles, etc) now for just 500 rune coins each.
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Squeal of Fortune "Updates" was: Spin Results (970 spins)
Are you able to trade/sell these? If so, a 600k gp award is not bad for an uncommon slot. If not, it's still interesting compromise between skill amulets and instant xp.
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Hallowe'en Treat: Scary Bonus XP Weekend!
The problem is that Jagex offered a better solution to BXPW in the form of the Mad May necklace. It offered a way for people to use the BXP on any day and on more time intensive skills such as agility. What BXPW did was impact prices on the quick training skills dependant on tradeable items. I'm for bonus experience and I like the good intentions of the BXPW. However, people correctly note that it limits who can participate and jacks with the prices of items. There are better substitutes that replicate the effect in addition to correcting the deficiencies. Basically, it's a step back. That said, I'll be a hypocrit and use the week-end for prayer, herblore and maybe construction if there's time.
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Daily Challenges & Noticeboard
I think it's reasonable for Jagex could offer an opt-opt option on these challenges. A simple "decline challenge" that removes that particular challenge from your notice board. Out of sight, out of mind. This can be good for things like summer pies where the reward bag is based on ingrediant prices which drastically increases the time needed to cook 330 pies. Plus, it won't push older challenges down which some players may want to save till a week-end or other convenient time.
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Legitimate Reasons to Raise All Skill Caps to 120+
If it's not fun, don't do it. Even if Jagex lifted the xp caps to 800 million per skill (Level 140), you're not required as an individual to level your skills to that level. You're paying to have fun, as are thousands of others. Jagex is offering variety in the game so that each person can participate in their own concept of fun. For some ungodly reason, many people like to grind to an arbitrary goal post. Setting up multiple goal posts doesn't make their original goal disappear, it just gives another goal should they choose to accept it. By the way, some people have made this game a career. This change would be an acknowledgement toward them. It would not be for you, who only makes the game a small part of their overall life.
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Legitimate Reasons to Raise All Skill Caps to 120+
It's not just the 5% items. Daily and weekly bonus xp, skill pendants, auras plus all the various skills individual bonuses coupled with future updates will make leveling faster. Now, I'm not up on each skills efficient (ie not gods awful expensive) method of leveling, but if you cap out at 100k xp/hour that means 1,000 hours. Shaving off 50 hours is noticeable. The 3x imaginary boost shaves off 660 hours. Future updates likely allow a more smooth linear gain per level meaning (such as rising from 100k to 200k xp per hour) if not much jumps that will shave time off. But here's the kicker: I'm not expecting a high percentage of players to max out this time. Yes, the main reason is to spread out player accomplishment from those that grind out 10k+ hours versus those that "only" put is 1k+ hours. RS seems to be more about the grind at the high level, so why not acknowledge it with a visible skill total to reflect the hours? To put it in perspective: your #13 with 2.57 billion Xp would still not be maxed out in all skills cause most of that XP is from the extra 100m XP by capping easier to grind skills. Getting 100m in each of the skills would take much, much more time and cost so you're not as likely to see the first 100 players maxed out for a long time.
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Daily Challenges & Noticeboard
Praise be to Jack! :pray: This was my first thought on the first day of challenges when 4/5 of mine were for 99 skills that I had no interest in training. But then again, they would have to do something about your last sentence. Rather OP to allow dg tasks every day. But I'd be more than happy to log 200k+ dg exp every day from a task =P~ Another option is for every two skills that are 99, you can block one of them. That shouldn't be too OP and can block the more annoying tasks.
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Daily Challenges & Noticeboard
You're 99 already, so do you think the 47k xp is worth the 9k gp given the time you had to spend smithing them? I personally use the blast furnace, which should profit 158k gp so to me it's a nice challenge.
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Daily Challenges & Noticeboard
Side effect of doing these challenges are getting the skill rocks for the Dahmarok statue. As for the challenge bag reward, I think it's just storing the specific challenge you completed, which the game knows the cost to complete (recalculated daily). Also, here's my full challenge list. Almost pointless posting the reward bag as it seems to match whatever your cost happened to be that day. One thing they need to do is offer a reward when they have a challenge of burning logs. 250 magic logs still costs a bit when I can get the same xp at much cheaper rates. -Slayer task: x47 (5,326 xp @ 67 slayer) -Dagg bones: x5 (2138 xp @ 74 prayer) -Smoke pouch: x4 (1126 xp @65 summ) 181 noted pure ess. @ 15.5k gp -C6 dungeon: x1 did medium 1:1 (101,399xp @70 dung) -Carved Teak Magic Wardrobe: x120 (19,452xp @71 constr) -Teak Toy Boxes: x120 (19,452 @72 constr) -Gem Stalls: x11 (39,337 xp @ 80 thieving) world hopped for this one -Adamantite items: x210 (16,933 @85 smith) 238 rocktail @ 506k gp -Kill lvl 145 creature: x21 (16,951 @82 str) -Burn Magic Logs: x320 (52,849 @81 fm) ~~Jagex update~~ -Mithril Minotaur: x2 (1,161 xp @66 summ) 1 ourg bone @ 8.13k gp -Mohagany Cape Racks: x120 (19,452 xp @72 constr) 100 runite ore @ 1.06m gp -Runespan death, law, nats: x190 (27,066 xp @83 rc) -Kill level 145 creature: x21 (16,951 @83 str) -Kill lvl 145 creature: x21 (16,951 @83 def) -Carved Teak Magic Wardrobe: x120 (19,452 xp @71 constr) 530 magic logs @ 725k gp -Dagg bones: x5 (2138 xp @ 74 prayer) -Gem Stalls: x11 (39,337 xp @ 80 thieving) world hop is your friend -Cook rocktails: x249 (87,610 xp @ 99 cooking) 39 Frost dragon bones @ 446k gp -Brew extreme range: x3 (6179 xp @92 herblore) dragon stone and 11k gp @ 27k gp -Slayer: x40 (5,326 xp @ 72 slayer) -Craft Black Vambraces: x300 (46,800 xp @ 91 crafting) 1196 mahogany planks @ 2575k gp -Activate decorated fishing urn: x1 (18,284 xp @ 81 fishing) -Craft law, death and blood: x145 (27,431 xp @ 84 rc) -Cook cavefish: x223 (87,610 xp @ 99 cooking) 3951 pure ess @ 296k gp