Everything posted by NukeMarine
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05 Sept 2012 - GWD Remastered
Why do the male faces look normal, but the female faces they wanted to go for overly large eyes? At least the chat head avatar for females look normal.
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Squeal of Fortune "Updates" was: Spin Results (970 spins)
Hmm, taking into account double spins and if you get the max purchase, each spin costs about 20 cents each (5 per dollar). We don't know the chance of getting a pendant piece, but let's say it's 1 in 4 spins. In 1000 spins, that's about 25 pendants or 125 million gp for 200 dollars. If it's a 1 in 10 chance you should average 50 million gp for 200 dollars. On top of this, players are still getting XP lamps and other gp related items. Again, it's all based on what the chance is of getting a pendant piece. From the looks of it, Jagex is toying with making their gp sales on par with black market prices. Much less convenient to cash in mind you, but still there. I'm wondering if this is more a half measure to keep those players that wanted to bot and buy gp, but won't be able to assuming Optimus does all it promises. Most other players just won't care enough to spend $4/million gp (or whatever the average price turns out to be).
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This has gone too far (avatars).
So let me get this straight: robbery, murder, genocide, kidnapping, human sacrifice ...... wanton destruction of cabbage, no problem and continue with your 13+ rating. Skin tone clothing: OMFG, Jagex is corrupting the youth of the world. Morons being offended by proxy, grow up. You're moaning about people seeing less than what they see every time they take a shower. If the violence gets a pass because it's in a virtual environment, then items of sexual nature gets the same pass. Actually, I think the violence should be held to a higher standard. I'd sooner my child see a nude body then a decapitated one. Then again, it's my call to make by deciding what games she can play. I don't force my belief on how to raise my child onto everyone else in the world. This complaint has reared its head ever since tribal clothings were released in the Twai Bwano Village (sp?) mini-game made people look sort of topless.
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Mod MMG on RuneScape Micro-Payments
That's only a technicality, though. Sure, they aren't directly selling XP or GP, but they are selling prizes that pay out XP/GP at a rate that's predictable enough that they might as well be. Precisely my point. You can buy XP/GP in RS now, even though not directly. You're not going to convince him so you might as well stop. There are people that thought the 1/10,000 chance of a dragon chain drop from a dust devil meant a guaranteed drop every kill which destroyed the only reason for killing the Kalphite Queen. If they can't grasp the "indirect" system with a drop table (or win table) is set up so that $200 will get you around 330 xp lamps, going back and forth on one word ain't going to do it. Same as you can't convince people that guys with 200 hours of free time a month to spend on a computer game are more noble than guys that spend $2000 a month on the same game. They lack the ability see that there's disposable time and disposable income and both are equatable. Bottom line as I see it, SoF is selling xp and gp. SoF is selling xp and gp at a lousy price. That lousy price is important because it keeps it from unbalancing the game. The number of people that can afford the price it takes to get millions of XP will be too low to impact the game for the majority of players. Only thing hurting the game big time is bots. Those things can afford to spend 700 hours a month playing. Imagine that's a minimum wage job, that'd be $4200/month just being done by a program.
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Promissory Note & Choose Your Fate rewards
Ok, that is not right.
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Promissory Note & Choose Your Fate rewards
Yes it's free XP, but it seems players on this forum (and I think RSOF for the most part) like the style that require you to have to level a skill to get the bonus XP. That was why the skill pendants were accepted without much complaint in SoF while the XP lamps were getting reviled. I'll put it like this: You have two sets of rich parents. One mother gives her daughter $300 each month (basically $10/day) in allowance. The other mother tells her daughter if she gets a job, she'll match her paycheck up to $300 each month. I've not taken any polls but my gut tells me the second daughter will care more about the money she receives even though technically it was a as free as the first daughter. I know Jagex isn't reading this, but they had the right idea with Mad May necklaces, Hati Gloves and Skill pendants. I know people are saving up pendants in hopes of using them later. I'd offer this humble suggestion even: Let players use prized pendants as XP storage devices from lamps and other pendants. If you use a lamp or skill book on a prized pendant, it stores 1.5 time the xp you would have gotten immediately. Specific skill lamps must be used on the same type of prized pendant. If you use a pendant or prized pendant on a same type prized pendant, the xp is just transferred. Now, players that are willing to hold off on immediate gratification get a larger reward. In addition, it helps players that are storing pendants to save on bank space in the long term. The question then is: Does Jagex offer an in game way to access these prized pendants or just keep them on the SoF? My gut says they could sell these with loyalty points, making them permanent and the xp stored is not lost even if the pendant gets lost. Sorry for going off tangent. Just had the idea hit me.
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Sizzling September!
I used my May's 250k xp necklace on the agility portion of the olympic event. Too bad that event will be over by the time we get our bonus 350k or 700k as it made for a quick 60k xp a day for five minutes work. I'll be honest and say I prefer these bonus XP items instead of a week-end's bonus XP event.
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The Big Chinchompa & Boost Your Bank! (28th of August)
If you did the $100 purchase, then Runecoins are about 50 coins per dollar. All 250 extra spaces would be like $36 (my math is off). That'd be like having a second member's account for 5 months. Though illegal, one always had the option to get a mule account. This is just a legal work around to an already existing option without the risk of drop or trust trading. In addition, it's permanent. Like others, I don't see the ingame advantage being that big. Most that have crowded banks when you look at bank pics have an obsessive compulsive air to them. To be honest, the one thing that really made me mad was that terms and condition point about runecoins expiring after 3 months. Sorry, but, that store doesn't have very many quality items to buy. I like costume skins and certain skill emotes, but don't need 4 teleport emotes, weapon skins or the silly emotes. Being robbed (literally, in a real world sense) because I don't like the current options offered does not make me friendly toward a company.
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jagex introduces auto talker? achievement banner
how much can you advertise in 12 characters and 28 bucks that can't be accomplished with a throwaway account using the 2 week free membership trial? By the way, you can still report a player for having an offensive name IIRC.
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New to Solomon�s General Store: Introducing...Skill-Fu!
That's true and yet there would still be people posting how it's the last nail in the coffin for Runescape. What I hope they will do that'll make people happy is allow us to access costumes stored in the Player Owned Houses via the customization menu. Store a full ghostly robe set, then you're able to access a ghostly robe skin. Other costumes can be the royal costumes from this summer, various holiday sets, and random event sets. In addition, they should add all the costumes from Loyalty Awards directly to the customization.
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Squeal of Fortune "Updates" was: Spin Results (970 spins)
Seems more likely they came from earned spin tickets from skilling/combat/D&Ds, the spins your allocated daily don't carry over, they get taken off you and reallocated upon server reset. Or you keep say Monday's spins and lose Tuesday's for example. Also there limit has risen it seems, used to be capped at 10 spins you could hold at one time. I never tested that as I assumed they disappeared. Can someone in addition to Wessen verify that the three spins you get upon logging in do carry over? If true, the only benefit I can see this having is saving up more spins for the week-ends when Jagex releases some bonus benefit.
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Squeal of Fortune "Updates" was: Spin Results (970 spins)
Thanks for the info. Much more detailed than mine (I would not have the patience to mark all that down). Here's a breakdown Total: 506 Common: 364 (71.9%) Uncommon: 137 (27.1%) Rare: 4 (0.8%) Very Rare: Small XP (all / specific): 120 / 46 (23.7% / 9.1%) Medium XP (all / specific): 65 / 28 (12.8% / 5.5%) Large XP (all / specific): 0 / 0 Pendant (all / prized): 16 / 2 (3.2% / 0.4%) Double Spins: 25 (5.0%) Average GP potential per spin: 14,217 gp (during double gp phase) GP per Dollar rate: 71,085 gp (black market is over 2 million) The split between common, uncommon and rare meshes with my initial results so Jagex is keeping that part untouched. Your double spins are higher while common lamps are lower so it's possible Jagex skewed those recently. As others point out, it's difficult to get a good grasp on the specific odds since Jagex is likely tweaking it too much. However, it seems close enough to have a rough XP per spin calculator made up.
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Tip.It Times - 12th August 2012
I also find it odd Jagex could not track the addition of billions of gp into the game. That just seems unacceptable. As for tracking unbalanced trades, well, assuming a RWT group has a lot of bots then they can hide their trades in the wilderness or the arena. They just have their bots constantly fighting and with a random win/lose ratio to each other which reduces their RWT image. A regular player buying gp then won't show up on the radar as he's getting gp from a bot that's lost and won lots of gp prior. Only way this would show up if the regular player did not risk a great deal, but even that is one blip. Jagex can't stop RWT, but they should be able to detect bug abuse of the magnitude that happened.
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The Evolution of Combat: BETA discussion
Make sure its full approval, as all members can access beta during event weekends such as this one. It's full approval via message. Access to both beta and the forums. Wonder if it's given out to those that hit a year of membership while Beta is ongoing (I re-upped last year in June when loyalty program was released).
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The Evolution of Combat: BETA discussion
Got approval recently to be a part of Beta. Anyone else get access recently?
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It's Summer Party Time! - August 2nd, 2012
Is it me, or does this sound like an employee sarcastically selling a product he knows is horrible. In other words, his bosses tell him to try to push SOF in some of his posts despite his not wanting to do that. So, the best way to remove a bad rule or order is to take that rule or order to the extreme. Think of the movie Office Space, instead of flipping off the boss when he keeps suggesting you wear more flair, just wear hundreds of flairs. So if the bosses tell you to push SoF, do it in every post dripping with an unhealthy dose of sarcasm. PS: Anyone notice the "Don't show me this again" has changed to "Don't show me this for five days"? Seriously? A good product can sell itself without false excitement.
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The Evolution of Combat: BETA discussion
Yes, a bind bank would be great. On top of that, allowing a "major bind" and "minor bind" would be equally good as it allows players to bind the smaller items normally ignored even if its primal (gloves and boots mainly). More variety while not being game breaking. A bind bank would not be about giving an advantage to anyone. Players would still be limited to number of binded weapons they can use in a dungeon as they are now. They're just able to switch out weapons/armor prior to starting that floor, instead of the current method of finding new items and rebinding them (very tedious for primal). This removes monotony in the skill by allowing players to try different points of the combat triangle and various set-ups. This could be done as a single player or party. Not sure how a single player suffers from this unless you're thinking of a different rule set-up
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The Evolution of Combat: BETA discussion
Right now I think the whole of dungeoneering is going to face a lot of legacy issues. I mean it's going to be brutal trying to make it out of dungeons without massive deaths if you don't got armor bound and even then with a plate bound its still going to be hell... I wonder if they'll scale back the room spawns or give out more binds earlier in the game. They are really going to have to work on dungeoneering... I dont know what to say. They should have it so that for every major bind you get 1 minor bind. A major bind would be for items for the Chest, Legs, Main hand and Off hand. A minor bind would be for the Helm, Gloves, Boots, Necklace and Cape. On top of that, they should have some sort of "binding bank" where between floors you have the ability to switch out bound equipment (still limited by the number of binds you have). That would allow players to be a mage one floor, a ranger the next, or even switch up between 2h to Duel with zero impact on the difficulty of the game. Not sure that'll help with the difficulty as you're describing, but it'll help with the monotany.
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Squeal of Fortune "Updates" was: Spin Results (970 spins)
I agree. If they replaced all the medium and above lamps with items of this nature I think most players would be happy. The XP boost is the same, but the player still has to take part in the skill. The problem might be with players banking the items for later 99 use (much like dragonkin lamps). A solution there could be if a player levels up a skill, he loses one skill pendant of that skill that's in his bank or inventory but all the remaining are upgraded to reflect his new skill level. So he could bank up pendants, but there's a penalty for not using them if he still is leveling skills without them.
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Phantasy Star Online 2 Free Beta opened on July 4th
I'm a math and science guy myself. Once someone showed me how to approach a language like I did science and math, it worked like a charm. As a side benefit, Anki is just a super customizable smart flash card review program. That little gem helps in every academic or business pursuit. For example, just something as simple as putting photos of a clients that'll help you remember their names. Remembering a client's name means repeat business. Sorry for veering off topic, although it's because of improving Japanese (in this case the social, real time communication) that I looked at PS2 online.
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Phantasy Star Online 2 Free Beta opened on July 4th
My problem is I guess my computer is low end. To get any speed I have to be on the lowest settings. The brief bits that I played seem fun. There is a single player campaign that you can play while still having the option to go multiplayer. No offline mode though. Gollvelius, if you're interested in Japanese the link in my sig has a barebones, do it yourself approach that'll get you far enough to play games. Not saying it's easy, but it's cool playing Japanese games from their source.
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Phantasy Star Online 2 Free Beta opened on July 4th
On the Reviewing the Kanji forum, they mentioned this MMO from Japan being a free beta. I remember playing Phantasy Star Online on the Dreamcast for a time and it was simple fun (very easy to hack). I can't say much about PS2 Online at the moment as I'm still downloading it. However, it's in Japanese which is a downside for most, but is a plus for me (decent way of enforcing the written language through use). Anyway, if anyone's interested, here's a couple of links: http://pso2.jp/players/ PS2 Online Main Page http://bumped.org/psublog/pso2-guide-list/ PS2 Online English Guides It's in Japanese. It's a 3 gig download. It takes a while to fully load. It's in free Beta. Ships 2, 6 and 10 supposedly has more English speaking communities.
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Sizzling Summer Blow Out!
I agree that double XP items are better than the bonus XP weekends. It's not as stressful and you're not worried about saving up loads of herblore items for that weekend which one can miss due to real life events. In addition, it's great for the low xp/hour skills such as agility where you're not worried about getting high xp for the 30 minutes that 2.7x is active. Not sure how the conversation got into which currency should be used. The original question I thought asked about how Jagex came about with a real world dollar amount for their items being offered in game. Whether it's 45 USD, 35 Euros, or 3600 JPY, for some reason Jagex is now attaching real world value to their in game items. What is their yard stick (metric?) for gauging this?
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Tip.It Times - 15th July 2012
First, I like the idea that "attack" should be reworked to be "accuracy" and benefits all three combat classes. If that's done, make the new formula acc+def+(max combat skill)+3 for a max combat level of 300. All weapons (range, mage and melee) will require "accuracy" to wield. "Accuracy", just as its name says, impact the chance to hit the opponent while the main combat skills impact the damage done after a hit takes place. To balance this with respect to melee armor, all armor will require either strength, range or magic level to wear depending on the combat type. Has anyone forwarded this idea onto the Beta forums and gotten feedback? It would be a major change, but probably something that EOC needs. Second, I agree with removing the tertiary skills from the combat formula. There's just too many quests and skills that benefit combat that to say only prayer and summoning have an impact is just naive. If you haven't done Desert Treasure, or unlocked Curses, or got a high herblore, or got Chaotics, then you're at a disadvantage in combat. The game is just too complicated with far too many variables now. Just going with Def and Offensive stats is best now for simplicity's sake.
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The Evolution of Combat: BETA discussion
Has there been testing on the how various wielding does against each other both in the same combat style and different styles? Currently, I've read on here the basic idea that there's a triangle of sorts between the various stances. I have not read how those stances play across the three combat styles. It'd make sense if it does. If 2h > duel wield > +shield > 2h, then Melee 2h obliterates Range duel wield while only slightly favors Range +shield. I hope this is the case. It would compensate the fact that armor switching is not as viable a method anymore. --------------------- I got to try the Beta a little this week-end. I agree the button mashing gets annoying. I think there's a reasonable solution that can add to the experience. - Divide the four threshold portions onto three or four "basic divisions" - When these basic ticks are reached, a basic ability is automatically activated - The player assigns which basic tick the basic ability will activate in order of precedence (boxes 1-4) - If a basic ability is in cooldown, the next ability is automatically selected. - If in a universal cooldown, the activation will wait. - Players can still manually choose abilities. - Players can deactivate the automatic abilitities in options This should make combat less a button mash in exchange for slightly less efficient combat. I haven't tested the thresholds enough, however would it make sense to have a limitation on how often these can be used. Something like a counter that goes up as adrenaline passes by the threshold markers. With slight modification, these could all be three bars each tracking different aspects. - A thicker blue bar acts as a timer for automatic basic abilities. It builds at a set rate (for example 3 seconds). When it gets full, an automatic basic ability is activated. This timer resets each time any ability gets activated. So, if you're always using abilities manually, it will never get full. If you like a more passive combat experience, it'll get used a lot. - A thinner red bar can be for thresholds. Each time you use a threshold ability, it goes down to the previous threshold tick. Using a threshold will reset the blue bar counter. Like above, players can have three or four boxes for their default automatic basic abilities. - The normal yellow bar is to track the build-up to the ultimate ability. Using an ultimate will not reset the threshold red bar, but will reset the blue bar. The basic idea is balancing passive versus active combat. As it stands at the moment, passive is just too slow. Seeing how cool these abilities are, it'd be a shame not to incorporate them in a manner that improves passive combat.