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swampjedi

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Posts posted by swampjedi

  1. 99prayer.jpg

    99prayer2.jpg

     

    99prayerachievement.jpg

     

    2200total.jpg

     

    2200total2.jpg

     

    Rolled to 50 Dungeoneering today, all solo. I have a Gorgonite spear and platebody bound, plus 125 Gorgonite arrows.

     

    A few reflections on the skill:

     

    The pathfinding algorithm can be VERY bad, especially in rooms with movable obstacles (barrel room, statue room).

    The over-99 skill requirement doors are stupid.

    I think the enemy combat levels are wrong. A level 50 warrior shouldn't be able to nearly kill me - especially when I am in full Gorgonite. Maybe they're "elite" units like in WoW?

    Soloing isn't bad, but losing everything at logout sucks, especially at higher levels.

  2. This does smell new skill related... gosh, I hope it isn't a "faction reputation" type skill that you can only raise by instancing, a la The Sha'tar in WoW Burning Crusade. But dang, I bet it will be.

     

    And soon.

  3. Well, you could always do what I have done - assuming you have the cash and/or guts for it.

     

    I'm out of the economy as a purchaser, for the most part. I skill to sell - most of my secondary skills are 99s, and the ones that are buyable I have the goods for a few levels. That makes it so that I actually appreciate if prices go up, since I'm a producer only.

     

    For most people, I think the idea is to focus only on gathering skills, and sell the items for profit (= sell the xp for "refining" the item). If enough people do it, and flood the market, we'll see prices drop some. Well, until all of the people who got rich selling raws start buying back!

  4. I've always, in every game I've played, tried to be "strong" for my level. I don't know why, but it's true. Somehow, in Runescape, this morphed into combat hitting a brick wall roughly 4 years ago. I started off wanting to get a 99 before level 90, and got the 99 (and several more), but 90 combat never happened.

     

    Well, I decided a while back to get to roughly 2030 total and then push past 90 combat. I came to this conclusion for a few reasons.

     

    First, and most importantly, I'm getting tired of the game again. I only have a few non-combat skills left to get 99s in, and they're pretty boring sometimes.

     

    Second, I want to experience some new content. There's a lot out there that I haven't done because I'm low combat.

     

    Finally, if you think about it, my account is nothing "special" anymore. It used to be that a low level with several 99s was pretty cool, but now they're everywhere. Since the GE makes merchanting so easy, seeing a level 3 with 99 crafting and herblore isn't all that uncommon anymore. Heck, several of them have higher slayer than I do!'

     

    It's the end of an era. At this point, I have been 8X combat for 4 years, even though about half of that was not playing.

     

    combat90.jpg

    I rolled it with 92 mage, stringing amulets with Astrals that I made.

     

    At the end, I was 89 combat at 2032 total. That's:

    22.83 levels per combat

    84.67 average level

    1498 skills levels

    93.625 average skills level

    534 combats levels

    66.75 average combat skill level

     

    Final skiller high scores:

    finalhighscores89combat.jpg

    finallevels89combat.jpg

     

    From here, I plan on moving my combats up to roughly where my skills are. I think I still want to keep most my skills above combats (except RC). I think I'll take a page from my dear friend Ard's book and go for balance.

     

    99 Mage is on its way!

  5. Fine, no MS products. That's fair.

     

    C++ is nice, but you're going to be hard pressed to build something system-independent with it. If you really want to port it EASILY, you'd be silly not to use Java.

     

    Realistically, you should learn to walk before you run. C++ is running, and I expect it will be overwhelming.

  6. C++ gives you the power you need, without all of the handholding that C# or Java provide. However, since you're just starting out it might be easier to jump in to C#.

     

    Personally, I'd go with C#. The .NET management layer isn't THAT slow - and I imagine you'll be starting off small anyways. You could always redo your engines in something unmanaged later, if you decided to speed it up.

     

    Keep in mind that your first few projects are throwaways anyways. Pick what you want to learn, then worry about making something cool.

  7. I did push for some 99s past the point of fun. I remember getting so frustrated at Pyramid Plunder that I had to make myself do so many runs a night.

     

    But, you have a point. Perhaps I did enjoy it.

     

    Let me give an example of an update that (IMO) made things easier, but also made them more fun - Living Rock Caverns. Mining went from being my least favorite by far to being fun, to me. Sure, it's not the fastest, but it's great for what it is.

     

    I'm rather questionable on calling any skill in RS hard. It's tedious, is all. Now, non-skilling things like bosses and quests (without guides) do stretch you - they require cunning, planning, and (bosses) coordinating a team. But RC? That's just clicking over and over. I can almost do astral runs in my sleep now. :-)

     

    I am all for adding difficulty, as long as it is meaningful. Some of the most fun I've had in games was (casual) raiding in WoW, where we had to be smart to make it (and still usually failed).

  8. Great point on 4, Troacctid. The problem is, Jagex has to aim for the middle when it comes to fun. This, sadly, is where I think the current game fails (at the top of most skills, at least). Is grinding to 99 RC fun? No, not for most people.

     

    My assumptions:

    People only pay for RS as long as it is fun.

    Jagex wants people to pay for RS.

    There comes a point at which obtaining high-level skills are not fun, for most players.

    Making high-level rewards either a) more rewarding or B) more fun/less tedious to obtain increases the fun factor.

    Some players (likely the ones that GOT the high levels even when it wasn't fun) find a and b above offensive.

     

    Therefore:

    Jagex increases profits by making the game more fun

    Jagex can make the game more fun (to most players) by making high-level rewards more obtainable

     

    I submit that the profit lost by "anti-easy" players leaving is more than offset by the profit gained by the average player paying for members longer.

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