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truffoo

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Everything posted by truffoo

  1. Good thoughts, yes, it should take time to be cast and shouldn't be castable in certain places or while in combat. What those places are is the hard bit to define. Never played Dialblo ... but you've made me think of a refinement to it ... see below. Maybe once an hour would be ok, but every 24 hours would make it pretty useless. Bumping up rune requirement probably does need to happen though. I'm sure that this could be done in such a way to prevent the economy from significantly suffering. Some raw materials will be easier, but some will still be annoying to gather. New Idea I'll add to the main post if anyone thinks it any better. Have the Recoil Teleport spell automatically create the recoil point/station and teleport you to your house (through your Recoil Teleport portal that you've enchanted in your Portal Chamber). You then have 2 or 3 minutes to get to a bank and back to go back through the portal to your original place. So you'd need a reasonable construction level (80 for marble portal), high mage level (88 gaining 98xp), plus a higher rune cost of the spell and the rune cost to enchant the house portal. You could also put a farming requirement on it plus a "seed" on the cast as it could be seen as "planting a portal". Shall I flesh this out a bit?
  2. I wouldn't have thought that autoers would have a mage level high enough to use the teleport. The point of the teleport is to make 'annoying tasks' easier. The idea being that you can get somewhere a bit quicker if you are willing to pay the cost of it. It may well make Barrows too easy, so it could be excluded from working in the immediate swamp area (but isn't there a bank relatively close to Barrows now?). I was imagining this working to below ground areas, simply because if you needed to exit Dagganoth lair before using it, then normal tele out and trip back would probably be quicker. Unless anyone posts any vague support, I'll now :-#. Thanks for your comments ... I tried :cry:.
  3. I don't quite see how it would be easy to abuse, since it would be an intended addition. I do agree that the risk is it would make some things too easy, so would need to be done in such a way to not completely unbalance things. Thanks for your comments. I was in 2 minds about whether it would work in wild. Definitely not over level 20 wild, but could have some justifiable uses in the wild. In that situation, there should be a very obvious animation indicating to the people around them that the player will be back. Thank you also for your comments. Might also be worthwhile to prevent the return for at least 1 minute in certain situations (e.g., in wild). I tried to put the rune requirements at relatively expensive to justify the large benefit you get (since you need to cast it twice). Maybe the runes and level requirements should be higher. But you're definitely right Roberthree, it does need adjusting to fit inside the whole gameplay ... that's where people like you can come in and refine.
  4. Can't find this already suggested ... hopefully it isn't another crash-and-burn suggestion ... I can only try. Anyway ... :boohoo: Disclaimer: I'm only F2P, so the 'issue' that this idea relates to may not be that prevalent in members Setting the Scene How often are you training in some far off remote place, only to run out of food or get a full inventory? You need to get to a bank to restock, and then make the slow trek back to your training ground. Presenting: Recoil Teleport The Detail Spell Name: Recoil Teleport Level: 67 Is this too low? XP: 77 Runes: 2 laws, 5 earths, 5 airs, 1 nature Usage You cast the Recoil Teleport spell, and a teleport recoil point/station is established for 3 minutes where the spell is cast. You then cast your normal teleport spell, access the bank, then cast Recoil Teleport again to return to the recoil point/station. A 30 second warning shows up in your chat window, letting you know when the recoil point/station is close to collapsing. Restrictions 1. Using home teleport would cause the recoil point/station to collapse immediately. 2. Would not work while in the Abyss (sorry RCers). Examples] [hide=Example 1]You're at the Dagganoth Kings and have no food and almost no prayer. You can jump up the ladder and cast Recoil Teleport then teleport to Varrock (just to pick a city). Run to bank and top up food, drop off loot. Run to castle chapel and pray. Cast Recoil Teleport to return to the top of the ladder[/hide] [hide=Example 2]You're at the KQ on lunar magicks and have a chain drop you'd like to bank. Get to a safe spot. Cast Spellbook Swap to normal magic, cast Recoil Teleport, cast Catherby Teleport, run to bank then to chapel, cast Recoil Teleport[/hide] [hide=Example 3]You know that you have to go back and forth between 2 locations for a quest, you can use this to quickly jump back and forth[/hide] Obviously there are many many other examples of how you could use it Alternatives/Derivatives Spell: Auto Recoil Teleport Purpose: Will automatically suck you back to the cast point after 3 minutes So ... what do you think?
  5. There is a good reason that P2P get lots of updates, they pay for them. We F2Pers only pay for the servers, upkeep, and general updates (graphical, holiday, etc). ON TOPIC: Prayer has forever been a combat related skill ... Adding in non-combat skills would mean they might need to rebalance the affect prayer has on combat level. Level 3 skillers wouldn't be able to utilise new prayers without affecting their combat level. However, I do support the concept in general. Implementing such an idea would take a bit of work and PR.
  6. I'm F2P and I don't support Jagex creating a new F2P quest. However, if there were any old members quests that take place fully in the F2P world, I would support Jagex releasing these to the F2P game. Just enough to whet the appetite to the F2Pers who are sitting on the fence thinking about going members. I'm pretty sure there are no members quests in F2P only areas though.
  7. There is a small case to be made to allow for drop trading ... but not a good enough one for me. The main use of drop trading is to pures. It is intended to give the pure a better chance at pking someone, either through weapons/armor/food that a non-drop traded player wouldn't necessarily have access to. To me, it comes under the same category as the safer-noob/tele-noob type issues. PKers want an easy kill so complain when they can't. Drop trading would give an unfair advantage and unbalance the game. Also, as others have indicated, allowing drop trading opens a huge hole for scammers/gold sellers/macroers to keep their spoils before accounts get banned. Even if I agreed with legitimate drop trading, that downside is way too huge to justify the small benefit to a few players.
  8. Yes, this came in with the Doomsayer, but it doesn't show until you have had the warning message 3 times.
  9. I voted for market price guide, but since it is already provided by Zybez, is it really a good use of time to essentially duplicate a resource intensive system? Of the options available, it is the most useful to players, but I do have to wonder if TipIt really should/needs to try and copy functionality from Zybez. Maybe something else that could be added is a quest builder: - You can already select the quests that you've done - Then select a quest you want to complete, or xp rewards you want from quests - The builder will then work out what quests you need to do to complete the goals, along with other possibly unrelated quests to help get levels to those required to complete the main goal (e.g., you need to do Lost City to get enough xp in skill x so that you can complete Back to My Roots - if that makes sense) - It could also break down the steps in each quest in your goal list to help get it done quicker (i.e., working on multiple different quests at the same time to most efficiently complete them all) That last bit would be insanely hard to code I'd imagine.
  10. Seems to me that to really determine how response has improved (or not), we should separate queries sent in to: 1) Ban appeals 2) Customer support since they are handled by different (although related) teams. Impressions from above is that Customer support has improved, and more often gets a personal response. Ban appeals don't appear to have changed much and you generally get an automated response. And I thought f2p couldn't even send in customer support queries ... maybe I should start listing the macroers I see and sending in all those names.
  11. I'm f2p as well, and agree with some of what you said. It makes sense to release holiday events to both f2p and p2p, because they are designed as a symbol to show how long you have played (as well as a bit of different fun). If a f2p went p2p after a holiday event, they would miss out on the symbol. What I think there should be, is a p2p aspect to the rewards that you can only get if you are p2p. For example, everyone gets the hood, but p2p can get the broom as well. If you're f2p when you complete the holiday event, you get the p2p part from Diango once you've paid for members. It could be a nice little push for some people to go members.
  12. erm... no :P people with scythes and bunny ears show off that they have been playing for such a long time masks and party hats can just be bought but scythes and ears are actually proof and i wouldnt want anyone else to get a scythe or bunny ears cause they r the shz :D As much as I would really like scythe and bunny ears, I agree that they shouldn't allow them to be gotten by anyone else. Otherwise they would lose their special-ness. FYI it was a mem only poll... (it was on the runescape forums) I would have voted for the broom or brooch but if we got all three they would look sweet together ^-^ Actually, I'm pretty sure it was F2P as well. Can't tell from the archive, but it did get 265,000 votes as opposed to ~100,000 for most other polls. I'm sure I voted in it ... can't remember what for though. :?
  13. wrong definatly- that would take up far to much memory as the program would have to store who has buried what and where. In short the random event alogrithm probably works like this: *before you read we will presume that a player is burying bones* Server -detects account movement- checks what action was performed- burying bones -once action is verified against a database it locates random events for that action (for simplicity we will use grave digger only) -will generate a random number (we will use a 4d.p number) -if generated number>0.9234 then send random packet Client recieves random Server then initates random procdedures NOTE This may not be true but this is roughly how a random would work. There is no way the server can distinguish if it should send a random or not based on how many things the person has done. But where I have used the random function it may be slightly lower for example at commonly used training spots i.e yews etc how am i defintely wrong it wouldnt have to remeber who what and where also i was saying an example It would. It would have to remember who buried what and where (some places are random free). Not at one point did you say you were giving an example you simply said "I have what i think is pretty feasable information for a "random" Not an example. Seriously that IS wrong If it wanted to do that it would have to monitor every bone buried and add it to a database. Then execute the random at each number- then clear the the database, that is not memory efficient. How about this as a process that the system runs on ... assumes the following information against each player's account: last_random_date&time, random_likelihood. 1. Action occurs (includes doing nothing) 2. Is Now less the last random date/time greater than our minimum time (e.g., have you had a random in the last 20 minutes - my guess at the value)? If it is less, you won't get a random 3. If it is more, use the players random_likelihood along with other variables (e.g., player name, login date/time, seed value) to generate a pseudo-random result 4. If the random result meets the "You've got random" value, pick a random from the list of available randoms (e.g., while buring bones, the list might be 3 gravediggers, 2 shades, 2 zombies, 1 maze, etc) then select reward from list, set last date/time to now, reset the likelihood back to default 5. If the random result ends in "No random", increase random_likelihood value It seems to me that this could be a way to represent how randoms occur. There are probably also actions that would decrease the random_likelihood variable. For a long time I got very few randoms, until I started doing repetitive things a lot more. It's possible that large scale changes in what you're doing will decrease the likelihood, e.g., you go from wcing at draynor to go to KQ.
  14. I think that a majority of the confusion around whether a ROW works is actually around not knowing what actually constitutes a rare drop. A drop of nothing might well be classified as a rare drop. Given exceptionally bad luck, using a ROW might consistently get you nothing. Taking off the ring would then get you a lot more since you're hitting the non-rare drops more often. Just because something is rare, doesn't mean that it's any good :-k. Another thing might be that Jagex classify things as different levels of rare. Therefore an item on the rare list has increased chance with ROW, but maybe not a very-rare drop (e.g., Visage). The KB does say that it increases the chance of a rare drop, not a very-rare. All speculation of course.
  15. While never provable beyond doubt, there are many players who believe that the ROW does work (as you can see above). However it does not in any way guarantee that you'll ever get a rare drop, just that the chance of a rare is increased. Without knowing how the drops are determined with and without a ROW, we will never be able to know for sure ... even with a huge sample size. If we killed the same monster, at the same time, in the same way with/without a ROW, would the drop be any different? But ultimately ... Why would they lie to us? ... there is no benefit to Jagex of a "fake" ring. Therefore I'd just have to assume that it does work as stated in the KB: The ring of wealth increases the chance of getting a rare drop when you kill a monster
  16. Thank you!!! I was worried that no one would bring this up. Not all items will have unlimited quantities. So a rune shop might only have elemental runes, minds and chaoses at unlimited quantities - therefore not affecting the market for the higher level runes. What would also be impressive, is that the system will track how much one player has bought from a shop, and adjust their own price accordingly. Therefore if you want to buy 1Mil buckets, they start at 1gp and end at 1000gp each. That way, real players after smaller amounts aren't significantly affected but bots start paying a lot more. Time to revert to cheaper pricing should be longer than the current stock replenishment. I'm not expecting it to be like this, as the Dev Diary sounds like the coding was a lot more simple than this. Even if the update affects me in a bad way, I tip my hat to Jagex for continually trying to improve all aspects of the game for all players. Unless the bots are buying tinderboxes and buckets, I would think this would include runes as that is the main (only?) thing that bots buy.. Yes, but not everything in the shop will have unlimited stock (what I was trying to get at but probably didn't). So for an arrow shop, it might be bronze, iron and steel arrows at unlimited stock, with the others with normal stock. Same with rune shops, some runes at unlimited while others at normal.
  17. Thank you!!! I was worried that no one would bring this up. Not all items will have unlimited quantities. So a rune shop might only have elemental runes, minds and chaoses at unlimited quantities - therefore not affecting the market for the higher level runes. What would also be impressive, is that the system will track how much one player has bought from a shop, and adjust their own price accordingly. Therefore if you want to buy 1Mil buckets, they start at 1gp and end at 1000gp each. That way, real players after smaller amounts aren't significantly affected but bots start paying a lot more. Time to revert to cheaper pricing should be longer than the current stock replenishment. I'm not expecting it to be like this, as the Dev Diary sounds like the coding was a lot more simple than this. Even if the update affects me in a bad way, I tip my hat to Jagex for continually trying to improve all aspects of the game for all players.
  18. So that's how to do it. *Grin* :twisted: Thanks for the info... maybe I can force this game to give me the remaining 2 mime emotes I need to complete that set! :twisted: (Tip: I don't break the rules, so I've been looking for a legal way to trip the system.) <*Heads off to make the mime come... :-w ...*> ~Mr. Devnull My last random-hunting expedition (killing minotaurs and burying bones) netted me 5 mime randoms (completing the set), along with countless others. I put a list of them in another topic about randoms. In my opinion, random events are essentially triggered events (although which one you get is relatively random) with a random reward, and it's pretty easy to trigger them with the right plan in place.
  19. Graphics have to be taken into context of the game. High quality graphics would add nothing to RS, other than creating problems for servers and people's computers. Just imagine RS with graphics from Second Life ... that would look stupid! And Tetris is a (potentially) never-ending yet changing jigsaw puzzle. It has much the same point as clicking on a tree lots of times ... to suck away time.
  20. There was a topic not that long ago along a very similar topic. Too out of it right now to bother looking. But as said above, I have found that my best random hunting has occurred in the SoS burying minotaur bones. Managed to get my last 5 mime randoms over 3 or 4 hours (along with others). Seems to me that there is a timer on randoms occuring (e.g., every 10 minutes), but doing the same thing over and over since the last random will heavily weight a random to occur when the timer has passed. If you are truely random hunting in a place like SoS, you will likely be able to predict when the random will hit.
  21. I would imagine that they would have had an overall desire for GWD (codename: fluffy bunny) in the pipelines for quite some time. They would have pitched it as a battle between Gods. As things progressed, the idea of a god's items protecting you from being attacked would have been slated. Whether or not it was actually accepted, they probably then went about putting something into the game that would fulfil that need if required. It's a bit like bird's eggs. They've been put in to fulfil some need of a future update. It looks like the original intention may not have come to it's fulfillment for whatever reason. Whenever a use for them does come out, you'll get a good feeling on how long some things can take. How long an update take all comes down to what priority they stick on it ... and therefore how many people work on it. I'm sure their QA/Testing processes are improved since bugs like the Falador Massacre, which all adds to the development time.
  22. Hmmm, you might be right there ... I'll ask a mod to lock if that's the case.
  23. How about: Low quality = 800x600 optimised (as currently) High quality = 1024x768 optimised Surely someone with a machine that can only do 800x600 wouldn't be using High quality anyway. However, I'm hoping that a game window change will also involve a change with the items all around it (separate clan chat section, for example), and this wouldn't be doable in the Low quality version. I'm sure this is the reason that they asked a while back in a poll on what resolution people used.
  24. I disagree. I think the overall concept is good. In fact only 10 minutes ago I created a topic on the same sort of thing. Next time I'll read first. It could be implemented a number of different ways, but essentially it can be seen as in-game email or queued messaging. Preventing spam messages would be the key thing to make it a good system. Maybe limiting you to only messaging to someone when you're on their friends list is the easy way to ensure this??
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