Everything posted by essiw
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Dev Blog: QP master cape
Fair point, however I think it's likely to maintain upkeep similar to a normal quest cape or Comp. Also, I don't think it's likely for skill requirements to go much higher than they are. To do so would mean making content that would be too disproportionate to how many can play it vs how much time to develop it. To do so would be to waste resources and be very thick headed. Which obviously means they will do it and this point is moot. They will, slowly, like they always did. I first got my questcape when level 70 cooking was the highest skill req, and that was seen as really high. And we will probably reach a stage where skills will reach level 120 (it is not really an "will it happen" but "when will it happen" imo). @Hellring, you are right. Though my main concern, that this should be a cape to strive for for quest cape holders, stands, as right now this is more of a mini-comp cape, I still think this cape will miss the intended target audience.
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Dev Blog: QP master cape
In quests you will defeat a boss once, you will use skills but won't train those in the quests. So yeah a req that involves killing a boss once or maybe a few times is fine, a req that involves the near mastering of a skill is not imo (level 90 base for broken home was already high imo, but I could live with that). What you are saying is that if we would make a "master"-mining cape it would fit to add quest-reqs because you get the best pickaxes from quests... That is not what you do while mining (note this is just an example, to explain why I find it strange to add 117 dung) Except in this case the req is exactly like Quests. The req isn't train to 117 dunge, its get the journal and that happens to take 117 dunge. The req isn't the dunge requirement, its the journal. Just like for quest cape, the requirement would be to complete the Plague's End, and that happens to require 75 dungeoneering. Its possible if we ever get Floor 61 we will even have level 120 Post-Quest content. Plus any future quests involving Inventor. Quests don't have an upper limit on the level reqs they can go to, I don't think the Mastery should My point is, that 117 is just a step to high right now. Maybe an option would be to cap it to level 90 dungeoneering right now (so all the lore you can find in dungeoneering till level 90). Imo a master quest cape should be something quest cape holders will strive for. But I think many will not with reqs like 117 dungeoneering, because level 90 base is already far beyond the reqs for quest cape (which is around 75 base, with a few higher levels). So long story short, the skill req difference between quest cape and master quest cape is to big imo. One problem with that though is that they want the Guidelines to be as permanent as possible, so a temporary cap that may change in the future wouldn't work. They intend to never change the guidelines in the future once they're set in place Ok then don't make it temporary and add to the guidelines: The Master Quest cape is NOT: The near-mastery of skills (poorly worded) Fits perfectly with the other exceptions and vague guidelines ;)
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Dev Blog: QP master cape
In quests you will defeat a boss once, you will use skills but won't train those in the quests. So yeah a req that involves killing a boss once or maybe a few times is fine, a req that involves the near mastering of a skill is not imo (level 90 base for broken home was already high imo, but I could live with that). What you are saying is that if we would make a "master"-mining cape it would fit to add quest-reqs because you get the best pickaxes from quests... That is not what you do while mining (note this is just an example, to explain why I find it strange to add 117 dung) Except in this case the req is exactly like Quests. The req isn't train to 117 dunge, its get the journal and that happens to take 117 dunge. The req isn't the dunge requirement, its the journal. Just like for quest cape, the requirement would be to complete the Plague's End, and that happens to require 75 dungeoneering. Its possible if we ever get Floor 61 we will even have level 120 Post-Quest content. Plus any future quests involving Inventor. Quests don't have an upper limit on the level reqs they can go to, I don't think the Mastery should My point is, that 117 is just a step to high right now. Maybe an option would be to cap it to level 90 dungeoneering right now (so all the lore you can find in dungeoneering till level 90). Imo a master quest cape should be something quest cape holders will strive for. But I think many will not with reqs like 117 dungeoneering, because level 90 base is already far beyond the reqs for quest cape (which is around 75 base, with a few higher levels). So long story short, the skill req difference between quest cape and master quest cape is to big imo.
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Dev Blog: QP master cape
In quests you will defeat a boss once, you will use skills but won't train those in the quests. So yeah a req that involves killing a boss once or maybe a few times is fine, a req that involves the near mastering of a skill is not imo (level 90 base for broken home was already high imo, but I could live with that). What you are saying is that if we would make a "master"-mining cape it would fit to add quest-reqs because you get the best pickaxes from quests... That is not what you do while mining (note this is just an example, to explain why I find it strange to add 117 dung)
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Dev Blog: QP master cape
J Mods already rejected all tasks on the Quest Mastery Cape, and also added that all Story-Oriented Content must be on there. Tasks require quests. Therefore they are related and you could argue tasks are post quest rewards bc you get experience and a permanent unlock They outright said no to tasks. Yes, I could argue that the task system is an extension of the quest system, but its clear the J Mods want to go for a more Story-Oriented route. Honestly, this is probably why they avoided doing anything with Quest Cape for so long and players had to demand it for years. The only thing that absolutely and definitely fits a Quest Cape is the Quests themselves. After that its all about degrees of how close something is and defining what makes up questing. you could say "Quests and Post-Quest Content" but what is Post-Quest Content? You need a Quest to unlock Prifddinas, does that mean that things such as the Ravensworn title is post quest content? Is everything in any area that requires a quest to access it automatically post-quest content? Is the Corporeal Puppy pet post quest content because you need quests in order to kill Corp Beast? Some things will be more closely related than others, but all are debateable. So even Post-Quest Content is a hazy minefield. So they decided to go with things directly involved in or unlocked through Quests, as well as looking at what Quests are. They (meaning Mod Manti, Osborne, and probably some other J Mods) looked at quests and decided that the only thing really binding all Quests together is that they were all some sort of story-based content. That doesn't mean they're all deep lore, but they all tell some sort of story. So they decided that going above and beyond (which is what Mastery Capes require) for Questing would require finishing or obtaining all Story-Oriented content. You may disagree with this decision, and I understand why you would, but thats the major issue that a more advanced Quest cape was going to bring. Skills are clear cut, you know exactly whats involved in a skill and you get a nice neat number for training it. Get that number to x and you've completely maxed the level for it. Get that number to y and you've went above and beyond and you get the mastery cape. But Quests can't go that route and never could, "Do all Quests" is already on the basic cape, and there are no more Quests you can do beyond that unlike skills where you can keep training. This Cape was always going to be difficult to make since the whole thing had to be based on interpretation, there are no clear cut lines. Sure, it is all fairly subjective, I can tell you though what imo a quest cape shouldn't be, a skill cape, and a boss cape. It will become an "upgraded" version of the dungeoneering cape (117 doesn't differ much from 120) and you need to kill bosses for it too. Honestly, minigames are more like quests than skills or bossing, hence my remark that I liked the first reqs more ;)
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Future Update Discussions
I always wondered if these events were worth it. I don't like them, and I am sure that because the amount of players we have, that even if you like them they will be overcrowded, thus lots of lag and gone is the fun. Or am I wrong?
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Dev Blog: QP master cape
^I have to agree, this is no master quest cape this is a completionist quest cape. I could live with level 90 reqs, and even with livid farm. But bossing, lots of RNG (1/1000 chance does not seem small to me), 117 dungeoneering and probably other things I missed... I honestly liked the first reqs better...
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Dev Blog: QP master cape
117 dung? Can we exchange that with the chompies req please? Not really a fan to see that, even though I love dungeoneering...
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200M in all Skills
Until new skills you don't like are released ;)
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Salt in the Wound
The way-back machine website says that as well, although the last one is in 2013 and worded a bit different (see: https://web.archive.org/web/20130719200305/http://www.tip.it/runescape/quests/view/231-salt-in-the-wound ) The anchor in the link being used there does not exist anymore (the puzzels are on an other page), so I guess it should be linked to here? http://www.tip.it/runescape/pages/view/dungeoneering_puzzles.htm
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Dev Blog: QP master cape
Yes, however you don't need to get a drop, just be on a kill and get a drop. The book appears for you even if you doin't get the drop, but do damage Just think of the risk involved for an ironman team :| But I never did Nex so I don't know how difficult it is.
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3rd August 2015 - Player-Owned House Improvements
The graphics were not the problem, that (the weather) automatically changed was the problem. We didn't had skyboxes back then, people were asking for snow in winter as well...
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3rd August 2015 - Player-Owned House Improvements
Let us set our clock to our timezone and base the night/day theme on that.
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wont load, failed to load game?
I am unsure of what you mean with "I am opening it with java", do you mean you use the client (downloaded program)? Also to add to what arceus said, what OS (mac, windows, linux) do you use? As macs can only play runescape via the client.
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Dev Blog: QP master cape
I am fine with most stuff, except that I wouldn't really like bossing to be part of it, I see bossing (or PvM as it is called?) as something totally different than questing. The same as some say minigames/D&D's are different from questing (even if they are unlocked by quests). Though honestly I would be glad with most stuff if that would mean we actually get the cape. Wouldn't it be a nice idea to have a master quest cape, master PvM cape, master minigames cape etc.? :P And then one cape to rule them all.
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Dev Blog: QP master cape
You need it for that beacon guy to watch over your fire (For the all fired up post-quest)? :P Other than that nothing.
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Salt in the Wound
There is a line somewhere that says "[PIC OF PUZZLE AND SOLUTION]" Which certainly doesn't look fine to me :P
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3rd August 2015 - Player-Owned House Improvements
That moon is pretty :o
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3rd August 2015 - Player-Owned House Improvements
What the skill needs the most, imo, is being able to move rooms without having to destroy them (which a few of them do)
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Returning Player - Advice?
I returned after years as well and to be fair EoC is a huge improvement (for example magic and ranged are now comparable to melee, and monsters have weakness for magic/ranged/melee), but there are many things that could have been polished, like defenders, differences between weapons etc.
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Dev Blog: QP master cape
Not that I was anywhere close in getting the cape, but what a bs...
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Returning Player - Advice?
Like Arceus said weapons and armour are about the same depending on the tier. So your dragon dagger and scimmy are the same (dps wise). You can also select which skill to train (defence, attack, strength) without the need of an extra weapon for a specific style.
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Dev Blog: QP master cape
I guess the reason for that is because Livid Farm is a minigame which many don't use to get 99 in a skill, of which the rewards are not that great for most people. People like training a skill more than doing a minigame (except PvP minigames). I am not disagreeing with you, but that is probably why.
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GOP
Last time I did Gop I used Gop addict, but they are not always active/online... If they are in different worlds then they have not enough (active) players to start a game and some may be waiting for that to happen (and others just lurk).