Everything posted by xpx
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Dungeoneering: Beyond the Release
@qeltar How can you call me subjective when you describe things as stupid, poor and what else. I understand all the frustration you can feel because of binding, but maybe it's just you? You like the idea of binding items but see it as something else as jagex do, and the same way with the boss drops. Maybe, just maybe, those things are like they are because...they are supposed to be like this, and whatever you think it could be is a child of your imagination. Nothings broken, it's just you who want more from something that isn't supposed to give you more. I said average, you said good, there is a subtle differance, and you aren't good( <_< ) enough to make the differance. Teaming means depending on 4 other people, whom you have to find. Also, there is hardly any guarantee that they don't log out before the mime room. there is also no guarantee they won't be ignorant jerks who will ruin your day. The price of the extra experiance seems quite balanced in my opinion. If you are average and your teammates are average, there is no reason at all to team.
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Dungeoneering: Beyond the Release
tyranno bovis are catcable with t5 traps so it really doesn't matter which trap you use. also i know the axe matters, but getting less than 2 logs is more than rare, even with novite, hatchets matter much less than pickaxes, and you don't need too many logs either. Mages can easily mage without a staff at all so weapons come exceptionally easy for them if you want to use it as secondary. I always make a bow for myself on large dungeons and it takes next to no time(can be done during other things) and needs 90 wc 99 fletch...but making an additional spear while ranging...you try that.
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Dungeoneering: Beyond the Release
do you even dungeoneer at all? Axes matter little, as do the traps you catch bovis with, you can buy t1 logs to catch them with or cut gravecreeper with novite without any bother. Noone makes arrows themselves, and top end arows aren't smithable anyway, as aren't celestial staves or sagit bows. Pickaxes however, matter alot, and you can't have a prom pick with you from the start, thus you might only get one ore per rock. Also i'm assuming for all situations that you have 50 dungeoneering like most people do. The fact that you have a prom plate doesn't mean that you wouldn't need any other armor(mainly boots and gaunts, that have similar effect on melee as range and magic armor have on those skills). This *is* a matter of opinion, and you're entitled to yours. But I think the current system is very poorly thought out and implemented. When a team kills a level 500+ deep-floor boss, someone gets a primal plateskirt and nobody even *thinks* about keeping it, something is seriously wrong. Pretty much all of the special boss drops go to waste. Nobody is ever going to bind a primal pickaxe or celestial hood or whatever. Why even bother having them? It's poor design, plain and simple. You should delve a little more deeply into what i write. Your louzy impretation of my words is what is wrong. You wrote it, stupidly, yourself, and as i'm a kind person i've bolded it for you to red more clearly. You can't be 5 people at once and thus there is ALWAYS sacrifices made within efficency. But you can be one person at once.... I don't understand what's so strange about recieving a prim skirt? i have seen around 30 of those already and they aren't anything special, but still quite a few people bind them. When you have the freedom of choosing any two items to take with you to all dungeons i think that's quite genrous. The boss monster drops are only there to be a source of t11 items not to collect them or anything- after all, you'll be killing all the bosses over and over again for thousands of times on your way to 120, the same way you make bows one inventory after another, should you really celebrate after each 1000th bow you make?
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Elemental Workshop IV and the Soul Altar
Please, do not post subjective misinformed information as facts. There is a differance between opinion and a fact. I'm not saying that all this is going to happen, but taking account all that i've seen so far, it is likely. very unoriginal post.
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Dungeoneering: Beyond the Release
actually they are quite a bit easier to make if you have tried it...i mean come on, you can't make sagittarian arrows, why would you need smithing and mining for them? Ranged needs 90 hunter 99 crafting, hunting bovis takes next to no time, making armor takes next to no time.(125(p++) sagit arrows and sagit longbow bound, can easily use prom plate without much loss in accuracy) Magic needs 90 farming and 99 crafting(and perhaps 65 rc, but that's easy), picking blooms takes time but gives alot of blooms per patch, making armor takes a bit less time than it takes for smithing.(125 blood runes and celestial catalytic staff bound, most likely bloom top aswell) Melee needs 90 mining and 99 smithing, mining takes quite a bit of time and gives low number of ores per rock, needs to make a pick to get more ore, needs smelting before smithing, taking the most time.(prom spear and plate bound, no use of the additional arrow/rune spot) so looking at all these requirements ranged is easily the easiest to get armor for and melee is easily the hardest. melee can't safespot and gets needs tp use the most pray.
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Elemental Workshop IV and the Soul Altar
Please, do not post subjective misinformed information as facts... runecrafting is one of the newer skills of runescape and was released a little more then 6 years ago. I'm sure there are others misfireing in there but i couldn't have been bothered to read it that thoroughly. What concerns soul runecrafting....why? Why is it important? there is nothing really missing from the runecrafting skill than an unused novelty altar seen once in a lifetime during a miserable quest? what ever quest it is released with, it's bound to have low requirements and be easy, and not have any good rewards.
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Dungeoneering: Beyond the Release
As i've already said for numerous occasions- solo xp isn't as poor as people think, and a very efficient soloer can already gain the same xp rates as an average team player. It's only one skill, and i think it is very interesting to have one skill be different from the others in this way, and if you really are that antisocial or can't stand depending on others then you really don't have to, and can suffer the somewhat loss of xp. As for the complaints about binding, queltar, i read the post and i think it's poor. Binding was never implemented to make the dungeons interesting or give you a variety- there are just enough spots for you to be able to complete the dungeons and none left over. Your idea would just give me an additional one or two spots to use(i can easily make prom legs every 10 dungeons) and make it all much easier. Binding is good as it is, and the reason melee equipment and weapons are bound is the monsters and bosses, not that the other types are poor(spirit top and cele cat staff is almost overpowered against melee, and ranged is much more accurate on anything than melee). The construction hotspot actually could be the most interisting new additon- we already know there would be a farming patch or a cooking range, but i'm guessing there will be 10 tiers of stuff you are able to contruct- meaning there would be perhaps 10 different things to construct there and maybe even(and hopefully) an altar(wouldn't be a bad reward for 90 construction). This is perhaps the only binding idea that makes any sence at all and would be simple to implement. All those difficult and complex ideas are just overkill, make it simple, as it is. Ranged and mage armor and weapons are already much easier to make- the resources are more readily avavailable and require easier skills to make.
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Dungeoneering: Beyond the Release
Not bad updates, though 90% of people will just become warriors. The tele changes seem great, i've always thought gatestones needed way too many runes to cast. I don't, however agree that farming and herblore are rarely used- i've never personally done a large dungeon without making a pot(and growing herbs for it) to enter rooms or to make strong melee potions. For construction, yes, it's very rarely used, but so are agility and thieving. It's suthing that they would make real-runescape applications for the skill- makes it fel much less like a minigame. Other than being able to bind whole spells, there is nothing wrong with the binding system right now. It's more than satisfactory and makes things even a little challanging.
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The death of dungeoneering?
It has already been confirmed long ago that jagex are infact working and have been working on saving your progress on solo dungeons, however, it's not a small project and it's not confirmed to be launches with B2. Also, you are a baby dungeoneer and barely even know how to efficently do dungeons at your level(no offence, i wasn't too good at that level either) so it's next to worthless posting figures from that progress- The people who do 8 minute dungeons are nearly maxed, have atleast 2 great items bound(most likely prom spear/plate, atleast that's best for solo) and are efficient in completing puzzles, know the bosses weaknesses.
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27-May-10 Castle wars improvements
This was the second batch of updates for castle wars...if you remember :) But in all seriousness, the game is 6 years old now and wildly successful(i can conclude that even though i hate it and think it is very dull and pointless), why should they change the rules? I mean there were people moaning about helm spots ever since barrows, which was before the first batch of updates.
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Castle Wars Improvements - Faithful Shield
And takes 110 hours to get, has no stats(well, nearly), can't be used for slayer, can't be used for pvp... umm...where would you use it? I even doubt that it is significantly better than neitiznot at armored zombies(only place i'd see an use for it). To be fair lots of people already have tickets for it outright... Castle Wars has been out for how many years now? It also counts as a GWD item (at least, the Saradomin and Zamorak ones do). It's definitely comparable to Neitiznot. Compare Halo/Bandos Chestplate with Neitiznot/Proselyte top for example. +11 Prayer and +3 Strength versus +4 Strength, +1 Prayer, what is essentially +10 prayer if you're using Turmoil / Protect prayers, or +15 prayer if you're just using Turmoil (disregarding potential stacking with prayer bonus, which only weighs further in the favor of a halo), and slightly better defense. It's not an incredible item but I'm sure if you have it, there are appropriate places to use it. Well it can be an useful item assuming you already have it, but if you don't, it's 0% worth getting for whatever you'd do with it. Over all, none of the items released are the best in game in any aspect, and when you include the cost in tickets, they are downright useless.
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Castle Wars Improvements - Faithful Shield
And takes 110 hours to get, has no stats(well, nearly), can't be used for slayer, can't be used for pvp... umm...where would you use it? I even doubt that it is significantly better than neitiznot at armored zombies(only place i'd see an use for it). On a similar note, apart from looking strange, the shield has no use at all.
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Fastest way to 99 in each skill - spreadsheet
I have no idea on the spawns right now(had 98 hunter for 2 years) as they keep changing them next to every day, but i've personally got 108k an hour and have been said that 120k is possible with certain tricks- again, no idea if those spawn points even exist anymore. For hunter it highly depends on your gaming efficency, so if you can't put in maximum concentration, breaking even 100k is hard, you might also look into choosing the best spawn rate world for yourself- as far as i'm aware, the best experiance availeble is somewhere between min and max worlds. Addy plates are barely faster but much more costly than rune, defenitely not worth it. Also- is the barrage damage supposed to work like that? no idea why the bonuses should work on only one monster, but magic is still above 250k an hour at skeles.
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27-May-10 Castle wars improvements
Yes, because the average RS player can't multiply by 2 to get a rough estimate of games played via the number of games won. I think most rational players can determine playing time of a character based on many aspects of freely available information. Anyway, what's the moan about? That Jagex is recognizing players that *gasp* play the game? The moan is about having those players adventures log up on the hiscores. I surely wouldn't like that kind of information posted there. Playing a load of games is not about skill anyway, for all we know he/she could have just stood around somewhere doing nothing at all.
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27-May-10 Castle wars improvements
The irony, coming from someone who is almost maxed. Meh, shield is decent, but I don't play CW. Have i been advertising anywhere for how long i have played? for your information, it might only be half of that, but atleast i have the option not to tell everyone this sensitive information- he/she doesn't. If the hiscores were to show won games it would be a much better indicator of skill than of madness.
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27-May-10 Castle wars improvements
The most succesful and most pointless minigame to date got a little less pointless, but still very dull. Thanks jagex for telling me that there is a guy who has spent 200 days purely inside the walls of cw.
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The death of dungeoneering?
Alot of xp? C6 prstige alone is around 6.5k and the max you can lose on level mod(only thing that effects rushing vs. killing all) is around 17%, 10% on average, meaning that if the normal xp averages to about 5k(a mild guess) rushing gives you 500 xp per dungeon less, 10%. that's the differance between 10 and 11 minutes.
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The death of dungeoneering?
It' can't be any slower. Thinking that it could is just stupid(all the existing floors are still there and you will not have to touch any new stuff). Also, more than likely, about 99%, the top end experiance will be much higher. Adding floors means more prestige- and as there is atleast 24 new floors coming, the experiance is bound to get much higher. Also- the experiance jump you initally get with batch 2 totally depends on your level- if you stopped at 70, you'd get exactly the same xp moving forward, if you stopped at 99, you can easily do the 15 floors c1 solo and get 3x the xp from there on. Also 8 min average c6 solo is totally possible, you just have to be efficient- only do guardian doors, no skilling, and kill the boss in the best way possible. Also, you have to be smart about using food, not do any 100+ req doors and pray in a smart way, use soulsplit.
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Fastest way to 99 in each skill - spreadsheet
i don't think they're "glitched" per se jagex already knows about simultaneous spellcasting, but they only nerfed the ones with seriously wtfhax xp rates i'm guessing you haven't heard about string amulet-bake pie simultaneously? or Contact NPC spell spam? now those were some seriously messed up xp rates when they still worked :P ah well... atleast i was one of the last people to get 99 magic with charge- now that was some crazy experiance(2.5m an hour)
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Fastest way to 99 in each skill - spreadsheet
you can use the pack yak for smithing the same way you do the altar-99 trick with altaring bones, it does help marginally i'd imagine you know the make-99 trick, but i'll explain it anyways you click make-x, and select a large number (say make 99 addy platebodies as you are smithing the 25 addy bars in you inventory, spam the take from BOB button you'll continue smithing as you withdraw the bars from you BOB. and isn't the varrock bank-anvil roughly a 10 second run/bank? you can use pack yaks for other skills like making air bstaffs/potions as well, although it is ALOT more clicking, for marginally more xp/hour nope, had no idea of this 'trick'. Seems i don't know quite a few ''glitched'' efficient training methods, like smalting in 2 ways at the time:S
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Fastest way to 99 in each skill - spreadsheet
would you explain how you use a yak on smithing? wouldn't it waste time doing so? also is there a new anvil so you can bank in 10 seconds?
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Fastest way to 99 in each skill - spreadsheet
it's worthless posting about xp with sc tools or brawlers because for the time taken to get them, they are not worth it. So here goes.. Agility- barb outpost high, ~60k Construction- many methods for extreme xp but mahog planks are around 350k, oak planks 240k Cooking- sharks 220k, summer pies with spell 350k Crafting- green or black bodys, 230k or 370k xp an hour Farming- Magics, palms, kalquats, torstols and watermelons all at the same time. Firemaking- magic logs with all the extra xp items- some 300k h Fishing- 60k barb fishing, 50k cavefish Fletching- addy bolts around 400k h Herblore- overloads, no idea on the xp Hunter- red chins 120k+ Magic- barrage at atoll skeles, prob above 400k h with all these new bonus items Melee- prob still armored zombies, but they really aren't worth it. Mining- Gold deposits, 65k Prayer- gilded altar, around 1400 bones an hour, dragon or dagganoth Ranged- chinning atoll skeles, around 300k Rc- ourania with ardy cape, 50k or so Slayer- not sure, but i'm guessing that for maximum efficiency, duradel/lapalok is fastest master now Smithing- rune 2h-s, around 190k, dragon plates if you want to be cool. Summoning- chaotic maul at waterfiends/max mage at rock lobs Thieving- should be pyramid plunder still, 250k Woodcutting- fast dropping at teaks is supposed to achieve above 100k/h
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The death of dungeoneering?
I am perhaps one of 5 people to whom you should never talk about farming cost. I also seriously doubt the statement about cost- prayer, herblore and smithing beat it if you use efficient training methods for all of them, not to mention the deflation of money trough the years. In that post i was mostly pointing to the fact that at the release of farming, most people refused to even try the skill and hated it, but regretted their desicion later and started doing daily herb runs. For the first months of farming, herb seeds were all similarly priced, and people didn't know their worth at all.
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The death of dungeoneering?
Yeah, actually, it is. And I say that as someone who prefers to solo. Care to post any numbers on soloing xp? on average teams with average players and average waiting time for teams, you barely reach 35k xp an hour, and as far as i've seen, soloing C6 is around 27k h max(no additional things slowing you down). Ofcource, if you had a very efficient team, ~55k xp/h trough all floors is possible, but that would mean extreme organisation skills. Thus for the average player, it doesn't matter if he solos or teams, but he can still gain more xp if he does the higher floors large(for which teams are much easier to find).
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The death of dungeoneering?
this game really needs more challenges... also, i soloed up to level 61, so it's totally possible, it's just slower xp. repeat, you can train this skill ALONE. You'd never imagine how hard certain skills were in rsc, but people still trained the skills knowing they would get easier in time. HardER time? the whole skill isn't even released yet but you can still gain nearly the same xp/h rating soloing as rc-ing. Also, as far as i can tell, getting 95 prayer/herblore is much harder than getting 80 dungeoneering, even when soloing. It might be easy compared to other skills and RSC, but it is kind of demotivating to know that other people are getting much faster xp because they enjoy working in teams. If teams got the same slow rates as soloers, there wouldn't be a problem. if normal logs gave the same xp that magic logs do then.... oh, you are right, that'd be stupid. Does it really matter if the limiting factor on your hourly xp is money, skills(slayer, for example), how good a computer you have, how efficient of a player you really are(construction, for example) or the fact that that you can coexist in a team? For example, hunter readily depends on the number of players you are competing with for a spot, thus, in that aspect resembles anti-dungeoneering. You can also train on red sallys, but lose out on some xp(dungeoneering solo), so in that aspect, a similar skill is already in existance. Also people overestimate the differance between solo and 5:5 teams. If you take into consideration getting teams and all those little things, the differnce isn't that big. To gain the best xp you need to know great dungeoneers to skill with- similarly, you can solo corpral beast, but mst people prefer 5+ teams or FFA.