Skip to content
View in the app

A better way to browse. Learn more.

Tip.It Forum

A full-screen app on your home screen with push notifications, badges and more.

To install this app on iOS and iPadOS
  1. Tap the Share icon in Safari
  2. Scroll the menu and tap Add to Home Screen.
  3. Tap Add in the top-right corner.
To install this app on Android
  1. Tap the 3-dot menu (⋮) in the top-right corner of the browser.
  2. Tap Add to Home screen or Install app.
  3. Confirm by tapping Install.

darkjab

Members
  • Joined

  • Last visited

Everything posted by darkjab

  1. Heh, they didn't seem to have learnt from the last time they changed the font. Glad it's going to get changed, wonder if they'll add any nerfs into the update too.
  2. They actually got the summoning icon almost perfect, aside from removing the tab. Left clicking the icon uses the scroll. Sweet! Fingers crossed they'll reconsider some of these changes and adjust them. I also kinda hope they readjust the text, it's similar to the one they used when Funorb first popped up, and nobody really liked that. Anyway I'm calling it a day on M.A, spent nearly 7 hours and i've only got 13 ranks... *sigh*
  3. Right click the summoning icon and click "Familiar Details." It brings the tab back. I think Jagex should reconsider rejoining the Quest and Achievement Tabs and re-adding the Summoning Tab, it's far more important and is more deserving of the convenience. Whilst also keeping the right click option for the summoning icon, does just left clicking the summoning icon allow you to use the special too, that would be pretty useful too.
  4. Seemed to do that to me when I finally got in too, but 3-4 of my friends who tryed it got in and got to play full game, I got a message in world 15 saying I didn't through 10 commands or something. I did unlock hoard though, I'll let you know if any other worlds get confirmed as a woking Siege World World 6 Is a working siege world. World 15 Is a working siege world. World 158 is. Yeah, it unlocked hoard for me and it did mention I needed to do 10 commands. This game so far is working though, just a bit on the laggy side though. I'll try 158 for Hoard next or something. *looks at previous posts whilst trying to post this* Ok, maybe not. And my review of Siege, more fun than Conflict, but too long in comparison so potentially not great for points and ranks. :(
  5. Tried to play siege on W15 and it kicked me when the game finally started, said I was the winning team but gave me zilch, not even a rank.
  6. I'm gaining points by setting cannons on my own troops, light ones then rushing others, dieng in less than 2-3 mins getting 10k points per round :P How does that tactic work? Do you get extra points from cannoning your own troops? And wouldn't you just be better off rushing another team with a full army and doing as much damage as possible before death? I'm not entirely sure since I just started playing. Get 1 Rank point from just dieng so I'm more after quick rank points then watching people sit in corners for 20 mins Hmmm good plan. Is this just for Conflict using the special or is it actually the cannons you got to make in Siege?
  7. How disgusting, even if you have done the most damage to a squad, you have to be the one to kill them in order to get the point. Beat one team, then another full of dwarves attacked, by then my Elves were all dead, although I faired up pretty well and started knocking down stacks of my enemy team to low health, the fourth team came along and stole all my kills! :wall:
  8. I don't know if they mentioned it but I'm speculating that there is 4 floors to the rewards building. The Basement, the ground, 1st and 2nd floor. The Lieutenant's examine on the ground floor say's he's the 3rd in charge. Hopefully it requires a maximum of 100 ranks to reach each floor meaning it'll require you to complete the minigame a minimum of 400 times. With the best scenario taking you only 200 games? If it's more than 100 games to reach each new floor then that'll be too traumatic for me. I think having to play 400 games in order to get access to imbued onyx rings is pretty nasty enough! Never mind however many points they may require. This is all speculation by the way, have no idea if points change depending on level or other things.
  9. Yeah I'm too determined to get hold of two imbued onyx rings so I'm just gonna have to grind my way through it :/
  10. Okay, I just don't like this game. It just isn't for me, just going to leave it. Back to agility and fire making with me!
  11. Going to attempt a 3rd game, got some ideas of how to go about doing it. Edit - And I won. Just camp out and wait for everyone else to fight each other, than bombard the survivors. They really need to add more to this game to actually make it tactical, like certain characters having advantages in environments, e.g - elves being better in woodlands. dwarves near mines and goblins in grassland. So much more is needed and I hope they are implemented in the future whether it's this game or another.
  12. I fail to see how this is tactical. Every game I just get piled. No amount of tactics is going to help. Especially when all you have is a combat triangle and light or heavy classes. I'm glad that even losses give points, but at the moment I'm kinda underwhelmed. But I'll try a few more games before I make any final judgments.
  13. The waiting time for this game is absolutely disgusting once you get stuck. They definitely need to make it more clearer. Hoping to win or do better in the next battle aka, don't get piled by everyone.
  14. *sigh* I actually find this somewhat hard to play. And I want the rewards too. Hmmm, mixed feelings for this update.
  15. There's already a lot of stuff to do in construction so I wonder what more they intend to do? A summoning obelisk room? :lol:
  16. Nice! How fast does it drain? And in PvP does it only half the damage?
  17. Waheyyyy, 10 more levels to go!
  18. I've been trying to think up of weapons and armour that are very useful but very specific to doing certain tasks. Can't be bothered checking through the entire thread to see if these sort of things have been mentioned but I was thinking: Not really a weapon but...some sort of Tower Shield, requiring level 80/90 Attack, Defence, Range and Mage. It would be a 2 handed shield. Why all these requirements? It would be the ultimate piece of equipment specifically for the purpose of tanking, giving high defence to melee, mage and range, it would make the user unable to fight but would give them fantastic defensive stats, which would help for team boss killing. Jagex could then implement some new boss monsters which would require more defensive tactics and also possibly adds a new dimension to fighting current bosses, do you potentially sacrifice an extra member who can block some hits whilst still being able to dish out a couple every now or then? Blood Swords. Some sort of very rare drop that starts off only requiring level 5 attack and strength! You can only have one, for high levels it would be a horribly weak weapon but the first monster you kill with it leaves it's blood on the sword and enchants it. Boosting the strength of the weapon but also boosting the requirements to wield and setting it to only being useful to fighting that specific type of monster. It would be able to get charged up 10 times requiring in the end level 85 strength and attack. It would only be usable on certain monsters, like demons, giants, elementals and the undead, maybe some other species. In the end it would be a fantastic training weapon, in order to reset it back to the base Blood Sword, you would need a cleaning cloth to remove the blood. Hand cannons. The rangers version of the melee warhammers, it can hit pretty good on melee, well certainly do some damage to mage, and you still have the benefit of using safe spots, and you'll definitely need them because you won't get many oppurtunities to hit a warrior and run. New basic elemental staffs but with the stats of a dragon mace. Giving you a fairly decent combat weapon alongside giving an infinite supply of runes. It would have a special attack that gives a physical attack an elemental charge. Hitting extra hard on warriors at the cost of having to get up close and also dealing extra damage to elemental monsters, e.g, fire giants would be hit hard by a water charged version of this staff. Bow-swords, magers can use staffs to do melee attacks, so lets give warriors the oppurtunity to use melee and range too! The stats would would have to be in weird proportions in order to give somewhat decent range bonuses alongside being somewhat usable with melee armour. I can't think of a name for it, but it's something to keep up with the other hybrid weapons, rangers given access to a weapon that is used for range but also has an infinite supply of the basic elemental runes, much like a staff but obviously for range. The thought came to me from a dragon headed weapon that attaches to the rangers arm and is used much like a flamethrower. But I thought why restrict it to just fire and make it useable as a mage weapon, very hard for me to describe at the moment because i'm trying to visualise it a bit better and how to use it. It would be a two handed weapon, but could it possibly end up being too overpowered? Here's some other things I want to see that other people may of mentioned: -With the eventual release of the Eastern Lands, I want to see some sort of boss Cyclops, that drops an untradeable dragon defender. - I also want to see Katana's up to dragon and would like to require an agility level to wield. - Tougher mage armour defensively, requiring agility levels to 'be able to move well enough to cast magic'. - A new set of armour, requiring level 80/85 defence to wear with stats comparable to Barrows, it would include a shield and boots in the set. And it would be a reward for master smithers, requiring boss monsters to be killed for the ores, specific forges being required including different secondary items to make various types of bars. And combinations of these various bars would be required to make the pieces of armour. A lot of work and hassle, but required to somewhat balance the fact you basically have barrows armour with an added shield and boots and won't degrade. EDIT - Although I say a reward for smithers, I mean, giving them a reason to have it at 99, since rune isn't really all that much of an honour, the armour would be tradeable. - Newer prayer attire. Armour equivalent to rune with decent prayer bonuses, also give some new blessed leather armour and blessed robes so mages and rangers can get in on it. Think i'll leave it at that for now, think some of the stuff i've thought of need a lot of fine tuning to not be absurdly overpowered or to actually make them viable to players! :lol:
  19. This is soooo useful! Thank you very, very much!
  20. When I return to members I'll finally have an incentive to train up my agility. Been a while since I've had to actually do some training to get something (excluding the adze which is still a project I will eventually get to doing!)
  21. [hide=Patch Notes]The following small fixes and adjustments have now been made to the game. If you spot any further bugs in-game, please use the Bug Report feature ('Submit a Bug Report' under the 'Help' drop-down menu of the website). Graphical Resolved an issue with what appeared to be two hunting pit traps on the same bit of map. Updated the Rum Deal quest interfaces to better handle different game modes. Some of the Guardians of Armadyl that had the wrong symbol on their chests. Fixed some render issues with the lighting in the God Wars Dungeon, and on the scenery found there. Female dreadlocks while wearing bunny ears should no longer cause a labelling issue. Fixed a render issue with the Dwarf Cannon watchtower. The bow emote should look better while walking. The charged and uncharged version of the splitbark helm should better match each other. Fixed an issue with the [bleep]ed helmets and certain chatheads and animations. Resolved some lighting issues next to some standing torches. Updated a bucket animation and fixed the looks of some stagnant water. A bridge near Prifddinas has been updated, as its railings and shadows were a little broken. The Stealing Creation lobby interface can correctly display larger skill totals. Iban now correctly sits on his throne rather than standing in it. Changed the order of the Thieving code now it doesn't start the animation until the rest of the checks have been run and you can actually pickpocket the target. Graphically improved a small section of the TzHaar city area to fix its appearance in high and low detail modes. Updated some player animations used in Animal Magnetism. Rectified a graphical issue in a cutscene in Death to the Dorgeshuun. Fixed an issue with transparency and fire! Two male characters from Royal Trouble had female chatheads. Updated a quest-related diary interface to allow space for slightly more text. Audio Slightly tweaked the Venture 2 song at the very end. Added locked door sound effects to various parts of King's Ransom. Added sound effects to the Killerwatt Plane. Added a menagerie of sound effects to Cabin Fever. Added a few sound effects to One Small Favour. Quests Fixed typos in Eadgar's Ruse, Monkey Madness and Missing My Mummy. The elemental helm listed the wrong Elemental Workshop quest as a requirement. Vanstrom Klause now refers to shortswords as swords. Miscellaneous Fixed an issue with the last charge with the Summoning headgear. Fixed some grammatical errors in the music unlock hints, Evil Tree chat, Ali the Dyer and the Candle-maker in Catherby. Updated the message when you fail an attempt to light a fire with the crystal bow using barbarian training methods. Corrected the level-up message for Hitpoints regarding the cape of accomplishment and the name of the character to speak to. Ensured the training dummies in Varrock can only be attacked from the correct side. Changed various phrases when casting Magic spells for consistency. The description for the location of ghouls wasnt very useful if you were getting advice via the Slayer gem. Prevented familiars from interrupting certain actions. A boat journey was missing the You are travelling from/to message. Changed the wording to reflect your actual activity when opening the doors between East and West Ardougne Ali Morrisane has been taught to recognise differences in gender. Removed a few redundant quick chat phrases. Updated the climb messages for a shortcut in Mort Myre Swamp. Resolved an issue where the items kept upon death would randomly swap two items with the same price around. Removed an extraneous bracket from a Construction level-up message. Corrected the purchase advice regarding normal and oak shortbows and the arrows they can use.[/hide] New weight reducing clothing, lovely! Definitely have to pick them up!
  22. New tunes - music achievement cape pl0x! \ Would love for it to be released now that I've finally gotten Victory is mine. New clothes - possibly Jagex store clothing. But I'm hoping it's newer clothes for our in-game characters. Would love some flannel shirts New gym equipment - new sort of minigame? Or a new room for P.O.H?
  23. Isn't it supposed to be some sort of 'monster maker'?
  24. Heh, why not, they won't drop anything so I think it's fine. Ooooo Zaros Statuettes! They actually remembered that God! :thumbsup: :lol: Only thing to really like about this update is the graves lasting. I still remember the horror of losing over 10m thanks to a disconnect.

Important Information

By using this site, you agree to our Terms of Use.

Account

Navigation

Search

Search

Configure browser push notifications

Chrome (Android)
  1. Tap the lock icon next to the address bar.
  2. Tap Permissions → Notifications.
  3. Adjust your preference.
Chrome (Desktop)
  1. Click the padlock icon in the address bar.
  2. Select Site settings.
  3. Find Notifications and adjust your preference.