Everything posted by Adamfostas
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Suggestions For A New Combat-Affecting Skill?
Um, infernalz, isn't that Slayer?
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By how much do the Karamja Gloves 2 increase XP?
As the title says. I've just picked up the Karamja Gloves 2, and am curious to know by exactly how much they increase the xp you recieve from the Agility Arena ticket turn-ins. This is largely because I want to be able to calculate what level the 1k tickets I'm currently getting will raise me too... It's not listed on the TipIt guide to the Achievement Diary, and so I've posed the question on the forums.
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Suggestions For A New Combat-Affecting Skill?
I was just about to make a suggestion similar to one above, but they beat me to it... Regardless, I'll flesh it out to kick off some discussion. The current melee combat skills are imbalanced. The evidence for this is the existence of pures; if the combat skills were balanced, they wouldn't be as effective as they are now. Quite apart from this, it's quite clear that there's a logical hole in the combat system: Attack: increases your chance of hitting an opponent (i.e. not scoring a 0) Defence: decreases your chance of being hit by an opponent (i.e. them scoring a 0) Strength: increases your max hit, thus increasing the likelihood you'll hit higher. Attack and Defence work against each other, but Strength is unpaired. There is no way to counteract it, thus making Strength pures effective. The skill I propose provides this counteraction. My preferred name for it is 'Resilience', although the name is the least important part. Now, it's important that Resilience doesn't simply cancel out an opponent's Strength on a one-for-one basis, otherwise the stats become useless at a high level, and high levels would be invincible to lower levels. Rather, it must decrease the odds of a high hit. Consider it this way. Under the present system (possibly, unsure of the probabilities), in a situation where your character's attack has been rolled against your opponent's defence and you've scored a hit, then if your max hit is five then you have a 1-in-5 chance of hitting a value between 1 and 5 inclusive. Let's consider what happens if we factor in my Resilience model. Say you hit a 4. Now, we want to leave open the possibility of lucky high hits, so we can't just give Resilience a single roll to see how much it's reduced. Rather, we have a two-step process: firstly, a roll to see whether Resilience is applied (odds determined by level) and then a roll to see by how what percentage the damage is reduced (again, odds determined by level). The maximum damage can be reduced by is 50%, to prevent fights lasting forever. Now while you may be claiming that the current combat system is fine and doesn't need this, I argue that it does. I base this on the current upsurge in threads claiming that HP isn't rising enough to counter the new max hits from weapons like the Godsword. A Resilience system, or similar, would permit those max hits while greatly reducing their occurrence, making them much less of a factor. What do you think?
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Age Oriented Worlds?
Actually, in this case it's you that's being naive, in an intellectual sense. The thrust of his argument, similar to the one I advanced in my previous post, is that having a 'theme world' allocated by age would make it more probable that those of that age would be on it - claiming that it would fail because people not of that age could go on it is equivalent to claiming that the current theme worlds fail because people do other things than Castle Wars on World 24. This claim is ludicrous, and in making it you've totally missed the point. You illustrate this vividly in your last paragraph by claiming it would be 'forbidden' for people not of that age to enter the theme world. Is that true of any of the others? Is anyone, in fact, advocating that? I think you've got this mixed up with video certification somewhere inside your head.
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Age Oriented Worlds?
I support this, as I don't believe the preceding counterarguments are valid. What the OP appears to be suggesting isn't a coded age range for particular worlds, but rather age-bracket themed worlds in a manner analogous to the recent update. Now, while this would of course leave the door open to younger people entering the older bracket-world and vice versa, it would make it more probable that people utilising this system would encounter others in their age group. This is a good thing, for reasons which appear to have eluded previous posters. Put simply, it's not about maturity. Maturity is, at best, a loosely defined concept which comes across as a set of parameters for behaviour which typically varies from person to person. I don't particularly care how mature someone is, whatever that means, as long as they're interesting to talk to. And that's where this suggestion comes in - people in similar age brackets are much more likely to have similar interests and experiences. I'm in my 20s. I don't particularly care what GCSEs people are doing unless I already know them. Similarly, I imagine very few 13 year olds have little to contribute to a discussion about their experiences of the job market. I'd rather play on a world where people are more likely to share my interests - even if it attracts the occasional idiot who yells, "OMG oldzzzzzzz!!!!111!!".
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QUITTING MY BLOG
A little more advice on clothing - do elemental workshop 2 and get yourself a mind cap and a mind shield. That's +18 easily replaceable mage defence. Plus, the shield looks quite cool. I've done quite a lot of abyss rcing, and have yet to get pked with these and black dhide.
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Ah, R-rated movies.
Quite frankly, the world needs more Rocky Horror-style corruption. It's not like the film doesn't contain a strong moral message: have too much casual sex, and you'll end up crawling around in the crater left by a departing flying house while wearing nothing but suspenders and a corset.
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String X
Oh come on. You cannot possibly be claiming that the old click-bow-click-string method involved any more effort than that required to overcome the mind-numbing tedium of performing that action thousands of times? This way is far better, because it helps mitigate the tedium of repetitive action while still requiring the dedication of someone willing to ensure their character keeps doing it - in fact, given that it takes longer, it requires more dedication. I'm not that dedicated, and so I don't have any 99s. However, I respect people who are that dedicated, regardless of the method they used to achieve them.
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A Shadow begins to cast from the North...
Hmm. The reference the 'Land of Cold and Half-Light'... Note the large gap on the world map east of Trollweiss. That's been there for a while. My money is on it being either relevant here or the penguin story arc.
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A Shadow begins to cast from the North...
Good effort with the prose there. Having now done the miniquest (potential spoilers coming up), there are a number of new pieces of information that are worth recording: - General Khazard is clearly a Majharrat. References are made to his people being made to live in the desert by his evil lord, he refers to the majharrat we released in Desert Treasure and Enakhra's Lament as the 'others'.* This ties in the previously incongruous Fight Arena storyline with a major story arc. - There is talk of an upcoming ritual, as the astronomical alignments are now right. We know someone on the Jagex staff is a fan of HP Lovecraft (see the second Sea Slug quest). Lovecraft makes references to the Old Gods arising when the stars are right. This is a pretty big pointer to an attempt to resurrect one of the old gods. Combined with the first point, it's pretty obvious that this is Zaros. Now, what does this mean? There are several possibilities, including: a major quest involving your attempts to prevent this resurrection, and the completion of this story arc, or a WoW style 'world event' wherein Zaros is awakened on each server and every RS player being required to help defeat him. The latter may be unlikely owing to technical limitations (although, say, if Jagex wanted to eliminate rares once and for all, having Zaros spawn in Falador Gardens on World 2 would be pretty effective...). A major quest is more probable, although it could take the form of a hidden quest analogous to this one. Whichever it is, I'm suddenly interested in Runescape again. And WoW nearly had me... *Reference is also made to the failure of the cult of Hazeel. I chose the 'good' option in this quest - what does the scout say if you chose the 'evil' option?
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Helm of Neitiznot Vs. Berserker Helm
Possibly the best example of someone not reading a post two above their own that I have seen in a long while.
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Helm of Neitiznot Vs. Berserker Helm
From the official boards. I believe this changes the tone of the debate quite extensively.
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6 February 2007 - Fremennik Isles
You can only ask for them once.
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6 February 2007 - Fremennik Isles
Full rune, obby shield, glory, wealth, and various miscelleneous questy things in my inventory (my Catspeak Amulet! Sob!). It's not too bad, at least I kept my scimmy and med.
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6 February 2007 - Fremennik Isles
This quest represents the first time I have died in a long, long time. After the Contact debacle in which I went tooled up to the max to face down a rather easy enemy, I wasn't expecting this to be a challenge. How wrong I was. After killing the requisite 10 trolls, being nearly out of food I thought I'd chance my luck with the Troll King. After all, if it was going to be hard, Jagex's new policy means there'll be loads of warning, right? Wrong. The troll king attacks with all three combat styles, can kick you far away from him, and is generally hard. I didn't bring a tele because Contact made me assume it would be easy. How wrong I was.
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Why do you hate Agility?
I like Agility, primarily because training it prompts me to do something that I very rarely do and should do more of: listen to worthy and cultured things on the radio. When you're next on Ape Atoll buzzing round the course, try listening to Radio 4's The Now Show, if you're British. Wonderfully amusing.
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Redesigning the Wilderness
There seems to be a fair amount of agreement that the current combat system is broken in the wildy. However, I'm not convinced by the solution currently on offer, of giving food a cooldown. It would mean that kills would go to the lucky, i.e. those who happened to hit the highest in the first few rounds, rather than the well-prepared. While of course luck should be a factor, making it the major factor in PvP would make it far less interesting. Instead, I propose that we look at remedying the problem which has been alluded to as the reason why people need to get kills quickly: it's far too easy to run away. This can be solved, I propose, in two ways: 1)Firstly, lower the teleporting limit to level 10. Since it's necessary to maintain some teleporting up to at least level 9 wildy (to avoid the Zamorak Mage or the Chaos Altar becoming a way to escape, which would be ridiculous), and there's very little useful content there, 10 seems an appropriate number. 2) Secondly, give every combat type a way to hold their opponents in place. Mages already have a method which scales with level (and spellbook) - why not the others? Give melee fighters some sort of shield bash (stuns for 5, 10, 15s depending on defence level), and as I mentioned in my earlier post, rangers some sort of ranged net trap. Combined, they would make combat much more difficult to escape (although not impossible, especially for the well-prepared), while remaining within current game mechanics. I remember in my early days of f2p I was attacked in level 40 wildy by someone 10 levels or so higher than me. I was able to run all the way out with him chasing and occasionally hitting me. Something is rotten in the house of RS combat.
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How the heck do you train herblore?
Aberrant Specters, if you're Slayer Level 60. Loads of herbs and herb seeds. Wear full proselyte and pray against magic while in combat. You'll make back any ranaars you use for prayer pots. Plant the seeds, then kill for another hour, gather the herbs, plant more seeds, rinse and repeat until you have enough herbs. Secondarys are usually pretty easy to gather; or you can pay someone to do it for you if you'd rather spend time ghost busting. If you have anything above 64 agility, you can use an agility pot to get to Salarin The Twisted in Yanille dungeon. Zapping him with Fire Strike while killing druids until he respawns should net you two or three keys per inventory-full. Use them on the chest in the same dungeon to be rolling in torstol. Again, plant seeds while zapping.
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Redesigning the Wilderness
Being a skiller, I'm not going to comment about the PVP aspects, as that's already been covered above. However, there are a couple of points I would like to make with regard to making the Wilderness more dangerous and yet more enticing: 1) The first, and most obvious change in my opinion, is to double the rate at which the level differential increases as you progress further into Wildy, i.e. instead of 1-60 it becomes 1-120 over the same area. This means that at the very top of Wildy anyone can fight anyone else, as should have always been the case. Keeping the teleport limit at level 20 would mean that lures such as all the green dragons would now be in an area which didn't permit easy escapes. 2) With reference to lures, the Wilderness needs lots more of them. However, it isn't enough to simply put some new skilling objects in (such as in the suggestion above about yew trees), to make the risk/reward calculation sufficient to lure people requires unique skilling objects. Think about the biggest lures at present, which are identifyable by the number of people complaining about people killing them while they're using them: green dragons and the Abyss. Both are unique to Wildy. With this in mind, I have a few suggestions: - In the forest north east of the Boneyard, place a single Witchwood tree. Witchwood already exists in the game (in one of the pirate quests, I forget which one), and would require level 85 woodcutting to chop, along with at least a rune axe (I was thinking of dragon, but that might increase the risk too far). Witchwood can be used to craft (lvl 85) a new set of armour, similar to splitbark, which as a set has a unique feature: it absorbs a quarter of the attacker's hit, and repels it back at the attacker like an uber ring of recoil. Stats similar to rune but provides some magic defence, level 60 def to wear. Very useful + effective. High demand. Reward v risk = lots of people around the tree = lots of people killing each other to be the sole chopper. - At the top of the Spider's Mound north of Red Dragon Isle, place a massive (lvl 200, in order that it's soloable) big momma spider (the name can and should be changed). The spider drops webs as a rare drop. These webs, when combined with the bazooka from ME Pt1, can be used as a range weapon to bind foes for 10s (lvl 60 range req), although it doesn't do any damage itself. A bind for rangers = massive demand. Again, lots of people out there. - Many of the current features of Wildy were the best in the game at their inception, for example the Axe Hut was once the best combat training spot. Restoring these places to the top of the tree would increase the throughput of the Wilderness. In my view, the most effective way to reform Wildy is incentives such as these. But will it actually happen? Certainly, Jagex have been taking suggestions for some time now (there was a sticky on the official boards). It's possible they have a revamp in mind, or alternatively a slow drip of feature change (like the canoes to the centre which were really useful, making the hobgoblin mine viable). I hope so.
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Interfaces and Spooky Update 16 january 07
The spell hover-over even has a nice transparency effect. The interface is gradually getting a bit more contemporary, and it's all good.
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Alternative armors and the GER. [criticism, please!]
Great guide, and very clear. I'm a little bewildered by the people who think it's confusing, when its aim is obvious. I do have one criticism though. Your discussion of range gear misses out two important factors: safe spots and mage defence. If you're training using a safe spot (which most people do, in fact I can't think of anyone who will just stand in front of a monster and fire arrows into it), melee defence is irrelevant, and you should ideally have the highest range bonus you can. Food isn't a factor if you're not going to get hit. A similar point could be made for your discussion of mage training using combat spells. For performance, in many cases (e.g. Ahrim, the Sea Troll Queen) the reason you're ranging is because the big bad guy uses a magic-based attack. Thus, your suggestion of a Torag Helm, while appropriate for some monsters, is worse than a simple Mind Helm for most.
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how much armor do you own?
Full rune, full karils, LOADS of black dhide, full white mystic and full splitbark. Planning on getting as close as currently possible to full granite when I finally learn how to be a defender.
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10 January 2007 - Contact! And more!
What problem in particular are you having? If you're confused about where to go in the maze, just take the quick route: go east from where you enter the maze until you encounter a ladder. Go down it, then run as far to the north east as you can. Go up the ladder you find, and then go down the ladder immediately to the south of it.
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10 January 2007 - Contact! And more!
Umm, no. I think you missed the bit where I said 'most northeasterly-but-one'. At the north east of the maze is the ladder you seem to have gone down, but if you look directly south of it on the minimap you'll see the ladder you should have gone down.
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10 January 2007 - Contact! And more!
The way I did it, I used just full rune and an obby shield. If you're nearly dying, kill the spawns that you're not protecting against before you do anything else. Save your specials for them, call them rude names, ANYTHING, just get rid of them.