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spinster444

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Everything posted by spinster444

  1. i think the armor is a little bit too over powered with its damage reduction... i feel like this would be a great addition to the game, if it were simply made untradable (the only downside would be the flooding of smithing supplies as people trained for the levels to make it). i feel that if runescape is going to offer high level content to keep its veteran players playing (as your idea seems to be geared at) i think the game needs to have a lot more GOOD untradable items. i know most people hate comparing this game to WoW, but i feel that wow does a great job with end game. Look at any high level in wow, all of their armor is untradable stuff that they had to earn through quests or combat or skills, runescape has very little of this, and thus, high level players (who usually have disposable incomes) are only entertained by new updates for a short time, before they buy everything related to them... all in all, i think this idea is great, and needs to be flushed out a little bit more. I think a long and drawn out process to make some beasty armor (your mining while under attack idea is almost quest like) is needed to keep high level players interested. i fail to see the point of the 'curse' thing, though.
  2. thanks a lot guys, guess i shouldn't worry much at all then. looking forward to the task now. Happy Slaying!
  3. what is the best equipment/invo/strat/you get what i'm saying to kill jellies for slayer? my stats: 75 atk, 84 str, 70 def, 54 prayer, 72 mage, 74 range. ideally i'd like to keep costs low enough to turn a profit. any special notes? thanks in advance
  4. My two main complaints with this idea: 1) This is very far from the idea of foraging. foraging is usually looking for edible plants, or small troves of edible insects or something. Foraging is not finding large beasts to hunt, which leads into my second point. 2) This should be included with hunter. I know you have the complaint that your idea involves direct combat with the beasts, but the fundamentals of the skill are the exact same as hunting. track or lure a monster, engage it, kill it. The idea that these beasts are only killable with 'foraging' weapons is a very easy way to explain why direct combat is involved. Overall, i loved your post. I just think it should be included in hunting.
  5. hmm... it looks like the cheapest way involves very low xp monsters, until the spirit dag. and the war tortoise some before that...
  6. indeed it seems like it will be a rather expensive skill to train at all quickly.. for those willing to put in time (collecting shells/hides) the price is lowered, in exchange for added time... to me the skill seems well rounded, except you get almost no xp for actually using your creature...
  7. i'm not a member right now, can someone check for me please?
  8. 67 summoning actually... and hmm.. if dag hides are reasonable to get.. they'd be a viable (infact, much better) xp per gp spent
  9. Oh qeltar^^^^ so dark =( sad thing is i bet you're right.... p.s. i love your site, its very well thought out i wasn't aware the shells weren't 100% drop as every tortoise i've killed has dropped a shell however, this is a very cheap method of training summoning, similar, as someone mentioned to making limestone things in a house. it is by no means the fastest, but it helps remove the painful 200M cost some were suggesting yes, they will get crowded. yes, it wont be a 100% drop, but it is cheap, which was all i was researching sometime soon i'll do the cheapest way to 99 summoning... its not really that hard, you just look for whatever has the lowest amount of shards (usually) does anyone know how rare daganoth hides are? how many you can get an hour? anything like that..
  10. i feel the best animal to train summoning cheaply (relatively) is the war tortoise. The tortoise costs ONE shard (50 gp) and a gold (common) charm thing, and a giant tortoise shell (kill giant tortoises on the gnome battlefield, they are relatively low combat, and attack with pretty weak attacks, i recomend whatever the max def bonuses you can get and still have positive mage) there's the slight catch of the tortoise requiring 67 summoning to get they provide 58.6 xp per tortoise pouch... this works out to OVER 1 XP PER GOLD SPENT (1.172 actually) the people saying this will costs 200m for 99.. think again, probably under 50!
  11. you obviously don't understand RWT companies at all then.... a legitimate RWT company wouldn't screw over their customers because 1, legal action could be taken and 2, they make much more off of your continued business. you're just being stupid now... legal action could be taken?! are you serious, the rwt 'company' is illegal, as is buying the gold, so there's no way they're going to sue... that'd be like me going to buy cocaine, then me suing them after they kidnap me, we bother were doing illegal things, no one would sue and even if it works, the risk of losing an account will stop LOTS of people
  12. i believe the bit about the knowledge base was just something they put on all messages i wouldn't be surprised if when they introduced new trading rules they introduced a system of sharing
  13. see, this is what pisses me off about jagex you simply, under no circumstances other than changing the nature of people, cannot make a game, or a civilization with no cheating or unfairness it seems that people have an inate desire to benifit themselves look at the US, the majority of people are law abiding, and dont do things for fear of punishment however, there are ALWAYS people who break the law, it doesn't matter what time period IT ALWAYS HAPPENS!!! stop [bleep]ing with the game to achieve something that's impossible
  14. here's what i think will happen right now, the prices have started to drop, and tons of people are getting scared they are going to continue to drop, and so they are selling (increasing supply) and therefore the prices drop even further however, i believe this trend will only happen for a little while, soon, wealthy people will begin to buy loads of rares, and hang onto them, decreasing supply as they become unwilling to sell alllssoo lots of high level stakers had rares, quitting with them will decrease supply further long story short, the prices of rares will (as a whole) always increase, simply because supply is slowely decreasing (people quitting, etc.) and demand will always be there
  15. a few things: first off, this is why i posted here first, the replies are actually useful second, what i meant by 'increasing the stratagy' refered to the stratagy the game is played, if all the good armor was allowed in, it would make it so one team in full guthans would never lose, i ment stratagy as in 'when do i kill the rest of the group?' knowing that i'll probably take lots of damage from it and yes full d would be the best armour, but so many people do not have it simply because its price is far too high for its stats. besides, its really not that good defensively. and third, the item i was talking about releasing (for the 2h) would be lets say... rarer than a demonic visage from a king black. and untradeable
  16. thats exactly what i mean, even if the GS specs are more usefull, its slow speed doesn't make up for its power (regretably)
  17. now that the moving has been finished, please provide constructive critisizm here!
  18. and there we go, it has been moved =P guess i'll edit title to be more to the point
  19. i know, its not as polished as i want my final suggestion to be, so i was planning on discussing it here =/ but thank you, i will add it to those forums as well
  20. I'd like to get feedback on both of these ideas before i post them in the suggestions forums on RS please, constructive critisizm Me and a friend were brainstorming the following ideas: 1) An update to 2h's to make them a weapon class that is actually used. am i the only one that thinks its lame that a GODSWORD gets beat by a whip and rune defender? Please keep in mind this first update isn't just about the godsword, the godsword just brought it to my attention how bad 2h's are compaired to a whip/def (or similar) combo We were thinking about a quest that gives a helm (or some other item, preferably helm chest or plate, to keep DH and other barrows from getting the set bonus on top of it) The Helm could provide some bonus to 2h's, either a power boost (not sure if it would be percentage or just +str bonus to 2h's) Possibly a def bonus could be added to them, or a HUGE accuracy bonus the quest should be extremely difficult (hard enough to make DT look like a cake walk, or at least more of one) to try to keep this powerfull item from becoming total commonplace The second idea is a much bigger one: A PvPvM minigame (it would be safe, dying does nothing except kicked out of the game) that offers new sets of 80+ armor This minigame would be (effectively) a combination of fight caves, fight pits, and barrows(although the game doesn't have to be related to the TzHaar at all) To make the game more interesting there would be a level cap at 60 (not combat) Any item the requires over 60 in a skill will not be allowed. whips: gone black d hide: gone barrows: gone mage spells over 60: gone (you get the idea) this would be used as an effort to even out the playing field so that items matter less than skills (and c'mon, most people are tired of people in full torags that are impossible to hit, or ancienters in ahrims who can take out 15 people before they die) and i just think it'd be fun :o :P :wink: ^.^ (smileys ftw?) anyway, here's how i invision the game working: The came consists of a group of 20-25 players, and the winner (who gets all of the reward) is the last man standing. The reward is similar to barrows, lots of runes, some item equivillent to bolt racks, the ocasional dragon item, and VERY (much more rare than barrows) rarerly, a piece of new 80+ armor/weps. The chance of getting rare items would increase the more waves were defeated (similar to kill count in barrows). This (should) force players to find the ballance between working together and killing each other
  21. i support this suggestion, and have thought of it many times my self here's why i think it should be implimented: almost all of the current skills are aproaching their limits, there are only so many more things Jagex can add to a skill without going over 99, take a look at smithing for example, its booked all the way through 99, yet there are tons of metals that remain 'impossible' for humans to work with when they increase the level caps its not like they'ed leave the same things, just let you have a higher #, they'd actually add content to the game Imagine Attack all the way to 126, we could have 6 or so more weapon groups than we have now, sounds good to me and Cooking that much higher, we can already heal about 23 in one bite, imagine what 126 cooking will let us heal! Rebuttles: To all you saying 99 is hard enough, its not like you have to train the skill, if they updated the level caps i'd still keep farming around level 28 Skill capes, I know everyone worked hard for their skill capes, and i think they should keep them, as 99 is a huge acomplishment, i also think there should be a 100m cape, and a 200m cape, so people can show how they're doing
  22. if you're only interested in the torso, keep everything at level 1 except healer, get that to 2 (or 3, but not necesary) the hardest one is defender, but there is a very simple stratagy so none of them ever get past: take a full load of food, and drop it infront of the cave that they go through (all of it) (they will eat the wrong food, and back up, away from the cave) then get another full invo, and make a diagonal line from the cave to the trap (use about 3/4 of your invo) then place the rest right on the trap restock, and then just place whatever the current food is on top of the trap pile repair when necesary and remember to call out!
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