Everything posted by Sir_Squab
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Effigy nerf
I fall into neither. Currently, I can't do any of the "mine/smith" effigies at all, and only up to nourished for the "fish/farm" (if I use an admiral pie). The rest I can do in one form or another. If I get one of those effigies I can't do on my own, I head right on over to W117 and get an assist. Henceforth why I really don't understand the complaining. If you're (and I mean "you" in the general sense of everyone complaining) *that* concerned with being able to do all of your effigies yourself, then stop killing things and waste three, four or five months getting the adequate levels so you can do them. You were going to raise your skills, anyway, so why not do it now. As the saying goes, there's no time like the present. Simple. A few reasons why we can't do that. 1. I planning on using exp from the effigies I can complete to train the skills that can't (yet) be used to complete effigies. 2. I have level 70 RC/Summon. I just got a 91 RC/Summ effigy. See the problem? 3. A little things called baby steps. One small piece at a time. Rather then grind 20 levels and do nothing at all interesting in RS (at least, anything I can gain effigies doing, which cuts out "boss" fights, slayer...) I'd rather, idk, train slayer, kill glacors, maybe collect more effigies... In between the time that I'd spend leveling my skills. Now, in between leveling my skills I go to Glacors or TDs... oh [bleep], I can't get any more effigy drops. Unless someone is very close to the skill they need for the effigy, telling them to level it is unreasonable. First off, that bolded part is completely and utterly wrong. Back in the day, there wasn't a maxed cape. Back in the day, there were 3 people with maxed stats. Also, if you've read this thread, you should come to the conclusion that this NOT the kind of thing the community overall wants (or that tipit'ers really like effigies.) Also, hoarding effigies in the bank until you have the level to open them is, ya know, a good incentive TO train to said higher levels. Also, whether or not effigies should have been implemented in the first place is irrelevant; the point is, they've been around for what, 2 years, and now players who built their gameplay around them get [bleep]ed. I've said this many times already, the solution to effigy farming to train skills should be making the actual skill training better then effigies. There are only two skills where that's a problem, which suggests the problem isn't so much with effigies as it is with those skills. More solutions to effigies includes making them a Boss Monster/Slayer Task Only drop or limit the amount of effigies you can open in a day. Also, here's a question I'd like virtually every veteran of an MMORPG to answer: why is making the game easier for new players a bad thing? (Beside the fact that it pisses off veterans in the first place.) Another thought, how many people do you think are happy about this update? How happy do you think they are? How many people do you think are mad about this update? How mad do you think they are? I'd bet a lot of money that, overall, there are a lot more people angry about this update then are happy about it, and those that are angry about it are angrier then how happy those that are happy about it are. If that made any sense.
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Effigy nerf
Was it needed to be implemented in that fashion? Many, many people have pointed out that a limit on the amount of effigies openable in a day is far more reasonable. Two. Your friend passing your RuneCrafting level from 82 is not a function of effigies being overpowered, but RC training being too slow. I personally don't think effigy training is within the spirit of the game, nor do I like the fact that effigies can be faster then actual training. But given the grindfest that is RS, if something is giving more exp then it should, keep it as is and increase exp from other sources to make it obsolete.
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Effigy nerf
The real issue is that "Runecrafting etc" is such an abysmal grind with low exp/h. Why? You make claims with no basis for your statement. The basis being RC and maybe slayer and agility can be trained as fast or faster by collecting Effigies. Nice try, but ultimately illogical. You may "think" that it goes against game design to train a skill with effigies, but you can neither prove nor give evidence to support your claim. As such, your claim that they should be roughly 2.5 times as rare (from 90 minutes to 4 hours) to slow down bonus XP rate is baseless. I make no such claims, to read the mind of the devs, and as such my stance, the skills should be designed better (An opinion, rather then a stance based on flawed reasoning and assumptions) is, even though its simply an opinion, more valid, from a logical standpoint. Without Effigies no one would be complaining about skill exp rates being low in the first place. An effigy shouldnt beat a skill in exp and time but that is what happened and JAGEX had enough of it i suppose. Remember, Skills came before Effigies... Easier for them to nerf effigies than rework a few skills majorly, either way they would both be gamebreaking and this way was probably easier - we all know JAGEX like the easy way. Effigies came before the Maxed cape. Effigies are (were) an intrinsic part of getting maxed. Yes, you could get maxed before then. You could get maxed before skill capes - but before skill capes, there were under 5 people maxed. Post skillcapes pre-Maxed cape, the first page of the highscores was maxed players. Again, effigies came before the maxed cape. Effigies, stored in the bank and eventually opened yourself on the course to maxing out your character, become part of the game before the game had a practical use to maxing out. I personally think training with effigies instead of training is against the spirit of the game. However, players should not be disallowed to use them to train other skills; rather, training a skill should be more efficient then effigies. With RC, it isn't. Effigies are also generally more fun to get; effigies come from combat, which is generally considered more fun then passive skilling, and some of the best effigy drop-ers are monster which you have to fight carefully and pay attention to, which makes a more engaging and generally a fight that is considered more fun. [spoiler=Side note on Fun] Despite what people say, you can objectivity the concept of Fun, to a certain extent. There is usually a general consensus on what is and isn't Fun. There are very, very few people who enjoy RC and therefore it isn't fun. Combat is generally considered more fun then non-combat. Engaging monster fights is generally split into two categories - those who enjoy the fast pace and more engaging gameplay, and those who dislike putting that much effort into combat. Now, obviously there are people who enjoy RC. There are people who enjoy FM. You could probably find someone who enjoys RC more then passive combat (the "click and watch my character kill stuff style") AND active combat (the "I need to pay attention to what I do, where I'm standing, etc, or I'll die"). But most people like combat more. Now, to "fix" effigies, you need the exp/h to be, say, at least 25% higher then effigy training is. And then you need to work on making it more fun, or failing that AFKable. (Ideal training methods for a skill is, in terms of exp/h, are: Click-intensive Direct Training Route > AFK Direct Training Route > Effigies.)
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Effigy nerf
Effigies broke the highscores table. Honestly, if that's a problem, I'm not the only one who thought of a limit on effigies/day you can open. Secondly... skill training. I'm just gonna attack RC because it's the easiest. RC is a useless skill. It is consiered unfun by most players and has one of, if not the, worst exp in the game. Training a skill with effigies as opposed to normal training is wrong. Leveling the skill without training the skill should not be efficient. But, use a little common sense here. The real problem isn't that effigies are broken and give too much exp (daily exp is easily fixed, put a cap on opening effigies to fix exp records,) the problem is that some skills are so grindy and give so little exp in the first place. (Effigies may be a broken way to gain exp in skills anyways but that's largely irrelevant until RC and other skills are fixed.) There's something Jagex has forgotten. When Jagex first made the formula for skill levels, level 99 was made to be a virtually unobtainable level. In many skills, this fundamental truth of the early game is still true. The problem is, most skills don't increase in exp as you level up nearly as much as they should.
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Q
Wow. WTF. Personally, I think effigyscape shouldn't exist in the first place. However, Jagex should have addressed effigy scape by making it obsolete, not by destroying effigies. If jagex is worried about exp/day, then make it so you can only open so many a day. I was gonna write a huge post on the RSOF about it, but I ran outta space. And [bleep], I don't even PLAY anymore. Effigies were, honestly, a band-aid solution to the problem that is maxing in RuneScape. You are now rewarded for maxing, yet so many skills are useless, and some skills are just too slow without effigies. If Jagex nerfed RC and Slayer, like severely to make training at higher levels not such abysmal exp, it wouldn't be so bad. Ultimately, many of the flaws of RS come from the fact that the early stages of the game were poorly designed because it wasn't supposed to do extremely well. It was supposed to have a life-time of under a year, maybe a casual game people play. When Jagex first made the level system, 99 was supposed to be a level that was almost impossible to achieve. Now people try to max out and get the Maxed cape. Many flaws can be found in the early game. Why was firemaking a skill? Even before banks it was useless; the purpose of firemaking was to cook food whereever you were, but since lvl 1 trees are the most common it's not terribly useful. Another thing was the production skills. In RSC, armour had no lvl req; the best armour, Rune, required 99 smithing to make. However, when upgraded to RS2, Rune had a lvl 40 def req to wear. This is wrong; something that takes lvl 99 smith to make should require lvl 99 defense to wear. Many of the skills suffered problems and eventually went obsolete, in large part I think because tasks were split up between skills. Crafting for ranged armour. Fletching for ammunition. Woodcutting to get wood for fletching/firemaking. Ultimately, there are too many crafting skills. You should only need one crafting skill to turn an unfinished product into a finished product. Not everything should have required skill levels. Bla. Dat rant.
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QFT
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I'm sick of randoms
gravedigger because they would need to give an other way to get those clothes. Also you guys seem to forget that most of f2p loves those random events :P Then make random events FTP only. That's just unreasonable. For one thing, what of members who want the costumes? Remove the maze, no one likes it. Streamline the grave digger and mime random, or remove them entirely and offer a new way for the clothes. Tis a better idea then F2P only randoms. Who cares about the costumes? Level 70 mains who don't even experience a different game in members because they're so low level. They can just go to FTP and get the costumes. Enough people care about costumes that it's unreasonable to think that no P2P player cares about them. Plus it reflects poorly on a game if some features are essentially F2P only. Also, even at lvl 3 P2P is a different game then F2P. More skills, more areas. Plus lvl 70s can probably use dragon weapons. Kill dragons. People have mentioned that Jagex is (apparently) phasing out their random into D&Ds instead. This is a perfect solution, as you keep the content, and more importantly rewards that some players like. And Idgaf if you're one of those players or not ;)
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Kimberly's blog - Too Fast Too Crop, Vin Diesel edition
Dat kitterson blog o.O
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Steel Dragons
Augury doesn't increase Mage damage, just gives some accuracy boost. Once your accuracy is high enough it makes virtually no difference, and if your accuracy with mage is low enough that Augury DOES make a difference, chances are that's because whatever you're fighting has really high mage def and you probably shouldn't be maging it anyways. As for melee vs mage, I'd say go with whatever you want exp in more. Since you have maxed melees and only 96 mage, I'd say mage lol. Hell, if you had max mage AND melees, I'd tell you to look into ranging them. As for the Frozen Fortress, you lose out on the +40 damage per hit Kuradel's ring gives you but get cannon damage which gives range exp, just to remind you.
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It should be a comp cape req imo. Regular fire cape is 'only' on par with an Elite Diary as requirement difficulty goes, that's low-mid 90s stats at best. The new challenge could be a real test of something more than a mid level challenge. Expw from not doing peng/JoT tbh. Don't own JoT and still do pengs, tears, Char's cave etc. Not owning JoT is expw tbh. Not exactly, it's the most efficient way to get a tier 4 aura ASAP. JoT is more efficient then tier 4 auras. ... Trolling aside, what of the actual tier 4 auras look worth getting, and more importantly how do they compare to JoT?
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price of the new flasks?
You know, when I first read about this, I thought the best part WAS destroying the flasks. No more dropping empty vials from your inventory.
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