All_Bogs
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Here's a quick 'n dirty 100% walkthrough for the first saga. [hide] 01. At home, grab the fish from the table. 02. You can only open one room. Kill the enemies inside. Let Sir Owen tank them. Try not to eat the heim crabs. If you do accidentally eat them, don't worry. You will find more later on. Mine the "rocky debris" to obtain some novite ore for Linza. 03. Let Ozan solve the "ice pressure pads" puzzle. 04. Take out the foes in the next room. Let Ariane and Ozan to take out the archers. Sir Owen can tank the wolf. Let Ariane use the gold charm and the two heim crabs to summon a cub skinweaver at the obelisk. It will tell Ariana something about smithing techniques which Linza will find useful. 05. Let Ariane solve the "tile flipping" puzzle. Forcing some tiles is okay - it has no influence your final rating. 06. Kill the shades. They seem to focus their attacks on your active character. Grab the key and teleport home. The other two characters also teleport shortly afterwards. Do not switch characters while waiting for them. 07. Open the green rectangle door and go through. Make Owen and Ozan stand on the pressure pads by using the appropriate right-click options. Let Ariane imbue the runes on the runecrafting door. 08. Ariane will get sucked into the next room! Grab the crimson triangle key. Right-click on a "strange crystal" and select the "Get-premonition" option. Some of the crystals will now emit smoke clouds. Remember the order in which they do so. Touch the crystals in the order shown to unlock the doors and free your friends. [it's like "Simon Says".] [The solution was the same for both times I did the puzzle. It went RB-BL-BL-GT-GL-YB.] XX GT YT XX BL XX XX RR (north = up) GL XX XX YR XX YB RB XX 09. Go back home and open the crimson triangle door. Go into the next room and take out the mooks inside. 10. One door requires a key you do not have. Go through the other door. Take note of the zephyrium ore in this room. Let Ozan talk to the guard. Ask him what he is guarding. Then ask him if guarding a door isn't a little redundant. Then ask him who put him up to guarding the door. Finally, ask him why he bothering to guard the door at all. He'll bugger off to plant some potatoes, allowing you to go through the door. 11. Let Sir Owen solve the "sliding statues" puzzle. Go through the door to the east. 12. Take out the shades. Again, they seem to focus their attacks on the active character. Pick up the fractite pickaxe. Return to the guard's room and mine some zephyrium ore. Then, go back to the sliding statues room and take the door to the north. 13. Let Ozan solve the "agility maze" puzzle. Investigate the broken longsword. It will crumble into bathus ore for Linza. Go back to the previous room and take the door to the south. 14. Take out the mooks. If you accidentally ate the heim crabs you found earlier, one of the bandits will drop two more. Go into the next room. 15. Talk to Pikkupstix. Ask him if he can walk, and then tell him to go to the surface. Pick up the gold crescent key. Teleport home. 16. Go to the room directly north of home and unlock the gold crescent door. Let your characters talk to Carn if you so desire. If you want to skip ahead to the fight, simply exit the conversation. 17. Slay the two arctic bears first, then take out Carn. When rocks are about to fall, your party members will shout a warning. Stand on the supported safe spots to avoid taking damage. The two characters you are not controlling will not take damage from the falling rocks. 18. Let a character of choice comment on Carn's defeat. Then let a character of choice decide what to do with the behemoth. Saga completed! The choices you make only change the resulting dialogue. They have no influence on your final rating.[/hide]
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Thank you for your suggestion :) So, the idea basically is to create a giant list that links "icons" with locations. You'd list a smithing anvil, and provide locations where anvils may be found. These locations are then clickable to pop up a screenshot of the location (so you have an idea what to look for in game) and it may also list any factors limiting access to the anvil (ie quest requirements). I'd say that the in-game world map is sufficiently useful with regards to finding an anvil close by. Having an in-game screenshot to accompany the anvil location does have some added value, but the guide-thing you're suggesting would require close to a million billion screenshots which is something the crew doesn't really have time for.
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Thank you for your submission :) I just checked, and it uses both magic and ranged attacks when standing at a distance. The attacks look identical, so I can see why there has been some confusion about this previously. Can't help but wonder if the vine fought during the quest uses all three styles as well.
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This. I could write a paragraph or two on the subject, but yeah, basically this.
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The quest reward in the game guide states that you still get the reward of "no friendly fire". According to RSWiki, this was changed to "dealing more damage" with the big castle wars update of last year, though the update text itself makes no mention of it. They do provide an image of the updated reward screen though: here. I would assume the "no friendly fire" quest reward was removed though, as the new set bonuses for intricate and profound castle wars armour include "immunity from catapult damage".
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Hey Pairoh, thank you for your submission :) The odds of burning a tuna at level 63 would be pretty small. If the chance is say, 1%, the odds of not burning any over the course of ten inventories (280 tuna) is 0.99 ^ 280 = ~6%. A small, but still very real chance. I think we'll have to go with the wisdom of the years here. @Sy, the odds of not burning one with a 1/10 burn rate would be 1.54135 × 10^-13 which is less likely than winning the lottery :P
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All Quest Calculator Feedback Here
All_Bogs replied to Cowman_133's topic in Completed Website Corrections
Looks like all bugs regarding the quest calculator have been squashed. This is going on the bus to completed submissions land :thumbsup: -
Well, the alternative strategy suggested in Bal'lak's entry in the bestiary, where you use a gatestone to teleport out and wait for his defence to diminish after it gets too high, should be pretty fail-safe :)
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Suggestion for all quest descriptions
All_Bogs replied to mara_planter's topic in Website Discussion Archive
This seems to have been taken care of then. Off to the archive you go. -
I'm actually completely clueless about the entire Kingdom Managing activity. I'll ask around and see if other crew might be interested in taking this project on.
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Construction - House Optimizer
All_Bogs replied to Orange_Juice's topic in Website Discussion Archive
Looks like this has been dealt with then. -
Hey dafydd_balst, thank you for your suggestion :) I agree that initially determining your exact starting position can be a bit of a pain. Personally, I find it easiest to mentally divide the in-game map into four blocks of 4x4 rooms and determine the exact starting position from there. Adding controls to move the map about has been suggested before, and would actually require a fair amount of re-coding due to how the map planner is set up. It's on my list of things to do, though it's not very high up there, as this is just an inconvenience.
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There'd be a lot of overlap. Some things could simply be left out, such as the dungeoneering etiquette section. The only section that'd need some real rewriting would be the one explaining the different roles - much of the information in there is still useful, though the presentation can be a little bit confusing if you're not in a grouping mindset. That said, Scotaidh, you mention that you have problems getting past floor 30? Being an abandoned floor, it has the same goons as floors 12 through 17 or so, so the floor itself can't be the problem? If you're having issues with the shadow-forger boss, refer to the bestiary for more information on his attacks and whatnot, and some pointers on how to handle him.
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Bit late, but I've plugged in the latest formula from the RSOF. Should scale up the damage bonus granted by full void a little, from what I can see. Hope that takes care of the issues with the calculator being too cautious when estimating your max hit when wearing void. New feedback in a new topic, please, for administrative purposes.
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The spell indeed seems to give 3.7 XP on average. It has been added to the calculator and planner.
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Artisan's Workshop Calculator
All_Bogs replied to worldashes's topic in Completed Website Corrections
Thank you very much, I'll get that updated as soon as possible :) Edit: done! -
Hey Scotaidh :) There isn't such a guide on our site right now. That said, many things mentioned in our guide to dungeoneering in a group also apply to solo dungeoneering. For instance, the berserker ring is still great, as you'll be doing all the killing by yourself, and that ring specialisation happens to speed up killing the most, generally. Likewise, much of the other information in the guide that doesn't directly relate to grouping is useful to people who like to solo but wish to speed things along. We're discussing a redesign of the dungeoneering section right now. As quite a few people prefer to solo dungeons (see here), such a guide might pop up in future. In the meantime, if anybody knows of such a guide located on another website, feel free to link to it here.
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Artisan's Workshop Calculator
All_Bogs replied to worldashes's topic in Completed Website Corrections
If you could make just a single piece using a clay hammer while showing the increased XP bonus, that'll be fine :) To post a screenshot here, upload it to an image service (I like imgur.com) - once you did that, simply copy the "Message Boards" link into your post. [img=http://i.imgur.com/lcqSD.png] -
Advanced Dungeoneering Guide Corrections
All_Bogs replied to Nifflin's topic in Completed Website Corrections
Okay, let's leave it at that. Note that I'm just posting my personal opinion here; I'm not representing the opinion of the crew as a whole. We're still discussing how to structure everything, including some new ideas that are being thrown around. Your input has definitely been useful thus far :) What about "Grouping Basics", by the way? I'd say the biggest difference between the main guide and the 'advanced' one is that the latter covers grouping and teamwork to a greater degree - the main guide merely mentions that you can in fact make groups, but doesn't say much else about it. As long as we leave a disclaimer somewhere that the new guide assumes you're after dungeoneering XP, and not after woodcutting xp or down there to look pretty, I'm fine with mentioning the word basics in the title, I suppose :P Glad you found the guide useful! -
Advanced Dungeoneering Guide Corrections
All_Bogs replied to Nifflin's topic in Completed Website Corrections
And in turn, the concepts we cover in our main (basic) dungeoneering guide should be understood before people move on to our advanced dungeoneering guide. The concepts we cover in our advanced dungeoneering guide may be stupidly simple to you, but they'll make zero sense to a person who isn't familiar with the stuff in our basic dungeoneering guide, ie somebody who is totally new to the skill. Oh, and WMX is reading this, don't worry about that. -
Advanced Dungeoneering Guide Corrections
All_Bogs replied to Nifflin's topic in Completed Website Corrections
But it is. It is a reference of sorts, and covers all the 'static facts' about dungeoneering, much like all other skill guides do for the other skills in the game. The guide that is current called 'advanced' is more about the application of this static knowledge for the sake of efficiency, or 'proper dungeoneering' if you will. I'm can understand that - they'd probably be [cabbage]ting all over your playstyle, though it's perfectly fine with mine. It underlines that not everything in the guide applies to all team, unless anyone here is willing to claim that some people are "playing the game wrong". -
Advanced Dungeoneering Guide Corrections
All_Bogs replied to Nifflin's topic in Completed Website Corrections
Again, I disagree. I'm positive that if I suddenly demanded my non-keyer teammates to bind a SSH and have them clear guardian rooms over skilling, some of them would probably never dungeoneer with me again. In addition, your 'advanced tricks' you mentioned earlier would _also_ apply to every dungeoneering team, as those too would improve performance. Yet we're not calling those basics, are we? Also, while it's not an argument against calling this a basics guide, I'm wondering what the current 'main dungeoneering guide' should be referred to if we were to call this the basics guide. -
Advanced Dungeoneering Guide Corrections
All_Bogs replied to Nifflin's topic in Completed Website Corrections
Um, yeah, I probably meant to say section. I realize you're not going to cover special tactics for all bosses in a single paragraph :P having them on separate pages is probably a good idea. Adding some sort of 'dungeoneering landing page' that in turn links to all the pages covering various subjects - if we add pages for those things we'd have the basics, tour/tutorial, skills reference, resource dungeons, "advanced basics ;)", advanced tricks, puzzle tricks and boss tricks - would be a bit messy having links to that thrown all over the site. Well, everything but the section on etiquette focuses on techniques that in the end will reduce the amount of time you spend horsing around in the dungeon. I'm also willing to bet that the majority of players doesn't rush, and that the vast majority of players will set foot in Daemonheim before they get to 60-70 through tears and pengus. Those people don't _need_ to know this stuff, but it may be interesting to them nonetheless. Still, I'm hesitant to call it basics that everybody should know. -
Advanced Dungeoneering Guide Corrections
All_Bogs replied to Nifflin's topic in Completed Website Corrections
What do you mean exactly by "really begin training the skill"? -
Advanced Dungeoneering Guide Corrections
All_Bogs replied to Nifflin's topic in Completed Website Corrections
Very important to keep this in mind. It may be basic stuff for DGS-members and other people with an interest in maximizing their XP gains, but the average W117-goer and your average casual DG-once-a-week player will no doubt pick up a thing or two from reading the guide. And frankly, the latter category makes up the majority of the people reading our site - other than being a handy reference list, we just don't have a whole lot to offer to experienced players who know pretty much everything there is to know already. Our basic guides are, for the most part, just a reference. This is true for the main dungeoneering guide as well. The advanced guide definitely goes a step above that. Still, 'advanced' might not really cover the contents - what does 'advanced' mean exactly? The guide's focus is mostly on things that improve speed, so having something like speed or efficiency in the guide title might be better. Nicely sidesteps the issue of the knowledge in the guide being basic or advanced as well :P We're working on a combat basics guide - praying flashing will be covered in that. Dungeoneering specifics such as boss tricks, puzzle tricks, lossless gathering and whatnot definitely deserve a place in this guide, though. Boss and puzzle tricks probably each deserve a paragraph of their own, whereas more general stuff such as the lossless gathering could be collected in an 'expert tricks' section or such.
