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All_Bogs

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Everything posted by All_Bogs

  1. With the GE's price limits disappearing, will you still be displaying some sort of "suggested price" for an item? Unlike with the auction house of a certain popular MMO, you can't actually see the prices others ask for their stuff, so people might feel a bit lost without some sort of price suggestions being available. Edit: seems this was already answered in the Free Trade Q&A on the RSOF, nvm.
  2. Hmm, indeed, it doesn't seem to be mentioned in any Desert Treasure quest guide anywhere. Shoving it under the rug... Thanks again :)
  3. Thank you for your submission :) I guess it might've been a glitch on Jagex' behalf, then. Having just verified things, the clay item's names are as follows: - Bowl (unfired) - Clay ring (unfired) - Pie dish (unfired) - Pot (unfired) - Unfired plant pot - Unfired pot lid Nice and consistent, as you can see...
  4. If you could share this person's username with us we could verify this by checking his adventurer's log :)
  5. Hey, thank you for your submission :) It's strange, but for some reason %-based damage boosts (such as Slayer Helmet, Void Ranged set) actually seem to give a larger damage boost than the bonus listed in-game would seem to indicate. You'd say there's little that can go wrong with calculating the damage you'd do without the %-based boost (which, using our calculators, tends to overestimate your maximum hit by 1 or 2 points at times), and then multiplying this with the %-modifier...but for some reason that's not how it works. Considering that the "up to 20% damage reduction" given by the Dungeoneering shields ended up being defined as "14% damage reduction for the part of the hit that was higher than 200", we can only guess as to how something seemingly simple like a 15% damage boost actually works...
  6. Thank you for your submission, this is indeed the right place for it :) I've corrected the Resource Dungeons Guide, and have credited you. Changes should be live shortly...
  7. Hey, didn't know you were on here. Cheers for uploading all that music to YouTube ^_^

  8. I doubt that. They're not called "barrows gloves" in game, mind you, that's just the name the community's given them because they use the barrows colour scheme.
  9. I've clarified things a bit, such that it's clearer that clicking the link at the bottom of the table takes you to a full list. Hope that takes care of this issue :)
  10. Hello RichardG, thank you for your submission :) I believe that the point of this table is simply to list a number of well known effigy sources. Hill giants, and various other low-level creatures, rarely do drop effigies, but they're hardly a well-known source. Still, the same can be said about some of the other creatures on the table, such as white wolves...I'll discuss this with the other crew and see what the exact idea is. The link to the bestiary at the bottom of the table (this one) is secretly a link to a complete list of the monsters we know drop ancient effigies; Hill giants are listed here. I do feel that the purpose of this link should be a little bit clearer, so I'll look into that :)
  11. Hmm, be careful with that. There's diminishing returns to prayer bonus if I recall correctly, so if with no prayer bonus it takes 60 seconds to drain prayer to zero, and with 20 prayer bonus it takes 100 seconds, it won't automatically mean that each point of prayer bonus adds 2 seconds.
  12. Hello Majiko115, welcome to the forums and thank you for your suggestion :) I agree, it'd be nice to display this. I'll poke Speedyshel and see if he's up for it. In the meantime, you could refer to our XP Tables to see how close to the next level you'll get.
  13. That's odd. If it starts happening after a little while, it's usually a sign that your graphics card is starting to age. But if it doesn't occur on other games, that's probably not the case. Deleting your cache might work, though I think it's unlikely, since your problems don't occur right away. For me, my game cache is located under C:\Windows\.jagex_cache_32\runescape. You can safely delete the entire folder, as far as I know. You could try to change your display mode from OpenGL to Direct3D, or vice versa, in-game. You can access those via the "custom" button in the graphics options menu. If that doesn't fix anything, you could try tuning down various graphics options. While your PC may have handled RS just fine in the past, the game engine has steadily been changing, and something might've changed that causes issues. Swiftkit, hrm, I don't know. Probably not, but I have no idea how Swiftkit determines what Java to use.
  14. Do these graphical oddities occur as soon as you log in, or after you've been playing for a while? Have they also started occuring in other games, recently?
  15. I'm running at a steady 50 FPS in most places. It drops at some of the more notorious places such as the GE, and also at certain dungeoneering rooms such as the tile-flipping puzzle room and the starting room after Vhellcat has spent 15 minutes collecting stuff. I'm using mostly high settings, with 4x AA, but "Lighting Detail" is set too low. Setting it to high makes dungeons really, really dark, which is bad times when taking screenshots, and I can't be bothered switching around all the time :P
  16. It should have no problems whatsoever. The 9800 might have some issues in 25-man raids when you have spell details set to high settings (I'd recommend against doing so as overly complicated spell graphics tend to cover up things that are more important, such as The Fire :P), but other than that nothing should cause significant slowdown.
  17. That'd definitely be useful. I'll go ahead and add it to the guide. Edit: and done. Changes should be live shortly...
  18. Bad news :( There's two problems with the map-shifting controls. The first would be that there's no room to conveniently place them. As it is, the tool already takes up most of the screen on lower-resolution monitors. Adding even more would force users to scroll, which is very impractical with a tool such as this. The second problem is that to make the controls work properly, a lot of the code would have to be rewritten, and worse yet, rethought. This will likely take up a lot of time, and because right now time is limited and the todo-list is big, I feel that it isn't really worth it. I might get around to it sometime in future, but no promises. In the meantime, just double-check if you got the starting room's location right. Personally, I find it useful to mentally split up the map in four blocks of 4x4 squares and then go from there. In somewhat unrelated news, this topic will be locked, and disappearing into the pit of completed submissions shortly. Should anyone have suggestions or bugs to report, feel free to open a new topic in the Maps & Calculators subforum :)
  19. Bright green skin sounds like file corruption or a graphics issue. The blue 'n white cubes are used as placeholder models on the beta server...no idea why you're seeing those. It sounds like you might indeed be suffering from file corruption. Tried running the repair tool yet?
  20. Pulling a muscle while trying to open a barricaded door in Daemonheim can hurt as much as six lesser demons punching you in the face simultaneously. I mean, lesser demons hit for up to 80 damage, yet pulling a muscle deals up to 500 damage? Really, Jagex? :unsure:
  21. Thank you for pointing that out :) I've adjusted the text such that the cape is now 100% less final. Changes should be live shortly...
  22. Great, thanks :) It seems safe to assume that it also grants extra prayer points for the other types of 'higher quality' bones, then. I have adjusted the table accordingly, changes should be live shortly...
  23. Thank you for your suggestion :) Well, if you look closely you should be able to identify the exact spot of the starting room, but I admit that it would be easy to make a mistake early on without noticing it. I can see the merit of being able to shift the map in a certain direction. Unfortunately, properly implementing this is fairly complex. In addition, for a feature like this we'll also need an undo functionality, in case a user accidentally ends up clicking a 'shift' button without meaning to and ends up deleting some rooms near the edge by shifting them off the map grid. I have a lot of things on my hands right now, so it might take a while before I get around to implementing this.
  24. The only comments I got last month were from a spambot ;_;

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