Everything posted by Urza285
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11-Dec-2012 - Player-Owned Ports
Can we get more than 5 trade good voyages in one go? I managed to do all 42 voyages, but its annoying getting only 5 trade goods per.
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Class Warfare
Class Warfare Introduction: At the first mention of Jagex overhauling combat with the Evolution of Combat players speculated a lot from the screenshots provided afterwards. When they first caught a glimpse of duel wielding their eyes lit up much the same as a child seeing all the possibilities for the presents under a Christmas tree. Jagex had a lot of potential in their big project and very much still do. I have found myself a big fan of the EOC despite so much angst the community has for it. I understand that there are still many topics out there discussing concepts of turning the EOC around to a much more restricting concept. I would rather not try to band and manipulate the concept that is the EOC. What I would rather do is build on it with the inclusion of a few more concepts. My biggest aim in my EOC inclusions is to stay with Jagex aims to keep this game for every type of player - PVMer, PVPer, casual player, and yes, even the role player too. I've watched the EOC grow and evolve to a high level of usability for the player base over the past several months. What I have seen attempted since the dawn of the projects release was to create pseudo classes at the core of its concept and allow players to have an immersive game play. The ideals Jagex had for the new combat system would allow players to play how they liked and keep that as their top priority. After time Jagex made efforts so that playersalso had to fall on certain abilities or face dire concequences. Concept problems: What I feel is lacking is the support for pseudo classes. There is no emphasis short of using a shield and shield abilities for tanks. Players who are tanking should act as tanks who should be able to mitigate damage, keep the bosses attention and hold out any longer than any other player on the team could. One pseudo class I enjoyed seeing evolve was the DPSer, in this case the duel wielder, who's job is to pump out as much damage as fast as possible. Lastly, but certainly not least is the 2Her who is much like a DPSer, but relies on a ginormous weapon to obliterate his opponent. What's worried me the most is that jagex has so much potential with their buffs and the combat information interface. Ideally this interface should never be closed or hard to access. this problem seems to be a remnent of old runescape where we relied on quickly rumping to other windows. This is issue number one with me. I have a strong feeling that during the alpha test of runescapes upgraded interface this will be the first major change players will attempt to implement. From the combat interfaces release Jagex stance on this was that if you weren't experienced and knowledged enough you had something to fall back on. What I feel though is that there is more potential to store combat information and keep the player in-the-know about their buffs poping, dying or even if they have debuffs too. Implementing the Combat Interface Secondly, Segwaying from that is the amount of buff/debuff markers there are currently on the combat interface. reate a subsection for 'primary' buffs/debuffs and the rest below for minor ones which pop in certain combat situations. Ideal buffs that go in the primary buff bar might be your class buff, momentum and other buffs that are extremely long lasting. Thirdly, and this is a big one, jagex should implement their offensive, defensive and hybrid changes in the form of primary buffs. This also ties into my ideal use of pseudo classes. New Concepts: Docked Combat Interface: The implementation of the combat interface should be largely implemented. Possible solutions would be to implement the window as being automatically docked. This window should be excluded from the main action bar, but an option to downsize it could be implemented for periods outside of combat. Along side this idea I thought about global conditions such as the pervading darkness of Kril's lair. These conditions could be shown in a different buff/debuff section for "global buffs." Building on primary buff section I thought about intruducing combat stances in the form of buffs which would further solidify a players ability in their roll. Ideally the first stance buffs would require no adrenaline. Primary Buff - Combat Stances: The Idea of stances came to be from playing Final Fantasy X back in the hay day. Though the concept isn't old and does have a lot of potential use in runescape. The idea is that while players may be interested in playing any way they want they may also be hindered by this. Players may want to have a more solidified role and feel more benefits from having a stance typical of that role. My concepts incude increased benefits, but slight hinderences from picking a stance. I also included passive benefits with each stance to make them more appealing for times when their role is critical for success. One issue that could be helped and resolved from this is that I feel that there aren't many distinguishing features between a 2Her (two hander) and DWer (duel wielder). I feel that the 2Her should have a stance buff that offers an increased critical chance. DWers on the other hand could be offered a stance buff that gives them a higher hit chance. After going to many kalphite king raids I found that players often still relied on duel wielding drygores and a tank. While the system got it mostly right I still felt like it wasn't enough justification to tote around a shield. I also felt that both styles of DPSing weren't distinguishing enough. Comments, suggestions?
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03-Apr-2013 - Dungeoneering Dual Wielding and Charming Imp
Honestly jagex could make it easy and have shift click usable on certain interfaces. shiftclick for the drop option I'm betting would be quite a popular option for those not mass dropping.
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11-Dec-2012 - Player-Owned Ports
I'm at the stage of getting the last couple port upgrades, finished everything short of the scrimshaw scrolls and getting trade goods for the last piece of each armour. Pretty much sums it up as blahhh and a dash of helplessness.
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03-Apr-2013 - Dungeoneering Dual Wielding and Charming Imp
Why isn't there an option to shift+click for bank all? Honestly the bank all option being introduced as a top priority click option was bad anyways. While deposite all is a great inclusion to the banking it's mechanisms make it flawed. The bank all action should have a trigger key such as shifting. What gets me is how does Jagex not pick up on how players typically use the bank interfaces? Most people withdraw all, click out unneeded items.
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03-Apr-2013 - Dungeoneering Dual Wielding and Charming Imp
Another missed opportunity was to make a sort of mini-triangle with the three: shield > DW > 2H or something similar. I wouldn't say its completely missed. When EOC was just in its beta jagex talked about combat being something more of a pentagon. They also said similarly in context how 2Hers, DWers and tankers would not only act differently, but their functions would be different too.
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03-Apr-2013 - Dungeoneering Dual Wielding and Charming Imp
I wish people understood what Jagex was intentionally trying to do. Two hand weapons in the beginning of EOC were supposed to be big hit critical damage weapons (pretty much the same dps as 2hers). Duel wielding was supposed to be high dps. Main hand plus shield was defensive. Why can't they stick with their own concept?! I wish they would give players passive puffs based on what's wielded. They could do this also with the offensive/defensive/hybrid armours. What annoys me is jagex has a lot of potential and I'm seeing half baked ideas. They could even give 2hers a break on certain abilities like berserk. How about provoke or incite having breaks if you are wielding a shield?
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Behind the Scenes: April 2013
Honestly all bosses should have more techniques other than safe spotting. The automatons were probably hashed out before much post- EOC consideration was made. The 'if you could wish the players did something what would it be' statement for jagex has been what can we do to get players to interact more with the bosses? Their latest bit has been the inclusion of stun with automatons and provoke with te kalphite king. Maybe t was an oversight that jagex hasn't upped the automatons dps (to be confirmed), but expect some rebalance if the mechanic makes them noticeably easier.
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11-Dec-2012 - Player-Owned Ports
Yeah it was the workshop I needed. I also forgot to accommodate for the 5k cherrywood for when I need to upgrade that part. Guess when I hit 9k jade I go back to getting 5k more cherry wood THEN 20k steel.
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11-Dec-2012 - Player-Owned Ports
Almost got all the totem resources for reverting the 3/4 totems into jade statues. After that I go back to saving 20k steel for the warehouse and... Something else. I can't remember.
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Behind the Scenes: April 2013
Yeah I think a cognitive reinforcing limit might be best for castle wars. I mean I agree with Sy that it should be like 20 kills in a game for an extra ticket. One ticket per flag turn in. One ticket for killing the flag bearer at least five times. Also making overkill attempts not count would be good. I also think putting in an anti-camp system feasible to keeping the minigame alive. I would say if you stand within the castle grounds longer than five minutes your kill count and flag bearer kill count freezes until you leave for two minutes.
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Behind the Scenes: April 2013
You can play it for rewards Bruno... By that I mean anything can have rewards tacked on to show a level of progression of the material. In castle wars case it would be time dedicated to it. Because castle wars is the golden child of all runescapes minigames I think the community and jagex themselves largely accept the progression rewards the way they are. Now it's just a matter of revamping a few things - comp cape trim requirements specifically. Honestly jagex should do a worldwide version of capture the flag because castlewars is too generic of a layout anyways.
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Behind the Scenes: April 2013
Hopefully certain sets aren't tied to certain stats as in offensive and defensive or hybrid. They should be introducing stances in the form of abilities.
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Fansite Exclusive: New Skills Sneak Peak (April Fools)
April fools?
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11-Dec-2012 - Player-Owned Ports
Maxing out chimes will be easy. I'm at like 165k I think.
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11-Dec-2012 - Player-Owned Ports
Could be like me stuck at the end and missing one piece of each and failing single voyages like I'm not actually trying to nap the trade goods.
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11-Dec-2012 - Player-Owned Ports
Getting my first scrimshaw: strength I the morning. I think my next will be vampyrism for KK teams.
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Runescape 3 is coming this summer...(BTS Bonus edition)
It's pretty clear that jagex wants to progress in every aspect of the game. They won't sit back to wait for the majority of the player base to get their full on rs2 content. I am all for the full steam ahead. Honestly if I somehow fell back a year or more I would love it and slightly bank y return on the epic amount of content delivered over a year. Other games such as WoW can be caught up in within a months time when expansions come out.
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25-Mar-2013 - Wilderness Warbands
So I managed to get 4/5 of the Archon pieces and I'm missing the headdress. I also got 2/5 of the warlord set. I wish we could get an armadyl staff or something too.
- Runescape 3 is coming this summer...(BTS Bonus edition)
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11-Dec-2012 - Player-Owned Ports
Just so you know some adventures have voyages that are docked meaning that if you do a single voyage that involves a character in a duo voyage the other adventure isn't necessarily shooed away. So say oyu break that duo voyage you still might get a single adventurer voyage for the other adventurer.
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Future Update Discussions
Please, sit on your pinecone and/or pineapple and relish in the pain and agony for bashing the next beta: Note: In general alpha means really rough creation so don't be shocked if its really buggy.
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Future Update Discussions
Lets all discuss the more juicier pieces of the premier newsletter - instead of looking like a bunch of dogs chewing on the refuse thrown to us from the dinner table. What do you think will entail from the hard mode bosses? obviously we know we will be seeing hard mode versions of graardor, kree'ara, kril tsutsoroth (sp?). Should we even dare think to see a hard version of nex? Possibly only done on large masses until level 90 gear is established? I am beginning to wonder if this hard mode is, but a taste of what we will see for our other bosses. Since god wars dungeon hosts several bosses it would be a great launching platform for thier newly (soon to be) established PVM system. I would also think that the bosses drops would be improved greatly. Thinking that Jagex tends to do things like this in simplicity I would imagine hard versions having their drops multiplied by 2-3x. I would love to see them introduce unique hard loot as well. I feel that a drop similar to the necromancers bone kit might be something we'll see as drops from the bosses. Its also not impossible to see these kits adding stats to their respective gear much like the bone kits do as well.
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11-Dec-2012 - Player-Owned Ports
3 telescopes and 1 jade statue. The 1% from turning the jade statue into a telescope isn't justified. I think a +9% chance at a scroll voyage and +4% chance at trade good voyages is better than just a +10% chance at a scroll voyage. Hell even 2 statue/2 telescope at +7%/+7% is better. I would rather have the increase more geared to scroll chances though. I also need trade goods to finish my three sets so it just emphasizes my point to hybrid the setup.
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Future Update Discussions
The game is always going to be a mess. And to be frank about the issue the game is just like real life in that sense. Runescape, in terms of content, is so massive that there really isn't a way to keep everything uniform and touched on. Also to turn a negative into a positive (this similarity has been used a lot), runescape beats out other games simply because of this fact. You don't necessarily get bored unless you are strict on preferences in game play. Other games offer a high anticipation for repeat concept in their material. While we might see similar mechanics the concepts eventually evolve and change... He'll mechanics eventually change too.