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strilmus

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Everything posted by strilmus

  1. so, kinda what they did to kharshai, but slightly less implausible than a toy boat in a tree
  2. goal: make minigames ACTUALLY FUN/ENJOYABLE so that people go to them, instead of ramming rewards into them in the hopes that it will fix everything
  3. didn't really care for the hybrid armors since they were based on wins
  4. that's probably an extension of the bug that already does that if you move right as the ability is being executed, but for a different reason
  5. i just like the cap'n title because it's iconic
  6. there are other times where if you lead with a queued ability on a target, the game will also automatically fold in an autoattack at the same time if the cooldown for autoattacks has recharged
  7. should we be going by activities that are significantly less tedious than their alternatives and are also more rewarding (for instance, you avoided a comparison between curly roots and normal bonfires, which are actually what people do instead of fire lines now) or should we be talking more about things like barbarian/fly fishing over say, rocktail fishing, where processing all the crap in the former methods is technically faster exp, but doesn't grant anything beyond that, and is more work intensive the assertion that efficiency is more or less fun is wrong in both directions because the subject of efficiency has no bearing on what is enjoyable unfortunately, jagex has often chosen to equate having one with having the other, and tends to ration out experience on that basis, instead of just letting all of the methods at a given level grant the same degree of reward, then just let the player decide what they want to do between the large amount of activities we have now, instead of the majority of them being ignored due to clearly inferior rewards
  8. there's lag time for some of the triggers, and there's usually one or two autoattacks first, which sort of puts 2h at a further disadvantage nothing that a few adjustments couldn't fix though
  9. http://runescape.wikia.com/wiki/Revolution?oldid=10170086 that's a history page listing some basic tips for revolution loadouts, you should test thresholds/ultis when you can and figure out what you like, although i haven't verified those numbers definitively wait, why do you have that ability listed twice?
  10. yeah, since they added prisms, it's been fairly gripping
  11. I wish I could stack two different bars so that I could operate a second one while using the first one to juggle for me without occupying the space
  12. soooo they're just more stylized okay then
  13. somebody removed it probably because that page isn't a guide page specifically, but you can just check the history for the information until somebody bothers to make a guide page to give it a proper place i kiiiiinda take issue with the game presets and this guide both recommending multitarget basic abilities since that causes more trouble than it's worth in some locations
  14. I'm glad people will get one more shot at the magnificence of shark hands I still think they should be a glove slot override, though
  15. the thing about abilities is that even though they can be given a purpose, that purpose has to be significant enough to warrant a space on the precious real estate of the hotbar revolution basically lost relevance to a lot of other things you could be doing with that space just as disappointed about the wicked pouch as other people....could have been an actual reason to train runecrafting??????? seriously, that alone would even make me marginally happier about how runespan was nerfed into the ground even with the limitations, this is dangerous cash shop territory here
  16. as long as the trader isn't being ridiculous by continuously demanding bamboo and gunpowder in large quantities for no apparent reason
  17. I thought it was actually a minigame that wasn't connected directly to the monkey vs cabbage event, but hell if i know at this point
  18. hopefully at some point they fix the whole deal with the rune chests in al kharid
  19. the al kharid map is still somewhat tilted heavily in the thieves' favor because the behavior mapping on that one makes all of the npcs cluster into death dots, especially near chests, and in clusters of up to 10 people
  20. I think a good fix would be to make it so guards cannot enter or see inside buildings and make the loot move around whenever a robber becomes a guard. That way they can't camp it, but you still have to get by them. Also infected units are so broken - you cant escape being them but noticeboard still tells people ur w/e the unit was b4 infection. guards get smokebombs to break the infection on contact
  21. Problem: NPCs act way too differently from actual players to be able to hide in them. Solution: ALL OF THE NPCS ARE MAPPED TO BEHAVIOR PATHS TRACKED FROM ACTUAL PLAYERS.
  22. as far as i can tell, it's still possible to get lower tier adventurer voyages, but it's less likely
  23. at the end of the day this is still a waste of polling when there are actual issues that should be asked about and discussing this is pointless
  24. i would rather have a familiar that improves already existing features than one that is designed to stick a bandaid on a flawed system

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