-
Posts
2908 -
Joined
-
Last visited
-
Days Won
11
Content Type
Profiles
Forums
Gallery
Events
Blogs
Posts posted by strilmus
-
-
i don't think ports was meant to prop up the entire game (this is really what you are asking for) but it does resolve the issue somewhat of there being a huge gap between gwd gear and nex gear
but yeah, inventioneering
yes
-
i feel like 90 is reasonable for the type of stuff that is produced from it, save for the scrimshaws, which aren't really worth it
(considering that the content contained within doesn't actually require any further investment of gold besides paying for some things that you want to happen, faster)
i see a lot of people wearing ports gear in the event, so the distribution rate must be pretty good
-
I think the whole point of that ability is a gamble, but capping at 5k will sort of make it useless at the highest end
- 1
-
i attribute most of their issues to not having contingency plans for failure
-
spear and magic helmet? like what, that one bugs bunny cartoon?
eh, figures it's level 90 hunting and construction, now all we're missing on the list of frustrating skills destined for ports is farming and summoning
-
i am reminded of a "joke" in the chosen commander where Zanik asks you about how long she's been gone, with response options ranging from a short while ago (for people who did the quests consecutively) up to the full length of time that has passed between the two quest releases (over two years)
- 5
-
I can't really accept the elf area as a hub until you're either able to permanently disable the elf traps or just take transportation to the settlements.
I barely visit shilo village and that's with the cart
(question: how will the old quests function if people are able to get to the elf city without the quests)
(it would be like allowing people to get into the gnome settlement without completing that quest first)
-
pitting Invention vs Elf City is basically like making you choose between Korasi and Jessika all over again
- 1
-
"original character do not steal"
tbh, i'm disappointed that these are all the design artists we have left in the community
-
I dunno why so many maxed players are chucking a hissy-fit. Equipment plays a huge part still. The scaling helps them put up a fight, and on a rare occurrence win. But a player with nex gear + ovl + 95 pray + siesmic shit is still going to slaughter a level 120 with dragon. (which of course brings us all back to the rich dominate RS, poor in dust etc etc which is another topic)
the way the current rules are set up, anybody at combat level 189 or below will not reward combat level 200 players with skulls, so basically those people are pointless to actually fight for maxed playeres, but will be continuously engaged by them anyway since they can basically use the same gear after a certain point
- 1
-
the problem with making them almost even is that melee would then have a distinct disadvantage due to the way mobility works in runescape, in addition to the area of effect ultimates which mainly inconvenience melee fighters
-
having a level reilant on gear would also force gear locking while in combat, thereby disabling gear switching entirely and enforcing the combat triangle to the point where you can pretty much decide battles immediately by gear loadout unless they're both the same class type
-
what, like the sinkhole autoequip gear?
-
yeah, i've noticed that the most effective way to deprive other people of skulls is to have a level just below 190 so that you can harass them with the same level gear, but they're not gonna get anything from winning at all
until they make maxed gear items (or make the range 20 levels), it'll basically be like fighting pures
another note: the delay for switching gear in a fight sounds large, but since people generally aren't fast enough to change their tactics when you do so, it you can easily get the upper hand in fights where people assume that being ranged and targeting mages means that they're not suddenly gonna be rushed by an angry meleer
ofc there's still the deal with meleers having a disadvantage overall but it's still fun to do
-
I feel like if they're gonna limit it to the warzone, they should increase the spawn rate
- 1
-
slowpokescape
any word on why the lead for armadyl jumped up by 600k or so
-
really strange thing: when i went in to purchase the item pieces that i already had from the other side, they were listed as "reclaim" and i purchased them at the half price instead of the full price
this discrepancy might be a huge boon
-
certainly a tough choice
however, i feel like that i'm already getting enough exp just faffing about
-
feels like black friday all over again, but even more pointless
-
wait, they can make mobs drop abilities?
-
as long as they can figure out how to work around the whole "logging you out as if this were five years ago and you're playing a game that doesn't trust anybody" thing, this chat program might actually work
-
i hope you aren't feeding your kids cannonballs
although with enough frosting...
nah
- 6
-
Spirit gems now stack in the bank! :D
because their functionality was reverted to random granting of free charms, thereby making their stacking a mostly uncomplicated matter
-
while i'm sort of disappointed because i'm gonna end up having the stuff for bandos last due to the switching (and lorewise, there's really nothing to be gained in the postevent quest dialogue by having supported a dead god) PLUS the token leads to a really pointless location for the teleport, at least it's still possible?...
the margin should really be a bit wider, but at this point, we just have to be thankful for whatever we got, i guess
Behind the Scenes - January 2014
in General Discussion
Posted
I think the discrepancies for smithing/fletching levels will be adjusted once they get to the reworking, however, we're still waiting on that...
the supply of lower level gear being based on high level players is a gross misappropriation of content though