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Posts posted by strilmus

  1. people hold off on playing content because content at release is often a hazardous or overcrowded place, jagex


    also, because they're busy training a lot


    it feels like they've been cutting a lot of corners lately to deliver what appears to be bigger things but are just repainted old things just to give the impression that they're maintaining productivity when they're trying to cover for not having anybody with a clear path of progression in mind working on their content. everything they do seems to just be buying more time in the hopes that they'll strike a miracle by sheer chance (that being renewed interest in the new content that amounts to writing fanfics as a continuation of where the lore ended with the people originally in charge) and they won't have to admit that all of the people who had the spark for inspiration are mostly gone and that they're coasting on their legacy.


    or, as i put it, the console version of terraria

    • Like 2
  2. To me, ideally Invention would be kind of like a catch all like dungeoneering, but instead of constantly discouraging people from playing it until they're maxed, low level invention items should be things that are very useful for low level players that are the culmination of low level skill/combat training, and as they level up, they can take these useful items and continuously upgrade them until they're hulking monsters of/extremely efficient tools that grow with their user. You would feed these tools excess items from training other skills to hone their characteristics/increase the growth cap, and you would get perks from using those things over time as your understanding of how to make it better or use it more effectively grows with experience.


    It would be a combination of things you wouldn't be able to trade because they're customized for your use, and consumables which create weird new ways of doing things.


    As it is, such a system would not necessarily require an actual skill, since you could just track growth by the items you make instead, sort of like how the PoH aquarium isn't necessarily a skill in of itself, but a thing that grows like a skill.

  3. wgs is mostly long because of that one stupid tunnel segment followed by the even stupider tunnel segment with the druid ghosts that would force you to go back to the bank to get stuff and then come back if they just so happened to ask for something that you might accidentally drop or not even be there



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