Skip to content
View in the app

A better way to browse. Learn more.

Tip.It Forum

A full-screen app on your home screen with push notifications, badges and more.

To install this app on iOS and iPadOS
  1. Tap the Share icon in Safari
  2. Scroll the menu and tap Add to Home Screen.
  3. Tap Add in the top-right corner.
To install this app on Android
  1. Tap the 3-dot menu (⋮) in the top-right corner of the browser.
  2. Tap Add to Home screen or Install app.
  3. Confirm by tapping Install.

Platinum_Myr

Members
  • Joined

  • Last visited

Everything posted by Platinum_Myr

  1. Drinking the potion interrupts trap laying tick count, so that you can move immediately, and save 2 ticks.
  2. It might also explain why the game runs smoother in the beta..
  3. And budget has a huge impact on things. as a software developer I have definitely had my share of "wont fix" bugs simply because there wasn't time or budget and it wasn't deemed critical... let alone if I knew how to fix it... and you really cannot compare a validation team of a small company to one of a large company, as it is not an easy task at alll.
  4. People do compete for the ranked minigames like barbarian assault etc.. will be interesting to see those on the seasonal highscores, as that gives more people a chance :)
  5. Sadly if you started now, there were a fair amount if changes early on which gave some people an early lead, such as the rerolls thing that didn't get fixed for a while into ports.. :( (Let alone the people who legitimately bug abused)
  6. Wouldn't that be Antialiasing not being correctly done by hardware? Also, they could do to fix bloom settings for items and for dungeoneering, it just looks aweful in HTML5, because everything washes out.
  7. It had better appear before release in order to get some modicum of testing.. and I am really curious because they definitely mentioned bugs in html5 which won't be fixed because the NIS system fixes them already. (Keybind issues for one)
  8. AFAIK you need the want for t90 spell damage too, don't you?
  9. they usually do updates every 2 weeks, and they have just over 2 weeks till release, plus I think this week is an update one.. We also haven't seen a build of NIS + HTML5 yet. I think some issues will be fixed there, due to NIS having different engine.. but we won't know till we see it.
  10. They also have to battle against the whole "you need EVERYTHING to compete" issue though... As for the slot idea, yea it is very similar to how slots work in Diablo 2. But it doesn't have to be identical. It would just be a great way to enable customization amnd minor bonuses like poison, and oddball stat bonuses. Plus it would alloww them to remove the stupid hybrid etc stuff, and add more value drops via gemstones and other items that give bonuses.
  11. HTML5 client doesn't have the same settings (at present) and I don't know how well it works, but for most people it is much slower and has issues at the moment. It does look nice and somethings are better. But the NIS engine is a lot more responsive and the interface is way more streamlined. I believe NIS will have a much better overall experience with HTML5 than the regular engine will..
  12. I did some dungoneering on HTML5, and it was horrid.. so many graphic glitches etc. I wonder how much they are bothering considering that they will be using the RS3 engine at launch of html5, and that engine may provide more/better information for the html5 client, which may solve some of the loading issue and/or the graphic glitches. I hope we get a new HTML5 + NIS beta test soon.
  13. HTML5 should work with Chrome on linux? It might even work better than java does.. I don't think it needs a plugin. But.. browser may not have Linux WebGL support? I don't know.. I haven't tried rs on linux in a while.
  14. They did surprise us with RS3.. well not really surprise but that is why the BTS is light. Divination comes about a month after in august.
  15. They really should have traits which are consistent, for both boss attacks and items, with little highlights that show what ignores what. It'd be cool if we could like have a "debug" like window that pops up and shows us what effects an attack has like "ignores prayer, ignores xyz ability etc". The problem is that having all these conditions all the time is really annoying, especially when we can't actually tell without just "knowing"
  16. I think the world event actually is a global thing, meaning that all players get the same outcome, vs quests which will possibly have unique endings for each player? Not sure... Will be interesting.. I *really* hope we get some solid time to run NIS + HTML5 together before launch...
  17. Doing floors over and over again is different from running laps how?
  18. I actually have had good results on my desktop with HTML5, but yea it really needs true AA support, and the NIS interface is great but has a few issues still.
  19. Wait, you want your armor to protect you from something? Everyone knows that the only point of armor is to make you hit harder. Wait, what? I thought armour was just there to let you look good! :huh: :lol: It is for girls 8-)
  20. It depends on what your goal is. Dungeoneering (effectively a minigame-skill), I consider fun in itself. Other skills, not so much. Most skill methods for obtaining money are worse than free gathering, which is a mistake. (Those items which are free gathered should ALL be converted to require some skill to get to or pick up etc, in order to balance out and spread out secondary and primary ingredients better) Other areas of skilling have some benefits, farming (at high level) is fairly useful for herbs, but that requires getting fairly high *and* gathering the necessary untradable bonuses, which requires multiple skills and loyalty bonuses and livid farming to unlock.. The main reason skills are useless is that players enjoy combat, so Jagex releases combat bosses. We've seen several bosses "recently" compared to other updates for skilling update. Not to mention updates and tweaks to combat in general. These updates drive excitement so Jagex focuses development on them, which further moves the game towards skill for capes alone.
  21. There is no counter to strength. This is part of why increased strength is just better than other values, because strength creates the bigger impact into damage.
  22. Upgrading works fine as long as the upgrade item is difficult to find and the upgraded weapon is easily obtainable. Ex: player crafted items which get upgraded with monster drops. I would love to see armor all become basic, like rune, dragon etc. Then add slots for unique gems and such that are dropped by bosses and slayer monsters. So you insert say 1-4 gems into a rune plate and it gains unique abilities that allow you to customize it and make it better. The idea is that you can insert them into rune armor or dragon armor.. but no longer needing hybrid, etc gear. You could have slotted items which give that sort of bonus though. This would somewhat drive the price of these items up (dragon especially) but if everyone could add slots, (just not all slots) and there were higher tier base armors that would be ok. Rune is so plentiful if it became useful again it would still be fairly accessible because of how much is made for training. Another issue with Runescape's equipment and character design (which is on purpose) is that there are no "classes". This is awesome, but causes issues because you are not forced into a single class. This does enable hybriding, but it also makes it difficult because you can easily switch (mid battle!) between classes, meaning your weakness doesn't matter as much. There's little limitation on swapping gear mid battle, so you can simply bring what you need and swap. In addition their actual gear setups make true hybriding impossible, (ie: dual wield and use two styles at once) because of accuracy penalties. Even hybrid armor which doesn't have this penalty gains its own penalty of massive stat drop. I would love to see more skilling-like bosses, like a boss that can only be damaged by mining it. I would also love to see more diversification of skills so things feel different.
  23. Because Jagex Logic. I hope it leads to an increase in magic tier damage (but really they should just fix magic so that isn't an issue). They might as well increase it, you will need the t90 wand and orb to dish out t90 damage anyway. But it would help dungeoneering wouldn't it? Not that magic is the most efficient way anyways...
  24. Why keep religiously attached to this "design"? Eoc & rs3 are all good reasons to throw the sail over the other side and change that. All those ideas so readily dismissed by myr should already be implemented with eoc, and with rs3 should find their way to the others skills. @chenw: I am thinking more like... Add high level skilling things that feel like a boss themself. Like a "living furnace" you have to sustain for a minute to smith a certain piece of armour, this furnace would require things like a hybrid between the blast furnace and nex, and you would need at least a dragon pickaxe / dragon hammers (in other words; risk items that themself are hard to get). But instead of beating up that monster you simply craft something over the process. You smithing (& mining / whatever) level would not only be a requirement initially, but moreover also speed up the process significantly to the point making it actually feasible. Now this would be the only way to get this new shield/whatever. That way skills are actually USED. They could go very wide with this approach, as they could create different bosses for many different "combinations" of skills. You misunderstand me. EoC and RS3 are prime opportunities to enable such a thing. But by evidence of EoC you can see that it did not work. They tried to make more types of armors but those niche cases don't really exist. Increased damage is still better. I formulated my argument around combat and armors because someone brought up that rune should remain the same. You can make the argument about other aspects. They did not really bother with balancing new content appropriately because few people at Jagex appear to have the same ability as top-tier players when it comes to balance, and they also have to factor in the fun as well. Other skills can be done well, dungeoneering is quite fun, if not entirely fitting into rs (it really feels like a seperate minigame)... it doesn't really have purpose outside itself and niche rewards but that's ok. Plenty of people play just to do dungeoneering. Fewer people (they do exist but not many) play to perform individual skills for the skill itself. Most players perform skills for the end goal of either gp, or ranks/lvls/capes. You can change this by creating methods which create money, or provide value. Ex: magic is used all over the place for spells and teleports. Cooking is used primarily to generate fish for combat. Fishing while it does generate fish is not used to generate fish for cooking, because that is a byproduct of getting xp. Not many people fish for the fish more than the xp... (outside of dungeoneering etc). They could add more shortcuts and such, but they usually keep adding teleports to new areas instead of relying on shortcuts. There are a lot of places I would like to see agility/thieving/etc based shortcuts that could just help shorten certain travel times and so on.. Especially if they made the shortcuts auto-path so that if you click past a fence, it will use agility to hop it, and if you click through a closed gate you can use thieving to pick the lock etc... But most of those types of places don't really exist, because you just teleport to the city you want to go too. Again this could be changed but it is not in the current design. Farming has value, as it is primarly used to generate herbs, and many people continue to farm herbs after reaching 99.. Herblore has use in creating potions but mainly only in the untradables due to the max-cape mentality. They could easily fix these things but they tend not too, because certain types of updates are easier and appeal to the larger groups of players. Smithing has issues because they haven't created a slot based system for armor and items. If they had this type of setup, it would be much more useful where you can combine crafting and smithing to slot gems or powerups into armors. So you obtain only the base armor types from places, and then you make or obtain gems of various types to modify things. This is the sort of direction I would really love if they went but EoC was the best time and the failed. They could have added neat little effects onto gems, and sure players would min-max things but if you made adding gems untradable (aka you have to take out gems to trade, and you can't trade all the gems) you can add special bonuses like "this gem decreases cooldown on an ability or increases its damage", or gives you minor poison bonus, or damage suction etc. They could have actually introduced burning etc... Lots of things they could do but did not go that route. They could add abilities to various skills which require skill level in one skill but benefit another. They could add more puzzle-based types of training where you can be less grinding but still require skill and still give output. (but not quite as over the top as dungeoneering) The thing is, these things haven't been done, and they *are* fairly fundamental design issues, as well as player atmosphere issues. Reaching max takes long enough that people focus heavily on being efficient to save as much time as possible. This culture means that players tend to min-max so that they can do that as fast as possible and ignore content outside of this.
  25. Side growth is incredibly difficult, because players will min-max and determine what the best thing is. You don't have much metagame except in PVP situations. The player will use the same game theory to determine what makes them excell. The player's goal is to win, but the desire is fun. Most players don't play to have fun, they play to win. You need to design the game such that winning is what is fun. You need to build the fun into the winning. League has fundamental design which enables them to continually expand sideways by making characters have weaknesses that a player can exploit. It is difficult to get a boss to exploit a weakness, because you have to redesign AI for each new "equipment". If the bosses don't change, then we simply min-max which armor is best for a particular scenario and say "XYZ" is best. You could try to make various things good in different scenarios, but the fundamental equations in Runescape make that difficult. They don't really allow for varying armor types to actually matter because defense is just a "hit chance" plus lifepoints. Higher life points doesn't lead to a huge increase in healing potential either though. Also, we don't really have support type abilities.. And because defense is a hit chance, it platues to the point where more defense doesn't help enough to bother, and higher offense (more dmg) is fundamentally better. You can't really fix that without designing the game very differently.

Important Information

By using this site, you agree to our Terms of Use.

Account

Navigation

Search

Search

Configure browser push notifications

Chrome (Android)
  1. Tap the lock icon next to the address bar.
  2. Tap Permissions → Notifications.
  3. Adjust your preference.
Chrome (Desktop)
  1. Click the padlock icon in the address bar.
  2. Select Site settings.
  3. Find Notifications and adjust your preference.