Everything posted by Platinum_Myr
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03-Apr-2013 - RuneScape Beta Programme: Registration Open
Jagex will support plugins for RuneScape in the future. Just curious if you have a source for this. If so hopefully we could see something like dgsweeper plugin, or a citadel resource count page that is fixed from the broken code jagex has now >.<
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What updates would you like to see in EoC?
It's a metric, Tim. Granted, I know that runners place a lot of importance on miles during their training (to use another example), but when they're running a race, the goal isn't "24k total", or however long the race is... it's the finish line. XP isn't my finish line. It's not even levels per se, it's access to a particular something, an ability to make or gather a certain item, etc. Then there are the completionist goals... and quite a few of them have fairly little to do with XP at all. Oddly enough, I was doing some of them before there was a cape that required them... Champion's Challenge scrolls, for one. So much for thinking outside the box. Yes the thing we care about is the finish line. However the process of getting to the finish line is to earn xp. Since so many people care about the finish line, it means they indirectly care about xp. This leads to the problem of skills whereby all methods of that skill are deemed bad unless they are either... high xp/hr, or high something else per hour. But if they give xp at *all*, xp has such a high 'value' because people require so much of it ot get to the FINISH line which is 13m or 200m (depends on who you are how crazy you are) I am not saying you value xp. I am saying you require xp because of what you value. Just like a runner is required to run the distance if he wants to reach the finish line, but he may not value the distance itself. In rs, xp has a metric of value, which we can measure, based on lots of factors. But if an activity provides xp, it tends towards becoming unprofitable. Ex: Herblore. The main thing this was for pre-overloads was to make potions. However, none of these potions made money if you bought herbs + secondaries and made potions. Instead they *all* lost money, because even if the potion had high demand, it equalised due to the non-gp value of xp. That is, you were trading in gp to get the xp. (required to reach the next levels) I believe that all activities like this for skills will inevitably lead towards no gp/hr gain to perform the activities of the skill. Skills need things which can provide profit outside of gaining xp, or provide value where the xp no longer matters. Overloads are an example of the xp not mattering we make overloads anyways. If they were tradable, they too would be nerfed into unprofitability for making yourself. (over time) because the economy would shift the profits. Hunter, however, has methods which will always produce gp, but the rate at which it can produce gp is always screwed because if it produces great gp/hr and some xp, people will do it until the item it produces is lowered in value. Over time the trend is towards removing value in doing the skill because of the way the game is designed. I would like to see more skilling methods which are like bosses for combat. That is I want to see more ways to use skills which don't become the secondary thing to gaining xp. I don't expect this to happen, because it is notoriously difficult to design, usually involving untradables (forcing you to do it yourself), or involving something that has more demand than the supply can ever provide. (flasks, for example are nice, because the demand will always be there, and the supply is diminishing) I have no argument against whether you as a player value xp, but the game aims towards players valuing xp indirectly due to the finish line they set. They do not value xp inherently, but value it till they reach the finish line they've set (usually 99, possibly lower or higher)
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What updates would you like to see in EoC?
Agreed, much like lunar isle :)
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03-Apr-2013 - RuneScape Beta Programme: Registration Open
I doubt that will have much impact directly on the rs project. Definitely requires testing.
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Behind the Scenes: April 2013
I ranged the mage automotons, and was always able to stay outside if they stomped but they almost never did. And if you melee the range ones they die so fast anyways.
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High Tier Item Access
Callng that bs. The xp rates sub 80 are like an order of magnitude lower than level 120. It's actually one of slowest skillest at the start in case you forgot. But dungeoneering scales xp every single level. And it's really not that slow if you know what you are doing, it is hard to learn. The xp rate is low at lower lvls but those last a lot less of the time it takes to get to max. And dg is one of the few skills which automatically scales per lvl fairly well (most other skills stay about the same xp till a new method opens up, dg gives you a new floor every other level)
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03-Apr-2013 - Dungeoneering Dual Wielding and Charming Imp
I would rather have shift-click do special stuff. Shift+click = depo all but doesn't change single click would be the best.
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11-Dec-2012 - Player-Owned Ports
I got "lucky" and failed my triple story voyage that I forgot to send merchant on so that I have a chance to try again. But I am still way behind on resources for the gear.
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03-Apr-2013 - RuneScape Beta Programme: Registration Open
I believe that part of why they are going towards the tear+share interface is because HTML5 would make a lot of that possible regardless of whether they wanted it..
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03-Apr-2013 - Dungeoneering Dual Wielding and Charming Imp
It's worth noting that thrown items take a regular slot and not an ammo slot, so you can bind law runes and thrown items..
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Behind the Scenes: April 2013
Not sure why it's an imp, but it's from dg because it goes with herblore and bonecrusher.
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Behind the Scenes: April 2013
Too bad we know most of this information from the Premium Members letter, and so this BTS isn't fake..
- If you say H/c x2 in game you will be muted. (Taken from Reddit)
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Future Update Discussions
It's april fools. But it actually sounds awesome.. :(
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Behind the Scenes: April 2013
Aiel, it could just be better average drops without dropping new armor. But they SHOULD drop some armor that fills in gaps >.<
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Future Update Discussions
Also one guy said "... the tickets will be literally impossible to get ..." :)
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Behind the Scenes: April 2013
If it were convertible, then it owuld be both always instead of requiring you to make 2 sets... Though they should allow you to convert armor made before the update once.
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Tribute to Guthix and New Combat Abilities
Doesn't it count as a mini obelisk now too?
- If you say H/c x2 in game you will be muted. (Taken from Reddit)
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What updates would you like to see in EoC?
I am saying that we should have activities which are worth or fun to do at certain skill levels which don't provide value in terms of xp. You may not value the xp itself,but you require the xp to get to certain goals. The ulocks are not really "part" of the skill. You unlock them and then do things which aren't part of the skill with those bonuses. I would like to see more activities like bossing but for skills. Things which people really want to do, require skills, and feel like training those skills but which aren't done for xp in that skill. The issue is that if these activities give xp, they tend to be efficientized into the system of xp/hr, gp/hr etc. Things like Player Owned Ports are an interesting step in this direction. You need 90 to do the ports, but after that they give (very little) xp for you but create lots of content you want to play through.
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200M in all Skills
And it's really easy to miss drops if you're even just a little lazy.
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Future Update Discussions
But it's nicer to not have to worry about whether anyone will stomp on you.
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Future Update Discussions
Very true. It depends on whether dual-wield will be good or not. It may be the faster attack speeds matter due to overkill with 2h?
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Future Update Discussions
But that's also true of a shield setup...
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Future Update Discussions
OF ALL TIME!