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Platinum_Myr

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Everything posted by Platinum_Myr

  1. New skills make a lot of players happy as it creates another way thing to set as a goal. The issue with adding new content to skills we already have, is that those skills already have players who have maxed them, so it becomes a different balancing act. I agree that a lot of ideas can be folded into current skills, and I feel like a lot of skills need to be worked on. However I don't think that there is no reason to add a new skill if it has a solid idea.
  2. I know, Jagex should just put all their development time and resources into constantly churning out skills regardless of how shit they are! /sarcasm I know, right! There has been not a single good suggestion in years for a new skill. /sarcasm Honesly I think that archaeology skill would tie with runescape and future questing. Although I think it needs a name change. The only problem I have with archeology is that it ties so well into old quests. (Same with a lot of other skills) and it feels odd to not have those quests updated, but it would be a mammoth project.
  3. Smithing was one on the list I missed that wasn't very good overall. However, compared to 3-4 years ago, almost all the skills are a lot better now. Yes many could still see improvements. But the issue with more untradable high-level stuff roots back to creating yet more "requirements" for combat or other stuff. I wouldn't mind higher level crossover between skills (similar to overloads for combat from herblore) but apply them to other skills.
  4. I personally want non-AFK options to be better for everything. :)
  5. That's... crazy.
  6. Most of those are not actually any meaningful updates. They merely reduce the grinding and make skills easier to train, they don't actually introduce any meaningful high level content. There are exceptions to this of course, such as herblore, which they did indeed do a great job at(Overloads, Extremes, Flasks etc.). I disagree. Most of the things he listed are very good updates. Construction garb is not game changing, but Juju potions were a huge boost for farming. Monkey Knife fighters wasn't that big true. But a lot of skills that didn't have much have had huge impact. Which specifically are you referring to? Maybe its because you as a player didn't like their impact.
  7. The issue is very simple; Not every skill can be the "best". When one thing becomes more useful or better it supplants the other skills in terms of money/respect/whatever currency you want to use. Yes I would like to see skill improvements, however there will always be discrepancy in each skill's usefulness.
  8. I think you'd still see the message once. But it should now switch to normal attacks so it doesn't keep you standing there trying to cast a spell.
  9. The possible negative impact comes from potentially slowing down AFK combat rates.
  10. What? :unsure: If you have autocast on a spell and run out of runes, it will now always unset the spell and stop trying to autocast it.
  11. Seems interesting... :shades:
  12. People are entertained by higher numbers, so.. apparently most of the runescape population isn't bored yet.
  13. I think there could be a lot more use to dungeoneering, by adding new non-daemonhiem areas to train at. However, I don't believe that the current dungeon items should leave. It would create a huge imbalance in the main items because the gear is so totally different. I would like more immersion, but I do like that dungeon items are all different.
  14. I'm sure some girls do. I'm also sure not all guys who play girl characters want to look like that. Probably the majority...
  15. Considering thinking about 15k life point totals for the current system is not useful because we already know the entire system is changing. Things like brews/uni scrolls might be changed to heal differently, and the damage might be increased in various ways. I think in the end it will be less about who got the first massive attacks in and more about knowing what things to plan for. It should be a lot more interesting. I hope that overall fights aren't just random'ed slugfests. The beta should help clear all of this out. If brews/unis stay the same and other food isn't increased, they will be even more useful though ;)
  16. Jadinkos always seem ridiculously slow to me, at level 81. I imagine the catch rate goes up a lot. I would always use scentless if you have them, but don't bother making too many..
  17. Can you explain what this would accomplish? As it stands, you're effectivily punishing someone for changing gear to meet/evade your opponents weaknesses/strengths, and I thought that is something they want to encourage. I honestly don't see what's bad about changing your gear. Gear changing quickly can result in someone not able to see full potential of your character. I like the idea of combat level reflecting not just skills but also items.
  18. I hope we get some system to see data like that, yes :)
  19. But this is fantasy physics! Fantasy Physics.
  20. This is awesome. I love how we can have more than one hot bar (cycle through various activities) and I like how it appears we can hotkey them too :)
  21. Inb4theymaketheCruciblearequirementforthecompletionistcape. :unsure: They wouldn't dare challenge the Completionist Community with such exp waste. :P SomeJagexDeveloper: Challenge Accepted.
  22. I agree that some people do have that attitude for the game.
  23. Some people don't do this because it becomes less optimal to go to bank and change setups by a little margin. I do tend to do some things in batches, but its easier to focus on one activity at a time than it is to keep "juggling" the stuff I could do. However, its easier to juggle things like fish flingers, statue rocks, penguins, etc. These events have their own ending time determined for the current play period (1 week, done after 30 mins for pengs, etc) That helps make it easier to automatically swap to a new ingame activity.
  24. What's the source? I believe you but I like to read the forum posts where this happens :)

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