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Sorator

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Posts posted by Sorator

  1. What would your stance be if someone would 'break' the multi-logging rule if it was to have like a Main account and a DiY account? No interaction whatsoever.

    There's not a rule against multiple accounts, just a rule against having multiple accounts logged into the same game at the same time. Even if there's no interaction, having two accounts both logged into RS3 or OSRS is against the rules. Unless there's a compelling reason for an exception, which I don't see, I'm not okay with that, even if it is a comparatively minor infraction.

     

    I'm still not very comfortable with the idea that being logged into OSRS and RS3 is acceptable, even.

  2. Was a typo apparently, lol.

     

    Real question: How can the completionist cape be in two places at once?

    Eh, there could be more than one in the world. Just because the Museum doesn't know of any others doesn't mean they don't exist; there's enough room to make sense for the elves to be holding the other. Dahmaroc could have visited them, or the NPC from the new Shattered Heart thing could either be Dahmaroc's rival or have worked with him.

     

    I'm too lazy to check the doc - was that slayer challenge a comp req or a trim req? Either way it sounds like a pain, but it'd make more sense as a trim req I think. Also is each part issued as a separate challenge, or is the whole sequence done as one challenge? (I think it was the latter?)

     

    I'm not sure how I feel about the new style of pickpocketing... I think being locked out of the area for 20min might be more of a pain than getting smacked and stunned for 2sec, but we'll see.

  3.  

    I don't see the problem with multilogging, as long as you don't train on multiple accounts at the same time. GE spots are limited, especially in F2P. If you really have to buy/sell items and you don't have space, I don't mind people using an alternative account for it. If you can't find a Shield of Arrav partner, go ahead. As long as you don't abuse it to get a big advantage.

    There's your problem.

     

    Define (objectively): Big advantage

     

    Better yet, remove "big" from that, and just stick with "advantage". They might not always punish for the minor stuff, but that doesn't make it right.

     

    It wouldn't surprise me if Mod Balance had rephrased what Player Support said to him and we actually wound up with something a bit more stringent than what he posted, whenever they get around to the eventual rules change.

     

    Regardless, it's silly to try and contradict the official rules via forum post, even via Jmod forum post. You can make internal policy to not enforce some stuff (and they do that already, I'm sure), but it's not a great idea to communicate that to the playerbase at large - either the rule is a good one and you want folks to follow it even if you don't always have the resources to enforce it (in which case telling everyone you don't enforce it makes less people follow it, creating an issue), or the rule should be modified or scrapped. Anything in-between causes confusion.

    • Like 1
  4.  

    As far as I'm aware there's nothing in the rule book about doing this:

     

    I log in (main account) give my money/items to a friend.

    I then log in (to my new account) and receive (my) free items from my friend.

     

    I was always under the impression that having your 2 accounts interact with each other on the same world was against the rules, but doing it the way above (trading items) was/is perfectly fine.

    You could use a million middlemen and it'd be illegal

     

    Aye. One of the main reasons for the rule against multilogging was to prevent the trading of wealth between accounts; adding middlemen doesn't make it any more permissible.

  5. The answer to pretty much everything, though, is that you can log into more than one account at a time. Provided you do not break any rules whilst doing so, then we will not penalise players.

    And until they change the rules officially, logging into more than one account at a time will be breaking the rules, so.... yeah.

    • Like 2
  6.  

    Hopefully this wont be as easy as moving to a different segment of the city every time it moves because always getting 20% more xp for just moving is pretty stupid.  Also leaving the city will be a waste of time lol.  For any skill that can be trained there it will be trained there.  So like all of rs is going to be dead content

    There's probs gonna be a teleport into the city because if you have to go through elf [bleep] land every time you go there then screw that loll

    Grats Drumgun, well dun m8

     

    There's a lodestone, and you can attune teleport crystals to each section of the city.

  7. Wow, they really are making this a high level hub. GE access, ports access, dungeoneering and sinkhole access... goodness.

     

    The only thing I don't like are the color-skill match-ups. Some of those colors really don't match the skills they're aligned with at all; I'd expect Mining/Smithing to be red and Agility/Prayer to be white, for example.

     

    Oh, and the Voice of Seren bonus should definitely only be for the skills aligned with those segments of the city, not all skills that happen to get trained while standing there. That would just be too strong.

     

    Otherwise, looks fantastic! But I might never leave.

  8.  

     

     

     

    Gwyn, I beg to differ on the subject of the shinies. The games where they were released in, they actually had an advantage.

    What was that, preventing you from running if you encountered one in the wild?

     

     

    Actually 2 things: they had pretty much very specific IVs and the other is that it increased the chance to shinyness of a baby to 1/64 instead of 1/8192.

     

    Not sure what IVs are, but I wouldn't say that being able to have shiny babies makes shinies useful or gives a game advantage. :P

     

     

    If you are trying to breed for shinies back in Generation 2, The odds of getting a shiny without a shiny parent were 1/8192. If one of the parents was shiny, this was reduced to 1/64.

     

    And since shinies don't have a game advantage outside of breeding, getting more shinies is also not a game advantage, thus shinies still don't have a game advantage.

  9.  

     

    Gwyn, I beg to differ on the subject of the shinies. The games where they were released in, they actually had an advantage.

    What was that, preventing you from running if you encountered one in the wild?

     

     

    Actually 2 things: they had pretty much very specific IVs and the other is that it increased the chance to shinyness of a baby to 1/64 instead of 1/8192.

     

    Not sure what IVs are, but I wouldn't say that being able to have shiny babies makes shinies useful or gives a game advantage. :P

  10. Seems like you can both do a task normally and get a Jmod to stamp one completed, in the same day. Though you might have to do it in that order.

     

    I'm not sure if you have to have the book with you in order to get a task completed normally/get it stamped complete by a Jmod.

     

    Also, the stamping schedule is not up on the forums yet.

  11. I really like the bank update. I'm actually quite fine with renting/selling the extra preset slots; I think it makes a lot of sense to do that here.

     

    I would like the ability to fiddle with how charged/dosed items are handled; someone over on reddit had the excellent suggestion of cycling through the different charges, starting with the one you saved and then going down. I'd also like the bank to not close when I load a preset.

  12. Only then the player choice really would be meaningless; we'd have the same discontent, only moreso, and with more legitimate grounds. I'd actually be upset over such a thing, because that would be an in-game bait-and-switch, whereas this was just some vague promises made outside the game that maybe weren't fully lived up to when the actual content was released - I'm much more okay with the latter than the former, partly because in my opinion they were lived up to, from what I know of it (which isn't much), and partly because they were out-of-game promises that were also made a while back, and plans change.

     

    In other words, what you describe would be far worse, in my opinion, than what they actually did.

  13. Regarding DPS: I've always thought it was odd that we tried to balance DPS completely equally, given that mages have access to debuff spells and both mages and rangers have, well, range. I think it may have been a somewhat minor overcorrection from the massively unbalanced prior system, and I definitely think the current state of combat is far improved, but I agree that equal DPS =/= equally balanced combat styles; to say they are equivalent is to ignore a decent bit of utility. However, I probably wouldn't have been nearly so aware of that had I not started playing League of Legends, which values utlity quite highly and gives a great deal of thought into utility vs damage in terms of balance and playstyle, and as I said, I do think the current state of combat is much improved from what it used to be.

     

    Edit: Yoko Kurama makes the excellent point, though, that it's exceptionally difficult to balance differing utility. This playerbase constantly seeks maximum efficiency and the "best" of the available options, and giving significant differences to the combat styles runs the risk of developing a true best option. I'm not sure of a great way to handle that; League takes the approach of periodically nerfing the current "best" and buffing the worst and letting players cycle in replacements, while Runescape takes the approach of largely ignoring utility and equalizing DPS across the board, both with limited success.

     

    Regarding "Age of What?": I've seen a lot of folks complaining about FotG, either for the lack of meaningful choice, or for the idea that Zaros is good and pure and objectively better than the other gods, if not both - and I disagree.

     

    Zaros's flaws are hardly minor or hand-waved away - they may be portrayed as minor or hand-waved by Zaros, but of course he's going to downplay his own flaws when he's trying to convince you to help him come to your world. His arrogance and ignorance of mortal behaviors and motivations is painfully obvious - in fact, that's why he needs your help in the first place: he didn't understand the concept of "betrayal" until Zamorak pushed him from this world. And Zaros has never been cast in a positive light by the other gods; Jagex wanted to provide an alternative view, with more information than Azzanadra was willing to provide. To some extent they also wanted to appease their playerbase, many (if not most) of whom hold Zaros in high esteem and want him to be, well, cool. That Jagex coudl do this while still clearly portraying Zaros's flaws was actually kind of impressive to me.

     

    The same is true of the other gods - talk to them or their followers, and you'll be told their strengths; speak to their opponents, and you'll find their weaknesses and flaws. Saradomin and his worshipers will talk at length about his benevolence, wisdom, and guidance, to the extent that he was once thought of as the embodiment of good, justice, and law among the "main three" gods. But he clearly isn't quite so perfect, as you likely found in The Death of Chivalry. I think that's largely because the overriding narrative of the 6th Age is that the gods are just people like us, only with more power. Even Zaros (and what little we know of Seren, too), while not strictly "mortal", still has glaring strengths and flaws. The gods aren't perfect; they can be obsessive, selfish, or blind to what is happening around them. They can also be kind, merciful, and provide wise guidance. You, as a player, must decide whether it's worth putting up with the bad to get the good, and if one god is particularly better than the others, or if it is better to be free of them entirely.

     

    As for choice... I think Jagex is over-reaching. There are some pretty hefty technical & time constraints upon just how much impact a player's choice can have on the storyline. I agree that what they're doing right now isn't really what promised or what they seem to be aiming for, but I'm willing to give them a fair amount of patience while they try and work it out. I have enjoyed what choices they've managed to work in, even if they haven't been nearly as impactful as the choices in, say, Dragon Age. I don't think we'll ever reach that point of player choice impact, because it's simply too difficult to work into an MMO, but I do think people are somewhat discounting how much impact we're having. I think the choices made during Zaros's return will significantly impact the story that we've yet to see, and I'm not going to start complaining until I see a significant missed opportunity for that to happen.

     

    Of course Zaros is going to return regardless, though. He makes it clear that, at the very least, something major is happening that only he knows much about - he insists that he has a way to deal with it, and if you agree with his course of action, you can help him return in full; if not, you still need to get him to so-operate with you at least some so that you can extract more information from him and find an alternative solution. And from a more technical standpoint... they don't want to pull another Hazeel, and effectively kill off a character for half the players. If they did, they wouldn't be able to devote sufficient time to developing content that meaningfully includes that character for those players who didn't kill him off, because the other half of players will never experience it, and it's difficult for a studio the size of Jagex to invest that much time and manpower into something they know no more than half of players will even see. Someone in another thread mentioned Hazeel and reminded me that he is the perfect example of what they're trying to avoid with Zaros; they want to give players choices, and want them to be meaningful, but they don't want to develop a hundred different storylines for the different combinations of choices. So, we have the current setup of majority unaffected quest dialogue, with a few bits where you get to make a choice or see the impact of them, and then return to what everyone sees.

     

    However, I do agree that the plot twists in FotG seemed a bit manufactured; they could've done a somewhat better job of leading up to it and releasing information more slowly, instead of us getting to the quest and finding out, rapid-fire, that there are Elder Gods, there are five of them, they were born, Zaros is pseudo-divine whilst the other gods are mere ascended mortals, Seren and Zaros are effectively siblings and/or lovers as well as being the caretaker children of Mah, the Mahjarrat are sort of related to Zaros & Seren, the Elder Gods want to destroy Gielinor, and Zaros wants to become an Elder God as well as wake the other four who are currently "sleeping" on Gielinor. That... was a lot to take in. While I'm sure some of that got 'leaked' through Twitter and podcasts and such, those aren't really a dependable way of getting information to the players - I certainly wasn't aware of any of it. There was some explanation in the Mahjarrat Memories miniquest, but that was released so quickly prior to FotG that it all blurs together. I think they would've done better to take more time and trickle at least some of this information down in various ways before hitting us with the major bits (Elder Gods are on Gielinor prepping for the Great Rivision, Zaros & Seren are children of an Elder God).

    • Like 3
  14. I chuckle whenever I think of Hazeel being alive or not as a minor change.

     

    "Okay guys I'm here who's ready to make history?"

     

    "Alright, we got him on camera for this scene, shove him back into the cupboard."

     

    "nooooooooooo"

    I think that's actually a good example of why they didn't do something similar with the return of Zaros - they haven't been able to do much with Hazeel as a character because for half of players, he's dead and gone. That's why we haven't seen him do much of, well, anything. (Granted, I'm one of the players for whom he is dead, so I'm not a great judge of that, but it sounds like he sure hasn't do much.)

  15. I'm somewhat disappointed that the only "choice" we get is whether to give Zaros a supposedly weakened body or to give him a strong body...

     

    We can't just.. "walk away", I mean obviously we can not finish the quest.. but I was hoping it would be possible to just be like "nope!"

    I think there are some pretty severe technical limitations when it comes to the amount of impact players can have on quest storylines. Since Zaros seems to be playing a critical role in the main storyline, I'm not sure they could have worked out alternative storylines for quests later on without effectively developing two different questlines, depending on what choice players made here, and I doubt they were willing to commit that much time and energy into content that only half the players could ever see at a time.

     

    "Minor" changes, like a character's model, superficial features in an area (like Edgeville post-RotM), or changed dialogue, are a lot quicker to implement than entire differing questlines.

  16.  

     

    I want to invent tape, and then tape things to other things

     

    I also want to do more things like the mighty slayer helmet...

     

    for instance, just take ALL OF THE STUPID TELEPORT JEWELRY and fuse it into one wearable item of the corresponding slot that stacks like 50 charges

     

    it would be the first time anybody's ever actually used the digsite teleport

    I use digsite teleport constantly to swap between Curses and Prayers.

     

    Why aren't you using a Wicked Pouch?

     

    Maybe because runecoins? (or lack thereof)

  17. It's not an app, it's definitely a mobile website, and why would I use that when I could just use the actual website or game?

     

    Not to mention, it doesn't work on my phone (Droid X2 is too old to run standard Chrome). The only real thing I'd want it for is to give me an update when certain D&Ds become available to play again, or when ports ships return, for when I'm away from my laptop or doing something else on it, and I can't do that with this.

     

    Give me an actual app that can push notifications, and that actually runs on my phone, and I might be interested. Or resume work on keeping the old toolbar up to date; it served the same purpose. As is, noty.

  18. I get the impression that the patch bombs and the tickets are consumable, but the capes and the seedcrusher aren't

     

    (i refuse to call it seedicide)

     

    the minigame is also a permanent fixture, according to the devs, so it's fine if they're consumables

    I was thinking "seedicide" was a terrible name for that but couldn't think of an alternative. Seedcrusher is so much better.

  19. I didn't really like the way lore was introduced by presenting a massive interactive history book all at once (select topic...get lore answer...repeat), I would've preferred cutscenes extended overtime, or passive discovery, but I can't have it all :P

    It would be a problem if this were a standard thing, but I think it made sense here. You're meeting a god face to face, one that no one except one or two of his most powerful followers has spoken to since before the God Wars; he has a dubious reputation and needs to convince you to aid him, so he says "Ask me anything."

     

    It also serves as a lore-dump (like holy shit, I think this was the most new information in the history of Runescape questing, given that we knew almost nothing of the elder gods, or how Seren and Zaros were different from the young gods, or much of the origins of the Mahjarrat, and of course the Great Rivision as well). It'd take a looong time to trickle that information down the way they do with most things.

     

     

    I enjoyed the quest, but as usual it was certainly not up to the GM standard, and probably a bit worse than TWW (which also arguably wasn't up to standard). A pity, considering how much hyped this was. There were a few details they could have fleshed out a bit more, the rewards were some of the worst for a GM quest to date particularly of this standard, some aspects were rushed and so on.

     

    As I predicted, the god awful and annoying miniquest was longer than the GM quest - how sad.

     

    Also, every time they hype up a GM quest, I keep thinking they will finally deliver us something like While Guthix Sleeps, but I am slowly coming to the realization that they don't have the ability to make something that epic again - a pity.

     

    Also some of the lore felt less interesting than before. Whereas previously Zaros was a grey character, it's now been established that he's basically a very good and noble guy.  No plot twists. I always liked the dynamic between the younger gods (Guthix/Zammy/Sara) more than where this Elder God stuff seems to be heading. 

     

    Sliske and Azzanadra have been reduced to cameos. If Sliske is so powerful, why wouldn't he just fight you? It seems silly. Did he want Zaros to return or not? He seemed to want to sabotage him, but then it turns out he's infuriated that Zaros excommunicated him. Also, my sense of Sliske as someone who is rash and reckless was confirmed when Zaros also assessed him as such. 

     

    I'd give this quest a grade of 'B'. Good, and lots of lore, but nothing excellent or outstanding, and a lot of lackluster stuff.

    Of course it was shorter than the miniquest - the miniquest was basically an additional training method for a skill with some lore attached.

     

    Personally I loved the lore. Again, I wouldn't want dumps like this to happen often, but it was all very pertinent information (albeit heavily filtered through Zaros's eyes).

     

    I don't think they've established that Zaros is a good and noble guy. For one, we only have his word that he wasn't outright lying during the questioning in the first place - he says he can't, but that could have been a lie, and then what? (Don't think that's the case, but it's possible.) Also, he's still clearly an arrogant bastard who has no qualms discarding mortals to achieve his goals (look at the nihil; there are hints that he was doing some pretty terrible things with aviansie, demons, vampyres, and icyenes in order to create them). He says he's learned from his past mistakes, but I'm not sure that he learned from them as much as he led us to believe. He's also incredibly bad at understanding the motivations and actions of mortals at times - that's how he got betrayed by Zamorak, and that's why it took so long for him to begin to deal with Sliske (and he's still not willing to finish that, either).

     

    He may now have goals that wind up bettering everyone and possibly saving the universe, but he also wants to become an elder god and that's hardly self-sacrificing. He also has what may be an exceptionally skewed view of the elder gods, which may come back to bite him (and us). Why does he think it's even possible for him to become an elder god? He seems hung up on it being his birthright, but there's no evidence to suggest that's at all the case. Even if he succeeds, surely he will be the weakest of the lot (possibly excepting Mah); why will the others bother to listen to him? Couldn't they take it as an act of aggression and instead try and squash him? I don't think he's though all these things through sufficiently.

     

    Azzanadra was never more than the most loyal servant of Zaros. He'll still be playing a major role in the events to come, and likely we'll still get information from Zaros through him while Zaros tries to remain on the down low.

     

    Sliske is also still a major player in all of this - Mod Rowley mentioned that he'll probably be seen less in the next few quests, because he's gotten a massive amount of attention thus far and they want to focus on some other characters now, but he's definitely still going to be seen quite a bit in the grand scheme of things. Just look at what he started as a distraction, after all; he has to resolve that somehow eventually. I think he wanted Zaros to return while still furthering his own (Sliske's) ends, hoping to remain in Zaros's camp while increasing his own power and pursuing his own goals; Zaros excommunicating him puts a nix on all of that. Rowley also mentioned that Sliske is rather bipolar, which is why he responded so angrily at the time but seemed much calmer when you see him afterward in the Citadel.

     

    Azzanadra and Sliske were "reduced to cameos" during this quest for good reason, though, if that's what you were complaining about. Their parts made perfect sense here.

     

    In terms of quest rewards - we got an enormous amount of lore, both during and after the quest (you get new tidbits if you summon and speak with Zaros afterward; it's not just a repeat of the questioning from the quest); roughly 1mil experience; the pocket slot item - and that's a biggie, in my view; the ability to discard the ring of visibility, which is a godsend for casual ghost penguin hunters; two new cosmetics (though I agree they were rather meh); two new groups monsters, likely to be given improved and unique drops as well as being opt-in Slayer assignments; a miniquest of sorts in a new area (memoriam crystal hunting) as well as finding and planting the Measure in the existing world; and a new teleport for the sixth-age circuit. It's plenty for a GM quest, in my opinion - sure, it's not new god-tier equipment that will oust an existing piece as best-in-slot, but we can only get so much of that anyway. Also, this quest laid major backbone for future quests in the form of the World Gate, which is definitely going to see more use (and not necessarily just for to the Zaros/Great Revision storyline, either).

     

    And can I talk some more about how much lore there was? This quest completely restructured how we view deities, the origins of the universe, the arrangement of the planes/worlds, and the origins of the different races now on Gielinor - we had some ideas of these things previously, but not this much.

     

     

    I'm interested to see more of Seren's side of things, as well as learn more about just what happened to her after she spent time with the elves and Guthix. I'm also curious to learn more of Icthlarin's origins and where the desert pantheon lies in all of this, as well as if Marimbo and Brassica Prime have any significant role to play here (I think not, but who knows). I also really wonder what the Guardians of Guthix have to say about the events of the quest; I'd love to go tell Death that Zaros is back and we're all gonna die. I also expect Mah will not simply lay back down and go into another coma; she's gonna cause us some problems, and she may wind up waking the other elder gods on her own.

    • Like 2
  20. So as I said, just hit the loop, and I'd like some crew advice if anyone's willing to give it. xpx's bit on the front page is handy, but I can't get exiles or 35k captains yet, and I'm wondering how that changes things.

     

    I know that I don't want to hire any wisps. Do I want to hire any reef riders? They don't seem especially useful.

     

    I'm also assuming that I've no need to hire any new Oxheads I roll.

     

    Current crew is: 5 m/c/s from the Pincers, 2 m from the Loop (taking em as I roll em), 2 jade merchants, 4 JoDs, one oxhead, and one Sea Witch - I'll trade out the merchants for the new ones here, as well as switching the m/c/s crew, and ditching the sea witch (and maybe the oxhead too? He hasn't been that useful either.)

     

    As for captains, mine are all 10k: 2 morale, 1 combat, 1 seafaring, 1 speed. I'm assuming there's no point in replacing any of those until I get the 35k ones, since they're all level 7/8/9.

     

    Thoughts?

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