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Sorator

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Everything posted by Sorator

  1. 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.)
  2. 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.
  3. 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)
  4. 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.
  5. I was thinking "seedicide" was a terrible name for that but couldn't think of an alternative. Seedcrusher is so much better.
  6. Didn't get the 'cotta added to stocks, I think. (Unless it adds it when you see the end screen?)
  7. 90 ranged, 92 fm (adze!!), and finished heim med tasks! Productive day!

  8. 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. 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.
  9. 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?
  10. Just reached the Loop... and argh, 50 'cotta from each 9-hour mission is frustrating!
  11. They boost the xp gain for crew so I don't think they should. Unless you're only training 4 or less crew members, you're generally better off sending a 5th crew member to gain XP instead of sending an XP-boosting crew member that you won't keep.
  12. Ew. Okay. I'm now able to buy the 40pt perks; no idea why. -shrug-
  13. Do we know what levelling up in a role does? It says it resets your perks; does it mean it lets you buy another one (I bought the 25pt ones and couldn't get any more after) or that it undoes your active perk and lets you pick another, or something else entirely? Also, there's always some loot in buildings other than the bank, and always another deposit point than the ship - Al Kharid has a carpet deposit, Canifis has a cart, and Burthorpe has some boats that you have to jump & swim to.
  14. ^This I don't want wasd movement of any kind. I play Runescape because it's different from other games; I don't want to make it more like other games without good reason, and I have yet to see any good reason (in my eyes) for wasd movement in any form. And I don't see any way to add it into the game without significantly changing the existing movement method, either.
  15. Never use any booster or any crew/captain rerolls. It's just stupid- they provide little to no advantage. Voyage and adventurer rerolls are the only ones that provide a tangible advantage. Just a shame that voyage rerolls are partially broken. If I can use a booster to succeed on a mission I would otherwise likely fail, I wouldn't say that's no advantage. And I definitely used my captain rerolls whenever I got them until I hit 5x 10k captains; a chance at getting another one before I was full on em was definitely not a waste. The consumable that boosts voyage reward is also definitely not a waste. Crew rerolls are really useful if you're out of daily rerolls but still need to buy better crew (and have the resources to do so). What you're saying may be true for those who are at the very end of ports, but it's definitely not true before then. And I agree with the others who have said that you've been unusually lucky in not getting capped rewards from your randoms; I get them allll the time.
  16. Worth what, exactly? If you aren't going to be using those trade goods immediately upon obtaining them, and if you have other missions to send the adventures on anyway, then you lose nothing by waiting.
  17. *flails* Tier 5 auras, a nice div aura, an upgrade to JoT!!!! and BoBs left-click store instead of that useless "Interact" nonsense!!! I think I may have gone to Runescape heaven. Especially since they kept the option to do the lower tiers of JoT after you purchase the upgrades, for days when you just don't want to try that hard. Edit: For getting more skills in for JoT, remember that it's easy to add herblore/summ/hunter if you stop by the respective trainers in Taverly. Also, you can easily grab agility XP on your herb run if you're using Trollheim teleport, or the GE tunnel, or any number of other shortcuts around the world.
  18. I'm seriously considering switching to Bandos and finish the armor set off, then hopping back and trying to reach dragon again. For anyone wondering, cap for f2p is now 20,500.
  19. I agree that it's fine that the event's outcome is basically decided already. That makes sense, because that's how the playerbase stands. What I don't like is how un-fun the gameplay becomes as a result of that. In BoL, the gameplay was rewarding and fun regardless of which side yo uwere on. In this, the gameplay as Bandos sucks pretty terribly. That needs addressing.
  20. Sorry for double post; my bad. >.> I believe you can turn off the convoy/skirmish messages by talking to the Doomsayer in Lumbridge. You can "Engage" allied combat NPCs to heal them for Constitution xp and 10 contribution per tick; it's just as afk as building. Heals 100hp per tick on the normal bodyguards; 150 on the aviansie/ork. It's not difficult. If you can find a Bandos world (there are several) then it's just as easy as Armadyl; if not, it's still not difficult, it just takes more time because you don't get the PvP boost.
  21. I got three of the four components for my side from killing a single caravan - each convoy and bodyguard and golem has a chance to drop them. Convoys also can drop frags, though it's about a 1 in 4 rate from what I can tell, which is obnoxious. You also can get frags for destroying an enemy building, not sure about components. Anyone interested in helping me on a project to boost Bandos's power, send me a pm in-game. You'll earn contribution/renown (up to the usual cap), though not xp, and it's perfectly safe.
  22. This may be handy for equipment questions - though it's just my opinion of stuff, so definitely feel free to ask others as well! Dungeoneering: You probably want to unbind your surgebox; they're pretty much useless now. Almost all of the magic weapons in dg give unlimited elemental runes (and most offensive spells only require elemental runes, now). Bind some arrows instead, for the times when you want to range. Also, you can bind more items now - your actual active loadout is the same, but you can bind extra items beyond that and change your loadout at the smuggler in the start room. Solo dg is much more viable than it used to be, too, though it's still not as good xp/hour as a good group. Dailies: The tab Q mentioned is an excellent (and very recent) addition, but there's some stuff it doesn't list (collecting freebies from NPCs, buying battlestaves, Jack of Trades aura, etc.). Just be aware that it's not an exhaustive list. EoC: Definitely stop by the Combat Academy in Lumbridge (north of the palace, north of Explorer Jack's house and the general store, east of the fishing store, has a bank chest) if you haven't - it's a great introduction to the basics of abilities and type-based combat, and it gives xp books for going through it. But yeah, in practice you'll want to use basic abilities to rack up adrenaline and then spend that on threshold abilities, and largely ignore ultimates and Momentum. Definitely consider doing The World Wakes for access to some of the actually useful ultimate abilities, and that plus its related quests for one of the best rings in the game. (That quest also contains major lore and story updates regarding the future of Runescape, so if you're curious about all this Sixth Age nonsense, that's another reason to do it!) Ports: Do them. They offer some miscellaneous bonuses in the form of scrimshaws, as well as t85 tank armors, and they'll be getting some new rewards (including t85 weapons) added at some point in the future. It takes a while (a couple weeks, if you're diligent) to actually get access to any of the rewards, so going ahead and starting now is a good idea, even if you're not sure you'll actually use the rewards for anything other than extra income. It's easy to get lost in information as to how PoP works; the best way to approach it, honestly, is to just go and get started. The tutorial is decent, it's all fairly intuitive, and it's pretty difficult to "do it wrong" in the beginning. Generally your upgrades should be in this order: rudder > new ship > (ship upgrades > better crew before the 4th region, crew > ship upgrades after that) > port upgrades. As far as crew goes, aim for five of each morale/combat/seafaring crew, a merchant and a Solidarity crewman for each ship, and the remaining slots are for you to play with.
  23. Would sending source code suffice? Seeing as I do not want to open such emails! Just asking this in case I do get an scam-mail... Can you not forward emails without opening them? Never tried, I'd think that'd be possible but now I'm not sure... Anyway, I'd think source code would be better than nothing, if that's what you're comfortable doing! (might also include the listed sender address, if the source code doesn't include that already)
  24. By the way, remember to forward Runescape scam emails to reportphishing at jagex.com, so they can do whatever they do with those. I very rarely get any such emails myself, which is odd.
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