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Sorator

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Posts posted by Sorator

  1. Ports 1 has assassin, whaler, biologist, convict, occult, missionary. All were voice acted.

    I wouldn't call that a ports expansion, though; that was the original.

     

    I've had to re-submit my item sink idea since most of the bigger rewards were not specified in the post and so they marked it medium. Please re-support if you liked the original. Thanks. https://[LikelyScam]/m=player-proposal/a=13/c=rUFJBhzDOb4/view-idea?idea=28318

     

    Re-supported it! Will do so whenever it comes up, I think; it's a solid idea.

     

    I really fear for the worst with that Seren quest, as there are only rewards listed and no quest, people are only looking at those shiny stuffsies they can get by doing it. No regards towards the nonsensical lore and overall stupidity of the idea.

    But knowing the community, we'll probably get that one...

     

    I really dislike that proposal as well, aye. If I could vote against it, I definitely would.

  2. The second ports expansion had voice acting. It was the third that did not

     

     

    The second update also had no building upgrades, all the graphics budget went to the moustache of the trapper.

     

    I'm thinking of the first expansion being the trapper/architect/chef (voice acting, two new regions, no building upgrades except the new icons) and the second being the exile/memory/tengu (no voice acting, new building upgrades, no new regions but did add clue voyages). Was there one before the first set of new adventurers that I'm forgetting?

  3. Yeah, the original POP looks large or a tad larger, but the expansions (especially the first one) didn't add that much to the game. All the assets were already available in the programming of the originial update, they just had to plug a few new items, voyages and adventurers in.

     

    To be fair, they did have to do some graphical work on new building/ship/crew upgrades and such, but that'd definitely be easier than making new stuff from scratch. I also wonder how resource-intensive it is for them to do voicing (though they skipped that for the second expansion, which still makes me sad).

     

    Otherwise, yeah, it'd just be a lot of text coding and balancing (voyage requirements/rewards, new item stats and requirements to make, new crew stats, new upgrade benefits and requirements...).

  4. Wow.I wouldn't consider araxxor a large piece of content. Med at most

     

    I think I would. A lot of work had to go into that; weapons, pets, a fair bit of graphical work, and all the work that goes into making one of the more complex bosses in the game.

     

    Ports expansion, on the other hand, seems more like borderline medium sized to me.

  5.  

    "No one particularly cares, including Jagex, if lower level bosses are dead content or broken"

    Perhaps that's a reason why not many new players sign up and stick around?

     

    It might seem that it is a reason, but it isn't really. Runescape is a really really old game now, and growth has slowed down, and MMORPGs are sort of yesterday's news anyways. There was a time when through stuff like Miniclips there were all sorts of people signing up, but that was years ago.

     

     

    There are definitely several contributing factors, some of which can be changed, some of which cannot. Low-level content being broken is one of the ones which can and should be changed. It's not going to turn things around immediately, but it will help, and that's absolutely worth doing.

    • Like 1
  6. I'm enjoying my new laptop's keyboard, so I'll type out a bunch of ports advice for Vann. (Please forgive my lack of formatting.)
     
    The first thing you need is to upgrade your office and hire a second captain and enough crew to send out two ships at once. You then want to build up 5 each of Morale, Combat, and Seafaring crew, 2 Solidarity and 2 Merchant crew, and two 100-chime captains (any specialty). That's your basic crew. After that, use the following upgrade order (tweak to suit your preferences):
     
    Extra ships (office upgrades) > captains > rudder > crew/ship upgrades > warehouse > lodgings > shipwright > bar > workshop > portal
     
    Extra ships (and captains to man them) are obviously the most important upgrade, since more ships = more voyages sent at one time = more progress made in a day. Plan ahead; use the wiki list to see when the office upgrades become available and stockpile resources ahead of time, so you can focus on collecting the new resource and unlock that ship slot ASAP. (Also, use the wiki ports info in general; that information is really useful.)
     
    You want to eventually have 100-chime captains for Morale, Combat, and Seafaring, with two Seafaring and either two Combat and one Morale or two Morale and one Combat (personal preference as to which). Of course, with only one hireable captain per day, it may take a bit to get there - first focus on getting five 100-chime captains of any specialty, then worry about replacing any Speed captains or third copy of a given specialty. (Any 100-chime captain is better than any free captain, so ditch the freebies as soon as you can. This is true in later regions as well - the new tier of captains are almost entirely better than the old tier, so hire any new ones available.)
     
    Speed captains are generally a waste - captains give a hefty boost to success chance, and there are other ways to boost your speed without harming that success chance. It's also far easier to hit the cap on speed than it is to hit the cap on success chance. So, don't hire speed captains (apart from the initial get-five-100-chime-caps spree, that is.) Try to replace any captains that have traits which lower stats when you can; otherwise, don't worry about traits until the endgame.
     
    When you gain access to a new area, you'll gain access to new ship upgrades and new crew. Initially you'll want to prioritize crew over ship upgrades (except the rudder, which always comes first for faster voyages), but in later regions you may want to switch over and get ship upgrades before getting crew.
     
     
    As far as priorities go on crew upgrades, I'd say it's Solidarity > Merchant > Seafaring > Morale/Combat. (I think you generally have lower Seafaring than the other two across the board, which is why I prioritise it slighty above Morale and Combat; YMMV.) Go ahead and hire whoever is available and better than your current crew, though; the above order is just for deciding between the three options presented. Do remember to use all 15 crew rerolls each day until you don't have any more possible crew upgrades - even if you can't afford the next crew upgrade, you can still line them up to be hired once you can afford them.
     
    On special crew: You always want one Solidarity and one Merchant for each ship you have unlocked (so, max four of each), and you pretty much always want to send them on each voyage (replace the Merchant with stat crew when sending non-resource/trade good voyages, of course).
     
    Merchants give a greater boost to average rewards than stat crew (the 10%+ boost to rewards on success is greater than the % boost any one stat crew will give to the voyage, generally speaking).
     
    Solidarity crew tend to give a much bigger net stat boost than any normal stat crew, since they give their solidairty bonus to all four stats for each type of crew on board. The First Mate has a Solidairty bonus of +25, so on a voyage with a captain, the First Mate, and four stat crew, he gives +75 M/C/S/Sp (that speed boost is important!); with a Merchant and 3 stat crew, it's +100. This is obviously more useful on multi-stat voyages than on single-stat voyages; if you can get a reasonable speed on single-stat voyages without the solidarity boost, feel free to replace him with stat crew.
     
    Pay attention to the available dual-stat crew - sometimes they're strictly better than the basic single-stat crew. In the first region, for example, the Cyclops has the same Combat as the Combat-stat crew, and also has 2/3 the Morale of Morale-stat crew. So, having 5 Cyclopses instead of 5 Combat crew mean you're no worse off on Combat voyages, and better off on multi-stat voyages and when sending multiple Morale voyages. (Put some Morale crew and some Cyclopses on each ship if you don't have enough straight Morale crew to cover all the slots, btw, for a bigger solidarity bonus.)
     
    Don't bother unlocking Wisps in the Loop region, and you may or may not want to unlock the Oxhead and Horsefaces in the Pincers. The Wisps just have bad stats, so there's no reason to unlock them; O&H have low stats across the board, but they do have stats in all M/C/S, so you may want some for multistat voyages. (They used to be really, really good, but they got nerfed with Ports 2.0.) I personally wouldn't unlock O&Hs post-nerf. This not only saves you the one voyage it would take to unlock them (or more if you failed), it also means that they won't clog up your crew hire slots when you're looking for other crew later on. (The downside is that you'll sometimes waste a voyage reroll getting the unlock mission again.)
     
    The other special crew are generally a waste of resources; they have worse stats than basic crew, and they don't provide useful effects.
     
     
    When it comes to ship upgrades, get new hulls first (moderate boost to all ship stats), then deck items (high boost to one M/C/S stat), then figureheads/rams (small boost to either M or C). And as I said before, get rudders before getting anything else (except for new ship slots).
     
    As far as building upgrades go, I do the warehouse first (to get more resources and chimes), then lodgings for better crew, then shipwright for the small stat boost, then the bar for more adventurer voyages. (I always prioritise the adv boost over the captain boost.) YMMV on what you want to do when, of course. (The portal is purely cosmetic, so you probably want to do that last, if at all.)
     
    The workshop upgrades are very, very low priority because (after the first one) they only boost the XP you get for making ports items, which is a pretty low concern here. The first upgrade, of course, is a much higher priority; I'd place that just under crew/ship upgrades.
     
    Build icons when you have the chimes to spare; either focus on the adventurers whose stories you're working on, or focus on the adventurers who give trade good voyages for the goods you need to build the ports items you want.
     
    How to arrange your totems (once you have access to them) and how highly to prioritize them is really debatable, IMO. I personally went with 2x scroll and 2x resource totems until I hit end-game; now I'm on 2x scroll and 2x clue, and I'l swap the them over to trade goods once I have the relevant voyages done.
     
     
    Of course, there's more to ports strategy than just upgrade order. As others have said, you want to send any scroll missions you have, because the time on those is determined by your furthest-reached region. I was dumb and prioritized story missions over scroll missions for quite a while, and it's taken me ages to make up for that. Don't make that mistake!
     
    When checking completed voyages, check one ship, then exit the interface, then check the next, then exit, etc. etc. This maximises your chance to receive random events, which are important!
     
    On that note, do all your random events. The ship buffs are generally not that great (and you shouldn't use them - see below), but the lifeboats and adventurer rerolls are super helpful, and bonus voyage/crew/captain rerolls can be handy as well. (You can use an adventurer reroll after sending out your current adventurer voyages to get more adventurer voyages without losing the ones you already sent out, btw, which is why all us end-game Portmasters want more of them. Lifeboats, on the other hand, are permanently added to your ship upon activation, and they ensure you don't lose a crew or captain when you fail a voyage; be sure to active these as soon as you get them!)
     
    The reason not to use random event rewards: If you have the cap of a given reward, it slightly increases your chance of receiving the other rewards. So while the stat buffs can be somewhat handy, you should generally avoid using them so that you get more adventurer rerolls and lifeboats (especially since lifeboats are so rare now). If you're going to use stat buffs, try to only use them when they get you to 100% success chance. Use Fortune of the Sea on the last mission in each adventurer's storyline, and the last of each trio missions, to get extra trade goods. Otherwise, save them so that you can get better rewards. (Don't bother using the xp-boosting buff; it's not worthwhile.) Whether or not to use crew rerolls... I did, but that's probably debatable. I would go ahead and use voyage rerolls when you'll actualy make use of them (later on, voyages take long enough that they aren't really a useful reward). Save the captain rerolls for when you're hunting for 10k and 35k captains, but definitely feel free to use them then.

     

     

    As for which rewards to go for first, that's really personal preference. I definitely would try and get scrimshaws eventually; they're usually the most profitable of ports items, even if you don't use them yourself. Of course, you want to focus on the items you can actually make first, and get the stuff you don't have the levels for later on.

    • Like 3
  7.  

     

    Y'know, it'd be cool if we could treat "I don't want to play this content because I don't find PvP fun" as a reasonable answer that had a response other than "NO SHUT UP GET IN THE WILDERNESS AND LET ME PK YOU". I mean... Are people allowed to not want to have to risk their gear and learn an entirely new metagame that they don't enjoy just so that they can keep doing something that they do like?

     

    But apparently Jagex is the one making the latter comment, so what do I know

    This. So much this. I don't like PKing; I don't like risk-based PvP. I don't especially like safe PvP either (like, castle wars and soul wars), but it can be okay. I suspect that, even if I invested the time and energy into learning how to be good at it, I still wouldn't like it. I definitely don't want to invest that much more energy just to be able to continue slaying (a normally non-PvP activity) without penalty. I don't think that's an unreasonable stance to have.

     

     

    Ehh I don't think it's fair to say you dislike something without actually putting in a decent effort to learn it first. Everybody has a tendency to dislike things that they're bad at, after all.

     

    I think it's perfectly fair. I'm well aware that I don't like certain sexual activities, despite never having tried them. I also know that I could be quite good at PvP, if I were so inclined. I'm just not.

     

    If I want to test my skill against other players, or make tactical decisions in a head-to-head contest, I go play League. Not Runescape.

    • Like 3
  8. Yeah, I update the GE pricing sporadically. I figure it's a decent guideline even if they're not up-to-date. I'm not really up for coding an auto-updater for that purpose.

    Added the T85 wildywyrm weapons (though I still am missing some details on their degrade mechanics, and how much adrenaline their specs use), and made some other small changes. (Elite enhanced excalibur is from the elite tasks, not the hard tasks, heh.)

    Edit: Also added the new ports melee/magic weapons.

    Edit2: Updated all the prices, except the Hybrid section (which I'll get to once another afk-able VoS comes round).

     

    Edit 3/7/15: Quick update: added prices on wildywyrm weapon components now that they've settled down a bit, added wild arrows note, updated dark bow to include 70def req.

     

    Edit 3/17/15: For some reason I never added the blood necklaces; fixed that.

  9. Y'know, it'd be cool if we could treat "I don't want to play this content because I don't find PvP fun" as a reasonable answer that had a response other than "NO SHUT UP GET IN THE WILDERNESS AND LET ME PK YOU". I mean... Are people allowed to not want to have to risk their gear and learn an entirely new metagame that they don't enjoy just so that they can keep doing something that they do like?

     

    But apparently Jagex is the one making the latter comment, so what do I know

    This. So much this. I don't like PKing; I don't like risk-based PvP. I don't especially like safe PvP either (like, castle wars and soul wars), but it can be okay. I suspect that, even if I invested the time and energy into learning how to be good at it, I still wouldn't like it. I definitely don't want to invest that much more energy just to be able to continue slaying (a normally non-PvP activity) without penalty. I don't think that's an unreasonable stance to have.

    • Like 4
  10. I find it odd that using a weapon on the new weps will partially repair it, but waiting for it to degrade and then using the wep to make a new one fully "repairs" it. What's the reasoning behind that?

     

    Cool update for those willing to risk it; I'm curious to see what the new weapons look like in action. The concept art was delicious, as I recall.

     

    Edit: Patch notes (feel free to add to first post)

     

    Graphical

    • The creepy doll will no longer attempt to play an animation on a player in combat.
    • An issue with the Hefin emotes and Arcane Resting has been fixed.
    • Meiyerditch citizens' skin tones now render correctly.
    • The background images in the Beasts tab for Commander Zilyana and Kree'arra, have been moved to their correct positions.
    • The open and closed versions of the drawers found in Falador's chainbody shop no longer uses different colours and texturing.
    • A one-way window has been removed from older versions of the Player-Owned Ports bar.
    • Feet and dropped items no longer clip through the floor of the Kal'gerion demon resource dungeon.
    Skills, D&Ds & Minigames
    • Players may now claim a second captain's log from Duncan.
    • The captain's log can now be added to the pocket slot, so users can perform all the functions of the captain's log and save an inventory slot!
    • Auto-cast spells will no longer be unset when entering Sinkholes.
    • Bone Face no longer lingers in the boss room while escaping from Thok.
    • It is no longer possible to dig up the plant patch on Harmony Island.
    • Players will no longer disconnect while training herblore if their familiar expires while holding herblore supplies.
    • An assassin will no longer spawn on a terracotta pot within the terracotta warehouse during the 'Simple Favour' Player-Owned Ports random event.
    • A typo on the Player-Owned Ports upgrade buildings interface for bars and lodgings has been fixed.
    • A typo in a Player-Owned Ports voyage has been fixed.
    • Hunter implings are no longer able to find their way up the cliffsides at Shantay Pass.
    • The combat level for Pest Control on the Minigame tab of the Adventures interface has been updated.
    • A typo previously shown when resetting the Tears of Guthix D&D with a D&D token has been fixed.
    Quests, Challenges and Achievements
    • A typo has been fixed in the reminder message of the Tirannwn quiver when cleansing corrupted Seren stones.
    • The hint arrow for the HAM follower challenges will now point to the correct location.

       

    Other
    • Players can no longer walk through a wall on the north side of the uppermost floor in the Slayer Tower, near the gargoyles.
    • Some familiars now correctly act as a light source.
    • A typo in Hans's chat when asking about veteran capes has been fixed.
    • A few tiles around the Body Rune Altar will now allow players to step on them.
    • Fixed an issue with drop-down menus not displaying the current selection.
    • De-equipping an active aura on a free world no longer leaves the aura active.
    • It is no longer possible to stall damage by releasing a witch's cat.
    • The Provoke ability no longer grants special attack energy when used in Legacy Mode.

       

    Ninja Fixes
    • The Big Chinchompa start time has been moved to 30 minutes past each hour.
    • Players can now close the Player-Owned Ports ship customisation windows with the 'Esc' key.
    • Boss timers will now always show by default.
    • Players can now select a faster wave spawn in the Fight Kiln.
    • Players can now use keybinds to cure plants in Livid Farm.
    • The insane 'Final Boss' title can now be unlocked by having a total of 5,000 boss kills with at least 100 kills on each boss, including hard mode and by having all boss pets unlocked (includes Vitalis, Bombi, Barrows bobbleheads and TzRek-Jad).
    • Dreadnips will no longer get blocked by players or NPCs.
    • Dreadnips will no longer attempt to stun a stunned NPC or a stun-immune NPC.
    • The World Hop interface in-game now shows more information on activities.
    • Using the World Hop function will no longer say that player logged out with a clan avatar prematurely.
    • Players can now see what skills they've not yet gained XP in for the Jack of Trades aura by checking 'aura time remaining'.
    • Dorgeshuun light orbs can now be made via the Make-X interface.
    • The "changed name" tooltip in the lobby has been re-aligned.
    • Make-X will now remember the last used recipe for an extra two interfaces, to improve the process of making certain multi-staged items such as urns.
    • Player and NPC targets will now always render on top of all other entities on the same tile.

     

    • Like 1
  11. Finally got all the 35k Captains, now I need a hecka load of Memory voyages to clear the bad traits =/

    Might also want to keep checking your captains, if you have someone with like 3 or 4 bad traits, to see if you get another 35k of the same type to hire in their place and hope for better traits.

     

    I have one I'm planning on replacing, and another I may also replace (she has "meh" traits that I'll want to remove eventually, though they aren't bad).

  12. Again, if you hate the basics of the game so much, why play it? It will not change no matter how much you rant.

    *snip*

    (picking this out because I disagree with it so strongly, but there's a lot you've said I disagree with)

     

    Bullshit. The game is not some unchanging static thing which is not responsive to feedback. The game is changing literally every week, and a significant amount of those changes are community driven. The community forms a consensus (of some kind) based on discussion. Just because someone may be in the minority now doesn't mean they aren't allowed to talk about their views and try to convince others of their merit, nor does it mean they will forever be in the minority. (And I'm not even sure Yoko's in the minority on this anyway.)

     

    Telling someone to shut up because you disagree with what they have to say, that them talking about it is pointless, and maybe they should just leave because they're clearly in the minority, is massively unacceptable, in my view. (And that's what you're doing, mate; you started with a relatively reasonable discussion, but you gave that up a while ago.) That kind of attitude has caused an enormous number of problems in our world, and it's no better in the small environment of Runescape than it is in a larger one. Please, clean up your act and adjust your tactics.

     

    On the actual subject which y'all have been discussing, I definitely agree that some of the current pet drops are way too random to reward/encourage with a title like they've done. It is just a title, which means it doesn't have as much impact as it could, but it still encourages a certain mindset and rewards certain behavior; it's not like it has zero impact. Arguing that if you don't like a title you should just not try to get it because it's optional is silly - for one, all game content is optional; for another, cosmetic content has had a huge impact on the game. We became more efficiency oriented largely due to the release of skill capes, which are almost entirely cosmetic. That encouraged a certain line of thinking, both among existing players and among potential and new players, which became quite a self-sustaining cycle. I'm not saying that the efficiency mindset is a bad one (in extremes, sure, but most extremes are); I'm just using that as an example of how a cosmetic change can have drastic impacts on the game, and why they can be worth getting upset about.

     

    I think requiring a 1/5k drop with no threshold (along with other relatively rare drops with and without thresholds) encourages an unhealthy style of play, and so even though I have absolutely zero interest in that sort of title regardless (bossing is really not my thing), I very much dislike that update.

     

    I love the make-x changes; I noticed those when I was doing an urn challenge yesterday. Only had to switch from pot lids to urns once, and then it stayed on that thereafter. (I was using banked soft clay, not mining my own at all, which might have an impact.)

     

    I like the sound of the Kiln changes! Standing around waiting was always annoying, though it *can* be useful if you run out of food and need to Regenerate to heal. Having the option was definitely the right move, instead of just making a change across the board.

     

    I didn't notice any problems with combat or Revolution when I was slaying last (slight improvement, actually), but that was just derping around and killing basilisks for my mask; if they messed things up for more intense combat, or for other combat styles, they need to get on fixing that ASAP. Also, agreed that such widespread and complex changes should not be done by the Ninja team, though I can kind of understand how they might not have thought these were big complex changes beforehand. (It's not like anyone at Jagex has displayed good game dev sense in years anyway.)

    • Like 3
  13.  

     

     

     

    <snip>

    I didn't know that being a god lost your original race also, fail! 

     

    Would you class things like dragonkin non-race due to not being able to reproduce? Or just when lack of numbers cause this?

     

    Dragonkin are a weird case. I think I'd need to know more about how many of them there are before deciding whether they qualify as a race or not - if there's just a handful, then probably not; if there's a few hundred, then maybe.

     

    It's complicated by the fact that in sci-fi and fantasy, we often use "race" as a combination of "species" and "civilization". They're clearly a species, albeit a sort-of manufactured one, but I'm not sure I'd call them a culture or civilization.

     

    (If you're asking about my "dead race" comment, the question would be whether or not I'd call them a dead race, not whether or not I'd call them a race at all. I'd hesitate to call them a dead race without more information about them.)

     

    Like you said, they are not a race but might be a species. A race would mean that they can reproduce with other races (like african people and european people can get children)

    In real life something is considered a species when it is or was able to reproduce (or multiply), I know nothing of the dragonkin but it depends on how they came into being if they are a race. For example in real life a Mule is not considered a species, as they are not able to reproduce. However as this is  a game, one might consider something a species if it was able to reproduce or multiply in the past, but somehow lost that ability. If they came into existence from nothing (or from an elder god), than that is something not comparable to real life, which would make it more difficult.

     

     

    All life in the Runescape world came into being from nothing or from an elder god. Heck all life irl came into being from nothing - whether you believe in creationism via religion or science and evolution we all became from nothing.

     

    As for the Dragonkin all we know of them is they lived in the previous universe, hid in the abyss when it ended then pleaded with Jas for salvation resulting in them being enslaved to the Stone.

    Nowhere do we have lore that says Dragonkin cannot reproduce - all we know for certain is to date we are only aware of males of the species surviving. The ones who lost the ability to reproduce are the Dragon Riders.

     

    In regards to the race/species thing I think most fantasy worlds call all civilised humanoid beings races with the implication that they can indeed cross breed. There's certainly stuff floating around the game the implies as much for most humanoid species we know of - The dwarf in love with the human at gunnar's grun, the apparent romance between rhiannon the elf and dharmorac the human, Moia being a half-breed of mahjaratt and human, the myreque guy who seems to be part icyene.

     

    Plus your notion of race meaning different parts of same species and species being separate things doesn't exactly hold true. Horses and Donkeys are separate species, not breeds of the same one, yet they can produce Mules. Lions and Tigers are independent species yet can produce Ligers and Tigons. What can interbreed is rather a messy thing and often being in the same genus but different species is enough, but then on other occasions different breeds within the same species have issue with interbreeding.

     

    For what it's worth, two individuals having romantic or even sexual love doesn't necessarily mean they would produce viable offspring. And as essiw said, for the most part, species are defined as being able to produce "viable" offspring (aka children which can also reproduce). So donkey + horse = mule which can't reproduce, thus donkeys and horses aren't the same species. (Working on memories of high school biology, which was a while ago, but that's what I remember.)

     

    I think you're right that "race" probably expanded to include elves and dwarves and the like because of the idea that they could breed with humans to produce half-elves and such. Whether or not it's maintained that meaning is questionable (I definitely can think of settings that "race" has effectively meant "sentient, communicating species" regardless of inter-breed-ability), but thanks for pointing that out!

    • Like 1
  14.  

    <snip>

    I didn't know that being a god lost your original race also, fail! 

     

    Would you class things like dragonkin non-race due to not being able to reproduce? Or just when lack of numbers cause this?

     

    Dragonkin are a weird case. I think I'd need to know more about how many of them there are before deciding whether they qualify as a race or not - if there's just a handful, then probably not; if there's a few hundred, then maybe.

     

    It's complicated by the fact that in sci-fi and fantasy, we often use "race" as a combination of "species" and "civilization". They're clearly a species, albeit a sort-of manufactured one, but I'm not sure I'd call them a culture or civilization.

     

    (If you're asking about my "dead race" comment, the question would be whether or not I'd call them a dead race, not whether or not I'd call them a race at all. I'd hesitate to call them a dead race without more information about them.)

  15. Yay, more ports stuff! Though I was hoping to finish what was there before the new set got released and didn't quite make it, I came fairly close.

     

     

     

     

    The Memory: "The fading memory of a long-dead race". Wasn't Guthix that race? regardless of ascension.

    Guthix isn't really a Naragi anymore, just as Saradomin is no longer really a human.

     

    Regardless if life status, she is a fading memory of a long dead race, yes.

     

     

    I think the basic idea with that line of thought was if Guthix was a member then the race was really only less than 1 year dead gamewise. Although since he wasn't really Naragi since ascending then yes she is.

     

    I would argue that a race could be considered effectively dead even if it has living members, if it doesn't have enough to reproduce and sustain a viable population, which was certainly the case here.

  16. Ports v3 is coming next week. For those interested in the t85 weapons you'll need as stated earlier by a jmod "100-200 chi/plate and half as much koi scale and pearls." You'll also need "high tens of thousands in azure and not as much in terracotta."

     

    I'm guessing you'll br in fairly good shape is you have over 20k cotta and 50k azure.

    Really wish I'd read this before using my 200 chi to make and sell some seasingers sets... ah well. At least I have plenty azure stockpiled, and I'm almost done with the current scroll missions.

     

    captain trait removal

    captain trait removal

    captain trait removal

    YESSSSSSSSSSSSSSSS

    • Like 1
  17. am i the only person who has suddenly got graphics problems again after this update? shrinking/stretching, terrible colours and such?

     

    if i do auto setup it's putting me on safemode. I use the downloaded client by the way as java won't allow me to run it on webpage.

    I get the stretch bug when I quickhop again, but the switch camera type fix still works just fine for me.

  18. Found a concept art of the corrupt whip.

     

    640px-Corrupt_whip_concept_art.png

     

    They are running an item naming competition for the whip, staff and shieldbow. First up is the whip though.

     

    There is also a dev blog for the wildywyrm that i think is new, but holds all the relative information given to us earlier. If someone wants to post it go ahead.

    *drools* That looks beautiful!

  19. Added the crystal equipment from the Elf City; attuned weaponry is awesome and definitely a better choice than much of the standard t70/80 weaponry if you can get the seeds for it. Also added the elf quivers in the hybrid section, since we might wind up with more stuff going in that slot (doubt it, but it's possible).

     

    I'm probably going to go in and add mh/oh thrown weapons soon, too, since with the crystal chakrams and the ports darts, they're actually a valid option. I was hoping to avoid it, but... *sigh*

     

    Edit: Added thrown weapons in with the mh/oh crossbows; only included the two crystal chakrams, deathlotus darts, and blisterwood stakes. I don't know of any others at t70+.

     

    I don't think any other equipment has come out since August, but I've not been keeping up lately, so definitely feel free to poke me if I missed something!

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