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nitram99

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Everything posted by nitram99

  1. Still 4 hours or more since the quest came out and apperently loads of people managed to complete it in the hour just after its' release. But still noone of all those players have bothered to even start at guide on the quest. By now there are usually about 3-4 people posting different degrees of finished quest-guides when a new quest is out. But as I said I can still not see even one... One of the most unlogical and bad information-given quest of all times so far. Not liking this quest at all so far and I have been on it for about 1 ½ hours by now. The other only quest that game me trouble information and intelligent-wise was of course ME2 but that was because it required real brain, this just gives you information that can be interpreted in too many ways and I can not see any reason that, that would be one of the point with it.
  2. Totally weird and confusing quest. Lacks most logics. The girl talks about a village west of the farm by some mountains. Is it west in the dream, west in real world, and first of all, where is the farm in the first place???
  3. Yes, lucky, but who deserves better to be lucky than you :thumbsup: So congratulations on the 141M+ drops, Mark, hehe :)
  4. About the last step when to talk to the Scarabi High Priest; Another guide states that you have to choose these following options of conversations to the high priest to get him to finally not attack you and come to his scenses: "By all the dieties, what is going on here?" and in the second conversation choise: "Sounds like the Devourer dragged you into heresy for her own ends" I chose those 2 conversation-options each chat with the high priest and I had to fight him 3 times before he, the 4th chat, didn't attack me when I chose the same option at the second choise. The 4th chat he didn't say that about heresey is heresy and he came to his senses. Just wanted to add that. And another thing about the Enchanted Water Tiara you can make after the quest is completed, you can enchant it with how many Water Runes as you like, it seems, I used 975 water runes on it and got 325 charges on it. And you have to wear it for it to work. And remember that you now don't get a message about that you are thirsty, the charges are used automatically from the tiara. And you have to take it off to check how many charges it has left in it.
  5. So to cath a Karmathulu you need to NOT have done Rum Deal and have a Fish Bowl + Big Net in your inventory? Do I understand it correct ?
  6. oh wow! Both insulting me and making some bad jugdement of my solutions. With more zones more ppl would get more even bounty to kill. It's much more probable that you as, say, a lvl 55 can kill a lvl 58, than a lvl 55 kill a 95. So with more zones you are given a fair chance to kill your bounty every time you are aloted a bounty. Now, as a 55 you are alotted a higher or lower than you bounty every other time. With more zones you get a fair chance EVERYTIME. And with more rigid zone limits less gangs will be gang-killing ppl as the now have more zones to have to choose from when deciding which zones to go into and own. The other solutions for bounty hunter is that it's supposed to be a BOUNTY mini-game and not get-a-clan-and-go-kill-everything mini-game. Such a mini-game is not at all original, nor different and will soon be abandoned. Mix it up more and make the environment in there more different. And the risk-reward balance is just not holding up. Yes, it is a dangerous mini-game and just because of that most players won't go in there with expensive stuff that they can't afford to loose. Just do not make sence. And it makes even less sence if you as a solo player are being clan-ganged just as you enter. Noone seemse to play the mini-game as it was supposed to be played (locating and killing your set bounty). So there is just no big rewards joined with high risk. And just to comment, I don't think that there are many pk:ers that can handle being jumped by a 5+ ppl clan jump-on with ease (if not the jumpers are like very low lvl:ers). So that is just not even logical to state. Yes, there is such a problem a as Problem 4. I have heard ppl talking about it so then it is a problem. Well, if a 500k gravestone renders you almost invincible and never to loose your stuff, then you might think that such an item is very high up on players to-get-list, which means many more players will get one as soon as they can. The reward is just too great to pass up on in my mind. And 500k for such a reward is in fact really cheap I think. The repair/bless option is just to exessive in my mind. Then there is just one more point in not being afraid of dying and value "life" that much which renders things like food much more useless. Well, if you shrink both the wildy and the bounty hunter area it will be almost foolish to go in to wildy with a phat as a rwt and die-drop it to someone as the chance of some1 else comming along and grabbing it will be such a risk as it wouldn't be effective. Or the scenario that some other player kill the rwt:er with the phat and destroying the trade. And phats don't grow on trees u know. Not like supereasy for a rwt:er to get a new one that easy. But as Bounty Hunter is just a big mess now it is not at all like the old pk:ing. With just revenant monsters all over the abyssall rc:ers can't be "rewarded" with finding a world without abyss rc pk:ers in it. No u as a defenceless abyss rc are threathend every run, all worlds, while trying to make abyss rc:ing. And the different lvls of wildy made it much more fun as there was some intelligence involed using it, math to calc if you could attack him or not, or if he/she just went one more wildy lvl higher or not. Now pk:ing is just big brawl for all. Well, fairy ring nats rc:ing is just not as quick as abyss nats rc:ing. Just time it yourself. There has been numerous confirmations on that. And as time becomes money the abyss can be much faster xp and money. My solution is with the 15 min trade clock too. I just thought that all ppl reading it assume that it was still included. I know, a 15 min trade clock still piiiips but it at least beats the current system going into place I think. And in most cases one of the parties do not have very much to trade with. RWT's use a central account to dump all money on. To trade the none-centrals a bunch of stuff back and forth is just not practical for making enough money for it to be efficient. Well, why don't the do it now, when there is no 30-day-waiting-rule? As having to wait 30 days for every trade would just not be economically sound. They will just not make the cash that they want and/or have to make. So waiting for a month is just pratical. And who would want to wait for 30 days before you could see the money u bought? If you do not see that u just don't get the whole culture of the game. Ess-running, faster ess than if u mine them yourself. The ess-miners get their ess of their hands and the ess-runners get the ess they want, a win-win situation! Mining iron ores, well, I do not think that the ess-miners just blindely ignore that there is a way faster method than the one they are doing right then. The best benefit with ess-mining is that you do not have to keep clicking different rocks, 1 click and u mine until you are full. Well, sorry for bursting your bubble. But your critisizm was not well-enough grounded and proven. So go back, re-do, and comeback.
  7. @ Lordkrohn1626 mostly.... Well, all I have to say is that my numbers seem to be more right than your assumption. Both are assumptions, I get that, but minimize it to 1 % is just wrong. I can't count all people there who rant but I can with certainty say that the ones that do not like it vastly count out the ones that write there and like it. As you would think, if you like it you would be even more inclinded to post there to really try to even it out so that the "ranters" don't get all of the "yelling space". And yes, the content players have no reason to post there. Well, most of the "content" players are in fact not really "content", they most likely don't like the updates either they are just almost apathic about it, they just swallow it as there is no RuneScape 1 and 2 to choose from, there is only one RuneScape and as they still want to play RuneScape they have no real choise there, just like it or go. As there are loads of people that specialize in different aspect of the game, pk:ing, stalking, merchanters and others that play the game "normally" but still use any of these features to get enjoyment out of the game. The people that these poorly outlined and implemented updates affect are actually very vast. Many ppl may not have pk:ing or stalking or merchanting or loaning/borrowing/helping/giving/do services as their main activity but they really like it from time to time. Now, all that enjoyment for them in these aspects are killed off and as these might be the thing these players do for a break from all that grinding that is the only thing left in the game, this might very well be the tip-off-point for them to say "Now, this game is just not too fun for me to stick around to play it". It's not just pure speculations because I really think that that is a very educated and well-based guess. I also red that part about that they have worked or planed on working on these updates for like a year now. If this is the result of that work the work was really poorly done as there are much easier ways and better ways to combat the same thing but still keep the things all rant about are gone now. I not a rocket scientist or a genius and most people that have really come up with intelligent other solutions and alternatives to these updates are not that either. So why havent Jagex thought about them? They must have anticipated that their updates would start so many rants as they take away many many players main activity in the game or what they do to have a fun break from the grinding of lvls and to get drops. And they say that they have tried to look at alternatives to not have to take away all these things ppl love but still do the what they wanted in the first place. If this is the alternative way they chose the other alternatives must have been really poor and not very well thoughout. The alternative solutions I'm speaking about are way minor in terms of how much they interact with but so they should be much faster to do and not affect as much as they now do and keep all those things we want so why weren't they in there as alternaite alternatives? If it was because Jagex actually didn't think about them they just didn't do the jog as good as you would expect.
  8. Nice ideas! And original too! I also have a thread here in Bugs & Suggestions that have some new solutions to change the new updates to more player-friendly ones that still do the job Jagex want them to do, get rid of the RWT:s. But your ideas with the dirt bag first of all is great. If we can do the total opposite of what Jagex now did with pk:ing it would be great for pk:ers (I myself have never done pk:ing, nor will I ever, I just don't personally like it as a playing style for myself). If we could instead of killing off pk:ing, reward them by giving them real targets to kill, like the RWT:s going to clean their dirty items and gold. Pk:ers would never run out of targets in the beginning as RWT:s would really hate that change but they would still try to deal with and go up there cleaning their stuff. And there the pk:ers will be getting good drops and such. RWT:s would soon be really fed up with this and just stop doing it and find another game to harrass (as we all know they want to make money and if they can't they will move on very soon). If for some remote possibility there will not be any pk:ers to wait for these RWT cleaners the revenant monsters will surely do the job anyway. The only problem I see with this is that real pk:ers would get dirty items as drops from the killed RWTs and then they have to get the items cleaned themselves and with pk:ers around they would likely be killed themselves trying to get the stuff from the RWTs cleaned. So it would be very hard for a legit player to clean stuff too. I don't know how to work around that. But I like the orginality of the Dirt Bag idea! If you could solve that problem I adressed it could work well I think.
  9. Elfinor, Jagex DID NOT do their job, that's the whole point! I have tried to put forward what they did do wrong as in that there are way better solutions that do the same thing, get rid of the rwts, but still keep all those things we love, pk:ing, merchanting and loaning/borrowing, giving, being nice. I honestly think that Jagex really seriously became blinded by the fact that they thought the rwts would kill the game in a very near future and RS would die as a result in a very near future. Either they knew about something extremely threathening that the rwts was up to in the near future that we as players didn't have a clue about so they had to do almost a panic attack action to bet the rwts to it and destroy that threat to be a reality. Or they just blinded by awsomeness they saw in these updates and thought they could get away with them. For all rs players sake I really hope that Jagex was so hindered and desperate of the rwt threat that they had to release a not fully worked-out updates-package just to beat the rwts to it and that all the work to combat rwts made them have so much less effort to focus on these new updates that they are bad just because of that fact. And I seriously hope that Jagex also realize that they went way to hastey with these updates and overdid it. I think it is otherwise very weird that they released 4 major update articles full with major updates and changes the same day. I just hope that they really thought they had to release them now even though they new they were not at all good. I really do, for the sake of rs players.
  10. Ok, thanks! The main thing is to show how flawed the outline of the updates are now. They do not at all have to restrict the fun in the game as much as they have no to get the same result, getting rid of the rwts. My suggestions do all that that Jagex want to make with these updates: - Get rid of real-world-traders - Keep a living, thriving merchanting market - Players can go on with loaning/borrowing, giving gifts, doing services, boss-monster-drop-sharing - Bounty Hunter becomes a mini-game that are different from any other thing in the game an give an exciting and fun alternative to pk:ing - Keep pk:ing as pk:ers want it - Add the revenant monsters to make the wilderness more dangerous which is basically what Jagex wanted in the first place - Make it much harder for rwts to go into wildy and get intentionally killed to drop-transfer stuff
  11. Wow, Lordkrohn1626, I can just say wow. You must be one of the most ignorant and narrow-minded player I have ever seen here. To say that yesterdays updates was the best updates ever is just so wrong that I can't even describe it. Your friends must be really lying to you or haven't red the whole thing or thought even one bit of how these latest updates could be made much better for all and do the same the same major thing, get rid of the rwts. Just to state the errors in your post, I would not say that the players who pk are as small as 1 %, more like 10 % or more in my estimates. The worst error is that you state that 1M+ players love this update. Just take a look at the rsof and you will see maybe 100+ positive ppl and like 100k+ negative ppl. That can't just be a coincidence! I would say that it is tops 10 % that love this update, more likely way less. The biggest part is really negative, the next biggest is just trying to deal with it and accept it even though the do not like it at all. Third biggest group are those whom see some good in them but have some major problem with some of the kinks. Then the fourth and way smallest group are ppl like you, the ones that love this update. I can't see how you can even like it, even love it is way out of my insanity to understand. 1. They were way to many updates that restricts us at the same time! 2. Some of the are really poorly thoughtout but mostly the problem lies in how they are implemented and made in the game environment. 3. There are at least 1 much better way to combat the unbalanced trade and the thing about rwts using unblanced trades. The 3k limit is just horror and will makes this game less fun when it is finally fully integretaded into the game in Jan. If you think only 1 % of ppl are unhappy with these updates, then add the thousands and more thousands in hordes that loan/borrow, give gifts, help friends, do services to ppl, clans that kill boss-monsters, are being friendly to other players and many more groups that really will hate the 3k limit. Those ppl are way more than a mere 1 %, try maybe 20 %, then add maybe 5 % extra of the pk:ers that don't fall into the just described group. 25 %, 1/4 of all players that do not like these updates at all. I would bet thare are several more % of ppl that haven't really understand the whole implication of these updates yet and how they will affect them negatively and some players that haven't red and seen the news yet. I can not for my life understand why Jagex did so many updates to get rid of the rwts when there are way simpler methods that do the same thing but still make up a thriving and living merchanting market (the 3k limit will succesfully kill that), boss-monster drops-dividing (3k limit also effectifely kills that). And then add a simple little adjustment to make it possible for loaning7borrowing, gifting and such too. There is no need for killing, pk:ing, merchanting, social interactions will doing buisness, boss-monster-hunting and some other aspects of the game. These updates are way to hastely done and implemented. If Jagex lived the live of an ordinary rs player for like a month they would see how flawed these updates would be and how much fun they kill. They do not have had to be made like they have been done now at all. Just to state some things to clear some things up: 1. I really do think that the rwt problem should be delt with and harshely too. It just the method for doing it is way to flawed as it is now! 2. I have never done any pk:ing nor will I ever, I just don't like doing it personally 3. I do very seldomly merchant, I make my own money otherwise, mostly by getting and then making items to sell myself. My aim when I sell is not do merchanting and make a profit out of it. I just sell it to ge the money I can. I usally sell for less than the normal price so I'm not trying to make profit out of the shere merchanting part of it. 4. I extremely seldom loan out things to my friends due to the even remote possiblity that they can scam me and keep the item and never return it to me. If you wonder what those "clever" alternative solutions are that I'm refering to, just take a look in the Bugs & Suggestion forum and look for a thread with me as the author. Nitram out....
  12. Well, I don't see any problems with any of my solutions. The wildy now has revenant monsters that is the same thing as the pk:ers before, just that they are always there and do not stop attacking you or get tired of you. So adding that there are no revenant monsters in 1-10 lvl wildy will keep abyssal runecrafting still possible. And letting regular pk:ing be in all over wildy again will not as a big thing as you thought. I can't see why pk:ing all over wildy as it was and just add revenant monsters from lvl 10+ wildy. And what are trainers? Never heard of them and what do they do in wildy? Why do their activities become impossible with my solutions? Rune miners, well, aren't there rune miner pk:ers already? My solutions will have the same effect. Ok, maybe just don't place a revenant monster by the runite rocks there and problem solved and back to as it was before, or do you want to make it even easier than before Dec 10?
  13. My only disappointed really is the extremely poor solution to the main rwt problem. The 3k limit to trades is just ridicoulusly bad and it's like Jagex have no clue how actual players play the game. I would assume that like at least 25 % of all ppl give gifts, loan, borrow or do services that will be totally affected by this 3k limit. The 3k limit is just a very poor solution out of many. I can actually think of 1 that do the same effect but keep the gave copeable. If they instead of a firm 3k limit made it a 3k + 10% limit. This solution still make it able to give items worth 3k for free but also makes a window for profit-making merchanting. Say a Whip is set to 1.3M worth, with this update the pricerange you could sell it in 1.17M+3k to 1.43M+3k. And for a expensive set like Full Guthans, worth say 6.5M, the range will be 5.85M+3k to 7.15M+3k, that's more than a 1M in range. The problem with rwt is that they do totally unbalanced trades, give all to one player and not get anything at all back. They do not do trades anywhere near a +/- 10 % balanced trade. So this solution would still make rwt almost impossible as they would have to put in 90 % worth of item in the reciving end too in a trade which they can't do and the solution also keep a thriving living merchanting market. And as a addition to this to solve the problem with loaning/borrowing, giving and such it is also very simple to solve without doing anything this drastic that Jagex now did. Just make it so that you can only loand/borrow and such with players that have been on your friends list for say 30 days. How do this stop rwts from not abusing this you ask? Well, players that buy stuff from rwts do not want to wait 30 days to get there stuff, they want a quick trade as they most likely want the item/gold now as they want to use the item or spend the gold in the very near future after the trade. The seller do not either want to wait for 30 days before doing a trade complete. And the rwts has to add the players hand have them on their list for at least 30 days before they can do the whole trade. It's a fair chance that such a deal won't be completed as I assume they will be banned long before they can complete the trade. Is there any autoer/bot that last 30 days in the game? So these 2 solutions do the same thing that the ones Jagex came up with, but they are way better and more game-playing implementable. As for the PK:ing, just make the wilderness area smaller if the problem was for pk:ers to find targets. Bounty Hunter is way flawed as it now it's way to usual, there is no kinks to it, like hiding, planing your strike on your prey. Now, there are just clans roaming around in there killing anyone they see, bounty or not. And the area for it is also too big. Just make it a real mini-game with really, for a mini-game, different rules and goals, like all the other mini-games that are what their name states, mini-games. So put the old pk:ing back but in a smaller area so that rwts can harmlessly go out there and get killed by choise to transfer items. With my version of the unbalanced trade rule they all have to go into wildy and get killed if they want to do trades which makes the live of rwts much harder and the pk:ers got a real treat to kill. Everyone is happy! Not that hard at all!!!
  14. I give Jagex my permission to use these ideas in-game on RuneScape I first posted this on RSOF but as anyone know now it is extremely hard to keep your thread on the first page of threads so I post it here too in hope ppl read it and make suggestions and critizism of it. So here goes: Instead of just ranting and complaining about yesterdays news and updates I thought we could help Jagex to change those news and updates to something that would both do what we all want, get rid of the Real-World-Traders, and keep a living merchanting market, functional pk:ing, giving/loaning/borrowing items, exciting and original mini-games. :::::: Suggestions and ideas about how to make Bounty Hunter better ::::: -Problem 1-: There are only 3 zones, 1-49, 50-99 and 100-126. -Solution-: There should be many more zones, like 1 for ever 10 combat levels (1-9, 10-19, 20-29 and so on) so that you get a more even match of bounty each time. -Problem 2-: The area is too big ̢̢̮ââ¬Å¡Ã¬Ã¢ââ¬Ãâ I have heard of players running around in the area for several minutes to find their bounty. -Solution-: The locate bounty spell isn̢̢̮ââ¬Å¡Ã¬Ã¢ââ¬Å¾Ã¢t enough, make the area smaller or make the zones more and more exlusive. -Problem 3-: Gangs and clans stick together to kill anyone in sight, bounty or not -Solution-: Make the whole area single-combat so it is possible for all to solo and not being afraid of be jumped by a whole gang or clan. -Problem 4-: The 3 min penalty is no discouraging measure at all in most cases as the ones that usually get the penalty are players going through the area in a gang or clan so they have no intention anyway to leave the area in those 3 min, which makes the penalty pointless. The player is protected by his fellow clan-mates so he/she doesn̢̢̮ââ¬Å¡Ã¬Ã¢ââ¬Å¾Ã¢t have the need to leave and be affected by the penalty. -Solution-: Set another type of penalty that discourage players from just randomly kill other players as that is not the real intent of the Bounty Hunter as it is to seek and kill an assigned bounty. -Summary- I can̢̢̮ââ¬Å¡Ã¬Ã¢ââ¬Å¾Ã¢t see why you really should have to be able to kill none-bounty players as the intent of the Bounty Hunter isn̢̢̮ââ¬Å¡Ã¬Ã¢ââ¬Å¾Ã¢t that and it just comes out as the idea of Bounty Hunter itself isn̢̢̮ââ¬Å¡Ã¬Ã¢ââ¬Å¾Ã¢t good enough so we have to add that can kill none-bounty players too, just like in the old regular pk:ing. Why not try to make the Bounty Hunter with the bounty as an idea more elaborated, like that you can hide and wait for your prey and that you have to plan and be cunning about how and in which way you will kill your prey in. Make some obstacles or a maze-like area that you have to make your way through and in, jumping over fences, climbing over rocks, swing over lava and such. So the game becomes more original and more like a real bounty hunt. Just not like it now, a tiredsome walk/run through a desolated area looking for a player to kill or get killed by someone that just wants to mess with you. :::::: Suggestions and ideas about how to bring back PK:ing and the Wilderness as we can stand it ::::: -Problem 1-: Gravestone update renders drop-getting from pk:ing a real tiredsome activity as you as a pk:er may have to stand and wait for up to 5 min (even longer if some low-lvl none-attackable players comes along and bless/repair the stone) to even get the drop. If you die you die and it should be a real threat and not taken so lightly as the gravestone update can make dying now. 99 % of all places in the RS world can be reached in less than 5 min if you want to. So that in theory makes it no risk of dying at all in most cases. You as a player should value life more and fear death more as the concequenses of dying should be sever. If you can get your item back so easily there is no real point in pk:ing, who want to hang around the same spot for several minutes? -Solution-: Just stop baby:ing us players. The idea of a gravestone is a cool thing but it shouldn̢̢̮ââ¬Å¡Ã¬Ã¢ââ¬Å¾Ã¢t be so big a deal as it have become now. Instead of it interfering with how long it takes before you as a pk:er see the drop it should just be nice sign that will be placed along your bones when you die to state something about which players lies here and maybe something else. That is much more in-game balancing and still be cool as you could by different gravestones to be displayed for nearby passing players. So take away the time-duration and the repair/bless thing and just make it a cool thing to be displayed when you die. This way PK:ers get there drops and the dead player get to know that there is a nice display of honour of his/her death. -Problem 2-: No own choise of what items to take into the pk area. Maybe you want to bring an item that Jagex didn̢̢̮ââ¬Å¡Ã¬Ã¢ââ¬Å¾Ã¢t consider in their allowed-items-list that actual can be good to bring, what about it then, should you not be allowed to go into pk area? -Solution-: The choise should be free for yourself to make about what items you want to take into pk area. If you still have a version of unbalanced trade real-world-traders wouldn̢̢̮ââ¬Å¡Ã¬Ã¢ââ¬Å¾Ã¢t have any intention to go into the wilderness anyway as they couldn̢̢̮ââ¬Å¡Ã¬Ã¢ââ¬Å¾Ã¢t make the trade anyway. So that renders the purpose of the no-self-choise policy useless. So just change it back to being a free choise. -Problem 3-: No more pk:ing in the whole of the wilderness. -Solution-: Just a simple one ̢̢̮ââ¬Å¡Ã¬Ã¢ââ¬Ãâ change it back as it was before December 10. If you wanted the wilderness to be more dangerous just keep pk:ing as it was but add the revenant monsters to it, without the teleblock spell, that should still be a player-spell. Either you want to kill the revenant monsters or you just want to keep the damage to a minimum when you run/walk past them. If you want to kill it you stay, the teleblock have no effect then, if you want to run past it the teleblock make it just annoying. I̢̢̮ââ¬Å¡Ã¬Ã¢ââ¬Å¾Ã¢m very much happier to be killed by a player with actual intelligence with teleblock than be killed by a random monster that just happens to be programmed to cast teleblock on me when I try to lure myself past it. -Problem 4-: Before, you could be rewarded for finding a world that had no abyssal runecrafting pk:ers, as then you could actually use the abyss to runecraft. If you replace the abyssal runecrafting pk:ers with revenant monsters roaming around there is no breather from being hurt a lot while doing abyssal runecrafting. Image it like potential abyssal runecrafters in every world with teleblock capabilities. Not fun at all and abyssal runecrafting becomes even harder than it is now. -Solution-: Keep the revenant monsters up in higher levels of the wilderness and keep the monsters that are already by the abyss and keep the pk:ers in the wilderness. This way you can still have a real threat about the revenant monsters in the wilderness and you can still have pk:ers where they want to be and abyssal runecrafters can still catch a break sometimes by finding a world without abyssal runecrafting pk:ers. -Summary- Wilderness is dead as of now. No point in really going there. If you can̢̢̮ââ¬Å¡Ã¬Ã¢ââ¬Å¾Ã¢t pk anywhere in it as it was before there is no point in pk:ing at all. If you can̢̢̮ââ¬Å¡Ã¬Ã¢ââ¬Å¾Ã¢t choise yourself what to bring into pk:ing when that rule isn̢̢̮ââ¬Å¡Ã¬Ã¢ââ¬Å¾Ã¢t nesseccary as the real-world-traders couldn̢̢̮ââ¬Å¡Ã¬Ã¢ââ¬Å¾Ã¢t use it anyways to do trade in because of the unbalanced trade update. I can agree that the wilderness is too big of an area today so that real-world-traders can go in it and get killed by own choise just to drop the items to make it a transfer that way. No other form of in-wilderness-transfer is possible as the unbalanced trade rule count anywhere. So why not just add the revenant monster in like lvl 10+ wilderness and make the area smaller, this way pk:ers still have an area that is just pk:ers in but they could still do pk in the rest of the wilderness, they just had to stay out of any revenant monsters̢̢̮ââ¬Å¡Ã¬Ã¢ââ¬Å¾Ã¢ reach and that you can take any items you like into there, everyone̢̢̮ââ¬Å¡Ã¬Ã¢ââ¬Å¾Ã¢s happy and the intention with killing Real-World-Traders and adding revenant monsters would still be good. :::::: Suggestions and ideas about how to keep a living merchanting market, able to give/loan and still keep Real-World-Traders out ::::: -Problem 1-: Real-World-Traders can as it now trade gold between accounts and do business with real money for rs-gold in-game. To combat that Jagex plan to implement a 3k limit window of item worth when trading. This 3k limit window just about kills all form of merchanting, giving gifts, helping friends, share loot and other vital parts of the game. -Solution-: The limit it is probably nesseccary to have to get rid of real-world-traders. But is doesn̢̢̮ââ¬Å¡Ã¬Ã¢ââ¬Å¾Ã¢t have to be a strict set 3k limit. It should be a 3k+ % limit instead. This way you still have the ability to give items worth less than 3k as isn̢̢̮ââ¬Å¡Ã¬Ã¢ââ¬Å¾Ã¢t a % limit only. The % part of the limit makes it able to merchant items and to make a profit out of it still. Say a Whip is 1.3M, with a 10 % limit you could sell the whip in the range of 1.17M to 1.43M. That is a limit think I can live with. It still have the same affect on the real-world-traders as the 3k limit as most players that buy rs-gold and do business with real-world-traders do not buy just a couple of hundred thousand rs-gold, that just doesn̢̢̮ââ¬Å¡Ã¬Ã¢ââ¬Å¾Ã¢t seem reasonable and logical that they do, so they most likely trade in the millions. With this % limit if you want to trade 1M rs-gold the other part still would have to put up at least 90 % - 3k worth of stuff to be able to make the trade. So this still makes it very hard life for real-world-traders but still makes a living merchanting market. -Problem 2-: With the 3k limit you can̢̢̮ââ¬Å¡Ã¬Ã¢ââ¬Å¾Ã¢t give/loan stuff to/from friends worth more than 3k. -Solution-: Make it so that you can only trade stuff or give stuff for free to players that have been on your friends list for more than x days. This is also real-world-logical as you wouldn̢̢̮ââ¬Å¡Ã¬Ã¢ââ¬Å¾Ã¢t loan an item to friend you have just waited, or anyway, you are less inclined to do it. As both parties in a real-world-trade want a quick trade they would be very much hurt by this rule as they don̢̢̮ââ¬Å¡Ã¬Ã¢ââ¬Å¾Ã¢t want to wait x day before they can make the trade. The buyer would be discouraged if he would have to wait so long before he could get the item/gold and mostly the seller wouldn̢̢̮ââ¬Å¡Ã¬Ã¢ââ¬Å¾Ã¢t make a profit if he had to wait x days to complete the trade for every customer. And most likely the real-world-trader would get banned before the x days had past anyway. So legimat players wouldn̢̢̮ââ¬Å¡Ã¬Ã¢ââ¬Å¾Ã¢t have any problems with this as most of us have had our friends on our friends list for more than x days anyway so we wouldn̢̢̮ââ¬Å¡Ã¬Ã¢ââ¬Å¾Ã¢t be negatively effected by this rule. -Summary- The 3k limit is just really not game-smart. There are at least 1 other much better idea for the same thing out there, this one that I present is just one of them. And there are loanding/borrowing/giving aspect of the game has a very seemingly easy solution, just time-stamp adding of friends on players friends lists. Of course real-world-traders could try to go around this by randomly multi-adding players as soon as the account is made and wait the say 30 days. But they still have to find customers and as it now a customers market, the customer contact the seller to buy stuff, the customer don̢̢̮ââ¬Å¡Ã¬Ã¢ââ¬Å¾Ã¢t want to wait 30 days to get the money as they most likely want them now as the want to spend it now too. So if the real-world-trader multi-add players then the seller have to contact the potential buyer and as most players do not want to cheat and buy rs-gold they will not buy and some of them will report the contacter for illegally advertising selling rs-gold and the account would most likely get banned long before it would make any profit. Thus render the business pointless and none profitable and the real-world-traders would go away.
  15. I don't support this idea of taking away the +/- 5 % price range limit. The reason I don't support that is because this price range isn't the real problem. The problem is that most ppl don't have the patcient to wait and get more for their items put in GE and therefor they set it to the lowest price possible. And for some items you have to put it at the lowest to even have a chance of selling your items in any reasonable time. This behaviour makes price go down as then Jagex thinks that the market price of the item is set too high as they see that almost all sales of the item are at a lower price than the set market value, so to compensate they lower the market value of the item. But as there are still no patcient of the sellers and there are still loads of the item up for sale sellers will abort the sale and set the item back in GE set to the new lowest price possbile to set. And then JAgex next price update sees the same thing as before and lower the market price again and this is repeated over and over again which make the price of items getting lower and lower. This has nothing to do with the price for say of the item it has to do with the lack of patcient of the sellers or that there are may to many sellers of that item compared to how many buyers and the amount up for sale and buying. The reason why this become a problem is that Jagex update the market prices every day or maybe even several times each day. Thus making the sellers to abort their sales to put the item back at the new lowest price. Then when that is done, the seller has until the next update of price to sell the items. If not sold he/she has to take the items out again and put them in again at the new new lowest price. So the problem is that Jagex update the prices way to often now. Most sellers of regular items don't have a chance to get the items sold during the time from one price update to another. To combatt that Jagex should only update price like every 2 days or so. That would give the sellers more time to sell their items during the time between 2 price updates so that they do not have to take out their items and put them back in at the new lowest price to have another chance of selling the items at all. This is the only possible solution if the market is as it is today. The other solution is if the GE would be much less used in the future so that there would be a much better sellers/buyers ratio so that ppl that the amount up for sale would be more comparable to the amount up for buying. This would make many more sellers getting their items sold during 2 price updates. So either many more buyers would have to use the GE or much less sellers would have to use GE to change the situation we have now, described above, at GE. So the problem is not the +/- 5 % price range limit it is the too recent and often price updates. At least as how GE is used to day.
  16. Thanks Mensilator, and I have added you to the supporters list too now, as you whished \ How to battle the fact that bosses only can have 255 HP Max As some of you have noticed boss-monsters can only have 255 HP maximum. And if you wish to make a boss-monster there is some ways you can battle this fact. Either, like the Kalphite Queen, make the boss have 2 or more forms, as the first form has 255 HP and then the second form has another 255 HP so in total the boss-monster has 255+255 = 510 HP. Another way is to make the boss-monster's defence much better so that the players battleing it can't hit so often and not for so much damage, then the 255 HP will last longer and the boss-monster will be hard to kill, even with "only" 255 HP. A third way is to make the boss-monster have many parts, each with its' own HP, and that players have to kill all parts to get the kill of the boss-monster. The way I went with AAM is the second option. As AAM can't have more than 255 HP and I don't want to make it have 2 seperate forms and I don't want it to have several parts that all has to be killed to get a boss-monster-kill I make the boss monster's defence better so that players neither hit it so often nor for so much damage. This will make AAM live longer and be harder to kill which makes it a better and more fitting boss-monster in my own opinion.
  17. Oh, many more replies and suggestions and critisism, I like that :thumbsup: So to organize the suggestions/replies/critisism I have made these points: - Changed the effect of the white-web-paralyzing-magic-attack As some of you wrote and said that the effect of this attack was to severe as that you could not even eat food, drink a potion or item-tele I have now changed it so that it's more like other paralyzing attacks present in the game, so now you can eat food, drink a dose of potion and item-tele while under the effect of this attack. But to add another effect I have made it so that the white web damage for 1 HP in a quite rapid pace while you under the effect of the white web. As it only hurts for 1 HP and the effect of the white web is only some seconds this damage won't be major but it still have an effect and balance the attack better now after I've made it possible to eat food, drink a dose of potion and item-tele while under the effect of this attack. - Explain the name of the boss As the other boss-monster in the game (Kalphite Queen, King Black Dragon, Dagannoth Kings and such) have names refering to a title, like queen and king, I wanted to follow that tradition and have the boss named after some sort of a title, although "Mother" is not a title in the same sence as "King" or "Queen" I still wanted a sort-of-a-title in the boss' name. And as the first forfather of a species usually is called "Mother"-something I found it fitting for this boss monster. The other part of the name is to refer to that the boss monster being really old and have been there since dawn of time basically. And the middle part of the name is to give it another name for "Spider" as to make it sound cooler namned. So that's the story about the name so now you know why I called it Ancient Arachnid Mother and not like Black Death or something. I hope you see the reason for the name now to so that you don't just blaintly despise the name of it. - Why Underground Pass as the area for the boss monster lair The reason I choose this area for the lair is that up-to-date biggest spider in the game lives here already (lvl-89 Kalrag) so the area is known for big spiders already. Another reason for this exact area is to draw more attention to the big area of Underground Pass and the big unused area by the dwarves down in the Underground Pass as I hate big unused areas that is only used during a quest and then just is there and not being used for anything. Another reason is that this area of the RS world has no other boss-monster and the area under this part of the Underground Pass can logically hide a lair like this. The area under West Ardougne and around the Underground Pass is already assosiacted with ancient history so therefor it also becomes a suitable place to locate a big ancient boss monster in. - Dwarves and unlimited supply of food As some of you have said one of the dwarves give you an unlimited supply of food. But as someone also mentioned, this unlimited supply of food is only salmons and maybe other low lvl:ed food which makes this not a problem as using such low-healing food at the boss is not sufficient healing food-wise as you would be eating most of the time at the boss and therefor not able to fight back. So this unlimited supply of food is not a problem as long as it just salmon and maybe other low healing foods. - High Agility Short-cut/Quest completed required short-cut/Tele-spell I think that most of you suggesting a short-cut or a tele-spell near the lair-entrance haven't really thought of how you can access the area where the lair is located. You don't have to go through the whole Underground Pass area everytime if you have done the Underground Pass quest and have access to Lleyta. As this boss monster is for more experienced players that do do quests and have some high lvls in none-combat skills I think that players that want to go kill this boss monster will do the quest required and train to the required skill lvls so that you can access Lleyta. Otherwise you have to go through the whole Underground Pass to get to the lair every time you want to kill the boss monster. There should be some skill other than pure high combat skills required to killing this boss monster efficiently I think as this boss monster is aimed at the overall experiened rs players. So I say no to any type of short-cuts or tele-spells to access the lair easier. If you want to get the easiest and fastest access bank-to-lair way you have to have completed the Underground Pass and have access to Lleyta as then you can meet and re-stock in Lleyta bank and then walk/run to the elven land exit/entrance to Underground Pass, jump in the cauldron and end up at Iban's throne-room, walk and jump through the narrow path so that you end up at firm ground and then walk/run to the stairs down to the area where the dwarves live and the lair is. This may take some minutes every time but I think that accessing the Dagannoth Kings take even longer so I don't see any trouble with that. When you are done killing the boss monster you can use the Tiny Elf Crystal to tele back to Lleyta to re-stock again and repeat over and over again. - Why such a strong poision effect from the boss monster? The reason I made the boss monster's poision effect stronger than other posion is to really highlight the fact that you are battleing a spider which are known to be poisonous and that it is in fact a boss monster and an ancient beeing. It's also to add a extra lvl of difficulty to killing the boss monster. The last reason for this is so that people actually will start producing and have a use of the strongest antidote potions which I think are not at all used as they could be. So now I revitalize the making and the use of these potion and add a big reason to make these potions. - Some hard-to-notice uses of the slippers Most of you have noticed the big and most obvious use of the slippers, the extra-fast-running-effect. But to highlight some other uses of the slippers to show that they can be much more usefull than some of you think they are I can list some other usefull uses of the slippers; The Prayer bonus boost that the slippers gives is double and tripple the Prayer bonus boost that any other Feet-slot gear gives (White Boots gives +1 Prayer bonus boost and the first form of the slippers gives +2 and the second form gives +3). This makes them an excellent choise when you use prayer for fighting/training on a monster (like killing Aberrant Spectres as a Slayer assignment) and you want to have the Prayer bonus as high as possible. The slippers can also be seen as a more expensive upgraded version of the Boots of Lightness as they also give a reduced weight and that this reduced weight is higher than the Boots of Lightness which makes them the ideal Feet-slot gear while running back-and-forth (like abyssal runecrafting, ZMI altar runecrafting, banking mining and such). If you still are bothered white some poisonous monsters (you don't have more than twice the monsters lvl so that they don't attack you instantly) the slippers will makes this a none-problem. And if there are monsters that are poisonous and attack players whatever the player's combat lvl is (like the poisonous spiders by the King Black Dragon lair) the slippers will help those players too a great deal. The operate Agility bonus boost is very usefull to players doing the Brimhaven Agility Course for example or any other Agility required thing. These boots can make you access those Blue Dragons right away down in the Taverly Members Dungeon if you only have 3 less lvls than required. Any other monster that can poison the player have a harder time doing so. We all know how irritation it can be to fight a easy-killable monster that can poison you and you can kill it with like 2 blows and while you hack away at it its' first attack hits and you get poisoned (like Kalphite monster killing). That is just bad luck and it's just irritation. These slippers will limit this bad luck situations so that you can manage to kill the monster before it can poison you. -------------------------------------------------------------------------------------------------------------------------------------------------------------------------- To make you, Warrior, happy I have added a version of what you suggested, a book/pages that tell a story behind Iban, like the story-pages you get from drops from Mithril Dragons. But I have added an extra thing to this suggestion; The AAM now also drop Iban's Diary which is a book like the God Prayer Books which means that it does nothing by itself but you can make it usefull by attaching the missing pages in it. So the AAM also drops Iban's Diary Pages (1-5) now which both tell the story of Iban as a young pwer-hungry Black Knight and his rivalry with his nemesis, the White Knight Dawn Ascent, and gives a nice effect to the Slayer Skill.
  18. No, this is not a dead post, just haven't had the time to re-do the necessary changes I have seen I first posted it and the critisism it has gotten. But now I have changed drops so that it becomes more affordable to go on a trip to kill it, like to finance the trips. I have also changed some benefits the slippers different forms give as also a note that you can't wear them in the wilderness so that ppl can't use them to run away from pk:ers. The use of the faster running benefit was not thought to be used for this purposes. The agility bonus is now also a "operate" option and it is time-limited. ----------------------------------------------------------------- I also think that the boss monsters should not only be picking a prayer to put on and then hack away at the boss. There should be more thought and intelligence and concentration on not just hp and prayer. So this boss monster is in the line of this thinking. Nice to see others wanting to have boss fights like that too.
  19. Sorry to bother but I think there should be a map pic of Egde to the Fairy ring just east of Egde as you say in the text "Follow the red line to the fairy ring" and that's after u've glory-teled to Egde, so I assume that you mean that u should run to the Fairy ring just east of Egde then?! That pic is not in the guide and there is no red line in the pics you have now, so I guess u just missed to add that pic?! And this method is not the fastest method (if you are going for speed/time that is). As Oake said, using Home Tele Tablets and having a Canafis Portal and an Altar in your House and using the spot just by the gate to the myre with 2 logs is much faster than this method. You can get the same amount of fungi every run (27) as with your method because you do not need a Fairy ring tele-staff and u can then wield your blessed silver sickle instead, but you instead need 1 space for Home Tele Tablets. With 60+ Prayer you will manage to get a full load of fungi like 99 % of the runs even with only 2 logs to get fungi from. Another note that you might wanna mention is that it's far from every time you get 3 fungi from 1 "operate", which I sort of got the impression of that you would get. So it's like every 4-5 "operate you get 3 fungi, the other times you get 1 or 2.
  20. No, if u do this sub-quest after the actual quest u don't have to get all the keys again. You just turn into a goblin, walk up to the big door, click "open" and it opens again.
  21. I have now made some changes to the drops that I agree on was to good. Now, the boss monster doesn't drop Giant Arachnid Cephalon 100 % of the time. Instead I made that one of the Extremely Rare drops, but with the same value (if you get it like once every 250-500 kills set over an average of all kills it isn't that overpowered). Instead of that 100 % drop I came up with another item that would suite to be a goood 100 % drop from this boss monster and yet have some value. You can read about this new item in the text in the first post under "100 %". But I still need to know why making players wearing this extremely rare slippers to be just slitghly faster than other players that do not wear such slippers? Are there any places or situations where being slightly faster than another player can be a huge unfairness? And about the extra strong poison I have set the boss with, I think that a spider is known for being poisonous and as this being the archexample of all spiders its' poison should be extra strong to like show that. So I don't think that this will make the boss monster too overpowered and almost impossible to kill. The player that wants to kill it just have to either buy one higher power of poison cure or deal with that his/her poison-cur potion is one cure-lvl less effective than normal.
  22. Ok, thanks Sworddude, the first one with some real critisism that I can do something real about. I didn't know that about 255 HP is the max. I saw that all boss monsters had that hp so I was somewhat curious about why 255 exactly on all of them. But now I know why. And nice that you slapped me straight about that reward. I will nerf it down considerably now \
  23. How is being slightly faster a big no no, elaborate please And why is all that talk about poison so weird to u? Many monsters has attacks that posion u too, so why is this different? And about the extra strong poison - now there will be a real market for the extra strong versions of the poison-cure. So sorry, I'm not agreeing with you on that subject unless there is some other bad point of having it like this?
  24. Hi all! I have recently been working on an idea for a new boss monster. As I'm somewhat fascinated by spiders the type of this new boss monster was set. This new boss monster is supposed to be really scary and the effect of it and the battle with it is set so that sudden fear could happen at any time. The area where the battle commences is supposed to be dark and scary and the visibility should affect that. That is the overall mind-set for this new boss monster battle. The aim of introducing this new boss monster is not to introduce yet another high-level monster that drop some major combat item or to be yet another monster that drop something like a Dragon Chainbody or like that. This new boss monster is more focused on none-combat drops that can make the gameplay somewhat easier for the players. I don't think I have overdone in the drops either, more like that I have underpowered them. But to be fair, the reason why you go kill this boss monster is to get the unique and special drops, so it's not that different from most other boss monsters in that aspect. ------------------------------------------------------------------------------------------------ Introduction into the game This new boss-monster should come to the players as a total surprise. Jagex should knowingly leave the introduction of this out in the Behind the Scene article for that month in which it is released. On the day it is released there should be an article on the RuneScape official homepage telling players about a rumour that has been heard just recently by a source yet unknown. The rumour tells of the presences of a huge evil malice being felt during the excavation and exploration of the Underground Pass area to search for linkage between artefacts from the Temple of Light (where the Death Altar was found) and the pass. The players are told that their contact in this matter are the 3 dwarves living down in the Underground Pass (Kamen, Nilhoof and Klank) as they have been informed of this discovery via notes from a yet unknown informer. As the players get down to the 3 dwarves (Kamen, Nilhoof and Klank) living in the Underground Pass they have to talk to either of them. After the conversation the player is given a diary book. This diary contains the story from one of the recent days of excavation of the Underground. The players have to read the whole thing through (a.k.a. flipping through all pages in the diary) before being that the malice seeped out from a hole that was accidentally made in the ground during the excavation of the area just north of the 3 dwarves encampment. The hole is visible before talking to the dwarves but you cant descend down into it before going through the whole conversation with the dwarves. The diary story The diary from the day the hole was made tells the story of that the hole was made out of total accident and that all the workers that worked in the proximity of the hole immediately felt a evil chill to their most inner core of their being. But the dwarf workers were so curious that the feeling of something evil present was subdued and they approached the hole. The hole seemed to end in a big and vast hollow. This triggered further investigation of the discovery as they became curious of what treasures might have been left down there from ancient times. High on the curiosity and the excitement of exploring they fastened a rope to a nearby big rock and descended down into the dark hollow. The hollow seemed to be drenched in a magical dark mist that the dwarves lanterns couldnt penetrate. So they could only light up their own faces with the lanterns light. Despite this, almost subconscious, warning, their curiosity got the upper hand and they jumped of the rope to what they could figure was the ground in the hollow. The dwarves still left on by the hole sat down and listened nervously for any alarming sounds from their friends bellow. The hollows ground was almost entirely covered with some white sticky substances that the dwarves couldnt determine what it was. The hollow was totally silent except from some very faint dripping of off the roof of the hollow as it splashed silently on the hollows ground. The dwarves silently whispered an agreement to be very careful and take it slow. They spread out in a circle with an arms length between each other and started to slowly walk outwards from the dangling rope through the sticky unknown, almost slimy, substance. As the exploration circle spread out to reach the limit of an arms length from each other they paused and tried yet again to use their lanterns to light up the vast darkness but to no avail as the dark mist was impenetrable. One of the dwarves in the expedition thought he saw a scoop in the ground and some carvings beside it. He told the leader of the expedition about his possible discovery and the agreement was made that they would walk hand-in-hand towards where this scoop and the carvings were spotted. As they came closer to where the hole was, they all saw that the hole was in fact a scoop as it was too well formed to not be hand-made. The scoop had its form covered with some sort of pottery that was since long forgotten. The scoop also seemed to radiate some sort of magical force as it glowed in a very, very dim blue shine. One of the dwarves lifted his lantern over the carvings beside the scoop in the ground and they also seemed to glow in the same light at the scoop. On a closer look the carvings was some sort of ancient writing with very majestically writing of the letters themselves. The language they were written in was of ancient origin but one of the dwarves in the company that descended down the ominous hole was the lead language historian and he got an immediate interest in the writings. He searched his vast base of knowledge that he had learned from long hours with his nose in ancient scripts. The language was a very old one as it was not spoken anymore but the interpretation of the language was still known by the most wise language historians. The historian began to read the text out loud; "When all 4 of us are magically lit and shining bright the darkness will unfold, showing the ancient evils presence and the epic battle can rightfully be told The reading of the words made a chilling wave of discomfort run through everyone of the members of the company. The dwarves decided that this would be enough for now and they should head back up. As they turned around to start making their way back to the rope a very faint, but still detectable, sound was heard. It was as of some pebbles had been set in rolling motion. The company made halt for a brief second and then instinctually moved faster towards where the rope should be. As they hurried their pace they started hearing tapping on the ground and the sound came closer and closer. As the first dwarf reached the rope he could hear the horrible sound of the last dwarf in the row to climb the rope experience bone-chilling pain. Blood spread all over the company as if it was raining. The panic just struck the whole gang as they became paralysed of this horrid sound and being covered in their fellow friends blood. After this sound quieted down the mere seconds of silent between the first and the attacks that came after it seemed like hours for the panic struck dwarves. Their friends above just froze in horror of what they heard from bellow. They all fled in panic and were never heard of again. The follow up on the diary notes This passage is from a diary made a wizard assigned to help the only survivor of this horrific episode, the dwarf first on the rope up back to the surface from the hole, that had became a rambling, sad example of a dwarf after he was found roaming around in the mountains west of East Ardougne. The wizard put a mind-reading spell on the confused dwarf and after months or interpretation of the ramblings the dwarfs memories had become he wrote the passage down in his diary. The diary was then long forgotten as several years have passed by until it was found by a stranger that had been searching for it since he saw the wizard write the passage down in it It is believed that the same stranger is the unknown informant that left notes to the 3 dwarves residing in the Underground pass. The boss-monster in game-play The hole is there as the boss-monster is released but it isnt descendible before you have gone through the whole conversation with the dwarves. But to descend it you must craft 2 things. The first thing is that you need a special rope and the second thing is that you need a strange lantern. Dwarf-knotted Rope (untradeable) Craft 2 dwarven ropes from the wool of the yaks on Neitznot and then take them to Vermundi in Keldagrim market area (you cant buy the ropes as they are untradeable). He will knot the 2 ropes together with a dwarven knot for a 100 000 gp. When that is done you have to have it checked by either one of the 3 dwarves down in the Underground Pass. After that has been completed you can use the rope on the rock near the hole to fasten it so you can use it to descend down the hole. Mist-scatter Lantern (untradeable) To be able to see anything down in the hollow you need a special lantern. To construct this lantern you need to craft a regular lantern and then attach a chiselled dragonstone instead of the lantern lens. Then you need to take it to the man in the Nature Grotto in the Mort Myre Swamp to get it blessed so that it can scatter mist. When that has been done you can then descend down the attached rope and be able to see a distant down in the hollow. When you have attached the rope and have the lantern in your inventory you can descend down the hole. Only a maximum of 4 players can descend down the rope at any one time. When 4 players have decended down the 5th player trying to descend will get a message that he can't descend. When you come down to the floor you will see 6x6 squares all around you. Area outside this is totally black and you can only spot other players dots in the darkness on you mini-map. Northwest, southwest, northeast and southeast of the rope you will find the scoops described in the diary notes. To be able to start the battle you need to light a pyre magic log in each of the 4 scoops. This will light up a big area with a blue glow. After that you need go to one of the entrances of the 4 caves located to the east and west of the rope. When standing just outside the entrance to one of the caves you will be attacked by the AAM and the battle begins. The AAM can only be damaged when its in the glow of the 4 glowing scoops. The glow will glow for 15 minutes and then it needs to be re-lit with a pyre magic log. All 4 scoops need to be glowing for you to damage the AAM. You also need to be standing in the glow to be able to hurt the boss. There will be a time counter counting down the time before the scoops need to be re-lit to help you keep track of that aspect. When the AAM is killed it will take some time to respawn and you will have to lure it out again by standing in front of one of the cave entrances. If you want to leave the hollow you can either climb up the rope or just teleport out by any means. Summon familiars are allowed but you need to summon them after you have descended down the rope as they cant follow you down the rope if they are summoned before you descend down. Pets are not allowed to be out when you descend down the rope and when you are down there you will get a message warning you to not let it out down here. If you disregard from this warning and let your pet out the AAM will eat your pet during the battle and you will loose it. The whole area down in the hollow is multi-combat. The Arch Arachnid Mother [hide=Specs of the Arch Arachnid Mother]Name: Arch Arachnid Mother (AAM) Race: Spider F2P/P2P: P2P Level: 498 Hitpoints: 400 Ratio: 0,80 Aggressive: Yes Retreat: No Quest: Yes (Underground Pass) Poisonous: Yes Habitat: In the hollow down the hole in the Underground Pass[/hide] Appearance The AAM looks like a huge mix between a Black Widow spider and a Tarantella spider. The backbody of the monster has that red mark that is known for Black Widow spiders but the frontbody is big and hairy like a Tarantella spider. The mouth of boss has the same big mandibles as a Tarantella spider and it has several glowing eyes. Its legs are all covered with hair the entire spider is black except for the red mark. Movement The AAM moves by walking with its 8 legs and the speed of its movement is as fast as you running, which means that it moves really quickly. Attacks The AAM have 3 attacks. One for each attack type. [hide=Range attack]It spits a vile poisonous slime that poisons the player for 8 over 30 seconds with damage every 5 seconds (7 x 8 = 56 hp damage overall if not cured before). The attack also does regular damage. This attack hits all players and it has a 100 % poison rate when it do damage (if it hits 0 on a player it doesnt poison the player. Attack speed of this attack is slow, like the speed of a longsword attack.[/hide] [hide=Melee attack]It bits the player and do great damage as well as a 50 % chance of poison the player for 6 over 30 seconds with damage every 5 seconds (7 x 6 = 42 hp damage overall if not cured before). There is also a small chance that the attack paralyses the player for 10 seconds. During this time the player cant move or attack but can eat or drink. The attack speed of this attack is fast, as fast as the speed of dagger.[/hide] [hide=Magic attack]The AAM releases a misty slime from its webgland on the backbody. This attack hits all players. The players taking damage from it are frozen for 5 seconds during which they cant attack, move, drink or eat, just wait for the effect to wear off. This attack is very slow, like the speed of a 2-hand-sword.[/hide] Defence The AAM have good defence against both range and melee. Prayer The AAM uses both range and melee prayer but not at the same time. Every 10 seconds or so it shifts what it pray against. -The AAM is immune to all forms of poison - The AAM can't be frozen in any possible way. In addition to these 3 attacks the AAM can call forth 3 "Broodlings" to help her in the battle. These spiders come from the 6 smaller caves in the north and the south and are auto-aggressive towards the players. They attack with either range (spitting poisonous slime) or melee (biting). The AAM can only use this call for help every 5 minutes and its not that it always use this option every 5 minutes. [hide=Broodling]Name: Broodling Race: Spider F2P/P2P: P2P Level: 110 Hitpoints: 77 Ratio: 0,70 Aggressive: Yes Retreat: No Quest: Yes (Underground Pass) Poisonous: Yes Habitat: In the hollow down the hole in the Underground Pass and can be called forth by the AAM Appearance: The Broodling looks like a younger and smaller version of the AAM, except it do not have a red mark on the backbody, the whole backbody is instead all red. It doesn't have as much hair on the frontbody either. Movement: The Broodling move at the same pace of speed as the AAM, alas pretty quick. Melee: Bits the player and this attack can also poison the player for initial 8 HP and the effect last for 30 seconds doing damage every 5 seconds. Range: Spit a poisous slimespit that hits all players and can poison them for initial 6 HP and the effect last for 30 seconds doing damage every 5 seconds. Magic: Cast a magical web on a player which if it do damage has a chance of destroying the immunity to poison as a dose of some of the stronger versions of the Anti-poison potion give. This attack doesn't poison the player, it just have a chance of destroying the protection to poison as the immunity from such a zip of potion can have given the player. - Broodlings are immune to all forms of poison. - Broodlings have a high defence against all forms of melee attack. Drops: Common: Spider Carcass, Nothing, Coins 100-2000 Uncommon: Shark 1-2 (cooked), Rune Medium Helmet, Rune Woodcutting Axe Rare: Red Spiders' Egg 100 (noted), Soul Rune 50, Coins 2001-5000[/hide] [hide=Droplist for the Arch Arachnid Mother (AAM)]100 %: Arachnid Mandibles 1 *1 Common: Coins 9000-25000, Grimy Herbs 10 (noted)(Candatine/Snapdragon/Dwarf Weed/Torstol), Elemental Runes 100, Blood Runes 50, Death Runes 50, Antipoison Potions 3 (3-doses), Manta Ray 2, Snapdragon Seeds 1-3, Gold Charms 10 (in a casket that you open) Uncommon: Rune Platelegs, Dragon Dagger (p++), Manta Ray 5, Grimy Herbs 25 (noted) (Ranarr/Snapdragon/Toadflax), Pyre Magic Logs 4-8, Coins 25001-40000, Antidote+ 3 (4-doses), Soul Runes 250, Elemental Runes 1000, Blood Runes 250, Death Runes 250, Chaos Runes 500, Gold Charms 25 (in a casket that you open), Green Charms 10 (in a casket that you open), Crimson Charms 5 (in a casket that you open), Blue Charms 3 (in a casket that you open) Rare: Rune Platebody 2 (noted), Grimy Herbs 100-noted (Harralander), Pyre Magic Logs 10, Saradomin Brews 5 (4-doses), Super Restore Potions 5 (4-doses) Dragon Square Shield Left Half, Dragonstone 2 (noted) (unchiseled), Half of key 2 (noted) (either tooth or loop), Coins 50001-100000, Gold Charms 40 (in a casket that you open), Green Charms 20 (in a casket that you open), Crimson Charms 10 (in a casket that you open), Blue Charms 5 (in a casket that you open), Manta Ray 10, Spider Eggs 1-2 (noted) *2 Unique: Blue Charms 20 (in a casket that you open), Arachnid Web un-id *3 Special: Magic Mist Container *4 (Spiderist 1, Spidermist 2, Spidermist 3, Spidermist 4 *5) *1 Arachnid Mandibles = Can be given to the Bone-collector Man at the Limestone Mine just east of the Saw Mill for 250 Prayer XP or he can make them into a Arachnid Marble *2 Spider Eggs = Can be cooked for 200 Cooking XP and they heal 15 HP as well as cure any poison or sickness you might be affected by and make you immune to poison and sickness for 2 minutes and it also restores Prayer by 10 and Summoning by 20. *3 Arachnid Web un-id = Can be identified with 90 Herblore and then used with thread and needle and 95 Crafting to craft a pair of Arachnid Slippers. The "Arachnid Web un-id" is tradeable along with the identified version. Its also possible to get assistance or assist in identifying the web and to craft the slippers out of the web. Arachnid Slippers: Attack: +1/+1/+1/+1/+1 Defence: +10/+10/+5/+2 Summoning: +10 Strength: +1 Prayer: +2 Auto-effect: 1) All monsters classed as Spiders are none-aggressive towards you (except any boss-monsters or quest-related spider-classed monsters) 2) Gives a visible +3 Agility boost 3) Significantly reduces the risk of getting poisoned by monsters that can poison you (except any boss-monsters, quest-related monsters or mini-game-related monsters). This effect also applies to Player vs. Player combat. 4) Increases the chance that monsters that are set to drop herbs to drop herbs. 5) Reduces your weight by -4 kg. Operate-option: When you Operate the Arachnid Slippers increases your normal natural restoration rate of Run Energy for your Agility level by x2 (this effect will last for 5 minutes and after that the rate of restoration will automatically go down to the normal rate of your Agility level and the effect can only be used once per 60 min) The Arachnid Slippers are untradeable and you cant lend them. *4 Magic Mist Container = This item can only be dropped by the AAM after you have gotten the Arachnid Web as a drop (gotten Arachnid Web as a Loot-Share or Coin-Share drop counts). If you have 92 Farming you can open the container and use it on the Mist patch that u can reach by the Fairy Ring code D-I-P. The mist cant get diseased or die and it takes 24 hours to grow. After 24 hours you can check the mist for 5 000 Magic XP and 1000 Farming XP. After you have checked the mist you can use a pair of Arachnid Slippers on the mist to transform them to AAM Slippers. After that is done the mist disappears. The Magic Mist Container is tradeable but you cant be assisted or assist to plant the mist. AAM Slippers Attack: +3/+3/+3/+3/+3 Defence: +10/+15/+15/+3/+1 Summoning: +12 Strength: +2 Prayer: +3 Auto-effect: 1) All monsters classed as Spiders are none-aggressive towards you (except any boss-monsters or quest-related spider-classed monsters) 2) Gives a visible +3 Agility boost 3) Significantly reduces the risk of getting poisoned by monsters that can poison you (except any boss-monsters, quest-related monsters or mini-game-related monsters). This effect also applies to Player vs. Player combat. 4) Increases the chance that monsters that are set to drop herbs to drop herbs 5) There is a small chance that the slippers cure you from poison when you have gotten poisoned. 6) Reduces your weight by -5 kg. Operate-option: When you Operate the Arachnid Slippers it directly restores your Run Energy to 100 % and the restoration rate of your Run Energy will increase by x4 (this effect last for 5 minutes and it can only be used once per 60 minutes). The AAM Slippers are untradeable and you can only have 1 pair at a time and you cant lend them. *5 Spidermist 1, Spidermist 2, Spidermist 3 and Spidermist 4 = These 4 versions of mist are possible to get as drops from the AAM after you have made a pair of AAM Slippers. The mists come in a little container and can be planted in the Mist patch at the Fairy Ring code D-I-P. They require 92 Farming to be planted and they take 24 hours to grow. They are considered to be an uncommon drop after you have made a pair of AAM Slippers. Spidermist 1: Plant XP: 125 Farming Check-health XP: 3000 Farming Pick XP: 25 Farming + 25 Herblore To pick the mist you need to be wearing your AAM Slippers and have a blessed vial (which you get from having the man in the Nature Grotto in the Mort Myre Swamp bless a regular vial for you) you always get 1 Bottled Mist 1 (4). If you use the Bottled Mist 1 on a newly planted Herb plant it grows twice as fast and it also give double the amount of herbs along with that it cant become diseased or die. The Bottled Mist 1 has 4 doses. The Mist 1 and the Bottled Mist 1 are tradeable in all versions but you cant get assistance or assist in planting or picking it. Spidermist 2: Plant XP: 125 Farming Check-health XP: 3000 Farming Pick XP: 25 Farming + 25 Runecrafting To pick the mist you need to be wearing your AAM Slippers and have a blessed vial (which you get from having the man in the Nature Grotto in the Mort Myre Swamp bless a regular vial for you) you always get 1 Bottled Mist 2 (4). If you use the Bottled Mist 2 on any Runecrafting Pouch the mist makes all Runecrafting Pouches currently in your inventory able to hold double amount of essences or pure essences compared how much they usually can hold. This effect lasts for 15 minutes. The Bottled Mist 2 has 4 doses. The Spidermist 1 and the Bottled Mist 1 are tradeable in all versions but you cant get assistance or assist in planting or picking it. Spidermist 3: Plant XP: 125 Farming Check-health XP: 3000 Farming Pick XP: 25 Farming + 25 Smithing To pick the mist you need to be wearing your AAM Slippers and have a blessed vial (which you get from having the man in the Nature Grotto in the Mort Myre Swamp bless a regular vial for you) you always get 1 Bottled Mist 3 (4). If you use the Bottled Mist 3 on a hammer in your inventory it becomes a Mist Hammer with 120 uses. Using the Mist Hammer when Smithing doubles the chance of smithing items faster while wearing the Varrock Armour. This effect is auto and doesnt use up any of the hammers uses. You must wear the Varrock Armour to get this effect. Randomly the Mist Hammer will create double the amount of items from the same amount of bars usually used to make one unit of the item. You also get XP for both the units made which means that you get double the amount of XP compared to what you usually get. This effect occurs randomly and use up 1 use of the hammer each time. When all 120 uses are used up the Mist Hammer turns back to a regular hammer. The Bottled Mist 3 has 4 doses. The Spidermist 3 and the Bottled Mist 1 are tradeable in all versions but you cant get assistance or assist in planting or picking it. The Mist Hammer is tradeable in all versions. Spidermist 4: Plant XP: 125 Farming Check-health XP: 3000 Farming Pick XP: 25 Farming + 25 Fishing To pick the mist you need to be wearing your AAM Slippers and have a blessed vial (which you get from having the man in the Nature Grotto in the Mort Myre Swamp bless a regular vial for you) you always get 1 Bottled Mist 4 (4). If you use the Bottled Mist 4 on a fishing spot where you can catch Sharks it create a new fishing spot only visible to you and its coloured in a red tone nearby. The spot never disappear but it hops around like a regular fishing spot. From this new patch you can randomly catch Manta Rays and Sea Turtles along with the regular Sharks that you will usually catch. This patch last for 20 minutes and you need to have the required level for catching Sea Turtles or Manta Rays to catch them from this fishing spot. If you only have the Fishing level to catch Sea Turtles you only get them as a random catch. When the 20 minutes are up the fishing spot disappears. The Bottled Mist 4 has 4 doses. If you have a Bottled Mist 4 in any version in your inventory while doing the mini-game Fishing Trawler you will get 50 % more Sea Turtles and Manta Rays from the catch, but only if you have the required level to catch those. This effect is auto and you dont have to use up any of the doses to get this effect. The Spidermist 4 and the Bottled Mist 4 are tradeable in all versions but you cant get assistance or assist in planting or picking it.[/hide] Creators notes This boss-monster is thought to be more then just a hack-and-slay boss-monster. This boss-monster requires real teamwork as to delegate who to light what scoop and when to re-light and who to check for the time. So this way there can be several roles in the fight, one can be the log-lighter, another can be the lurer that lures the AAM to the glowing area and other roles. The battle also requires teamwork as to keep the AAM inside the glowing area so it can be damaged. Its also an attempt to create a more scary environment and a scarier boss-monster to make the players really fear and respect the boss with all the mist and the limited visible area along with that you have to lure the boss out of its hiding. The AAM is also a try to create a boss-monster tends to magic. As the AAM shifts between Melee and Range Prayer and also have good defence against both Melee and Range Magic should be a good attack type to use when battle the AAM. The unique and special drops are meant to tend to skillers more as all other boss-monsters unique drops are for combat. There is also a good incentive for players to go back and kill the AAM as there are 2 levels of drops in which the 2nd level of unique drops can only be gotten if you have gotten the first level of unique drops. The Spidermists are drops tended for skill-uses so that there are several more incentives to go kill the AAM and a way for boss-killers to have means of making money off of the kills. The drops are also thought to be creative in the way they are used and the effect they have so that they really add to the game and will be sought after and used. The 2 versions of the slippers are made untradeable as I don't want people to just buy them as they should be a factor of accomplishment if you wear them. The slippers are also set to be able to be used in light-combat and are the only boots giving attack bonuses. They also give a nice Prayer boost bonus. They also reduces your weight so they are to be seen as new version of Boots of Lightness and worn for everyday skilling purposes like the Boots of Lightness is for many people. The addition of the helpers, the Broodlings, are ment to give an extra edge of difficulty by their magic have a chance of destroying the immunity to poison that a zip of a stronger version of an anti-poison potion give. This means that there is a clear incentive to concentrate on killing the Broodlings too so that they are not just seen as a pesky, irritating swarm of flies or something like that and are just left untouched and deemed a thing to just live with while killing the AAM. This boss-monster is also tended for 2-4 players teams as it will be hard to re-lit the needed logs if they go out after the first liting as you will most likely be under attack the whole time which will interupt the liting-action your character do.
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