February 24, 200917 yr Comparing bankable air gloves to giving the glory amulet 8 charges is not a valid comparison to make. I'd say its more akin to giving worn items an Operate option to teleport without taking them off. It makes runecrafting a little easier, and a tiny bit faster with the benefit of being MUCH less aggravating. But, the "operate" feature is not something that was inherently designed to be avoided. Once they thought of the operate feature, they started implementing it on a lot of equipment. Now, it is common to put it in. On the other hand, there are very few items in this game that we can't have more than one of. If you can't own more than one of something, odds are that Jagex intended it to be that way in favor of allowing you to have multiples. This isn't really valid either. Whether they get one at a time or they get them all at once, the players spend the SAME amount of time IN the minigame. The only thing that's different is in your scenario the player has to go back and forth for no real reason. You're literally advocating wasting time. Not game time, but world time. What Jagex WANTS you to do is say "There is NO REASON for me to play tons of games and save up tokens, but run back here anyway". Then, it makes it logical for you to play the game till you get an item you want, use the item, then make the trip back up there and play the game some more. Even if you still want to stockpile the tokens, they are getting you to the area in order to use them, keeping the area more active and populated. If the game came out a year ago, and I was a F2p player, I couldve just set out a RC goal, stocked up all the stackable gloves I wanted, and never had a reason to go back to the FoG territory again (if this idea was in place). Having anything that gives players an incentive for setting foot on the mini-game territory will help promote the popularity of the game for years to come. I believe that part of the reason that Castle wars is so popular is just because tons of people teleport there all the time and they never forget that the game exists. Compare CW with Trouble Brewing. Both games have similar rewards (fancy lookin' clothes), and they each have one team against another, but trouble brewing is almost unplayed these days. If players had more of a reason to be in the trouble brewing area, I know that the game would still be lively. Need assistance in any of these skills? PM me in game, my private chat is always ON
February 24, 200917 yr I don't see why it's a big deal either way. The gloves aren't tradeable, so it's not like people can just buy the gloves and have 10000 of them, and someone can just as easily stockpile 1000 or however many tickets and simply tele to varrock then back to fally in like 5 minutes.
February 24, 200917 yr I'd also like to point out that they tried to do a similar thing with Stealing Creation. You could take multiple tools, however you only got one per game, and you had to buy it after playing a game. This meant that you either had to have a ton of empty bank space, or you could play a few games, use the tools, play more, use the tools. Using this type of system I think would have been a great benefit, helping to ensure that there would always be people looking to play, and not a TON of people within the first month, but then that number would drop off once people got their "goal" ammount of tools. Then, unless everyone went back to start new goals at the same time, players who are actually new to the game might go to SC for the first time and there wouldn't be many people there. This is all hypothetical, of course. SC is actually a great game and the rewards are great no matter how they would be disbursed. This, like PC, will keep people coming for a long time. Need assistance in any of these skills? PM me in game, my private chat is always ON
February 24, 200917 yr Author can we stay on topic and stop referring to imaginary items or things that don't apply here
February 24, 200917 yr I'd also like to point out that they tried to do a similar thing with Stealing Creation. You could take multiple tools, however you only got one per game, and you had to buy it after playing a game. This meant that you either had to have a ton of empty bank space, or you could play a few games, use the tools, play more, use the tools. Using this type of system I think would have been a great benefit, helping to ensure that there would always be people looking to play, and not a TON of people within the first month, but then that number would drop off once people got their "goal" ammount of tools. Then, unless everyone went back to start new goals at the same time, players who are actually new to the game might go to SC for the first time and there wouldn't be many people there. This is all hypothetical, of course. SC is actually a great game and the rewards are great no matter how they would be disbursed. This, like PC, will keep people coming for a long time. I still don't like your argument that Jagex should keep things in their current state to keep FoG populated. If people running back to Fist of Guthix to get another pair of gloves, then leaving, is the only thing that keeps Fist of Guthix populated, then Fist of Guthix has failed as a minigame. I don't think that this is the case, and that Fist of Guthix will be perfectly fine without it.
February 24, 200917 yr I'd also like to point out that they tried to do a similar thing with Stealing Creation. You could take multiple tools, however you only got one per game, and you had to buy it after playing a game. This meant that you either had to have a ton of empty bank space, or you could play a few games, use the tools, play more, use the tools. Using this type of system I think would have been a great benefit, helping to ensure that there would always be people looking to play, and not a TON of people within the first month, but then that number would drop off once people got their "goal" ammount of tools. Then, unless everyone went back to start new goals at the same time, players who are actually new to the game might go to SC for the first time and there wouldn't be many people there. This is all hypothetical, of course. SC is actually a great game and the rewards are great no matter how they would be disbursed. This, like PC, will keep people coming for a long time. I still don't like your argument that Jagex should keep things in their current state to keep FoG populated. If people running back to Fist of Guthix to get another pair of gloves, then leaving, is the only thing that keeps Fist of Guthix populated, then Fist of Guthix has failed as a minigame. I don't think that this is the case, and that Fist of Guthix will be perfectly fine without it. You'll have to admit: the only thing that keeps most players playing is the free mage exp. Sure, there are people who enjoy the minigame as it is, but they are most likely in the minority. So I agree with Myweponsg00d. can we stay on topic and stop referring to imaginary items or things that don't apply here We are discussing why JAGeX made it so you could have only one pair of gloves. Seems pretty on-topic to me.
February 24, 200917 yr I'd also like to point out that they tried to do a similar thing with Stealing Creation. You could take multiple tools, however you only got one per game, and you had to buy it after playing a game. This meant that you either had to have a ton of empty bank space, or you could play a few games, use the tools, play more, use the tools. Using this type of system I think would have been a great benefit, helping to ensure that there would always be people looking to play, and not a TON of people within the first month, but then that number would drop off once people got their "goal" ammount of tools. Then, unless everyone went back to start new goals at the same time, players who are actually new to the game might go to SC for the first time and there wouldn't be many people there. This is all hypothetical, of course. SC is actually a great game and the rewards are great no matter how they would be disbursed. This, like PC, will keep people coming for a long time. I still don't like your argument that Jagex should keep things in their current state to keep FoG populated. If people running back to Fist of Guthix to get another pair of gloves, then leaving, is the only thing that keeps Fist of Guthix populated, then Fist of Guthix has failed as a minigame. I don't think that this is the case, and that Fist of Guthix will be perfectly fine without it. I don't think you are understanding what I am saying. Giving the users a reason to return to the area helps people to remember the mini game exists, and repeated trips to the area help promote familiarity and cofortability with the enviroment. I firmly believe that the reason Castle Wars is so popular is just because of how convenient it is to get there, and it is often times the best bank to teleport to. Also, looking at Trouble Brewing, it is pretty easy to see that one of the major reasons for failure is that nobody ever has any reason to go there other than to play the game. It is not easily acessible, and you'll almost never be in a position where you say..."Hey, I'm near trouble brewing...I'll play a game while I'm here!" And, even if you do find yourself saying that, you won't find a game unless you go to the TB world. Furthermore, this is not the reason that things stay in their current state, but rather it is the reason that the game was designed to function this way. The reason that things should stay in their current state is that there is simply no reason to revoke initial design choices. If we do it with FoG rewards, why stop anywhere? Should we remove restrictions from all mini games? Should you be able to accumulate infinite PC points before turning them in? Infinite pizazz? Should stealing creation rewards be made to stack in your bank? There is no reason that changing the FoG rewards would be good for the game. The only reason is that you would find it more convenient. If we start changing that then we have to start looking at all the other little "inconveniences" around runescape that were obviously DESIGNED TO BE an inconvenience. It might seem dumb to compare it to PC points, but thats because it would seem dumb to you, because what you are would want from the mini game is not effected by the 250 point limit. However, I know there are tons of people who would want to go to the mini game at level 80 attack, and then save up enough points to jump up to 99 attack in one day. This might sound dumb to you, but for some people the 250 point cap is an inconvenience. This is completely analogous to the FoG situation. While you find it inconvenient, I (and obviously Jagex) think that it is a good idea. I really like the fact that there is a motivation to play FoG to get the points for one set of gloves, then go RC, then come play more, then go RC. If you save up your tokens in a huge marathon of FoG, then it is a complete waste of your time to go back and just pick up a new set of gloves. But, the system is trying to encourage you to use the rewards as you get them, thus promoting the ongoing play of the game. Basically, the only reason I have seen presented is that the design is inconvenient. Changing the design because of your perception of inconvenience would just be bad game design. There is no reason to favor the people who think the design is bad, when there are already people who think the design is just fine. I don't see tons of topics popping up about this, and the game has remained fairly popular in its year of play thus far, so it would seem to me that the majority of people do not see this as a terribly inconvenient design flaw. Need assistance in any of these skills? PM me in game, my private chat is always ON
February 24, 200917 yr I can see what you're saying, I just don't think its accurate. The reason why Castle Wars is so popular is not because people use it as a quick teleport to the bank and go "oh yea, there's this minigame thing here..." There reason why Castle Wars is so popular is because its got something for everyone, be it the strategy involved with getting the flag, the simple pleasures of straight up combat, or sneaking about the dungeons, setting traps for other players (most commonly using the cave in points). Fist of Guthix will never be as popular as Castle Wars, and in fact its unlikely that any game ever will be. Fist of Guthix has too much strategy involved in it to be the favorite of many players, but it DOES and always WILL have a dedicated fan base that will ensure it will always be populated. Forcing players to play, use, play, use, play, use their rewards accomplishes nothing, really. You can't say its supposed to be an inconvenience, because there's really nothing that this inconvenience prevents. As for PC, its clear what the inconvenience prevents: you can't go from level 1 attack to level 99 attack in a few minutes of spending points. But even this inconvenience is extremely minor, as players need only leave the docks and talk to a void knight, then they're ready to go play again. But with these gloves, a player has to go from wherever they are (most likely near a runecrafting altar) to the Fist of Guthix rewards shop, then BACK again. For non members who don't have the ring of dueling, this is a considerable pain, especially if they are a pure who chooses not to train magic, or if they don't have the magic level required for Varrock teleport. These repeated trips don't create familiarity, because what is there to be familiar with? The area is small and the players are likely to become familiar with it on the first trip. It doesn't remind anyone that the minigame exists, because, frankly, who needs to be reminded? :-s
February 24, 200917 yr For non members who don't have the ring of dueling, this is a considerable pain I think the word "considerable" is out of place here... You just click a few times starting from Varrock and you are there. And if they choose to use the Earth gloves for instance, they will be in the vicinity even if they cant tele to Varrock. especially if they are a pure who chooses not to train magic They shouldn't. or if they don't have the magic level required for Varrock teleport They should. who needs to be reminded? :-s People with a short-term memory.
February 25, 200917 yr As for PC, its clear what the inconvenience prevents: you can't go from level 1 attack to level 99 attack in a few minutes of spending points. But even this inconvenience is extremely minor, as players need only leave the docks and talk to a void knight, then they're ready to go play again. This is not what I was talking about. What I mean is that somebody might go to pest control, play the game for the first time, and think "Hey I'm gonna train here, save all my tickets, then surprise my friends by gaining 6m attack exp in a day!!" Then, that player could become frustrated when he finds out that you can't have more than 250 points. If this player would then argue "Hey, shouldn't we be allowed to have more than 250 PC points?" and his argument would be no different from the one made here for runecrafting gloves. Frankly, there really is no reason that somebody shouldn't be allowed to get tons of PC points. We have other features in the game that are like this...the brimhaven agility dungeon and the thieving garden come to mind. The point is that there is "no reason" for a lot of the restrictions in this game. As you can see from my examples, the "don't gain 13m exp in a day" theme is not universal among all things in Runescape. There is not a huge demand from the player base to let us stack tons of RC gloves in the bank, there are a bunch of people who oppose the idea, and then there are most people who don't really care either way. There is no reason to favor your ideas of "make these rewards more convenient" because there are just as many people who would strongly disagree, out of fear that RC would become "too easy". Also, I'd just like to state that my personal view on the subject is that I don't care. I am not one of the people who will throw a hissy fit if the skill I trained to 99 suddenly becomes 2 times faster. I've been around since RSC, and god knows I've seen the true meaning of "nerf". But I don't personally think that making the gloves stack in the bank would even be bad for the game...times change and the game changes, and that keeps it interesting! But, what I just want to do is to show that there isn't really a logical reason to change it. If nobody ever played FoG or bought the gloves, I would say the feature needed to be updated. But, in the current state of play, there is no reason to overturn the initial developmental choice. The only reason is to please the group of people who want the system made easier. But, in doing this, you would displease all the people who DISLIKE this idea. It just wouldn't be fair. The change COULD be made, but there is no reason to say that this is something that SHOULD be done. Need assistance in any of these skills? PM me in game, my private chat is always ON
April 23, 200917 yr How does the limit on SC work? I've been able to buy multiple morphic tools at a time without a problem.
April 23, 200917 yr How does the limit on SC work? I've been able to buy multiple morphic tools at a time without a problem. i think he means that since the SC tools dont stack in the bank, the limit is the bank space you chose to dedicate to the tools, and its an inconvience it the person in question has only a few bank spots open. Lets say they want to stock pile all the clay hatchets to 99 woodcutting, they would be able to get all the points for the hatchets at one time but they wouldnt be able to bank them all, they would have to periodically go back to SC and get the new hatchets, thus becoming an "inconvience". Owner of a Quest cape since 9/11/08It's not about the other people, its about shooting cute furry things that explode.
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