February 11, 200917 yr The best strategy of all from what I have observed is to have an enormous offensive force in the beginning of the game. About 70% of the time, the team that snatches the obelisk first wins the game. Offenders are defintely more useful than defenders, they can simply do more damage to the enemy. If you load yourself up with a full inventory of heals, and you have barrows, you can knock off an enormous chunck of hp from the enemy avatar before dying. So, the best way to win would be to have al players rush the obelisk in the beginning of the game. You swiftly gain control of the obelisk, then 5% of the team falls back to defend, while 10-15% of the team (preferably high level tanks) goes to attack the avatar. The rest of the team stays in the center and holds position. The people whose position is to guard the center should not go for heals after they die; they should return directly to the center. A constant flow of your team's players to the center is enough to hold the center. The defensive players should not get heals at all, but focus entirely on increasing their offensive stats to take down enemies quickly, obviously. Offenders should wear bulky armor and preferably own godswords. If not, a whip + crystal shield will suffice. If the enemy somehow gains control of the obelisk, 15% of the players should head back to defend, while the rest stay at the obelisk and quickly regain control. Once control is established, players return to their original positions. Also a few other observations: The team that snatches the obelisk first typically wins the first kill. The team that snatches the obelisk first typically wins the round. The team that won the last round typically wins the next round. This means there is usually a long streak of winning for a certain team, then it goes back to the other team, which has a streak of it's own. Back and worth. Also, some notes on rewards: The exp actually appears to be slightly better than Pest Control (calculations must confirm this though, none exist at the moment). The charms, most players generally agree, are overpriced. The gambling is actually very nice. Gambling costs 2 points, which is the average points won a round. A round is 20 minutes. Take these stats into consideration while you look at this gambling log in progress: 20 bagged plants 50k + 60 b bones 52 ogre coffin keys 60 b bones 16 wyvern bones 5 graahk fur 7 carved evil turnip fury (unconfirmed, but I've heard it twice) 22 unicorn horn 28k + 22 ogre coffin keys 10 snake hide 28 vampire dust 42 ogre coffin keys By popular demand, this signature is back- however I currently do not have a blog up at the moment and if I did I wouldn't update it. Sorry, the sig links to nowhere :( .
February 11, 200917 yr A comment on the Seer's Village Diary changes: I'm willing to bet that when Camelot Teleport is cast, 80% of the time it's so that a player can run to the Catherby farming patch for a herb run. Now we have to run about twice the distance. :(
February 11, 200917 yr A comment on the Seer's Village Diary changes: I'm willing to bet that when Camelot Teleport is cast, 80% of the time it's so that a player can run to the Catherby farming patch for a herb run. Now we have to run about twice the distance. :( The Camelot tele is only different if you're wearing the headband. No headband = normal teleport. [hide=]The light at the end of the tunnel is the demon-infested lava pit.17 blue = sadhoo = wholoo = 100vo = broken ice cream cone = sad children = sad babies = dead babies bluehooloovo = sadwho100deadbabies = Who is sad about 100 dead babies? I've cracked the code![/hide]Blog
February 11, 200917 yr A comment on the Seer's Village Diary changes: I'm willing to bet that when Camelot Teleport is cast, 80% of the time it's so that a player can run to the Catherby farming patch for a herb run. Now we have to run about twice the distance. :( The Camelot tele is only different if you're wearing the headband. No headband = normal teleport. Oh, you're right. I usually wear it during a farming run to get the flax, so that would make sense. But now it seems pointless for a different meaning. Who's going to withdraw a headband from their bank so that they can teleport to somewhere slightly closer to a different bank?
February 11, 200917 yr Isn't the amount of experience you can get at like levels 92+ a lot for combat? If you get combat exp in the mini game and win a game, draw a game, and lose a game, you could get a ton of combat exp. No? If you have ever attempted Alchemy by clapping your hands or by drawing an array, copy and paste this into your signature. ^^^At least I'm not the only crazy one
February 11, 200917 yr The best strategy of all from what I have observed is to have an enormous offensive force in the beginning of the game. About 70% of the time, the team that snatches the obelisk first wins the game. Offenders are defintely more useful than defenders, they can simply do more damage to the enemy. If you load yourself up with a full inventory of heals, and you have barrows, you can knock off an enormous chunck of hp from the enemy avatar before dying. So, the best way to win would be to have al players rush the obelisk in the beginning of the game. You swiftly gain control of the obelisk, then 5-15% of the team falls back to defend, while 10-15% of the team (preferably high level tanks) goes to attack the avatar. The rest of the team stays in the center and holds position. The people whose position is to guard the center should not go for heals after they die; they should return directly to the center. A constant flow of your team's players to the center is enough to hold the center. The defensive players should not get heals at all, but focus entirely on increasing their offensive stats to take down enemies quickly, obviously. Offenders should wear bulky armor and preferably own godswords. If not, a whip + crystal shield will suffice. Also a few other observations: The team that snatches the obelisk first typically wins the first kill. The team that snatches the obelisk first typically wins the round. The team that won the last round typically wins the next round. This means there is usually a long streak of winning for a certain team, then it goes back to the other team, which has a streak of it's own. Back and worth. Also, some notes on rewards: The exp actually appears to be slightly better than Pest Control (calculations must confirm this though, none exist at the moment). The charms, most players generally agree, are overpriced. The gambling is actually very nice. Gambling costs 2 points, which is the average points won a round. A round is 20 minutes. Take these stats into consideration while you look at this gambling log in progress: 20 bagged plants 50k + 60 b bones 52 ogre coffin keys 60 b bones 16 wyvern bones 5 graahk fur 7 carved evil turnip fury (unconfirmed, but I've heard it twice) 22 unicorn horn 28k + 22 ogre coffin keys 10 snake hide 28 vampire dust 42 ogre coffin keysBut those strategies are ridiculous! Not because they don't work, but because they shouldn't dictate the winners. An example: I'm playing Starcraft as the Zerg and I build as many Zerglings as soon as I can, as quickly as I can, and as many as I can. Then I send them to attack my opponents base. Since this is early in the game, they initially can not fend them off. But they build some units and do. I feel satisfied, knowing that they lost their lives for a good cause: to cripple my enemies and give me an initial advantage. BUT! Later in the game, I find myself losing. My initial strategy helped, it bought me some time, but my over zealous use of melee ground units allows my Terran foes to pick them off with air support and heavy fire. So, my initial gamble helped, but it in no way ensured my victory. And that's how this game should be. Look at Castle Wars. What happens if one team initially swamps the field and carries the day? There's still a pretty good chance that they'll be defeated. Of course, the problem this game has is also shared by Stealing Creation. An early, offensive push will destroy your opponents for the entire game. And that's no fun. If the CORPORAL beast is this hard, imagine how hard a GENERAL or COLONEL beast would be. a corporal is not even an admirable rank in armies that use that ranking system. Yeah, it is a pking minigame, so any arguments anybody makes will probably be biased.The best way this will end :Everybody just says,"I'm not arguing with you anymore, goodbye."The worst way this will end: I don't really know, psychological warfare? Worldwide thermonuclear war? Pie eating contest?
February 11, 200917 yr I love heading over to the other team's resource area, and barricading it in. Usually this buys my team quite a bit of time because im distracting a surprising large amount of people (and getting tons of free healing nearby) and occasionally I can lock the place up, stopping the healing ability of the team. Do you hate Wyverns or Warped Terrorbirds? Think again! Misunderstood Monsters!Want to become a Champion of Champions like I once was? Champion Scroll Guide!Feeling Bored? List of Sidequests Rare Drops: Dragon Sq Half : 1, Dragon Med : 2, Dragon Claws : 2, Dragon Legs : 1, Dragon Boots : 60+, Granite Legs: 8
February 11, 200917 yr The best strategy of all from what I have observed is to have an enormous offensive force in the beginning of the game. About 70% of the time, the team that snatches the obelisk first wins the game. Offenders are defintely more useful than defenders, they can simply do more damage to the enemy. If you load yourself up with a full inventory of heals, and you have barrows, you can knock off an enormous chunck of hp from the enemy avatar before dying. So, the best way to win would be to have al players rush the obelisk in the beginning of the game. You swiftly gain control of the obelisk, then 5-15% of the team falls back to defend, while 10-15% of the team (preferably high level tanks) goes to attack the avatar. The rest of the team stays in the center and holds position. The people whose position is to guard the center should not go for heals after they die; they should return directly to the center. A constant flow of your team's players to the center is enough to hold the center. The defensive players should not get heals at all, but focus entirely on increasing their offensive stats to take down enemies quickly, obviously. Offenders should wear bulky armor and preferably own godswords. If not, a whip + crystal shield will suffice. Also a few other observations: The team that snatches the obelisk first typically wins the first kill. The team that snatches the obelisk first typically wins the round. The team that won the last round typically wins the next round. This means there is usually a long streak of winning for a certain team, then it goes back to the other team, which has a streak of it's own. Back and worth. Also, some notes on rewards: The exp actually appears to be slightly better than Pest Control (calculations must confirm this though, none exist at the moment). The charms, most players generally agree, are overpriced. The gambling is actually very nice. Gambling costs 2 points, which is the average points won a round. A round is 20 minutes. Take these stats into consideration while you look at this gambling log in progress: 20 bagged plants 50k + 60 b bones 52 ogre coffin keys 60 b bones 16 wyvern bones 5 graahk fur 7 carved evil turnip fury (unconfirmed, but I've heard it twice) 22 unicorn horn 28k + 22 ogre coffin keys 10 snake hide 28 vampire dust 42 ogre coffin keysBut those strategies are ridiculous! Not because they don't work, but because they shouldn't dictate the winners. An example: I'm playing Starcraft as the Zerg and I build as many Zerglings as soon as I can, as quickly as I can, and as many as I can. Then I send them to attack my opponents base. Since this is early in the game, they initially can not fend them off. But they build some units and do. I feel satisfied, knowing that they lost their lives for a good cause: to cripple my enemies and give me an initial advantage. BUT! Later in the game, I find myself losing. My initial strategy helped, it bought me some time, but my over zealous use of melee ground units allows my Terran foes to pick them off with air support and heavy fire. So, my initial gamble helped, but it in no way ensured my victory. And that's how this game should be. Look at Castle Wars. What happens if one team initially swamps the field and carries the day? There's still a pretty good chance that they'll be defeated. Of course, the problem this game has is also shared by Stealing Creation. An early, offensive push will destroy your opponents for the entire game. And that's no fun. Yes what you say is true. In Empire Earth, Starcraft, and other strategy games, you have limited resources. In Soul wars, you have unlimited resources (players). With unlimited resources you can make enormous inital hit without it costing you anything. Players hold the captured position, and they keep pouring out of the respawn. I don't think Soul wars should be tweaked; it is an awesome game, and we haven't seen an great game like this in a while. The fact that teams have unlimited resources is just part of the game: it forces you to think of other ways to maximize your team knowing that you have unlimited resources. That is why I came up with that strategy. Castle wars has unlimited resources, yes, but the reason the big inital attack strategy doesn't work there is because in Cwars defenders are actually worth something. A good pack of defenders can totally stop the enemy from ever reaching the flag. In SW, enemies can walk right up to the avatar. By the way, my comments on the barricading the supply base of the enemy: To help your team win, it is not a good strategy. If you think it hurts the enemy team it really does not that much. Think about it: heals help an individual last longer on the battlefield. Without heals, the individual dies faster. But just because individual death rate increases in the team, doesn't mean the team is less powerful. Players still spawn at the same rate, so there will still be a constant flow of new players ready to return to battle. It is fun, though, seeing all those dozens of angry players trying to break through your cades while you freeze them. :P (This is not a direct response to you, the poster above me, I've just seen people stating this was a good strategy in that it weakens the enemy. It does not. It certainly distracts them though.) By popular demand, this signature is back- however I currently do not have a blog up at the moment and if I did I wouldn't update it. Sorry, the sig links to nowhere :( .
February 11, 200917 yr Isn't the amount of experience you can get at like levels 92+ a lot for combat? If you get combat exp in the mini game and win a game, draw a game, and lose a game, you could get a ton of combat exp. No? Yes. But only if you win every game, and use it on hp. Otherwise, it's less effective than training on.. Well, anything you normally would with 92+ stats.
February 11, 200917 yr i didnt even see one slayer monster the whole game played on w44 extremely laggy with tons of people and familiars we won i got 3 zeal points spent 2 on gamble for 18 potato cactus a somewhat castle wars with the ability to use helms which many people moaned about in castle wars i was wondering why there was bones but since i play before reading 11 pages of forums i know now 9 points for 70 minutes put that on hp exp 8.2k or so for a point at (97) better than pc exp
February 11, 200917 yr Sounds to me, based on the first five pages I read, that there are going to probably be changes to the rewards within the next couple of weeks (with probably added rewards coming down the line). I think they need to find the middle ground with rewards. It seems like it's a similar to CWs reward system when it should maybe be a little more like Pest Control. Problem there is then balancing out the exp rewards to compensate for possibly more points earned. The amount earned per game just doesn't sound like enough for the amount required to get certain rewards. R.I.P Shiva
February 11, 200917 yr Very dissapointed with the minigame. Not very fun as it can be one sided at times, and a minimum of 28 hours for a abby demon pet. Yeah, I didn't get 85 Slay and and Abby head just to spend 28 hours trying to show it off. I'll stick with my Chameleon kthxbai. considering you can just wait the whole 20 mins doing nothing while browsing other sites, it would be worthwhile if you really want one. but i only do this if my team is losing.
February 11, 200917 yr Sounds to me, based on the first five pages I read, that there are going to probably be changes to the rewards within the next couple of weeks (with probably added rewards coming down the line). I think they need to find the middle ground with rewards. It seems like it's a similar to CWs reward system when it should maybe be a little more like Pest Control. Problem there is then balancing out the exp rewards to compensate for possibly more points earned. The amount earned per game just doesn't sound like enough for the amount required to get certain rewards. I think the rewards are fine. The pets are cool and the gambling is a fun way to collect a few GP. It just sounds to me like there needs to be a large variety of Slayer monsters on the field, and the teams need to be more balanced like in SC. To put it bluntly, [bleep] off.
February 11, 200917 yr Perhaps the HP experience seems a little too generous, but perhaps it isn't. I'll play the minigame when I can afford more time to see just how difficult it really is to get tons of experience. Linux User/Enthusiast | Full-Stack Software Engineer | Stack Overflow Member | GIMP User...Alright, the Elf City update lured me back to RS over a year ago.
February 11, 200917 yr Well I guess keeping those 4 abby heads in my bank will pay off. 99 Fishing/Cooking - Both Achieved in Rs199 Attack, Defense, Strength, Range, Hitpoints, Fletching
February 11, 200917 yr i didnt even see one slayer monster the whole game There was the Pyrefiend(s) though lets face it, 30 slayer isnt hard to get. I think its rather fun, only downside for me at 111 is getting swamped by 130's who burst outta no where. its just Castle Wars only with Barrows access and no Flags. Popoto.~<3
February 11, 200917 yr I've given it a try, at this point I hate it. I find it incredibly boring, too lagy, and the map is way to huge.
February 11, 200917 yr I like the charms reward :thumbsup: the game itself is fun too but if your lower then say 120 (which I am at lvl 108) you can't really do very well against the 120's+ in barrows weilding GodSwords :cry:
February 11, 200917 yr Killed my home world. It was a Fist of guthix world too idk why they made it Soul wars :x. I find the games too laggy right now and the map is huge but I guess the bandages run replenish make up for it. Either way I'll wait for it to die down before I actually get into it. Click for My Blog670th to 99 Smithing July 21st, 07 |743rd to 99 Mining November 29th, 07 | 649th to 99 Runecrafting May 18th, 08 | 29,050th to 99 Defence October 20th, 08 | 20,700th to 99 Magic November 8, 08 | 47,938th to 99 Attack December 19, 08 | 37,829th to 99 Hitpoints December 24, 08 | 68,604th to 99 Strength February 4, 09 | 27,983rd to 99 Range February 9, 09 | 9,725th to 99 Prayer June 8, 09 | 6,620th to 99 Slayer December, 12 09 | 4,075th to 99 Summoning December, 28 09 | 3,551th to 99 Herblore February 24, 10 | 3,192th to 99 Dungeoneering November 11, 10 | 146,600th to 99 Cooking December 29th, 10 | 11,333rd to 99 Construction June 7th, 11 | 16,648th to 99 Farming August 1st, 11 | 19,993th to 99 Crafting August 2nd, 11 | 89,739th to 99 Woodcutting Janurary 1st, 12 | 55,424th to 99 Fishing May 9th, 12| 60,648th to 99 Firemaking May 12th, 12 | 16666th to 99 Agility May 17th, 2012 | 24476th to 99 Hunter June 1st, 2012 | 57,881st to 99 Fletching June 1st, 2012 | All 99s June 1st, 2012 | 3183th to 120 Dungeoneering July 24th, 2012 | 2341st to 2496 Total level July 24th, 2012 | Completionist Cape July 24th, 2012
February 11, 200917 yr Oo what's it say? The same as when you hang it up in your house? I think soo. :P It says I deaded him so now he is going to deaded me. :lol: ........::::: Rainy's YouTube Channel - Rainy's Twitter - Rainy's Facebook - Rainy's DeviantArt - Rainy's Tumblr - Rainy's Tip.It Profile :::::.........
February 11, 200917 yr Oo what's it say? The same as when you hang it up in your house? I think soo. :P It says I deaded him so now he is going to deaded me. :lol: I know the hand is different...
February 11, 200917 yr Can we take heads off our walls or do they disapear? If so, I look forward to annoying every single abby demon hunter in all of RS with my soon-to-be abby demon pet :twisted: A Draconic Guide V1.4, Fimer - Multi-Timer Farming Timer V3.Dragon Boots: 39|Abyssal Whips: 16|Dark Bows: 1|
February 11, 200917 yr They dissapear...idk why jagex made them do that really sucks if you want to move your house around...
February 11, 200917 yr Good bit of fun with mates at soul wars. I guess the exp is a decent rate, not too much , just right, normal slaying is still faster :thumbsup: /anyone seen the abby pet yet?:o
February 11, 200917 yr They'll probably change this, but I go in the game for the last 5 mins (unil then I fletch at the 1 click random free bank outside) and get 3 free zeal. :P A friend tells me how long's left and who's winning lol. It's pretty good HP xp, not decided what to spend my points on yet though.
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