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[Updated 9 Dec] Reviving Smithing : Divinite


Zaaps1

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Ok what I mean is that there is already an incentive to use the full set, to adding another would be redundant unless is accomplished a different purpose.

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Ok what I mean is that there is already an incentive to use the full set, to adding another would be redundant unless is accomplished a different purpose.

Ahh I see.

 

Then what about non-combat related incentives?

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I suppose, although it wouldn't really fit the theme.

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Well the full sets already give the bonus of being able to reduce/block damage.

Probably apply them to individual sets?

 

Melee: Chance of reflecting range/magic projectiles back at the user, dealing 150% of the damage of the cast to the opponent.

Range: Chance of counter-damaging 150% of the damage of the attack to the opponent.

Magic: Chance of you hitting through prayer more often, and avoiding players hitting through your prayer.

 

All sets would have the reduce/block damage though.

 

That might be a little overpowered. And it would help if you be specific what your "chance" is - 5% or 50%? Even an estimate like 15-20% would be better than just saying a "chance".

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That might be a little overpowered. And it would help if you be specific what your "chance" is - 5% or 50%? Even an estimate like 15-20% would be better than just saying a "chance".

25-ish% probably?

 

Not too much, but not too less either.

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Don't you think that the introduction of the normal handcannon has made the Divine Handcannon a bit obsolete? I mean, the regular handcannon gives you the ability to 2-hit maxed out and brewed players already(points at that .gif Bruno posted in the Picture thread a while ago), and your Divine Handcannon is even more powerful. I think that having a weapon that is so much more powerful compared to the other weapons (a max hit of 200? erm..) will result in it being used and smithed way more than the other Divine weapons.

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But take into the account its lackluster speed and the fact that the 200 can only be acheived on monsters.

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Hm.. Maybe you wanna lower the reqs abit...

 

But you thought it would very great. The points you are making could easily make it egible for the game.

 

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Requirements to access the mines? Maybe, but then again we don't want TOO many people mining it. What would you consider more acceptable requirements?

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You've obviously spent a lot of time working out everything and seem to have a lot emotionally invested in this Idea. But Jagex are never going to run with this, sorry, ever.

 

Its wishful thinking, as nice as that is its ultimately pointless

 

How are you so sure? Don't tell me you're a Jagex employee? If you don't know, quit assuming and trying to discourage others.

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You've obviously spent a lot of time working out everything and seem to have a lot emotionally invested in this Idea. But Jagex are never going to run with this, sorry, ever.

 

Its wishful thinking, as nice as that is its ultimately pointless

 

Oops! It looks like I totally missed your reply. Anyways...

 

As Quelmotz said, there is a possibility. No one ever thought any form of gun would be incorporated either (just look at some of the previous posts on THIS thread in response to my "hand cannon" idea pre-release), yet there it is now.

 

I'm curious to know exactly why you think this idea "will never make it"? Is it too extravagant? Too far-fetched? Too overpowering?

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Thanks for your support!

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Sorry, maybe I missed the point. You right Quelmotz, I shouldn't discourage some one if they genuinely believe in their ideas etc etc but seriously Zapps are you trying to say the hand cannons were your idea?

 

 

 

 

 

Oops! It looks like I totally missed your reply. Anyways...

 

As Quelmotz said, there is a possibility. No one ever thought any form of gun would be incorporated either (just look at some of the previous posts on THIS thread in response to my "hand cannon" idea pre-release), yet there it is now.

 

I'm curious to know exactly why you think this idea "will never make it"? Is it too extravagant? Too far-fetched? Too overpowering?

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First of all I support this .

But here are the things that i dont really like:

1. This may just be me , but Guthix is sleeping , isnt he? So why has he sent these guardians to protect the mine

 

2. I think that it even skillers should be able to mine/smith these items , and not just some high cb players , aside from that i think that WGS is a bit too much.

 

3.I dont really like the curse , i see where it is sensible for pking , but it is totally impractical for everything else , you cant show it to your friends or do anything else with it if you dont want

to go to some monks or deplete all your pray or go to a altar.

 

 

So here are my suggestions:

1. I like the Guthix story principally , but how about thinking about a totally different scenario?

Kill the Guthix scenario. There is another big god , that isnt present:Zaros , you could easily make him come back and have quite a credible scenario . He could just get a totally new temple, he would have credible new followers and the "exoticness" of the weapons would not be a problem because he could have gotten the idea from the dimension he ran to

 

2. This was said earlier , but I wil just repeat it .

Add some other skills like agility or thieving to the mix , which will allow you to mine the ores without being attacked . My thought is that you could have a gap to jump across (90 agility) and across that gap is a large door which you can only open with 90 thieving . On the other side of the door there are 2 divinite ores , but no monster respawns , allowing even lvl 3 skillers to mine some ore and help revive smithing and mining.Also if you change the scenario as suggested in 1 you could make a quest that would allow people to get to the new temple , making it even better for skillers , because they dont need to run past the tormented demons . Although Zaros would probably call for a new GM quest , which really isnt going to make things easier at all.

 

3. This is my major criticism , but here is my solution :

Make every item belong to a different deity , say whipclaw and cres are both god Y so you can switch between whipclaw and cres . Also the curse should only work on these divine items

and only for 1 minute . So you could switch from whipclaw to dds without problems , but not to a bow of storms .

The Zaros scenario would also explain the new gods , if he came back he could have brought other lesser deities from wherever he came , so that they help him reconquer Runescape

 

 

 

 

 

 

 

Another criticism just occured to me :

Look at the price these items are gonna be . If you can mine 10 of these ores an hour , you can make all of these weapons in basically one hours time . I think that people are going to

be happy about 2million/hour profit , so everyone of these weapons will be at about 1-1.5million ea after the first couple of months, absolutely causing all other weapons and armors to crash . This would leave no other alternative armor to divinite , GWD armor will drop , making GWD inefficient , barrows will crash , making barrows inefficient . Because of the low price

and great power of armor and weapons , no one will be using whip gses or any of the traditional weapons .

 

Solution:

Radically increase the cost in bars of the weapons and the gear , so that they cost a lot more , to decrease the crashing of GWD and barrows gear.

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1. I'm not all too concerned with the backstory, tbh. I'd rather just set up a general theme, the theme of it being empowered by divine forces, and let Jagex fit it in how they feel is best.

 

2. I do not believe this should be an update for anything other than mining/smithing (and combat, of course, but that's a given). Adding thieving/agility obstacles would just make this a high-level update, not an update to help smithing. The reason why there is a quest requirement and in a heavily guarded area is because that's the only way to ensure danger.

 

I do like skiller pures. I respect what they do and I admire their dedication. However, I do not believe the game should be catered toward pures of any type. If they choose to not train combat, that's fine, but let no one else suffer because of it. You cannot add agility/thieving obstacles simply because you want skillers to be able to mine it. It's their own fault for not training combat.

 

Of course, the obvious counter is "but then you are FORCING people to be high leveled in combat", which is true. But while agility/thieving is avoidable, being high-leveled in combat is not. If there was no combat requirement, that would mean the area is relatively safe. So it's better to sacrifice the support of a handful of people than to have a suggestion that does not work.

 

3. Armor is armor. Armor is not regalia. Armor is not something that should easily be bought and sold. It is armor. If you are wearing it for something outside of its supposed purpose, then you are the one at fault; not the armor. Sure you can't skill effectively with heavy armor on, but then again, was that heavy armor designed for you to skill in?

 

4. (On the pricing.) It seems to me that you took a wild guess at the price of the weapon. I'm not entirely sure where you got 10 ores/hr from. I don't think I mentioned that as a "goal amount". Actually, given the slow respawn and unique location, as well as dangers, I'd imagine you get more like 1-3 per hour. Remember that it WILL be the best armor currently avaliable. At the moment, the whip is clearly outclassed by PvP weapons (which like Divine, degrade), yet the whip is still in high demand. Dragon armor is clearly worse than barrows, yet it is still often used.

 

It's not that the whip and the current generation of items will "crash" or become "underused", it's just that the elite players, the ones who have tons of money, will no longer have an interest in them. It's like when Jagex added Spirit Shields. They didn't make the DFS crash into uselessness. It simply made the rich players use Spirit Shields over the DFS. The DFS did the same with the rune defender. It didn't make the rune defender useless, it just made the players who could afford the DFS have something better to use (although given the rune defender is better than the DFS in many instances).

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Before Jagex can release anymore powerful weapons, they need to rework the defense system. D Claws, AGS's, Dark Bows, Handcannons and whathaveyou are already taking it too far. There needs to be *practical* methods of reducing the max hit of things, like with either an "endurance" skill, or some new quality given to armor.

 

Looks good anyway, there needs to be a way for all skills to be profitable (and things like fishing, woodcutting, etc. should be able to compete with KILLING A LEVEL 79 MONSTER FOR CASH), or at least be given supreme advantages at high levels (like with the new potions).

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That's the reason why the Divine weapons were balanced out with the Divine armor.

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You misunderstood the thing with the agility and thieving

I meant that the normal area with the monsters would still be accessable , only there would be some other place in the same dungeon that is only accessable with the two stats i mentioned.

Maybe the large gap next to the rocks you are mining , and if you are the necessary level to get there you could hypothetically mine the two places , I didnt mean making the mines only

accessable with thieving and agility on 90

to the pricing issue

I am sure that you mentioned earlier that 10ores/hour would be a reasonable average .

The price for one of those ores would probably be something like 200k (5 times the price of rune , a bit extra for the danger , some extra for the high reqs)

the bars would probably be something like 250k

And if i remember correctly the armor/weapon that costs the most bars costs 8 bars .

so the most expensive item will probably be worth 2 million .

Whip just didnt crash because it was still the best weapon (maybe not for pk but definitely for most types of combat) around and it was a lot cheaper than an gs (about 10times as cheap).

Barrows didnt crash because not everyone could buy the expensive GWD armour , if Bandos chest or tassys were at 1 million each , not many would want the weaker barrows armours .

But the divinite armour would definitely be something about 8m the whole armour so it would definitely cause Bandos and armadyl armours to fall to a lower price than this . This is of course assuming that you can mine 10/hour . But your suggestion of 1-3 / hour does sound more reasonable as it would probably make the price at about 40million for a full set , which wouldnt harm whip or barrows , only the GWD items.

 

 

Another idea to the curse system:

Instead of making the items belonging to several gods (I still think that is a good idea just posting an alternative btw)make the curse work for 1 minute after unequipping the item you cant

put on another divine weapon except this one , but you can still equip a whip or d clawz . This would still stop people switching weapons to deal awesome amounts of damage but would

still allow you to train with these weapons without having to go to every altar every you switch a task or something like that. Aside from that it would take away one logical discrepancy:

You explained the curse earlier , that the divine meant that equiping it would make you like a god(I am not sure about the exact phrase i read the whole thread yesterday) , making the gods curse you . But I dont think the gods would curse you to stop you unequiping the weapon , becasue after all you equiping the weapon was what made them angry in the first place.

And just a question with your explanation wouldnd the gods curse your armor too? Its divine too isnt it?

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1. I get what you mean with the agility/thieving obstacles now. I agree with the general idea, although agility/thieving alone doesn't ensure a diverse skiller. It just ensures the skiller trained agility/thieving.

 

2. On pricing, if that is what I mentioned, then it needs to be changed. The Divinite equipment should be much more expensive that the numbers you mentioned.

 

3. On curse, that still allows swapping armors in combat, which really shouldn't be allowed without consequences.

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1. I get what you mean with the agility/thieving obstacles now. I agree with the general idea, although agility/thieving alone doesn't ensure a diverse skiller. It just ensures the skiller trained agility/thieving.

 

2. On pricing, if that is what I mentioned, then it needs to be changed. The Divinite equipment should be much more expensive that the numbers you mentioned.

 

3. On curse, that still allows swapping armors in combat, which really shouldn't be allowed without consequences.

1. It would not ensure a balanced pure , but it would ensure that lvl 3 skill pures can mine and smith there without constantly dieing to a lvl 210 monster .

 

2. Good that this is definite now . But that raises another problem : The only way to ensure so little ores/hour would be by setting devishly long respawns , something like 30 minutes .

But during that respawn we wil have people standing around doing nothing , being bored to death . So here is my suggestion :

Add a room with living divinite rocks(lvls 170-270) that can only be hurt with a pick and superheat. Mining acts like str and atk(atk and str still help but only maybe somthing like 50% of your level , same for mage) for the pick and smithing acts like mage for the superheat(max hit :50 in both cases). Hits give experience in mining or smithing (mining for pick and smithing for superheat). Here are some suggested drops and after them the drop probabilities

divinite ore/divinite bar 1/50 (ore for pick and bar for superheat)

divine icon for recharging the army 1/50

orbs ??

sacred rune 1/10

coal lots of it

random stuff associated with mining/smithing

 

 

3. I have got another suggestion for the curse system:

Every divinite item that you equip gets its equipment slot cursed(right hand is cursed if you put on a weapon chest for putting on a chest... ). The divinite item can be put off at any time.

Once the divinite item is taken off , a times is started . After a minute the equipment slot will not be cursed anymore. If you put the same item on again , there will be no penalties , but the

curse will be all new again . If you put on a "normal" item like a whip , rune pl8 or a gs , there is no penalty , after one minute there will be no more curse . If you put on a different divinite

item than you put off , str, atk , range and mage will be decreased by 25% and you will be hit 40% of your life if it is a divinite weapon , if it is not a weapon your def , pray and hp will be

decreased by 40% respectively.

This would effectively stop switching between divinite weapons and armors to do huge damage in pk , but it would still allow switches from divinite to normal weapons or gears .

 

 

 

 

4. I just noticed : One of the "storms" in the bow of storms special is a tsunami :shame: . Change the name of that to blizzard and the naming will be okay again :thumbsup: .

If you do decide to change the names , please switch the effects so that blizzard freezes for 20 secs(its ice after all), tornado does 25% extra damgage, and hurricane still binds for 15 secs and does 20% extra damage.

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1. But is there a way to ensure it is a diverse skiller? Only then could it perhaps replace the consequences of the Guardians.

 

2. Long respawn? At least 45 minutes imo. And personally, I don't care whether the miners get bored or not. You don't need to entertain them, and besides you can kill stuff/mine other ores there anyway.

 

3. How about the curse is on the equipment slot, as you mentioned, but the cursed slot repels all other divine equipment in that slot, as opposed to damaging?

 

4. I don't understand why you want blizzard > tsunami.

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I thought a tsunami was caused by an earthquake in deep sea, causing titanic waves, while a hurricane is a wind storm that has picked up debris such as water?

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