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[Updated 9 Dec] Reviving Smithing : Divinite


Zaaps1

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I now support this fully. :D

 

 

 

The idea of going from 1-100% finally gives 99 Mining a purpose.

 

 

 

Great idea Zaaps.

 

 

 

Thanks! :thumbsup:

 

 

 

Many of the ideas added were provided by Archimage_a, btw.

 

 

 

Do you need some new weapons or whatever? I'm quite interested in this and maybe I'll help you create some weapons with interesting and more original special attacks/attributes.

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I now support this fully. :D

 

 

 

The idea of going from 1-100% finally gives 99 Mining a purpose.

 

 

 

Great idea Zaaps.

 

 

 

Thanks! :thumbsup:

 

 

 

Many of the ideas added were provided by Archimage_a, btw.

 

 

 

Do you need some new weapons or whatever? I'm quite interested in this and maybe I'll help you create some weapons with interesting and more original special attacks/attributes.

 

 

 

I'm sure it'll help! ::'

 

 

 

I was thinking about reconsidering the weapon lineup, actually, so they fit better with the "Divine" theme. What I mean are like weapons from mythology, etc.

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-DIVINE BALL AND CHAIN (10)

 

-A huge ball and chain. It's very slower, slower than a 2h and the Barrelchest Anchor. It only uses Crush attacks

 

-160 crush attack, 147 strength

 

-Wrath of the Gods ("Feel the Wrath of the Gods!") 100%. Show the full might of the divine with a huge hit with multi target capacity and a 20% attack and strength boost.

 

 

 

 

 

By this I think you meant a morning star whis is basically a big [bleep]ed ball on a chain like this:

 

http://www.weaponsemporium.com/WE-Morning-Star.jpg

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Was thinking more of a:

 

 

 

150px-Ball_and_Chain_(Twilight_Princess).png

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It would be a really nice high leveled update. It would probably be super overpriced. :lol:

 

 

 

Well yeah of course. D claws were as much as 200m at certain times when they first came out.

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Support. I like how you incorperate many of the most popular ideas on the rsof into one thread. For example I have seen tons of threads wanting a dragon pickaxe. And here you have it released in a practical and useful manner. I do like the hand cannon, but jagex has clearly stated that it wont happen or anything gun releated. It just seems too much like a bazooka on steroroids.

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Support. I like how you incorperate many of the most popular ideas on the rsof into one thread. For example I have seen tons of threads wanting a dragon pickaxe. And here you have it released in a practical and useful manner. I do like the hand cannon, but jagex has clearly stated that it wont happen or anything gun releated. It just seems too much like a bazooka on steroroids.

 

 

 

Perhaps, although it really only takes a quick name fix to fix that.

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Here you go.

 

 

 

Divine Whirl-spear (A spear where you twirl around like a helicopter blades/whatever)

 

 

 

+60 stab

 

+80 slash

 

+10 crush

 

+65 strength

 

Speed: 8 bars

 

 

 

The speed of the twirling motion and the razor-sharp blades make this weapon especially deadly in the hands of a master.

 

 

 

Whirlwind slash: !00% bar. 4 attacks at 60% strength and 65% accuracy. (statistically 156% damage)

 

 

 

Hope you like it. I don't know much about members' stuff, so it'll help if you can tweak it so its balanced.

 

 

 

I'll try to come up with more tomorrow or so.

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Great, thanks.

 

 

 

How fast is 8 bars, btw?

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Great, thanks.

 

 

 

How fast is 8 bars, btw?

 

 

 

1 hit every 1.2 seconds, twice scimitar's speed. Maybe that's a bit overpowered...7 bars would be better IMO. (1.8 seconds per hit)

 

 

 

So, to continue:

 

 

 

Divine Discus: Like the ball-and-chain, just smaller (but not less dangerous though) and can be thrown.

 

 

 

+71 ranged

 

+113 ranged strength

 

3 bars. (hits every 4.2 seconds)

 

Onehanded.

 

 

 

Armor-cracking blow: Must be performed in melee. 100% bar. Attack with +10% strength, and if it successfully hits, reduces opponent's armor effeciency by 30% for 1 minute.

 

 

 

Executioner: A huge axe used by executors.

 

 

 

-5 stab

 

+81 slash

 

+61 crush

 

+133 strength

 

3 bars (hits every 4.2 seconds)

 

Twohanded.

 

 

 

Bloodlust: 50% bar. +10% accuracy and strength. If hits successfully, strength and accuracy are boosted by 20% for 1 minute. DOES NOT STACK.

 

 

 

Guardian Shield: A shield but equipped on the weapon slot instead. Has a large [bleep]e in the centre to stab enemies.

 

 

 

+45 stab

 

+2 slash

 

+41 crush

 

+54 strength

 

+50 to all defences.

 

3 bars (hits every 4.2 seconds)

 

Onehanded.

 

 

 

Blessing: 70% bar. Defence is boosted by 15% for 1 minute. The restore rate of all stats is tripled.

 

 

 

Assasin's Katar: A claw like thing that you equip on both hands. Has large [bleep]ed projections on it to stab opponents.

 

 

 

+98 stab

 

+61 slash

 

-5 crush

 

+51 strength

 

8 speed (hits every 1.2 seconds)

 

Twohanded.

 

 

 

Coup de grace: 50% bar. Instantly kills an enemy below 30% health. No way to prevent it.

 

 

 

Hope you like it. Tweak them if necessary.

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I'm really not sure about the "kill if below 30%" thing at only 50% drain. That, I think, would be too strong.

 

 

 

Another idea I would like to add is that if you equip a Divine weapon or armor of ANY type, you are instantly "cursed" and you are unable to unequip that weapon or armor. The only way to remove a curse would be to talk to any Priest, Monk, etc., or visit an altar yourself with a full godbook and 75 prayer. (You could also have it completely drain your prayer points so people wouldn't just camp at altars.)

 

 

 

That prevents people from switching weapons to rack up huge amounts of damage (so, for example, dagger spec then ball and chain as a combo.)

 

 

 

Also, I would like to add that using any armor that does not match your weapon results in your weapon randomly missing 10% of the time, with an extra 10% per each non-matching armor piece. This prevents melee from being too overpowered by having them equip the ranged armor.

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The general idea of possibly doing this to revive smithing is great! I made my capital money from mining and smithing, I haven't trained it in a long time since I hit 70 and after I focused on combat and other skills. And the thought of having that skill that I had always been a fan of and have always loved makes me excited!!111

 

My main criticism though with your idea is that you are making this ore TOO DIFFERENT. It should be like other ores and bars nothing that special. You're weapon ideas sounds great, definitely like the clawwhip sounds like it is the shizznit and some epic ninja h4x0r wepunz. This weapon tho is a far cry from the medieval times, claws right now in RS are too....but let's not go there. It just seems like this kind of weapon would be best left to other games. I don't know why exactly other than it seems like something ninja-ish.

 

 

 

The handcannon? I've seen this somewhere, someone said how cool would it be to have this! I personally think this is horrible...imagine being a melee(or a defenseless mager) looking for someone to kill and BOOM, you got pwnt in the [wagon] by some guy you never even saw and couldn't even call a nerd and you never even heard the mofo say "GF nub." This goes inline with the medieval theme, but portable firepower of this caliber(its a pun, get it!? lololol) is just wrong. Rangers can hit high(I know, I'm 99 range :P), godswords hit even higher but our HP isn't getting anyhigher. The days of fast kills with weapons that don't hit above 50 are gone, but do we really need a "godsword for the rangers" kinda thing? I don't think so...

 

 

 

The ball and chain = a flail? :

 

 

 

I like the automated crossbow tho :P [cabbage] would be tight as hell to use against jad and any GSer in the wild, muahaha. Oh, I like cabbage.

 

 

 

Last thing, the names for your swords and stuff should be the same like every other weapon in the game. Saber, curropter, broadsword....come on....The saber should be 25%, that much time ruins specs like the DDS one. I could just see the DDS going down in price if it can't be used much as a spec weapon, since this is the only reason that they are used to frequently.

Kandymann3, the awesomest of the awesome.

kandymann3.png

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I'm really not sure about the "kill if below 30%" thing at only 50% drain. That, I think, would be too strong.

 

 

 

Another idea I would like to add is that if you equip a Divine weapon or armor of ANY type, you are instantly "cursed" and you are unable to unequip that weapon or armor. The only way to remove a curse would be to talk to any Priest, Monk, etc., or visit an altar yourself with a full godbook and 75 prayer. (You could also have it completely drain your prayer points so people wouldn't just camp at altars.)

 

 

 

That prevents people from switching weapons to rack up huge amounts of damage (so, for example, dagger spec then ball and chain as a combo.)

 

 

 

Also, I would like to add that using any armor that does not match your weapon results in your weapon randomly missing 10% of the time, with an extra 10% per each non-matching armor piece. This prevents melee from being too overpowered by having them equip the ranged armor.

 

 

 

Killing if its below 30% would be ok, I think, but maybe tweak the special such that it takes 3.6 seconds (4 bars) to hit, so the opponent wouldn't be specced before he can eat.

 

 

 

Also, the special attack FAILS totally if the opponent has more than 30% health. Absolutely no effect.

 

 

 

65% bar maybe, to stop speccing but failing because your opponent ate in time, then attacking a few more times and speccing again.

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The general idea of possibly doing this to revive smithing is great! I made my capital money from mining and smithing, I haven't trained it in a long time since I hit 70 and after I focused on combat and other skills. And the thought of having that skill that I had always been a fan of and have always loved makes me excited!!111

 

My main criticism though with your idea is that you are making this ore TOO DIFFERENT. It should be like other ores and bars nothing that special. You're weapon ideas sounds great, definitely like the clawwhip sounds like it is the shizznit and some epic ninja h4x0r wepunz. This weapon tho is a far cry from the medieval times, claws right now in RS are too....but let's not go there. It just seems like this kind of weapon would be best left to other games. I don't know why exactly other than it seems like something ninja-ish.

 

 

 

The handcannon? I've seen this somewhere, someone said how cool would it be to have this! I personally think this is horrible...imagine being a melee(or a defenseless mager) looking for someone to kill and BOOM, you got pwnt in the [wagon] by some guy you never even saw and couldn't even call a nerd and you never even heard the mofo say "GF nub." This goes inline with the medieval theme, but portable firepower of this caliber(its a pun, get it!? lololol) is just wrong. Rangers can hit high(I know, I'm 99 range :P), godswords hit even higher but our HP isn't getting anyhigher. The days of fast kills with weapons that don't hit above 50 are gone, but do we really need a "godsword for the rangers" kinda thing? I don't think so...

 

 

 

The ball and chain = a flail? :

 

 

 

I like the automated crossbow tho :P [cabbage] would be tight as hell to use against jad and any GSer in the wild, muahaha. Oh, I like cabbage.

 

 

 

Last thing, the names for your swords and stuff should be the same like every other weapon in the game. Saber, curropter, broadsword....come on....The saber should be 25%, that much time ruins specs like the DDS one. I could just see the DDS going down in price if it can't be used much as a spec weapon, since this is the only reason that they are used to frequently.

 

 

 

1. The regular ores are too easy to get. You don't want powerful weapons as common as rune scimitars, do you?

 

 

 

2. On your point about them being "different", there's nothing wrong with that, so there's nothing to fix. I mean, yeah you COULD base them off the traditional metal weapons, but then again these AREN'T traditional metal weapons.

 

 

 

3. Handcannon can only hit so high, was it 60 that I typed? It takes a very long time to load (meleers could land in 2 regular hits before you can hit again). So consider that, in retrospect, your "damage" really caps at 30, since you are giving up 1 hit. Then also consider that the Dark Bow can hit up to 96, and fires a lot faster than this.

 

 

 

4. Ball and chain isn't a flail. Look a few posts above you.

 

 

 

5. DDS is 40k, that's extremely cheap. If it gets any lower, who would care? The Saber spec is meant to be a defensive attack (that's why the spec itself doesn't damage your opponent). It also requires skillful timing. You have to unleash the spec right before the dds spec lands. If you do it early, it wears off before it can block. If you do it late, you'll get hit. In addition, you don't know if your opponent is even going to use a DDS spec. What if he brings out a Dark Bow to spec instead? That messes up your timing a lot. In addition, because of this, you can't simply keep the special attack bar on and wait for someone to attack. Once you activate it, it activates.

 

 

 

Thanks for your post. Just addressing some points you brought up.

 

 

 

I'm really not sure about the "kill if below 30%" thing at only 50% drain. That, I think, would be too strong.

 

 

 

Another idea I would like to add is that if you equip a Divine weapon or armor of ANY type, you are instantly "cursed" and you are unable to unequip that weapon or armor. The only way to remove a curse would be to talk to any Priest, Monk, etc., or visit an altar yourself with a full godbook and 75 prayer. (You could also have it completely drain your prayer points so people wouldn't just camp at altars.)

 

 

 

That prevents people from switching weapons to rack up huge amounts of damage (so, for example, dagger spec then ball and chain as a combo.)

 

 

 

Also, I would like to add that using any armor that does not match your weapon results in your weapon randomly missing 10% of the time, with an extra 10% per each non-matching armor piece. This prevents melee from being too overpowered by having them equip the ranged armor.

 

 

 

Killing if its below 30% would be ok, I think, but maybe tweak the special such that it takes 3.6 seconds (4 bars) to hit, so the opponent wouldn't be specced before he can eat.

 

 

 

Also, the special attack FAILS totally if the opponent has more than 30% health. Absolutely no effect.

 

 

 

65% bar maybe, to stop speccing but failing because your opponent ate in time, then attacking a few more times and speccing again.

 

 

 

Couldn't you simply whack your opponent to low hp then just the spec for a guaranteed kill?

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I just read through the whole thread and thought I would share my opinions/criticism/suggestions. One thing before I do though: this really is a well thought-out suggestion. =D>

 

 

 

[hide=Overpowered]

-DIVINE CLAWWHIP (6)

 

-A sharp claw attached to a long chain. It is like a halberd, and operating it is the equivalent of casting Telekinetic Grab. Whip speed with slash attacks.

 

-65 slash, 65 strength

 

-Clawshot ("No running away!") 100%. Has a range of 6 squares, draws the opponent right next to you, and stuns for 10 seconds. Cannot be used over barriers.

 

I dont like this because the combat triangle says a mage should beat a meleer. But how it is now, mages are only really effective when they can farcast. With this, a meleer can bring a mage right next to him, making mages even more underpowered than I think they already are. Despite that, I like this because it can keep one meleer from running away from another meleer, however briefly.

 

-DIVINE HANDCANNON (10)

 

-A strong gun which can fire cannonballs and explosives. It can hold 10 at a time, but operating it will reload the first set you have in your inventory. However, the reloading takes up a full round of combat. This is slower than the D Bow, and you must wield it with both hands.. NOTE: The cannon has a bayonet in the front of it. If the opponent is right in front of you, the bayonet will do an addition 5 damage each hit.

 

-130 ranged

 

-Blowback Cannon ("Death awaits you at hell's gate") 100%. 10% extra damage and 15 second stun.

 

HANDCANNON:

 

Cannonball: 4 per steel bar, max: 35

 

Small Explosive: 40 per Divinite, max: 50

 

Large Explosive: 20 per Divinite, multitarget, max: 50

 

Death Bomb: 10 per Divinite, multitarget, max 60

 

Soul Bomb: 5 per Divinite, max = target's combat level/2 + 10, up to 200.

 

No, just no. Max hit up to 200 with Soul Bomb?! Maybe if it was restricted to Player vs Monster only, but even then I think its too much. Theres a reason the Dwarf Cannon isnt allowed in PvP you know. I dont care how slow it shoots or how long it takes to reload, if it can hit double the maximum hitpoints level, something is wrong. Even half the maximum hp, like the death bomb and large explosion, is too much in my opinion. (Yes I know godswords and other weapons can hit over 50, I dont like those either.) I can appreciate trying to give Ranged a better weapon, but as others have said, this is just too much.

 

It takes a very long time to load (meleers could land in 2 regular hits before you can hit again). So consider that, in retrospect, your "damage" really caps at 30, since you are giving up 1 hit.

 

OK, say a person with the handcannon is fighting a person with a whip. The one with the whip manages to hit two 20s while the other is reloading. Then the one with the handcannon pops up with a 50 and a 30. That may be unrealistic, but regardless I dont think it should happen.

 

They are powerful, yes, but remember that their power is offset by the armor.

 

Youve stated this several times. Frankly, I think it is a weak argument. Mainly because of this:

 

We all know that there is already 2 items which do this (reduce damage done) and neither of them are used much due to the massive cost. Expensive weapons are always used more then the armour, its just the way it is.

 

People simply value higher hits and strength over higher defence, thus many will just go for the weapons.

 

 

 

Also, youve said that the suggestion of a godsword type weapon would have been considered too overpowered before the godswords were actually released. What I think you are missing is this: the godswords are powerful, yes, but they are SLOW. Some of the weapons you have suggested are stronger than godswords, yet faster than longswords? In my opinion, that is where the overpowered comes from.[/hide]

 

[hide=Process]

attempting to mine any rock will result in a level 210 Guthix Earth Elemental to attack.

 

Attempting to smelt results in the appearance of a level 240 Guthix Vulcan.

 

Attempting to smith makes a level 270 Guthix Knight spawn

 

Whenever you enter the Stone of Jas Mines, Sacred Forge area, and Anvils of Guthix area, you are SKULLED. You can bring any item you wish with you, except pets, but familiars are ok. In these areas, teleports have a 50% chance of FAILING and your combat stats are HALVED (however you can restore them).

 

Wow. I know youre trying to add a significant risk factor to the process, but is all this really necessary? I think just the Guardians would be fine. Also, what about skillers with low combat stats? Sure they dont need to fight the Guardians, but they could still die after a couple hits even with a friend trying to keep it off their back.

 

 

 

I inferred from the thread that While Guthix Sleeps might be a requirement to access these areas. That would take away any concern for skillers, but it would also bring the number of people able to get these items way down. Maybe get rid of that requirement. I think the Guardians would cause enough trouble. Perhaps you could then add agility/thieving/whatever other skill requirements to get in without needing to deal with the Guardians, as someone else suggested. This would let in skillers with low combat levels and skillers who hate quests, which would help ease supply to acceptable levels and not make these items extremely rare.[/hide]

 

[hide=Economics]

The point is for smithers to profit

 

There might be a problem with this. In case you havent noticed, Jagex has been trying to release money-sinks for years now. Think Construction and Summoning, also Mobilizing Armies- an attempt to reduce junk trades. I dont see Jagex being too eager to revamp a skill (however desperately needed) just for the sake of making those who train the skill to a high level able to make insane profits.

 

-To recharge the Armor, you also need a barrows item of the disadvantaged combat class

 

I can see this drastically raising the price of Barrows armor. Should we really disadvantage the lower levels like this just so high levels can have an even greater advantage over them and each other? I think not.

 

especially when it comes to the armor (the hit-reduction is enough to get it over 100 mill, possibly 200 mill, and if the stats are as exceptional as those of the weapons, I can practically guarantee these will be second in price only to the christmas cracker)

 

Even if its just the new item rush and even if the prices eventually settle around 100mil, I just have a little problem with this. Not to say that such powerful items shouldnt be expensive, because they should. Its the possibility these items will only be less expensive than the Christmas Cracker. If that happens, I can see people rushing to sell their discontinued items to buy these new weapons/armor. That would mean the discontinued market would most likely crash, and Im sure a lot of people would have a problem with that.

 

Combat isn't a battle of "who has the higher smithing", it's a battle of "who has the higher combat stats".

 

I know it really has nothing to do with your suggestion, but I think combat is really a battle of who has the most money and is willing to spend it on the most overpowered weapon.[/hide]

 

[hide=Technical]I noticed you say a few times in this thread that its up to Jagex to decide what they can and cannot code should they attempt this, but I just thought Id throw these out there.

 

-DIVINE LONGSWORD (5)

 

-Divine Vengeance ("Come here...") 75%. You do not attack this round of combat. Instead, your character lifts up the sword to parry your opponent's next attack. There is a 10 second window after activating this attack. ANY attacks you receive during this time will be deflected for 0 damage. Your character will then hit the attacker for the amount deflected times a percentage based on your defense level. (ex. If you're 90 defense, it's 90%) If your opponent is too far away, there is no effect, but the hit is still deflected. You must activate it during combat.

 

I dont know much about Java, and even less about coding in general, but this sounds like it would be really hard to do. I do like the idea though.

 

-Each person spawns a different Guardian, who will only attack his target.

 

If this gets a big rush, Im thinking a lot of lag because of this. Remember when summoning and pets first came out? Obviously this wont have as many people on it at once, but with a level 210+ whacking at you, even a little lag can be nerve-racking.[/hide]

 

[hide=History]

The history reason would be that the Stone of Jas transformed the rocks below it, giving it magical qualities. This sets it up for the next GM quest. Since the Stone can make mere rocks THIS powerful, what could it do to a Mahjarrat? What kind of powers could Lucien have then? Guthix then placed an altar there to guard these resources, but allowed methods for the faithful to pass.

 

I like this, and I think it could be a nice little quest requirement to gain access to this instead of WGS. Maybe not a Grandmaster quest, but whatever[/hide]

 

[hide=What I Like]Your idea in general. Smithing and Mining really do need a revamp in my opinion. This is easily one of the most thought-out suggestions I have seen.

 

-DIVINE CORRUPTER (6)

 

-Corruption of the Faithful ("The kind warrior finishes last") 75%. Although a bit weaker than normal, this hit poisons and diseases the opponent.

 

A use for Sanfews Serum? Yes!

 

you make the armor once, but you have to recharge it multiple times. It's like barrows. You only have to get the armor once from the chest, but you need to repair it multiple times.

 

I actually like the idea of repairing armor and am kind of looking forward to seeing it used more. Especially as the strength of armor increases, I think its pretty much a necessity.

 

 

 

Also the suggestion of one of the Guardians dropping the Dragon Pickaxe (lost the quote). This has been suggested countless times, and you incorporated it into your suggestion flawlessly.[/hide]

 

[hide=Random]Just some thoughts I had while going through the thread.

 

For 1 Spirit Cobra (it must be summoned) and 1 soft clay, Guthix will make the ground where the Stone of Jas was soft.

 

To smelt the ore, you sacrifice 1 Spirit Cobra and 50 feathers of any type at the Altar of Guthix.

 

To smith the bar, you sacrifice 1 Spirit Cobra and 1 pair of leather boots at the Altar of Guthix.

 

Is there a reason you specifically chose the Spirit Cobra? If there is then I missed it, unless its simply to create another high level requirement. This also means Spirit Cobra pouches and snake hides will shoot up in price.

 

It drops the Sacred Hammer, which gives an xp boost when smithing with it and is equipable.

 

Fine, I guess. But what about the Stealing Creation hammer? I dont think Jagex would create this if the xp boost is infinite.

 

You must also sacrifice a Divine Sigil, which is dropped randomly by any of the guardians in each area (1/50 times).

 

I assume a different Divine Sigil than the one used to make the Divine Spirit Shield? :lol: Maybe give it a different name.[/hide]

 

 

 

Like I said before, overall a very nice suggestion. This reply took a good chunk of my afternoon to create by the way.

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Underlined

 

 

 

I just read through the whole thread and thought I would share my opinions/criticism/suggestions. One thing before I do though: this really is a well thought-out suggestion. =D>

 

 

 

[hide=Overpowered]

-DIVINE CLAWWHIP (6)

 

-A sharp claw attached to a long chain. It is like a halberd, and operating it is the equivalent of casting Telekinetic Grab. Whip speed with slash attacks.

 

-65 slash, 65 strength

 

-Clawshot ("No running away!") 100%. Has a range of 6 squares, draws the opponent right next to you, and stuns for 10 seconds. Cannot be used over barriers.

 

I dont like this because the combat triangle says a mage should beat a meleer. But how it is now, mages are only really effective when they can farcast. With this, a meleer can bring a mage right next to him, making mages even more underpowered than I think they already are. Despite that, I like this because it can keep one meleer from running away from another meleer, however briefly.

 

 

 

While you can bring a mager right next to you, that doesn't pose too big of a threat. I'm going to make the "cursing" update mentioned on the last page, so you would have to attack with the Clawwhip, which stats aren't the best for the job.

 

-DIVINE HANDCANNON (10)

 

-A strong gun which can fire cannonballs and explosives. It can hold 10 at a time, but operating it will reload the first set you have in your inventory. However, the reloading takes up a full round of combat. This is slower than the D Bow, and you must wield it with both hands.. NOTE: The cannon has a bayonet in the front of it. If the opponent is right in front of you, the bayonet will do an addition 5 damage each hit.

 

-130 ranged

 

-Blowback Cannon ("Death awaits you at hell's gate") 100%. 10% extra damage and 15 second stun.

 

HANDCANNON:

 

Cannonball: 4 per steel bar, max: 35

 

Small Explosive: 40 per Divinite, max: 50

 

Large Explosive: 20 per Divinite, multitarget, max: 50

 

Death Bomb: 10 per Divinite, multitarget, max 60

 

Soul Bomb: 5 per Divinite, max = target's combat level/2 + 10, up to 200.

 

No, just no. Max hit up to 200 with Soul Bomb?! Maybe if it was restricted to Player vs Monster only, but even then I think its too much. Theres a reason the Dwarf Cannon isnt allowed in PvP you know. I dont care how slow it shoots or how long it takes to reload, if it can hit double the maximum hitpoints level, something is wrong. Even half the maximum hp, like the death bomb and large explosion, is too much in my opinion. (Yes I know godswords and other weapons can hit over 50, I dont like those either.) I can appreciate trying to give Ranged a better weapon, but as others have said, this is just too much.

 

 

 

Read it again. It says "Target's combat level/2 + 10". The max player combat level is 138, divide that by 2 and add 10. That's a 79. Sure it's high, but d bow spec caps at 90. I added the "up to 200" thing so you wouldn't hit OMGWTF high on stuff like the Corp. Beast.

 

 

 

And remember that's 79 max damage BEFORE the damage reduction your Divine Armor gives you.

 

It takes a very long time to load (meleers could land in 2 regular hits before you can hit again). So consider that, in retrospect, your "damage" really caps at 30, since you are giving up 1 hit.

 

OK, say a person with the handcannon is fighting a person with a whip. The one with the whip manages to hit two 20s while the other is reloading. Then the one with the handcannon pops up with a 50 and a 30. That may be unrealistic, but regardless I dont think it should happen.

 

It doesn't happen.

 

Meleer: Hits a 25, Ranger hits a 50

 

Meleer: Hits a 25, Ranger is reloading

 

Meleer: Hits a 25, Ranger hits a 50

 

 

 

You see? You're giving the other guy a "free" hit at you.

 

 

They are powerful, yes, but remember that their power is offset by the armor.

 

Youve stated this several times. Frankly, I think it is a weak argument. Mainly because of this:

 

We all know that there is already 2 items which do this (reduce damage done) and neither of them are used much due to the massive cost. Expensive weapons are always used more then the armour, its just the way it is.

 

People simply value higher hits and strength over higher defence, thus many will just go for the weapons.

 

 

 

Also, youve said that the suggestion of a godsword type weapon would have been considered too overpowered before the godswords were actually released. What I think you are missing is this: the godswords are powerful, yes, but they are SLOW. Some of the weapons you have suggested are stronger than godswords, yet faster than longswords? In my opinion, that is where the overpowered comes from.

 

 

 

Well if you consider that the Godsword is +132 slash and strength, and slightly slower than the whip, but faster than the 2h, I don't think any of them can beat its stats by a lot AND be faster. Please point out an example if I'm wrong.[/hide]

 

[hide=Process]

attempting to mine any rock will result in a level 210 Guthix Earth Elemental to attack.

 

Attempting to smelt results in the appearance of a level 240 Guthix Vulcan.

 

Attempting to smith makes a level 270 Guthix Knight spawn

 

Whenever you enter the Stone of Jas Mines, Sacred Forge area, and Anvils of Guthix area, you are SKULLED. You can bring any item you wish with you, except pets, but familiars are ok. In these areas, teleports have a 50% chance of FAILING and your combat stats are HALVED (however you can restore them).

 

Wow. I know youre trying to add a significant risk factor to the process, but is all this really necessary? I think just the Guardians would be fine. Also, what about skillers with low combat stats? Sure they dont need to fight the Guardians, but they could still die after a couple hits even with a friend trying to keep it off their back.

 

 

 

Those are in place so the unprepared will not have an easy time getting the ore. If you prepare yourself accordingly, you greatly reduce the threat. The Guardians you could safespot, then pray ranged while wearing karils/armadyl. They wouldn't be able to melee you, can't hurt you with ranged, and therefore only the magic attack is a threat.

 

 

 

You could just bring ~5 teleports and spam click it. Also anticipate your death. Whenever I kill boss mosnters, I never teleport when I'm on the virge of death. I anticipate it. If you know a good 2-3 seconds before it can take you down to low health, you shouldn't have a problem.

 

 

 

And a super restore/regular restore easily takes care of the combat stat reduction. 1-2 doses is all anyone would need. Remember these guardians don't jump at you once you enter. They only attack when you try to mine/smelt/smith. That gives you time to drink your brews/defense pots/restores and activate whatever prayers you need.

 

 

 

I inferred from the thread that While Guthix Sleeps might be a requirement to access these areas. That would take away any concern for skillers, but it would also bring the number of people able to get these items way down. Maybe get rid of that requirement. I think the Guardians would cause enough trouble. Perhaps you could then add agility/thieving/whatever other skill requirements to get in without needing to deal with the Guardians, as someone else suggested. This would let in skillers with low combat levels and skillers who hate quests, which would help ease supply to acceptable levels and not make these items extremely rare.

 

 

 

I like the idea, but how would it logically fit in if you could mine them without doing WGS? How would you get into the Temple?

 

 

 

I was thinking perhaps an alternative location, but no location I know of fits in logically and no location has the entry threats (TDs).[/hide]

 

[hide=Economics]

The point is for smithers to profit

 

There might be a problem with this. In case you havent noticed, Jagex has been trying to release money-sinks for years now. Think Construction and Summoning, also Mobilizing Armies- an attempt to reduce junk trades. I dont see Jagex being too eager to revamp a skill (however desperately needed) just for the sake of making those who train the skill to a high level able to make insane profits.

 

 

 

Jagex has been trying to remove money from the SYSTEM. If you sell something on the GE, you aren't making any new money. It's money that already exists. You aren't creating any new money, so it doesn't hurt the role of money-sinks. You're simply rearranging the current money that already exists.

 

-To recharge the Armor, you also need a barrows item of the disadvantaged combat class

 

I can see this drastically raising the price of Barrows armor. Should we really disadvantage the lower levels like this just so high levels can have an even greater advantage over them and each other? I think not.

 

Switch it back to rune/black dhide/mystic?

 

especially when it comes to the armor (the hit-reduction is enough to get it over 100 mill, possibly 200 mill, and if the stats are as exceptional as those of the weapons, I can practically guarantee these will be second in price only to the christmas cracker)

 

Even if its just the new item rush and even if the prices eventually settle around 100mil, I just have a little problem with this. Not to say that such powerful items shouldnt be expensive, because they should. Its the possibility these items will only be less expensive than the Christmas Cracker. If that happens, I can see people rushing to sell their discontinued items to buy these new weapons/armor. That would mean the discontinued market would most likely crash, and Im sure a lot of people would have a problem with that.

 

Not really. Members generally don't interest themselves with rares because they have much better things to spend their money on. So whoever has a rare would've sold it anyway to buy one of the other expensive weapons. That leaves members who wouldn't sell the rare anyway, and free players. Neither of which will really disrupt the economy.

 

Combat isn't a battle of "who has the higher smithing", it's a battle of "who has the higher combat stats".

 

I know it really has nothing to do with your suggestion, but I think combat is really a battle of who has the most money and is willing to spend it on the most overpowered weapon.

 

 

 

Well I was talking stat-wise, but yes, equipment players a huge role as well.[/hide]

 

[hide=Technical]I noticed you say a few times in this thread that its up to Jagex to decide what they can and cannot code should they attempt this, but I just thought Id throw these out there.

 

-DIVINE LONGSWORD (5)

 

-Divine Vengeance ("Come here...") 75%. You do not attack this round of combat. Instead, your character lifts up the sword to parry your opponent's next attack. There is a 10 second window after activating this attack. ANY attacks you receive during this time will be deflected for 0 damage. Your character will then hit the attacker for the amount deflected times a percentage based on your defense level. (ex. If you're 90 defense, it's 90%) If your opponent is too far away, there is no effect, but the hit is still deflected. You must activate it during combat.

 

I dont know much about Java, and even less about coding in general, but this sounds like it would be really hard to do. I do like the idea though.

 

Using my not-Java-or-computer-programming-learned-knowledge, there is what I imagine they could do:

 

 

 

Copy over part of the script for the Vengeance spell (which already does something similar) and make it multi-target. Then simply make it so you can't get damaged in those 10 seconds, kinda like protection prayers.

 

-Each person spawns a different Guardian, who will only attack his target.

 

If this gets a big rush, Im thinking a lot of lag because of this. Remember when summoning and pets first came out? Obviously this wont have as many people on it at once, but with a level 210+ whacking at you, even a little lag can be nerve-racking.

 

I suppose there would be a lot of lag. But then again, there is with every new update. For example the latest slayer update when almost everyone brought a unicorn/bunyip.[/hide]

 

[hide=History]

The history reason would be that the Stone of Jas transformed the rocks below it, giving it magical qualities. This sets it up for the next GM quest. Since the Stone can make mere rocks THIS powerful, what could it do to a Mahjarrat? What kind of powers could Lucien have then? Guthix then placed an altar there to guard these resources, but allowed methods for the faithful to pass.

 

I like this, and I think it could be a nice little quest requirement to gain access to this instead of WGS. Maybe not a Grandmaster quest, but whatever

 

 

 

Mini-quest? Side-quest? Tell me more of what you mean.[/hide]

 

[hide=What I Like]Your idea in general. Smithing and Mining really do need a revamp in my opinion. This is easily one of the most thought-out suggestions I have seen.

 

Thank you! ::'

 

-DIVINE CORRUPTER (6)

 

-Corruption of the Faithful ("The kind warrior finishes last") 75%. Although a bit weaker than normal, this hit poisons and diseases the opponent.

 

A use for Sanfews Serum? Yes!

 

you make the armor once, but you have to recharge it multiple times. It's like barrows. You only have to get the armor once from the chest, but you need to repair it multiple times.

 

I actually like the idea of repairing armor and am kind of looking forward to seeing it used more. Especially as the strength of armor increases, I think its pretty much a necessity.

 

 

 

I thought the same thing for these 2 points. ::'

 

 

 

Also the suggestion of one of the Guardians dropping the Dragon Pickaxe (lost the quote). This has been suggested countless times, and you incorporated it into your suggestion flawlessly.

 

 

 

Thanks for the compliment! :thumbsup: [/hide]

 

[hide=Random]Just some thoughts I had while going through the thread.

 

For 1 Spirit Cobra (it must be summoned) and 1 soft clay, Guthix will make the ground where the Stone of Jas was soft.

 

To smelt the ore, you sacrifice 1 Spirit Cobra and 50 feathers of any type at the Altar of Guthix.

 

To smith the bar, you sacrifice 1 Spirit Cobra and 1 pair of leather boots at the Altar of Guthix.

 

Is there a reason you specifically chose the Spirit Cobra? If there is then I missed it, unless its simply to create another high level requirement. This also means Spirit Cobra pouches and snake hides will shoot up in price.

 

Guthix's animal is the snake, correct? So that's what I thought. It was originally snakehide, but I changed it so there would be another requirement. Spirit Cobras are made from snakehide anyway, so they would both rise regardless of which I chose.

 

 

 

Snakehide is pretty easy to obtain on Mos le'Harmless (probably the reason why it is a summoning second in the first place).

 

It drops the Sacred Hammer, which gives an xp boost when smithing with it and is equipable.

 

Fine, I guess. But what about the Stealing Creation hammer? I dont think Jagex would create this if the xp boost is infinite.

 

I was thinking more of the xp boost that Flame Gloves and the Ring of Fire give, not SC hammers. Flame gloves are like a 5% boost, but the SC hammer is a 100% boost. Big difference.

 

You must also sacrifice a Divine Sigil, which is dropped randomly by any of the guardians in each area (1/50 times).

 

I assume a different Divine Sigil than the one used to make the Divine Spirit Shield? :lol: Maybe give it a different name.

 

 

 

Oops! Right it is supposed to be different, thanks for catching that. I'll think of something else, although I probably won't get anything good.[/hide]

 

 

 

Like I said before, overall a very nice suggestion. This reply took a good chunk of my afternoon to create by the way.

 

 

 

Well if it's any compensation, it was a great reply to read! ::'

 

 

 

Thanks!

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[hide=Quote]

No, just no. Max hit up to 200 with Soul Bomb?! Maybe if it was restricted to Player vs Monster only, but even then I think its too much. Theres a reason the Dwarf Cannon isnt allowed in PvP you know. I dont care how slow it shoots or how long it takes to reload, if it can hit double the maximum hitpoints level, something is wrong. Even half the maximum hp, like the death bomb and large explosion, is too much in my opinion. (Yes I know godswords and other weapons can hit over 50, I dont like those either.) I can appreciate trying to give Ranged a better weapon, but as others have said, this is just too much.

 

Read it again. It says "Target's combat level/2 + 10". The max player combat level is 138, divide that by 2 and add 10. That's a 79. Sure it's high, but d bow spec caps at 90. I added the "up to 200" thing so you wouldn't hit OMGWTF high on stuff like the Corp. Beast.[/hide]

 

OK, I guess I just saw "up to 200" and jumped to a conclusion (never a good thing). But I still think it's a bit much. What's your reasoning behind the +10? Is it really necessary? Also, if the Dark Bow really can hit as high as you say it can, do we really need another slow, high-hitting range weapon? My view of range has always been quick, small hits that add up to a lot of damage over time. I know you want to defend it because its your creation, but you have to admit the handcannon seems to be the least popular aspect of your suggestion.

 

 

 

[hide=Quote]

OK, say a person with the handcannon is fighting a person with a whip. The one with the whip manages to hit two 20s while the other is reloading. Then the one with the handcannon pops up with a 50 and a 30. That may be unrealistic, but regardless I dont think it should happen.

 

It doesn't happen.

 

Meleer: Hits a 25, Ranger hits a 50

 

Meleer: Hits a 25, Ranger is reloading

 

Meleer: Hits a 25, Ranger hits a 50

 

 

 

You see? You're giving the other guy a "free" hit at you.[/hide]

 

I guess I misunderstood how it reloads. So is it hit, reload, hit, reload, hit? That might work.

 

 

 

[hide=Quote]

Also, youve said that the suggestion of a godsword type weapon would have been considered too overpowered before the godswords were actually released. What I think you are missing is this: the godswords are powerful, yes, but they are SLOW. Some of the weapons you have suggested are stronger than godswords, yet faster than longswords? In my opinion, that is where the overpowered comes from.

 

Well if you consider that the Godsword is +132 slash and strength, and slightly slower than the whip, but faster than the 2h, I don't think any of them can beat its stats by a lot AND be faster. Please point out an example if I'm wrong.[/hide]

 

I've looked at the stats closer (apologies, should have done that before) and here is what I found:

 

-It was the "Dark Blade" that I saw has higher stats than a godsword and is as fast as a longsword.

 

-The "Ball and Chain" also has higher stats, but as it's actually slower than a 2h it might be fine.

 

-The "Corruptor", "Clawwhip", "Sabre", and "Dagger" all have about the same stats as a dragon scimitar.

 

-The "Broadsword" has about whip stats with higher strength.

 

-The "Longsword" is between whip and dragon scimitar.

 

It seems like you balanced the stats well, leaving the whip the better choice for many situations. However, that may actually mean some of the weapons aren't worth the long and tedious process of making them. Also, this was suggested once before, it would probably be helpful to name the weapons the same as the other sets- dagger, short sword, long sword, scimitar, etc. I think this would help in determining what the weapon should be like and how good its stats should be compared to similar weapons. I don't really have a comment on the other range/mage weapons as I don't use range/mage much.

 

 

 

[hide=Quote]

I know youre trying to add a significant risk factor to the process, but is all this really necessary? I think just the Guardians would be fine. Also, what about skillers with low combat stats? Sure they dont need to fight the Guardians, but they could still die after a couple hits even with a friend trying to keep it off their back.

 

Those are in place so the unprepared will not have an easy time getting the ore. If you prepare yourself accordingly, you greatly reduce the threat. The Guardians you could safespot, then pray ranged while wearing karils/armadyl. They wouldn't be able to melee you, can't hurt you with ranged, and therefore only the magic attack is a threat. ... Remember these guardians don't jump at you once you enter. They only attack when you try to mine/smelt/smith. That gives you time to drink your brews/defense pots/restores and activate whatever prayers you need.[/hide]

 

That's assuming Jagex agrees a safespot should be added. If not, it would be quite a bit harder. And how many Guardians will you have to deal with? Will a new one spawn every single time you try to mine/smelt/smith? Or only one the first time you try after entering the room? If a new one spawns every single time you try to mine, then the only efficient way would be to tank the hits until you're completely done mining. I think that's a bit unreasonable.

 

 

 

[hide=Quote]

I inferred from the thread that While Guthix Sleeps might be a requirement to access these areas. That would take away any concern for skillers, but it would also bring the number of people able to get these items way down. Maybe get rid of that requirement. I think the Guardians would cause enough trouble. Perhaps you could then add agility/thieving/whatever other skill requirements to get in without needing to deal with the Guardians, as someone else suggested. This would let in skillers with low combat levels and skillers who hate quests, which would help ease supply to acceptable levels and not make these items extremely rare.

 

I like the idea, but how would it logically fit in if you could mine them without doing WGS? How would you get into the Temple?

 

 

 

I was thinking perhaps an alternative location, but no location I know of fits in logically and no location has the entry threats (TDs).[/hide]

 

Why does it need to be the Temple from WGS? Isn't Guthix a big enough influence to warrant more than one temple? Maybe you could just make up a new area with a new monster guarding the entrance. As someone said before, the ZMI altar came out of nowhere and the Zamorakian mages were put there with little to no explanation. I just don't like having avid questers with high mining/smithing levels being the only ones able to get these items. The audience is just not broad enough to have it implemented into the game. You have to remember some skillers don't like quests and some questers only get the skills they need.

 

 

 

[hide=Quote]

There might be a problem with this. In case you havent noticed, Jagex has been trying to release money-sinks for years now. Think Construction and Summoning, also Mobilizing Armies- an attempt to reduce junk trades. I dont see Jagex being too eager to revamp a skill (however desperately needed) just for the sake of making those who train the skill to a high level able to make insane profits.

 

Jagex has been trying to remove money from the SYSTEM. If you sell something on the GE, you aren't making any new money. It's money that already exists. You aren't creating any new money, so it doesn't hurt the role of money-sinks. You're simply rearranging the current money that already exists.[/hide]

 

Good point, but it still doesn't change the fact that this will only be a money maker for miner/smithers. It's just not balanced to have one/two skills be a completely better money-making choice than all others. Take 76king for example. I know it's not a skill in any way, but it was clearly the best money-making method in the game, beating all others by a good margin. Because of that, many players started only 76king whenever they played. This caused prices of a lot of items to go up, and many say it "ruined the economy."

 

 

 

[hide=Quote]

I can see this drastically raising the price of Barrows armor. Should we really disadvantage the lower levels like this just so high levels can have an even greater advantage over them and each other?

 

Switch it back to rune/black dhide/mystic?[/hide]

 

I'm not sure exactly what you meant. If you meant changing to rune/black dhide/mystic being required to recharge the divine armor, then yes, I think that would work very well. The recent PvP changes have caused Barrows to go up enough in price. Requiring rune/black dhide/mystic would cause the prices of these items to go up instead. Rune going up would be good for mining/smithing and black dhide going up would be good for crafting and black dragon slayers. I'm not sure what would happen with mystic since it's bought from the Wizards Guild. Maybe more people going for 66 Magic to get into the Guild?

 

 

 

[hide=Quote]

I like this, and I think it could be a nice little quest requirement to gain access to this instead of WGS. Maybe not a Grandmaster quest, but whatever

 

Mini-quest? Side-quest? Tell me more of what you mean.[/hide]

 

I was thinking just some sort of quest. Bigger than a mini-quest/side-quest, but not really a hard/grandmaster quest. For reasons stated before, I don't think it's a good idea to exclude too many people from this. Maybe just a short little quest revealing the areas and explaining the history behind them. Maybe make it longer by adding a twist, such as the areas have been corrupted by some sort of evil spirit since Guthix is sleeping and you need to get rid of it.

 

 

 

[hide=Quote]

I assume a different Divine Sigil than the one used to make the Divine Spirit Shield? :lol: Maybe give it a different name.

 

Oops! Right it is supposed to be different, thanks for catching that. I'll think of something else, although I probably won't get anything good.[/hide]

 

Why not just "Divine Symbol" or "Divine Icon"? I don't think it needs to change much, I was just pointing out that "Divine Sigil" already exists.

 

 

 

Well, that's all from me for the moment. I do have more, so I'll be back. I support this idea by the way, in case you're compiling a list or something. I think it could do with some tweaking though. Do you have a RSOF thread for this?

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[hide=Quote]
No, just no. Max hit up to 200 with Soul Bomb?! Maybe if it was restricted to Player vs Monster only, but even then I think its too much. Theres a reason the Dwarf Cannon isnt allowed in PvP you know. I dont care how slow it shoots or how long it takes to reload, if it can hit double the maximum hitpoints level, something is wrong. Even half the maximum hp, like the death bomb and large explosion, is too much in my opinion. (Yes I know godswords and other weapons can hit over 50, I dont like those either.) I can appreciate trying to give Ranged a better weapon, but as others have said, this is just too much.

 

Read it again. It says "Target's combat level/2 + 10". The max player combat level is 138, divide that by 2 and add 10. That's a 79. Sure it's high, but d bow spec caps at 90. I added the "up to 200" thing so you wouldn't hit OMGWTF high on stuff like the Corp. Beast.[/hide]

 

OK, I guess I just saw "up to 200" and jumped to a conclusion (never a good thing). But I still think it's a bit much. What's your reasoning behind the +10? Is it really necessary? Also, if the Dark Bow really can hit as high as you say it can, do we really need another slow, high-hitting range weapon? My view of range has always been quick, small hits that add up to a lot of damage over time. I know you want to defend it because its your creation, but you have to admit the handcannon seems to be the least popular aspect of your suggestion.

 

 

 

Hmm, perhaps it is worth giving up, when you put it that way. I'll think of something to fill its spot.

 

 

 

[hide=Quote]

OK, say a person with the handcannon is fighting a person with a whip. The one with the whip manages to hit two 20s while the other is reloading. Then the one with the handcannon pops up with a 50 and a 30. That may be unrealistic, but regardless I dont think it should happen.

 

It doesn't happen.

 

Meleer: Hits a 25, Ranger hits a 50

 

Meleer: Hits a 25, Ranger is reloading

 

Meleer: Hits a 25, Ranger hits a 50

 

 

 

You see? You're giving the other guy a "free" hit at you.[/hide]

 

I guess I misunderstood how it reloads. So is it hit, reload, hit, reload, hit? That might work.

 

 

 

That's correct

 

 

 

[hide=Quote]

Also, youve said that the suggestion of a godsword type weapon would have been considered too overpowered before the godswords were actually released. What I think you are missing is this: the godswords are powerful, yes, but they are SLOW. Some of the weapons you have suggested are stronger than godswords, yet faster than longswords? In my opinion, that is where the overpowered comes from.

 

Well if you consider that the Godsword is +132 slash and strength, and slightly slower than the whip, but faster than the 2h, I don't think any of them can beat its stats by a lot AND be faster. Please point out an example if I'm wrong.[/hide]

 

I've looked at the stats closer (apologies, should have done that before) and here is what I found:

 

-It was the "Dark Blade" that I saw has higher stats than a godsword and is as fast as a longsword.

 

-The "Ball and Chain" also has higher stats, but as it's actually slower than a 2h it might be fine.

 

-The "Corruptor", "Clawwhip", "Sabre", and "Dagger" all have about the same stats as a dragon scimitar.

 

-The "Broadsword" has about whip stats with higher strength.

 

-The "Longsword" is between whip and dragon scimitar.

 

It seems like you balanced the stats well, leaving the whip the better choice for many situations. However, that may actually mean some of the weapons aren't worth the long and tedious process of making them. Also, this was suggested once before, it would probably be helpful to name the weapons the same as the other sets- dagger, short sword, long sword, scimitar, etc. I think this would help in determining what the weapon should be like and how good its stats should be compared to similar weapons. I don't really have a comment on the other range/mage weapons as I don't use range/mage much.

 

 

 

Maybe they should be given a TINY nudge up for the most part? Mainly the faster mentions I feel should be a small boost.

 

 

 

I don't want to name them after traditional weapons because then only the scimitars and daggers would end up being used (and maybe the 2h). Yes, you can make the other's stats better, but that doesn't change the fact that slash is the most popular.

 

 

 

[hide=Quote]

I know youre trying to add a significant risk factor to the process, but is all this really necessary? I think just the Guardians would be fine. Also, what about skillers with low combat stats? Sure they dont need to fight the Guardians, but they could still die after a couple hits even with a friend trying to keep it off their back.

 

Those are in place so the unprepared will not have an easy time getting the ore. If you prepare yourself accordingly, you greatly reduce the threat. The Guardians you could safespot, then pray ranged while wearing karils/armadyl. They wouldn't be able to melee you, can't hurt you with ranged, and therefore only the magic attack is a threat. ... Remember these guardians don't jump at you once you enter. They only attack when you try to mine/smelt/smith. That gives you time to drink your brews/defense pots/restores and activate whatever prayers you need.[/hide]

 

That's assuming Jagex agrees a safespot should be added. If not, it would be quite a bit harder. And how many Guardians will you have to deal with? Will a new one spawn every single time you try to mine/smelt/smith? Or only one the first time you try after entering the room? If a new one spawns every single time you try to mine, then the only efficient way would be to tank the hits until you're completely done mining. I think that's a bit unreasonable.

 

 

 

You can always safespot behind the rock itself.

 

 

 

And you only spawn 1 Guardian.

 

 

 

[hide=Quote]

I inferred from the thread that While Guthix Sleeps might be a requirement to access these areas. That would take away any concern for skillers, but it would also bring the number of people able to get these items way down. Maybe get rid of that requirement. I think the Guardians would cause enough trouble. Perhaps you could then add agility/thieving/whatever other skill requirements to get in without needing to deal with the Guardians, as someone else suggested. This would let in skillers with low combat levels and skillers who hate quests, which would help ease supply to acceptable levels and not make these items extremely rare.

 

I like the idea, but how would it logically fit in if you could mine them without doing WGS? How would you get into the Temple?

 

 

 

I was thinking perhaps an alternative location, but no location I know of fits in logically and no location has the entry threats (TDs).[/hide]

 

Why does it need to be the Temple from WGS? Isn't Guthix a big enough influence to warrant more than one temple? Maybe you could just make up a new area with a new monster guarding the entrance. As someone said before, the ZMI altar came out of nowhere and the Zamorakian mages were put there with little to no explanation. I just don't like having avid questers with high mining/smithing levels being the only ones able to get these items. The audience is just not broad enough to have it implemented into the game. You have to remember some skillers don't like quests and some questers only get the skills they need.

 

 

 

True. But that raises my second question, where else is there? I chose the WGS Temple of Guthix because it fit well logically with how the rocks got there, etc. Yes you can just rise a temple out of thin air, but that doesn't make any sense. How are the rocks so powerful? How did that place get there? Since it has to be in a pretty tucked-away part of the map, how come there were no clues beforehand? ZMI altar is different because Zamorak's presence was already there (Red-theme and Scorpius).

 

 

 

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There might be a problem with this. In case you havent noticed, Jagex has been trying to release money-sinks for years now. Think Construction and Summoning, also Mobilizing Armies- an attempt to reduce junk trades. I dont see Jagex being too eager to revamp a skill (however desperately needed) just for the sake of making those who train the skill to a high level able to make insane profits.

 

Jagex has been trying to remove money from the SYSTEM. If you sell something on the GE, you aren't making any new money. It's money that already exists. You aren't creating any new money, so it doesn't hurt the role of money-sinks. You're simply rearranging the current money that already exists.[/hide]

 

Good point, but it still doesn't change the fact that this will only be a money maker for miner/smithers. It's just not balanced to have one/two skills be a completely better money-making choice than all others. Take 76king for example. I know it's not a skill in any way, but it was clearly the best money-making method in the game, beating all others by a good margin. Because of that, many players started only 76king whenever they played. This caused prices of a lot of items to go up, and many say it "ruined the economy."

 

 

 

That's because it was too easy. This isn't easy.

 

 

 

That's because it allowed too many people to do it. This doesn't.

 

 

 

That's because it introduced piles of NEW cash to the game. This doesn't.

 

 

 

It's like why Runecrafting used to be the best. And it's like why Boss Monsters are right now the best. There's always a dominant skill, and it comes with benefits as well as disadvantages (ex. training time, risk, etc.) You could try and make it balanced, but that's introducing excess rules. Given time, it will balance out.

 

 

 

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I can see this drastically raising the price of Barrows armor. Should we really disadvantage the lower levels like this just so high levels can have an even greater advantage over them and each other?

 

Switch it back to rune/black dhide/mystic?[/hide]

 

I'm not sure exactly what you meant. If you meant changing to rune/black dhide/mystic being required to recharge the divine armor, then yes, I think that would work very well. The recent PvP changes have caused Barrows to go up enough in price. Requiring rune/black dhide/mystic would cause the prices of these items to go up instead. Rune going up would be good for mining/smithing and black dhide going up would be good for crafting and black dragon slayers. I'm not sure what would happen with mystic since it's bought from the Wizards Guild. Maybe more people going for 66 Magic to get into the Guild?

 

 

 

How about Spitbark instead? A bit more "elusive".

 

 

 

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I like this, and I think it could be a nice little quest requirement to gain access to this instead of WGS. Maybe not a Grandmaster quest, but whatever

 

Mini-quest? Side-quest? Tell me more of what you mean.[/hide]

 

I was thinking just some sort of quest. Bigger than a mini-quest/side-quest, but not really a hard/grandmaster quest. For reasons stated before, I don't think it's a good idea to exclude too many people from this. Maybe just a short little quest revealing the areas and explaining the history behind them. Maybe make it longer by adding a twist, such as the areas have been corrupted by some sort of evil spirit since Guthix is sleeping and you need to get rid of it.

 

 

 

So pretty much a normal quest then? Sounds fine with me.

 

 

 

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I assume a different Divine Sigil than the one used to make the Divine Spirit Shield? :lol: Maybe give it a different name.

 

Oops! Right it is supposed to be different, thanks for catching that. I'll think of something else, although I probably won't get anything good.[/hide]

 

Why not just "Divine Symbol" or "Divine Icon"? I don't think it needs to change much, I was just pointing out that "Divine Sigil" already exists.

 

 

 

Right.

 

 

 

Then again you could keep the same name. There are a lot of examples of that already. But changing it would be best.

 

 

 

Well, that's all from me for the moment. I do have more, so I'll be back. I support this idea by the way, in case you're compiling a list or something. I think it could do with some tweaking though. Do you have a RSOF thread for this? I could post a little "I support" there so Jagex can see :thumbup:

 

 

 

RSOF thread is too buried :x

 

 

 

Actually, every time I have one of these conversations with people, I make a list at the end of everything achieved. You see that list on page 6 with all those updates? That was a result of such a conversation with Archimage_a, over the course of 1-2 weeks, I believe, maybe on the shorter end of that scale.

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Couldn't you simply whack your opponent to low hp then just the spec for a guaranteed kill?

 

 

 

Maybe lower it to 25%?

 

 

 

Other special attacks can probably easily kill enemies with 40% or even more hp if they hit. So I don't think this is SO overpowered, especially if the special's speed is slower.

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Couldn't you simply whack your opponent to low hp then just the spec for a guaranteed kill?

 

 

 

Maybe lower it to 25%?

 

 

 

Other special attacks can probably easily kill enemies with 40% or even more hp if they hit. So I don't think this is SO overpowered, especially if the special's speed is slower.

 

 

 

Well the main problem I see is that it's guaranteed as long as the opponent is under 25% or 30% hp. No other special can guarantee a kill, even a extremely low hitpoints. (Let's face it, while most people would agree that if you get clawed at 20hp you're a goner, the clawer can still hit 0, 0, 3, 5 and let you live, right? And AGS'er can miss completely, even the Ancients combo and d bow spec can still let you live.)

 

 

 

Maybe something like, the special give a high strength boost if your opponent is above 30% hp, but give a high attack boost if below 30%? It would accomplish more or less the same thing, except there would be no guaranteed kill.

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Couldn't you simply whack your opponent to low hp then just the spec for a guaranteed kill?

 

 

 

Maybe lower it to 25%?

 

 

 

Other special attacks can probably easily kill enemies with 40% or even more hp if they hit. So I don't think this is SO overpowered, especially if the special's speed is slower.

 

 

 

Well the main problem I see is that it's guaranteed as long as the opponent is under 25% or 30% hp. No other special can guarantee a kill, even a extremely low hitpoints. (Let's face it, while most people would agree that if you get clawed at 20hp you're a goner, the clawer can still hit 0, 0, 3, 5 and let you live, right? And AGS'er can miss completely, even the Ancients combo and d bow spec can still let you live.)

 

 

 

Maybe something like, the special give a high strength boost if your opponent is above 30% hp, but give a high attack boost if below 30%? It would accomplish more or less the same thing, except there would be no guaranteed kill.

 

 

 

Maybe 35% strength and 35% accuracy if enemy is below 30% hp, and a 35% strength boost if enemy is above 30% hp.

 

 

 

55% special bar. So you can't use it in quick succession.

 

 

 

What do you think of the rest of the ideas, btw?

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I really think, however, that the strength boost wouldn't do anything at a low hp.

 

 

 

I like the rest of the ideas you brought up. It's just that I had a problem with that specific one, so I brought it up. Very nice ideas.

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I really think, however, that the strength boost wouldn't do anything at a low hp.

 

 

 

I like the rest of the ideas you brought up. It's just that I had a problem with that specific one, so I brought it up. Very nice ideas.

 

 

 

30% hp could be 20+ hp in most cases. You'd want to hit above 20 to kill the person right? And also, note that the katar is a low-strength weapon, so the extra strength would help A LOT.

 

 

 

Thanks :thumbsup: !

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I suppose you have a point there. Alright, sounds good then.

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