Zamorakshadow Posted August 15, 2009 Share Posted August 15, 2009 Godsword is actually level 75, not even 78 lulz How i think reqs should have been: Bronze to rune - like it is right now, we all know theese aren't overpowered :P Dragon- level 70 ( create some level 60 weapons that are between dragon and rune in power, and have no special attacks, not to make training from level 40 to 70 insanely hard with rune weps :ohnoes: ) Barrows - level 75 Whip - Level 80 ( come on, it's the best damage per second in the game, level 70 for it? lol no.) Godsword - level 85-90 ( should update them to be a little faster or something else, so they have a damage per second higher than whip though) PVP equipament - level 95 Some random uber pwnage untradable equipament that would be got in a challenge harder than Fire Caves: level 99 ( duh?). Link to comment Share on other sites More sharing options...
Jwen Posted August 15, 2009 Share Posted August 15, 2009 They won't do it. They want to appease the majority of the Runescape players which sadly happens to be those watching Ben 10 and have begged for membership from their parents when Ben 10 isn't on the TV. And as we all know.. the young ones don't really have nice levels. Link to comment Share on other sites More sharing options...
Troacctid Posted August 15, 2009 Share Posted August 15, 2009 Godsword is actually level 75, not even 78 lulz How i think reqs should have been: Bronze to rune - like it is right now, we all know theese aren't overpowered :P Dragon- level 70 ( create some level 60 weapons that are between dragon and rune in power, and have no special attacks, not to make training from level 40 to 70 insanely hard with rune weps :ohnoes: ) Barrows - level 75 Whip - Level 80 ( come on, it's the best damage per second in the game, level 70 for it? lol no.) Godsword - level 85-90 ( should update them to be a little faster or something else, so they have a damage per second higher than whip though) PVP equipament - level 95 Some random uber pwnage untradable equipament that would be got in a challenge harder than Fire Caves: level 99 ( duh?). Wow, that's a real solution, isn't it? Take existing content and increase the requirements. Totally not a cop-out, right? Because it has such a huge impact on high-level players. Honestly, that's a stupid idea. It's the exact same content. High levels can already use it. Raising the requirements does nothing to create high-level content. Imagine if you for some reason raised the requirement for godswords to 99 attack. People with under 99 attack would be royally pissed off, and people with 99 attack won't see any change at all. You get absolutely no benefit except to say that you now have high-level content, which is really just fake difficulty. (And you could do the same thing by making up a new item and not piss off the people with 75 attack.) It's like a video game that claims to have "replay value" because you can go back and fight the bosses again in "Time Attack" mode to unlock the ability to change the color of your character's hair. And there are ten different Time Attack Mode variations that unlock ten other new hairstyles. And once you unlock all the hairstyles you get a trophy. And once you unlock all the trophies you get the ability to restart the game at the same difficulty, but in "Sombrero Mode," with all the enemies wearing sombreros. That's not replay value. That's fake longevity. It's the same thing as if the player just played through the original story mode a dozen times. (Although the sombrero mode sounds cool.) Read my blog | Follow me on Twitter | Track my XP Link to comment Share on other sites More sharing options...
muggiwhplar Posted August 15, 2009 Share Posted August 15, 2009 my friend has a lot of good ideas for what a GOOD mmorpg would be like... since it's impossible to overhaul RS, I think it'd be possible to implement the idea in the form of a dungeon or something. . . he never really described it in much detail, so I'll just pull a random idea out of my [wagon]: you start out in a dungeon... you're not allowed to bring any items into the dungeon. surrounding you is low level monsters and crude resources... maybe a bronze pickaxe, some copper/tin rocks, a furnace, and an anvil. basically instead of focusing the dungeon on your stats, it focuses on your equipment. the dungeon would be sort of like a maze... each "room" in the dungeon would have an end-goal. like, for the first room you'd have to smith some [cabbage]ty bronze armor to kill a lvl 70 "boss" monster. the boss monster would drop iron bars or something. the next room would be blocked by iron ores or oak trees or something... you'd need an iron pick/hatchet to remove the obstacles to proceed so basically each room would get more and more dangerous with higher leveled equipment required. past a certain point, monsters could start dropping very powerful gear. some gear could be tradable, some could be untradable. some could only be used within the dungeon, some could be used anywhere, etc. basically the dungeon would put a slight emphasis on self-sufficiency and personal skill an example of some of the final dungeon rooms could include... -a "super" boss that'd need a team to kill, like the corp beast -a "team" of strong bosses like the dagannoth kings -an "army" of bosses... wave after wave of powerful monsters kind of like the fight caves -a boss that requires personal skill to defeat... like dodging its attacks while prayer switching and changing weapons... kind of like a combination of corp, TDs, and Jad Link to comment Share on other sites More sharing options...
muggiwhplar Posted August 15, 2009 Share Posted August 15, 2009 Godsword is actually level 75, not even 78 lulz How i think reqs should have been: Bronze to rune - like it is right now, we all know theese aren't overpowered :P Dragon- level 70 ( create some level 60 weapons that are between dragon and rune in power, and have no special attacks, not to make training from level 40 to 70 insanely hard with rune weps :ohnoes: ) Barrows - level 75 Whip - Level 80 ( come on, it's the best damage per second in the game, level 70 for it? lol no.) Godsword - level 85-90 ( should update them to be a little faster or something else, so they have a damage per second higher than whip though) PVP equipament - level 95 Some random uber pwnage untradable equipament that would be got in a challenge harder than Fire Caves: level 99 ( duh?). Wow, that's a real solution, isn't it? Take existing content and increase the requirements. Totally not a cop-out, right? Because it has such a huge impact on high-level players. Honestly, that's a stupid idea. It's the exact same content. High levels can already use it. Raising the requirements does nothing to create high-level content. Imagine if you for some reason raised the requirement for godswords to 99 attack. People with under 99 attack would be royally pissed off, and people with 99 attack won't see any change at all. You get absolutely no benefit except to say that you now have high-level content, which is really just fake difficulty. (And you could do the same thing by making up a new item and not piss off the people with 75 attack.) It's like a video game that claims to have "replay value" because you can go back and fight the bosses again in "Time Attack" mode to unlock the ability to change the color of your character's hair. And there are ten different Time Attack Mode variations that unlock ten other new hairstyles. And once you unlock all the hairstyles you get a trophy. And once you unlock all the trophies you get the ability to restart the game at the same difficulty, but in "Sombrero Mode," with all the enemies wearing sombreros. That's not replay value. That's fake longevity. It's the same thing as if the player just played through the original story mode a dozen times. (Although the sombrero mode sounds cool.) lol kind of reminds me of ratchet and clank... except I love replaying those games over and over and over haha Link to comment Share on other sites More sharing options...
Zamorakshadow Posted August 15, 2009 Share Posted August 15, 2009 [hide=]Godsword is actually level 75, not even 78 lulz How i think reqs should have been: Bronze to rune - like it is right now, we all know theese aren't overpowered :P Dragon- level 70 ( create some level 60 weapons that are between dragon and rune in power, and have no special attacks, not to make training from level 40 to 70 insanely hard with rune weps :ohnoes: ) Barrows - level 75 Whip - Level 80 ( come on, it's the best damage per second in the game, level 70 for it? lol no.) Godsword - level 85-90 ( should update them to be a little faster or something else, so they have a damage per second higher than whip though) PVP equipament - level 95 Some random uber pwnage untradable equipament that would be got in a challenge harder than Fire Caves: level 99 ( duh?). Wow, that's a real solution, isn't it? Take existing content and increase the requirements. Totally not a cop-out, right? Because it has such a huge impact on high-level players. Honestly, that's a stupid idea. It's the exact same content. High levels can already use it. Raising the requirements does nothing to create high-level content. Imagine if you for some reason raised the requirement for godswords to 99 attack. People with under 99 attack would be royally pissed off, and people with 99 attack won't see any change at all. You get absolutely no benefit except to say that you now have high-level content, which is really just fake difficulty. (And you could do the same thing by making up a new item and not piss off the people with 75 attack.) It's like a video game that claims to have "replay value" because you can go back and fight the bosses again in "Time Attack" mode to unlock the ability to change the color of your character's hair. And there are ten different Time Attack Mode variations that unlock ten other new hairstyles. And once you unlock all the hairstyles you get a trophy. And once you unlock all the trophies you get the ability to restart the game at the same difficulty, but in "Sombrero Mode," with all the enemies wearing sombreros. That's not replay value. That's fake longevity. It's the same thing as if the player just played through the original story mode a dozen times. (Although the sombrero mode sounds cool.)[/hide] I wasn't saying that changing reqs would be the solution, i was just saying that would have been waaaay better if thoose were the skills Jagex choose for thoose weapons when they first made them -.- Honestly, you gotta admit, if Jagex made the weapons at thoose levels, we would not have half the problems we have now ( such as high level content being impossible because level 75 content can 2-hit already >.>), but no, Jagex decided that is better to make completely unbalanced content just to make low levels happy :evil: The dungeon that keeps getting harder sounds nice though. Link to comment Share on other sites More sharing options...
Zamorakshadow Posted August 15, 2009 Share Posted August 15, 2009 -a boss that requires personal skill to defeat... like dodging its attacks while prayer switching and changing weapons... kind of like a combination of corp, TDs, and Jad IMO, bosses that require personal skill are the only ones that are hard, or even a little challenging, in Runescape. All others are just "turn pray, click attack, drink pray pot once in a while". Uniting everything that makes the hardest RS bosses hard,an "ultimate Runescape boss" would have pray like TD's so you have to change styles, would attack like Jad and be able to 1-hit you so you have to prayswitch, would have an area attack like Corp so you have to dodge, would drain prayer like Barrows area so you have to watch out for your prayer, would have minions ( like Jad healers, Corp Dark Core) to distract you AND would unequip you items and teleport you around like Chaos Elemental. You'd have to prayerswitch, switch combat styles, destroy minions whitout getting distracted, keep looking at your prayers, dodge area attack and re-equip equipament all the time. One mistake and BAM 99 k0. THIS is the kinds of boss i would like for the Fight Cave-like challenge that would give the best level 99 endgame item in the game. Link to comment Share on other sites More sharing options...
Michaael Posted August 15, 2009 Share Posted August 15, 2009 They should tie skills together with combat to raise incentive to gain higher levels. Example: A sword that has level 90 attack/strength to wield at base. The stats are slightly better than the whip. If you have 90 firemaking, 95 magic, and 85 prayer you can enchant it to become "flame enchanted", giving it much better bonuses and stats or something. If you enchant it, it raises the requirement to wield to 95/95 attack and strength. To make this even harder of a task, the knowledge of enchanting can only be learned from an NPC. The NPC will only give this information in exchange for rare tokens of some kind dropped at a very rare rate by a new boss monster. ---- I know it's a sketchy solution, but you get my drift. Tying skills together is one of the best things they could do for the game 5,693rd to 99 Slayer on 10/08/2009 Link to comment Share on other sites More sharing options...
r4ngewarlord Posted August 16, 2009 Share Posted August 16, 2009 They should tie skills together with combat to raise incentive to gain higher levels. Example: A sword that has level 90 attack/strength to wield at base. The stats are slightly better than the whip. If you have 90 firemaking, 95 magic, and 85 prayer you can enchant it to become "flame enchanted", giving it much better bonuses and stats or something. If you enchant it, it raises the requirement to wield to 95/95 attack and strength. To make this even harder of a task, the knowledge of enchanting can only be learned from an NPC. The NPC will only give this information in exchange for rare tokens of some kind dropped at a very rare rate by a new boss monster. ---- I know it's a sketchy solution, but you get my drift. Tying skills together is one of the best things they could do for the game i agree now its jsut kill something so you can get something to help you kill more things. Gamertag: EFs Predator.Games I play: Halo 3, Halo wars. Link to comment Share on other sites More sharing options...
Unknown_Warrior Posted August 16, 2009 Share Posted August 16, 2009 How about: Let' stick to what we have now for Melee weapons in PvP (further armour and Magic/Ranged weapons can still be produced, though, till there's some balance), while making all future Melee weapons PvM-only by banning them from being used in BH/PvP worlds (similar to lent items). Dragon Drops : 5 Dragon Medium Helmets, 3 Dragon Claws, 3 Dragon platelegs, 2 Dragon plateskirts, 2 Dragon Hatchets, 2 Dragon Spears, 7 pairs of Dragon Boots, 1 Dragon pickaxe, 10 Dragon defenders, 3 Dragon 2h swords, 1 Dragon armour Slice, 1 Dragon armour Lump, 1 Dragon chainbody, 1 Dragon kiteshield, 1 Dragon hasta, 1 Dragon ward, 25 Dragon knives pairsThe Warrior's Blog , Herblore Habitat - Efficient and profitable[hide=Stats and logs].:Adventurer's Log:.[/hide] Link to comment Share on other sites More sharing options...
Zamorakshadow Posted August 16, 2009 Share Posted August 16, 2009 Would be a nice update to skills the ability to use them to make our weapons stronger... Using smithing to sharpen our weapons strenghtening them a bit, use magic to enchant bows/swords/staves to give them more overall bonuses, using prayer to bless our items giving them a higher prayer bonus... And of course, doing thoose things to the weapons would make them untradable ( would be able to reverse it though), so only the person who bothered to train thoose skills could benefit from it. How about: Let' stick to what we have now for Melee weapons in PvP (further armour and Magic/Ranged weapons can still be produced, though, till there's some balance), while making all future Melee weapons PvM-only by banning them from being used in BH/PvP worlds (similar to lent items). No need to ban them from pvp worlds, just make them useful against npcs only. For example, a sword blessed by Saradomin that is weak against most stuff, but if fighting Demons/Undead/Vampyres/other evil stuff it's waaay better than whip, or a sword that is as strong as whip but hits 45% higher on slayer task ( :shock: :ohnoes: :shock: No, i don't want a weapon overpowered like that, this is just an example, i'm not that insane :shock: ). Link to comment Share on other sites More sharing options...
Michaael Posted August 16, 2009 Share Posted August 16, 2009 Would be a nice update to skills the ability to use them to make our weapons stronger... Using smithing to sharpen our weapons strenghtening them a bit, use magic to enchant bows/swords/staves to give them more overall bonuses, using prayer to bless our items giving them a higher prayer bonus... And of course, doing thoose things to the weapons would make them untradable ( would be able to reverse it though), so only the person who bothered to train thoose skills could benefit from it. How about: Let' stick to what we have now for Melee weapons in PvP (further armour and Magic/Ranged weapons can still be produced, though, till there's some balance), while making all future Melee weapons PvM-only by banning them from being used in BH/PvP worlds (similar to lent items). I think the key for higher level weapons should be customization and self betterment. The weapons should suit your needs and playing style. As far as PvP, if the weapons were harder to obtain than the fire cape and were designed to not protect over anything, I think that would be a fair cost of using them. 5,693rd to 99 Slayer on 10/08/2009 Link to comment Share on other sites More sharing options...
Huzzah Posted August 16, 2009 Share Posted August 16, 2009 The idea to raise the reqs is the only real workable idea. The godsword should never have been set for 75 attack thats just silly. It could have easily been an end-game item I mean you can hit super high with it. Are our gods only medicore at best? 75 attack and 70 defence? It is much more realistic then other ideas in this thread like how HP should be HP*HP giving us hp a couple dozen times more then the strongest monsters of rs. Link to comment Share on other sites More sharing options...
xSxqPowerx Posted August 16, 2009 Share Posted August 16, 2009 The idea to raise the reqs is the only real workable idea. The godsword should never have been set for 75 attack thats just silly. It could have easily been an end-game item I mean you can hit super high with it. Are our gods only medicore at best? 75 attack and 70 defence? It is much more realistic then other ideas in this thread like how HP should be HP*HP giving us hp a couple dozen times more then the strongest monsters of rs.Your combat stats and recent posts lead me to believe you have little experience with combat... godswords are not better than whips. Link to comment Share on other sites More sharing options...
Huzzah Posted August 16, 2009 Share Posted August 16, 2009 I have maxed range and I'm over half way to maxed mage. My melee skills are lower because I dislike melee. Since when can a whip two hit people again? Link to comment Share on other sites More sharing options...
Zamorakshadow Posted August 16, 2009 Share Posted August 16, 2009 Whip is better, because it has a better damage per second. AGS can 2-hit people, it's true and it's bad, but it's only used as a k0 weapon in Pvp. GS's are only good for their spec, but after using spec people usually switch to whip for higher damager per second. When pking, people fight with whip/other weapon but use AGS to k0. When slaying people use SGS to heal but whip/other weapon to fight. When playing Castle Wars/Sara GWD/other for the lulz activites people spec with ZGS than switch weapon. When using BGS... well, i don't know why a BGS is any useful at all, so... Besides thoose activities i just listed, Whip > Gs. Although, even for a not that good weapon, 2-hitting at level 75 is bad, i agree with that... Link to comment Share on other sites More sharing options...
Kirbytimes Posted August 16, 2009 Share Posted August 16, 2009 Um.. 2x natures at lvl 91? 91 isn't even halfway to 99... He said "Runecrafting (nothing new nor faster past 77)". 2x natures in faster... it's one of the best ways to make money, in fact. Link to comment Share on other sites More sharing options...
X3EN Posted August 16, 2009 Share Posted August 16, 2009 We need a lot more agility shortcuts (though high level ones are needed the most). Also, they could at least make some one-way agility-only and two-way grapple shortcuts around RuneScape. R.I.P. oO000oO0oO00, RS2 range pure transformed to a maxed PvM char in EoC, ten years of time completely wasted.Good to be gone :) Link to comment Share on other sites More sharing options...
osiris_1993 Posted August 16, 2009 Share Posted August 16, 2009 Well, if you ask me, combat is almost perfect, we just need more hp points, Attack, Strength and Defence is great imo. Summoning has nice familiars at 90+ so no need to update that too, Ranged is compareable to Strength and Magic, well I got mixed feelings about it, but a spell that hits 30s and freezes your opponent is good enough. So if I were Jagex, I would focus on the non-combat skills. 99 Magic; achieved on 4-4-2009.85 Slayer; achieved on 6-8-2009.99 Defence; achieved on 14-8-2009.99 Constitution; achieved on 12-3-2013.99 Attack; achieved on 12-5-2013.99 Slayer; achieved on 21-6-2013. I came, I saw, I ran away. Link to comment Share on other sites More sharing options...
Zamorakshadow Posted August 16, 2009 Share Posted August 16, 2009 Well, if you ask me, combat is almost perfect, we just need more hp points, Attack, Strength and Defence is great imo. Summoning has nice familiars at 90+ so no need to update that too, Ranged is compareable to Strength and Magic, well I got mixed feelings about it, but a spell that hits 30s and freezes your opponent is good enough. So if I were Jagex, I would focus on the non-combat skills. There are no weapons nor armour past level 78, and level 138's wear the same gear that people who don't even have 1/4 of their xp. How is that almost perfect? Although, Jagex does need to focus on non-combat skills ( or try to mix skills and combat, like we talked about earlier) Link to comment Share on other sites More sharing options...
ElvargII Posted August 16, 2009 Share Posted August 16, 2009 Combat's not perfect, but non-combat skills really do need updating. More 'fusion' between the various skills, such as various nontradable items that can only be made with high levels in many non-combat skills would be nice, though some lower level multi-skill items would be nice to complement these. As I've said before, high-level content is all very well and good, some might say that it gives lower levels something to strive for, but training skills becomes very boring very quickly. These multi-skill items could help alleviate that, providing faster / more entertaining ways to train. Of course, some novelty items among them would be good but the multi-skill items provide a somewhat believable base to aid the training of skills. Link to comment Share on other sites More sharing options...
Aneron Posted August 16, 2009 Share Posted August 16, 2009 Well Jagex have dug themselves into a whole by releasing very powerful items usable at relatively low levels... there's no real way they can release true high level equipment without making it unbalanced. The challenge has always been the money, not the stats anyways. How many level 100s do you see with godswords and dragonfire shields? Some, but not many. High levels have the advantage that they can hunt the toughest monsters much more easily, thus earning money for good items a lot faster. So it kind of works. Like everyone, I would love to see a challenging 95+ slayer monster (maybe level 99, seeing as there are now more 99s than there were 90s when dark beasts came out, and we know how fast dark bows crashed) that drops the ulti-weapon, but I don't care too much. Combat works a whole lot better than skills, which need some serious filling out. Then again, slayer is the slowest skill in the game and it stops at level 90. Maybe I do really want that monster... L Link to comment Share on other sites More sharing options...
Zamorakshadow Posted August 16, 2009 Share Posted August 16, 2009 Yep, Jagex did a very stupid job making so strong stuff at such a low level... anyway, the ultimate weapon should NOT come from a tradable monster drop, it should come from a challenge like Fight Caves or from a GM quest. Or both. I want the right to have thoose weapons to come from hard-work training and beating a hard challenge that requires actual skill, so only the actual good players have it. Getting a lucky Visage drop or 76king for a week should not give someone the right to buy the most awesome weapon in RS. But yes, Slayer needs the level 99 monster ASAP. After level 90, it gets so hard and slow to train that you should unlock at least 1 new monster every level, maybe even 2 -.- Link to comment Share on other sites More sharing options...
Ed_Warrior Posted August 16, 2009 Share Posted August 16, 2009 The idea to raise the reqs is the only real workable idea. The godsword should never have been set for 75 attack thats just silly. It could have easily been an end-game item I mean you can hit super high with it. Are our gods only medicore at best? 75 attack and 70 defence? It is much more realistic then other ideas in this thread like how HP should be HP*HP giving us hp a couple dozen times more then the strongest monsters of rs. Why wouldn't the monsters of runescape follow the same hp*hp they after all are made up of stats like ours. I was talking about a complete overhaul of the combat system pvp and pvm. The way it works now in order to make stronger weapons and monsters it means they are just going to one hit. Not sure why anyone would think raising the reqs of weapons would be a logical or practical idea. It would cause a HUGE crash in the market as all the players that once could use the item dumped it, since they are no longer able to use it. As well as many players would likely quit feeling cheated by jagex. This really is a lose/lose situation lower levels get mad higher levels really don't care. All skills 80+ Link to comment Share on other sites More sharing options...
SwreeTak Posted August 16, 2009 Share Posted August 16, 2009 I agree with you. If Jagex added these bonuses to the game more people would strive towards them. And they would also feel better once they reached those levels since they would be better and more appropriately rewarded. Add me if you so wish: SwreeTak Link to comment Share on other sites More sharing options...
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