Albel Posted October 6, 2009 Share Posted October 6, 2009 Skills need to be less random. You should see a definite increase in how many sharks you catch per hour from 90-99 fishing, but you don't really. You should notice a definite decrease in times caught when theiving, and you should fail agility obstacles much less often at 99 agility.Exactly. A person with 90 woodcutting and cut yews, or any tree just as fats with someone with 99. This needs to be addressed. And about luck, I feel as though it's ok. Sure a 100 combat person can beat someone who is 136, but really, it's going to be so rare that luck won't play a huge deal with it. [hide=Quotes]Albel/JustinAlbel doesn't say anything anymore, just comes in, leaves an arrow and vanishes into the night :(Probablypractising some euphoniumYou nearly had me fooled, you fooler youEuphonium/10.9/10. To me, always associate Albel with musical stuff in OT.Everyone with a goatee and glasses is Albel now.lmfao albel m8 wat r u doin, hi though. [/hide][hide=Runescape Achievements]99 firemaking(2007), 99 woodcutting(2008), 99 fletching(2009), 99 magic(2010), 99 cooking(2010), 99 farming(2011), 99 construction(2011), 99 runecrafting(2012), 99 Hunter (2014), 99 ranged (2015), 99 HP (2015), 99 Slayer (2015), 99 attack (2015) 99 Defense (2015) 99 Prayer (2015) 99 Summoning (2015) 99 Strength(2015) 99 Herblore (2015) 99 Dungeoneering (2017) 99 Mining (2017) 99 Crafting (2017) 99 Smithing (2017) 99 Thieving (2017) 99 invention (2017) 99 Fishing (2018), 99 Divination (2018), 99 Agility (2018), MAXED (05/17/2018)[/hide] Link to comment Share on other sites More sharing options...
Mike_Ike111 Posted October 6, 2009 Share Posted October 6, 2009 And about luck, I feel as though it's ok. Sure a 100 combat person can beat someone who is 136, but really, it's going to be so rare that luck won't play a huge deal with it. Actually it's not all that rare. Because defense doesn't mean anything in a PvP situation and hitting on other players is all random, it is extremely occurring to hit low against someone 38 levels under you. There have been times when playing in Castle Wars or Soul Wars where I simply hit extremely low against people who should not have been hit low against. Defense should play a much larger role in this game. If my attack completely trumps a players defense, there should be no chance of me missing a single hit.In fact, if my attack is high enough compared to the others defense, there should be a minimum that I could hit, rather than randomly hitting zero through ninety. How about, if my attack is 50 levels over their defense, the chances of me hitting the number 0 through 15 is exponentially lower than hitting 16 through my max hit. Then it keeps up with the percentages, making for a much less random combat style. Of course, the higher hits would be less likely to hit than the in between hits, but that would be for keeping a system where you don't hit your max every turn. Link to comment Share on other sites More sharing options...
Seabourch Posted October 7, 2009 Share Posted October 7, 2009 Life is random. Adding probability makes the game more realistic. However I do agree that there should be a noticeable increase in skills such as mining and fishing where your yield improves due to the high level gains. But wouldn't improving the yield cause problems for the economy with more items becoming available causing a price drop? Or would it be too insiognificant to call it a problem? Link to comment Share on other sites More sharing options...
stonewall337 Posted October 7, 2009 Share Posted October 7, 2009 Having a higher level can make resource gathering easier. It's not an absolute at all. If it were absolute, then that would eliminate the main purpose of Runescape- competition. In your scenario, if I'm level 60 Mining and you're level 61, I would have absolutely zero chance of beating you to any ore unless I got there before you. Assuming we're both equally fast at getting to the ore and click at the same time, there'd be no reason for me to compete with you because you're a higher level. So, I'd hop worlds, change locations, or stop what I'm doing. What about Woodcutting? There'd be no reason for me to cut a yew tree with several other people who have higher levels, because they would all get at least one log before I got one, based on your idea. The point is, luck balances everything in RS. Getting something every 1000 kills isn't as rewarding as getting it on your 3rd when the drop rate is 1:1000. If it was set in stone that you'd get it every thousand kills, how would you feel when you got the drop? "Oh, this is my thousandth one so I get my drop now." Not the usual "OMG got drop on my 3rd kill!!!!!" Instead, when the drop rate is approximately 1-200, we can go 500+ kills and get it. I am not saying guaranteed after 200 kills, but rather more likely to get as you kill more. EG, after you kill 100 TDS your drop rate is 1-150, instead of 1-200 or w/e. Never 1-50, or even 1-100, but still either a better chance of that drop, or something to that effect. It could either reset when you get that rare drop, or have the chance to get that item go up a lot less, but stay constant, even when you get that drop. For sake simply of argument let us say the drop rate of a whip is currently 1-500. For example, this would make it so people who kill 2k abbies without a whip would have a 1-300 chance of whip after 2k kills, but once they get a whip they go back to 1-500. If the second idea I mention was implemented, after 2k kills dry their rate is 1-400, but after the slayer gets a whip, the drop rate stays at 1-400. With either system, with each block of monsters killed without its rare drop, or one of that drop, (and I mean good rare drops, silver ore or d stone at abbies doesn't count), you would either get that item, or have your chance go up. This amount could change. It could be 200 abby demons, or 50 TDS. Thus even if your having bad luck, you are not really "dry" since your chance is going up. [hide=Drops]Araxxor Eye x1 Leg pieces x2GWD: 5000 Addy bar Steam B Staff x3 Z Spear x6 Sara. Hilt x2 Bandos Hilt x2 (LS, Solo)SS x6 (1 LS)Tormented Demons: Shard x6 Slice x5 Claws x9 Limbs x3DKS: Archer x21 Warrior x31 Berserker x30 Axe x51[/hide] Link to comment Share on other sites More sharing options...
X3EN Posted October 7, 2009 Share Posted October 7, 2009 Having a higher level can make resource gathering easier. It's not an absolute at all. If it were absolute, then that would eliminate the main purpose of Runescape- competition. In your scenario, if I'm level 60 Mining and you're level 61, I would have absolutely zero chance of beating you to any ore unless I got there before you. Assuming we're both equally fast at getting to the ore and click at the same time, there'd be no reason for me to compete with you because you're a higher level. So, I'd hop worlds, change locations, or stop what I'm doing. What about Woodcutting? There'd be no reason for me to cut a yew tree with several other people who have higher levels, because they would all get at least one log before I got one, based on your idea. The point is, luck balances everything in RS. Getting something every 1000 kills isn't as rewarding as getting it on your 3rd when the drop rate is 1:1000. If it was set in stone that you'd get it every thousand kills, how would you feel when you got the drop? "Oh, this is my thousandth one so I get my drop now." Not the usual "OMG got drop on my 3rd kill!!!!!" Instead, when the drop rate is approximately 1-200, we can go 500+ kills and get it. I am not saying guaranteed after 200 kills, but rather more likely to get as you kill more. EG, after you kill 100 TDS your drop rate is 1-150, instead of 1-200 or w/e. Never 1-50, or even 1-100, but still either a better chance of that drop, or something to that effect. It could either reset when you get that rare drop, or have the chance to get that item go up a lot less, but stay constant, even when you get that drop. For sake simply of argument let us say the drop rate of a whip is currently 1-500. For example, this would make it so people who kill 2k abbies without a whip would have a 1-300 chance of whip after 2k kills, but once they get a whip they go back to 1-500. If the second idea I mention was implemented, after 2k kills dry their rate is 1-400, but after the slayer gets a whip, the drop rate stays at 1-400. With either system, with each block of monsters killed without its rare drop, or one of that drop, (and I mean good rare drops, silver ore or d stone at abbies doesn't count), you would either get that item, or have your chance go up. This amount could change. It could be 200 abby demons, or 50 TDS. Thus even if your having bad luck, you are not really "dry" since your chance is going up. That's what the random number tables are for. However, you expect to have something similar to lootshare. It wont work. Lootshare doesn't work this way. That's why random number tables can ensure you will get something good after nothing and that you get nothing after having a great luck streak. 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...
lagatag Posted October 7, 2009 Share Posted October 7, 2009 Runescape's randomness is perfectly fine. Most people who say it's not just are complaining because they don't understand the statistics behind the game or they just dislike the fact that they don't get everything handed to them on a golden platter. Link to comment Share on other sites More sharing options...
AgentEarl Posted October 8, 2009 Share Posted October 8, 2009 Skills need to be less random. You should see a definite increase in how many sharks you catch per hour from 90-99 fishing, but you don't really. You should notice a definite decrease in times caught when theiving, and you should fail agility obstacles much less often at 99 agility. totally agree.skills other than combat actually need to show a big diff the higher you go ANAHEIM DUCKS Link to comment Share on other sites More sharing options...
Omali Posted October 8, 2009 Share Posted October 8, 2009 Runescape's randomness is perfectly fine. Most people who say it's not just are complaining because they don't understand the statistics behind the game or they just dislike the fact that they don't get everything handed to them on a golden platter. Yea...Or it's people who are fed up with the fact that they spend weeks, if not months, to get to the same point that some have achieved in hours. Link to comment Share on other sites More sharing options...
Zierro Posted October 8, 2009 Share Posted October 8, 2009 My favorite aspect of RPG's is that there is usually a strong link between how much work you put into your character and how well your character can perform or use certain abilities. There are some places where RS fails at this. Thieving and Mining for example. No matter what your level is, it barely makes a difference. RS is too random for me. Link to comment Share on other sites More sharing options...
Eddo89 Posted October 9, 2009 Share Posted October 9, 2009 Some of the people here are not being logical and applying basic concepts. This topic certainly attracted the worse of RS. The complaint of 90-99 in WC having little difference is not the problem of randomness, is the problem of lack of additional WC gathering ability. And to the person who say you should win EVERY rock that you mine against lower level miner? Ridiculous. Absolutely ridiculous. Selfish and arrogant is also ways to describe you. But looking at it objectively, mining basically works by a randomness where every hit have a chance of landing an ore. So if you eliminate randomness, then you basically get a set amount of hits before you mine the rock. Which in that case, then might as well do it for fishing and WC as well, eliminate all randomness in resource gathering. But then, what is the benefit of an additional level as well? And for the most part, of a level 80 mining is beating you as a 95 mining while mining iron, probably is YOU or your CONNECTION is too slow. They have their own phase of chance as well, and if they hit the jackpot first, then they sure well SHOULD get the iron as they are faster than you and have the adequate speed. And really, people who complain about thieving or mining or agility....is your viewpoint supported by any evidence that it shows no difference? Sample size? Time of testing? Sorry, unless you could claim by showing evidence that over a period of reasonable amount of time or attempts made, such as 3 hours or 200 attempts, your claim could merely be dismissed as frustration. What surely is happening a short period of frustration made you overlook periods of increased yield. At other times, you are leveling up anyway, and because you gradually increase over each level, there is no noticeable difference between 90 and 99. When you see a long lost friend, they would very well look different because their change was not apparent to you gradually. If you want a bigger difference, then your complaint is not about randomness, it is about face value effect as you indirectly came increasing level affects the probabilities. One thing people need to realize is that for the most part, getting more levels is simply the altering the odds of the randomness. There is a max hit increase or two along the way, but that is nothing more than adding a couple more sides to a dice that is thrown. RS has to function with a game with a degree of randomness. Otherwise, who is going to bother PKing when you know a level 126 in F2P is always going to beat the crap out of you. Randomness ensures a 120 could beat 126, but more often the 126 will win. Again, trials. You can't claim there is no difference in level because you lost once or twice as a higher level. Otherwise, the game is going to be just about who could grind the longest. And then you have to factor in when same levels met. There is not much skill involved in RS for the most part, certainly not a lot if you are just slugging it out. People who hates randomness and wants it gone completely is playing the wrong game and illogical. Remember, there is a person behind the player. The problem is, a person with a certain weapon has a max hit of 40, while you have 60. Even if you have a HP of 99, the other guy with 2 lucky max hit is going to cripple you, while there is the chance of you just barely scratching 14s on him. DDS, D Claw, AGS, these weapons, with luck, can be devastating. The problem of RS PvP is, a lucky hit for the most part, cannot be recovered from. Even if you are 20 combat levels above. Bottom line: There is far too less areas where you could apply skill in RS to get rid of randomness. And certainly RS is not just simply about who could grind the longest. Yes, the dice will roll against you, but it is the big picture you need to look at. Not that 1 minute of frustration. Templar GuardiansWhen are trying to lend something, the word to use is borrow. Not barrows, which is a mini-game. Link to comment Share on other sites More sharing options...
Wouter828 Posted October 9, 2009 Share Posted October 9, 2009 Recently, I did the Regicide quest, so I had to go into the under-ground pass twice, the first time I think I failed a total of 3 traps, the second time I had to redo the pass 3 times and failed traps about 200 times (good thing that in the end the cave guide gave me free food), basically I firsthand know how powerful a "run of bad or good luck" can be. Do you think Runescape would benifit from being less random? Even if this system is only used in some parts of the game.Just thought I'd correct some of the annoying grammatical mistakes you made, so people like me wouldn't prejudge your thread just by the authors writing ability :) and to keep the level on these boards at a reasonable standard. Now back to your topic. I really wouldn't dare say if changing the system into a more, in my eyes, fair system in which the 'effort put in' equals the 'reward' would benefit the game. First of all it would completely disrupt the economy of Runescape as we know it, since people would be able to determine the amount of effort needed and then determine whether it's worth it or not. The prices will probably become better suited to the amount of effort put in to it and the price of an items will give a good indication of how easy or hard it is to get.It would undoubtedly make for a change in price determination and I'm not sure whether that's a good thing or a bad thing. Click here for my blog. Link to comment Share on other sites More sharing options...
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