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Tip.It Times - Jagex Interview - 9th May 2010


Racheya

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Again, it's not the community that stops trying to get good answers, but it's jagex not wanting to give out details. Of course that's the way it's always going to work, it's the way it has to work.

 

Some curiosa come forth through the interview, nothing more. That's not because of the questions, but because of the vague, positivist jagex answers. Could we expect more? not at all.

 

Did this interview give a positive outlook on the integration of dungeoneering into the rest of runescape? hardly. they didn't even mention quests as including dungeoneering, much less integrated daily activities, such as killing normal monsters in dungeons

 

They are selling a product, you can't blame them for being a bit secretive. Think about this from their point of view. There isn't much they can divulge, nothing that will effect our game play anyways.

 

Keeping that in mind it was an interesting read. The best part is the gesture, has there ever even been an Jagex interview in the Tip.It Times before?

 

Here's the big problem about Jagex telling us their plains. An example, they had a plan involving dungeoneering being ruled or w/e by the Tzhaar, with a rival underground race. They eventually scrapped this idea.

 

Imagine how the community would have reacted if they told us the Tzhaar idea THEN scrapped it. Yeah.

 

Also, I really bloody hope they don't make any of the old skills have a 120 max.

 

Oh, and off-topic, pretty sure wilderness tag eventually turned into the firemaking beacon thing. This is yet another example of why Jagex is cautious about telling us of future updates.

 

Wait, someone beat me to it >.>

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your article was the equivalent of a circumcized porcupine

The only thing wrong with it is the lack of a percentage for when you need to stroke it.

 


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Moderately interesting interview, though it would have been much better if every question hadn't been a softball. (Not that he would have done anything but evade serious questions anyway, but still.)

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For those of you wondering how particles are used in the dungeons, a yellow particle fountain spills out on both sides of the exit door after you defeat the boss. Usually.

 

OT: Looks good. Can't wait for the extra Dungeoneering content.

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Tip.It: What inspired you to create and implement this non-traditional skill upon the RS world?

Mod Mark: Simple an adventurers spirit, and the need to give extra purpose to specialists, especially for skills like Smithing.

 

God i hope that doesn't mean this was the smithing update that was mentioned in several Q&A's lol.

 

Also the firemaking beacons is what wilderness tag has become later on (i think i read this in one of the Q&a's as well )

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Definitely will be interesting to hear what they plan to do with Dungeoneering with the rest of Runescape. All those Dungeons out there so it's just a matter of creativity. Remember how getting higher agility was finally cool thanks to various short cuts in dungeons. Same concept can work here on a bigger level.

 

Don't see why anyone would hate the skills to go up to 120. First, it'll help spread out the high scores again. Second, it'll help bypass the problem Jagex created when it let skilling become more faster over time. Personally, I'd like them to open up each skill at separate times (maybe once a month over the next two years), where each skill at every level above 99 offering a cool and tangible benefit commiserate with the time and effort involved to get it.

 

PS: About the firemaking beacons being what became of Wilderness Tag: Makes complete sense. Only real failure of firemaking beacon mini-game is it doesn't let you keep lighting beacons that burn out. Would have been cool trying to constantly keep 10+ beacons lit up where the difficulty justified the XP gain.

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Tip.It: What inspired you to create and implement this non-traditional skill upon the RS world?

Mod Mark: Simple an adventurers spirit, and the need to give extra purpose to specialists, especially for skills like Smithing.

 

God i hope that doesn't mean this was the smithing update that was mentioned in several Q&A's lol.

 

Also the firemaking beacons is what wilderness tag has become later on (i think i read this in one of the Q&a's as well )

 

 

I thought the smithing update was the smithing rebalance involving iron ore and your success rate smelting it? It'd be cool if there was something else, but I was under the impression that that was it.

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Awesome to know that they are actually planning dungeons outside of daemonheim with dungeoneering reqs. I just hope they are set up as raids, and not like GWD which is basically just like any other kill the boss and wait for it to respawn so you can slaughter it again except for the KC req.

 

Chaotic and warped areas also sound pretty epic. Will be awesome if they have some rooms in these areas that resemble Paranoia.

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Tip.It: What inspired you to create and implement this non-traditional skill upon the RS world?

Mod Mark: Simple an adventurers spirit, and the need to give extra purpose to specialists, especially for skills like Smithing.

 

God i hope that doesn't mean this was the smithing update that was mentioned in several Q&A's lol.

 

Also the firemaking beacons is what wilderness tag has become later on (i think i read this in one of the Q&a's as well )

 

 

I thought the smithing update was the smithing rebalance involving iron ore and your success rate smelting it? It'd be cool if there was something else, but I was under the impression that that was it.

 

It bloody well better not have been!

 

The whole point is that smithing is broken for high levels, who at a high level trains in iron!?!

 

(rant not addressed at you)

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It's what? About 6 floors per theme, so that's 12 floors, or another 24 levels worth of floors which would take us up to level 93 for the highest floor.

 

Wouldn't surprise me if they went all the way to 99 though.

 

actually the current three themes are 11,12,12 floors

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Has any mod ever answered whether or not rewards might become returnable at a lower rate?

Barrows: 9~2 V Brass,V Flail,2 Dh Plate,V Helm,V Skirt,T Legs,Malevolent Shield DKing: 48~6 W Ring,13 A Ring,8 M Staff,9 S Ring,7 B Ring,3 Seercull
Dragon Drops: 500+~50+ Med,26 Axe,3 Chain,10+ Legs,10+ Spear,2 D2h,10+ L Half,49 Boots,2 DDs,10+ Lump,9 Claws,50+ Dagger,14 Visage,50+ Mace,4 Scimitar,7 Hasta,Baxe,50+ Long,30+ Royal,2 Kite,4 Ward,2 Plate,Staff,Hammer,Limbs, Mattock,Halberd
GWD: 156~4 S Staff,50+ Shard,9 B Tass,13 B Plate,5 B Boots,6 A Plate,11 S Sword,8 A Hilt,4 A Skirt,9 A Helm,S Hilt,3 B Hilt,B Glove,2 A Buckler,Z Ward,Z Garb,2 Z Boots,B Shield,B Helm

Corp: 3~Elysian,2 Sp Sh Nex: 6~Torva Legs,Cere,P cowl,Z bow,2 T boots + GWD2: 9~2 Glaive,Wand,2 Crest,Blade,2 Essence,Core Araxyte: 5~Web,3 Pheromone,Fang + Raids: 4~3 Codex,P Boots  + Trails: 2~Bob Shirt,Fortunate

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[spoiler=Capes]Quest Cape Aquired 12-7-07 ~ Level 93 + + + Completionist Cape Aquired 5-22-15 ~ Level 138
Hitpoints Cape Aquired 9-21-09 ~ Level 131 + Magic Cape Aquired 9-24-09 Attack Cape Aquired 3-5-10 ~ Level 135 Summoning Cape Aquired 3-12-10

Strength Cape Aquired 6-1-11 ~ Level 137 Fire Cape Aquired 6-23-11 Defence Cape Aquired 7-5-11 + Ranged Cape Aquired 8-1-11 Kiln Cape Aquired 2-26-12 ~ Level 138
Dungeoneering Cape Aquired 4-22-12 + Slayer Cape Aquired 6-25-14 ~ Level 200 + Herblore Cape Acquired 12-9-14 ~ Level 138 Prayer Cape Acquired 12-20-14
Agility Cape Acquired 1-4-15 + Hunter Cape Acquired 1-30-15 Construction Cape Acquired 1-31-15 Crafting Cape Acquired 2-22-15 Thieving Cape Acquired 3-18-15
Runecrafting Cape Acquired 4-14-15 Mining Cape Acquired 4-19-15 Fishing Cape Acquired 4-25-15 Firemaking Cape Acquired 4-26-15 Woodcutting Cape Acquired 4-26-15
Cooking Cape Acquired 4-26-15Smithing Cape Acquired 4-28-15 Farming Cape Acquired 4-29-15 Divination Cape Acquired 5-3-15 Dungeoneering Mastery 5-4-15
Fletching Cape Acquired 5-4-15 Max Cape Acquired 5-4-15 + Invention Cape Acquired 11-9-16 Invention Mastery 5-16-19 + Archaeology Cape Acquired 10-30-20

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looks like the last 2 floors styles are chaotic and warped

does this mean we'll be getting lvl 90 warped weapons? >_< I sure hope I didn't just waste 200k investing in a chaotic rapier afterall.

 

exactly what i first thougth, i say "chaotic and warped" implying chaotic is starting at 36 and warped comes after that

 

since there are chaotic weapons at 80, and if the warped floors followed chaotic, why not warped weapons?

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Definitely will be interesting to hear what they plan to do with Dungeoneering with the rest of Runescape. All those Dungeons out there so it's just a matter of creativity. Remember how getting higher agility was finally cool thanks to various short cuts in dungeons. Same concept can work here on a bigger level.

Don't see why anyone would hate the skills to go up to 120. First, it'll help spread out the high scores again. Second, it'll help bypass the problem Jagex created when it let skilling become more faster over time. Personally, I'd like them to open up each skill at separate times (maybe once a month over the next two years), where each skill at every level above 99 offering a cool and tangible benefit commiserate with the time and effort involved to get it.

 

PS: About the firemaking beacons being what became of Wilderness Tag: Makes complete sense. Only real failure of firemaking beacon mini-game is it doesn't let you keep lighting beacons that burn out. Would have been cool trying to constantly keep 10+ beacons lit up where the difficulty justified the XP gain.

 

Because 99 is hard enough as it is, and because if the max level was increased to 120, that would defeat the purpose of a 99? The point of having 99 in a skill, is you can do everything that skill offers. Or do it the best, such as mining the fastest, hitting the highest hits, etc.

 

The point of a 99 isn't that you have level 99, it's that you have the highest possible level.

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my difinition of noob is i dont like u, either u are better then me or u are worst them me

Buying spins make you a bad person...don't do it. It's like buying nukes for North Korea.

Well if it bothers you that the game is more fun now, then you can go cry in a corner. :shame:

your article was the equivalent of a circumcized porcupine

The only thing wrong with it is the lack of a percentage for when you need to stroke it.

 


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Heh, just had a random thought about the award dungeons. What if the way you accessed them was through map drops in Daemonheim? Kind of like clue scrolls, these maps would be bound to the party leaders ring, and give the option of searching for a hidden entrance somewhere in the runescape world. Once found, the leader of the party and any number of the people from the party that want to join them would enter and fight through the bonus dungeon, with a real outside Dungeoneering reward at the end for all, or just one lucky party member. Any thoughts?

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Heh, just had a random thought about the award dungeons. What if the way you accessed them was through map drops in Daemonheim? Kind of like clue scrolls, these maps would be bound to the party leaders ring, and give the option of searching for a hidden entrance somewhere in the runescape world. Once found, the leader of the party and any number of the people from the party that want to join them would enter and fight through the bonus dungeon, with a real outside Dungeoneering reward at the end for all, or just one lucky party member. Any thoughts?

 

I particularly like this style of idea.

would be nice if they could be found while skilling in daemonheim.

 

But my other point is...

 

Where are our gravite floors?

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It's what? About 6 floors per theme, so that's 12 floors, or another 24 levels worth of floors which would take us up to level 93 for the highest floor.

 

Wouldn't surprise me if they went all the way to 99 though.

Wow, do they have a formula for base exp of floors? because I'd assume dungeoneering would be one of the fastest skills if the exp increases as steadily as it does for floors 1-35

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They could go to level 120 Dark Dude

I have all the 99s, and have been playing since 2001. Comped 4/30/15 

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xp doubles about every 10 floors/prestige so assuming max is about 40k/h now, at 50 prestige the xp/h would be abut 120k/h in a good 5 man team, now thats overall, im sure u could do floor 50 in 50 mins and get 150k xp on an epic team

 

at 60 prestige max xp per 1 large floor would be about 300k

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Would explain the high level cap, they clearly didn't intend for it to be as long to max out as it is now, thankfully because 104m exp @ 30k/hr is ridiculous

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I like the 'reward dungeons' and 'distractions' comment from Mod Mark. Hopefully that'll make it easier for those that like combat (me) but hate doing the actual dungeons lol. What sort of rewards could be in those 'surface dungeons' though? Maybe more slayer monsters that require a dung level? :D I live in hope...

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Don't see why anyone would hate the skills to go up to 120. First, it'll help spread out the high scores again. Second, it'll help bypass the problem Jagex created when it let skilling become more faster over time. Personally, I'd like them to open up each skill at separate times (maybe once a month over the next two years), where each skill at every level above 99 offering a cool and tangible benefit commiserate with the time and effort involved to get it.

 

Because 99 is hard enough as it is, and because if the max level was increased to 120, that would defeat the purpose of a 99? The point of having 99 in a skill, is you can do everything that skill offers. Or do it the best, such as mining the fastest, hitting the highest hits, etc.

 

The point of a 99 isn't that you have level 99, it's that you have the highest possible level.

 

You do realize 99 is an arbitrary number right? Likely it was chosen at first due to display limitations (2 digits versus 3 digits). There was no "point" other than that and some other programming mechanics. Anything beyond that is creating reason after the fact. Also, getting 99 in any skill is not "hard", it's time consuming aka "tedious". However, as time goes on the ability to raise levels in skills goes on, thus it's in the interest of Jagex to raise the cap to another arbitrary number, in this case 120 though it's limited to 126 or 127. Should they change the coding to allow larger numbers (current limit is 256 million or something due to decimal counting of xp, right,?) they're given even greater ability to adapt.

 

I read you argument, I just don't see it as reasonable in this case.

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But my other point is...

 

Where are our gravite floors?

I'd wager that the gravite floors are the warped floors, which are kind of linked by the theme of gravity.

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In real life MMO you don't get 99 smithing by making endless bronze daggers.

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If they want to impress me about Dung, how about F2P dungeons stop getting P2P requirements. Nothing more annoying than losing 6 bonus percentage of exp because some door have a thieving requirement.

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