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iiLy

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you can go get 104m xp in the skill regardless of whether there are level 120 capes or indeed level 120 in that skill.

 

leave skills at 99. if you want to go get 120, go get 104m xp.

 

Yeah, I plan on doing this with slayer. It would be pretty cool to actually have 120 slayer on my stats tab, but I'm gonna get it regardless of whether or not the caps are raised.

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Maybe Sailing is finally coming.

Put the Pirate gear to a use.

 

Stock up while you can.

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120/99.

 

Base level is still 99 but its like a perm boost. Don't show it on the highscores. Hate that they did this with dungeoneering.

 

It opens the door for content past 99.

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I havent read the whole thread, so bare with me..

 

the best armour we got this far, requires lvl 78 (PvP) ... unless ive forgotten something ...

level 80 is about 2 mil exp, 99 is 13mil, there are PLENTY of space for more content

 

the only skill that has really run out of space is smithing, and i cant wait to see what solution jagex will bring to this... but im sure there will be loads of h8ing once they do fix it, lol

 

a little side note: the only reason for dungeoneering to go all the way to level 120 was because jagex "had too much content, to fit into just level 1-99"; the floors will in the end go from 1 to 60 (level 1-119), but besides that, i rlly rlly hope theres gonna be other content for level 99-120 than just that - as a matter of fact, rewards stop at level 80 and resource dungeons at level 85 (2mil and 3mil exp; out of 104mil)

jagex got ALOT of "filling empty holes" to do with dung, and i cant wait for the last batch

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120/99.

 

Base level is still 99 but its like a perm boost. Don't show it on the highscores. Hate that they did this with dungeoneering.

 

It opens the door for content past 99.

That doesn't make it any less of a stupid idea. It just makes it even stupider.

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[developmentally delayed]ed idea #5 today:

 

What if we condensed smithing, so that at like level 20, you could make full iron, at 40 full mithril, 70 rune; leaving an extra 29 levels to play around with?

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once the cooking and str highscores are filled with 99s i think we have a problem

 

players are expected or forced to get to 120, its simply more benifits for those who want to. dont feel like jagex is demanding that you do a skill for 91m more xp

 

120s would not unbalance pvp, 120 att vs 120 def is the same as 99 att vs 99 def. also 120 str vs 120 hp is the same as 99 str vs 99 hp

 

its not like when you get 99 in a skill theres some xp marker saying "91m xp till 120" and untill then you remain 99...theres content in between you know, players who reach 100 in a skill will feel the benifits of the new content, just look at dung, by going from 99 to 100 you get then benifits of 3 binds

 

were not taking away skilcapes, there will merely be a 99 skillcape, and a 120 true mastery skillcape

 

jagex will eventual run out of content and ahve to do this, but it may be years

 

some skills need this, and i mean content like herblore thats untradable. look at smithing, untradable armor ranging form 100-120 would be good, and no taht doesnt mean you only get this armor at 120, but lets say you can smith an awsome untradable pair of boots at 100 that give +5 str bouns, or arrowtips you can make into arrows better than dragon

 

cooking untradable food that heals in the 240-300 range from 100-120, and come on if you say thats hard, 99 cooking takes a few days, 120 wouldnt take long at all, its afk for a few weeks

 

i fully support it and i think its inevitable, they will run out of content some day and as the population becomes higher level more and mroe will suport the idea

 

i think they should just make a guaruntee content poll

 

choice 1. no skills

choice 2. all new skills

choice 3. some skills -> new poll that will get to choice which (consitution will probably win)

choice 4. all skills

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If I understand the topic here, it's not about whether or not skills should go beyond 99 but more of filling in the gaps we already have with more things to do and resources to work with. In my mind that should happen before anyone even thinks about upping the level cap. Skills like Farming pretty much grind to a halt in the mid 80s, this is of course excluding Daemonheim exclusive skilling.

 

Keeping with the original topic regarding new resources and features to fill in the gaps for various skills I did a bit of brainstorming and made a list. To be honest I made this list in a notebook about 2 years ago and never got around to doing anything with it. Anyways...

 

[spoiler=Cooking]Many food items would have added effects outside of pure healing.

  • Bacon
  • Beef jerky (stackable, max stack of 10)
  • Dragon jerky (stackable, max stack of 10)
  • Dragon steak
  • Lumbridge gumbo
  • Maple beef jerky (stackable, max stack of 10)
  • Magic beef jerky (stackable, max stack of 10)
  • Maple dragon jerky (stackable, max stack of 10)
  • Magic dragon jerky (stackable, max stack of 10)
  • Lobster tail
  • Sausage
  • Shark steak
  • Scallops
  • Steak
  • Salad
  • Regal salad
  • Feast (Salad, Steak, Bread, and Wine)
  • Kingly Feast (Shark steak, Dragon steak, Regal salad, Bread, and Wine)

 

[spoiler=Firemaking]

  • Smoker box (can smoke jerky)
  • Large smoker box (can smoke sausage and larger amounts of jerky)
  • Normal, Maple, and Magic logs have added uses for cooking
  • Fireworks

 

[spoiler=Farming]

  • Lemon trees
  • Lime trees
  • Pomegranate trees
  • Grapes
  • Kharid peppers
  • Jugug Gourds (Gourd can be used as a waterskin or jug of water, and holds twice as much)
  • Eggplants
  • Garlic
  • Peanuts
  • Golden apple trees
  • Mango trees
  • Pear trees
  • Waterleaf cacti (unlimited water source in the desert)
  • Elderwood trees
  • Dragonwood trees
  • Spiritleaf Gourds (Gourd can be used as a vial, potions can be combined into 5 doses)

  • Ability to create Jugug patches in the Feldip Hills
  • Ability to create Waterleaf patches in the Kharidian desert
  • Ability to create Spiritleaf patches in Isafdar
  • Ability to create Dragonwood patches in the Wilderness
  • Ability to create golden apple patches in the Fremennik Province

 

[spoiler=Woodcutting]

  • Elderwood trees
  • Warpvine (various magical properties, good for enhancing staves)
  • Dragonwood trees

 

[spoiler=Fletching]

  • Elderwood shortbows
  • Elderwood longbows
  • Dragonwood shortbows
  • Dragonwood longbows

 

[spoiler=Fishing]

  • Scallops

 

 

Whatever levels seem best for them works. Something like this would fill in a lot of gaps and add a good deal of variety to a number of worn out skills.

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You don't think 13m experience--hundreds of hours of training--is enough? Players should reasonably be expected to train for thousands of hours to reach the max level? No, that's stupid. And it doesn't add anything to the game except for more grinding, or, in other words, it doesn't add anything to the game. Since it unbalances all high-end PvM combat and incentivizes an unhealthy gameplay paradigm, I'd say it's more of a subtraction.

 

Even if content already existed for all levels 1-99, there's zero reason why it should preclude new content. I don't think anyone has a problem with oak cape racks requiring the same level as dartboards and elemental spheres.

Troacctid, no one is forcing you to train to the max level. That is what separates the elite (maxed combat/total players) from the average player (somebody like me). They choose to devote their time to get 99s, because they KNOW doing so will give them a better advantage. You may think getting 99s is a long, hard grind, but to them, it's a piece of cake. Also, I don't see how it will unbalance PvM. Because the new 120 cap is much harder to get than 99 now, less players will be motivated to go for that goal, which means less of the really "elite" players. It will remain this way, until more updates make it so that getting 120 in these skills is much easier than before (which seems to be the case now).

 

Saying that it encourages unhealthy playing habits is totally subjective. Some people have played for a very long time, which means they get a far better advantage in terms of training up. That's actually one of the reasons why there's a separation between regular and elites. Also, what's you to say that it will be unhealthy for them? Maybe they are effective/efficient with their gameplay, while also controlling how much they play per day. Maybe they are good multitaskers. Maybe they can AFK. The list goes on.

 

Sooner or later, there will be enough updates that will make all 99s easy to get, making them less of an "achievement" (though that in itself is subjective). That, and the amount of people with 99s in these skills.

 

Note that this is coming from an average f2per's perspective, but I can see how the people with 99 will feel about this. There's a reason why people go for specific 99s over others.

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120s: Dungeoneering | Invention

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I fail to see your point Sonic considering both of your account's do not at up to 2 99's. I for one would hate to see "all" skills upped to 120 considering how insane some of those goals would be. But i could see the positives of having 120 smithing, constitution, gathering skills, ect. Runecrafting, farming, herblore, ect would be pointless considering the expense, the time, and the aspect that they are already nearly complete bar farming which has plenty of room for improvement without adding 100m+ xp lol. Just my two cents.

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Well yeah I would get 99s if I actually had more playtime... plus I'm f2p, it's far harder to train to 99 there.

 

My point is however, with all these updates now, it's just a matter of time before 99s start becoming real easy to get. At that point, Jagex would have no choice but to raise those caps.

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120s: Dungeoneering | Invention

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Troacctid, no one is forcing you to train to the max level.

Of course nobody's forcing anyone to do anything. It's a matter of the kind of gameplay that is implicitly encouraged. Game designers sculpt an environment that rewards a player for playing the game in certain ways in order to steer more players into the parts of the game they want to emphasize.

 

That is what separates the elite (maxed combat/total players) from the average player (somebody like me). They choose to devote their time to get 99s, because they KNOW doing so will give them a better advantage. You may think getting 99s is a long, hard grind, but to them, it's a piece of cake.

Good for them. They can keep training to 100m xp on their own if they like it so much. But they're the exception.

 

Also, I don't see how it will unbalance PvM. Because the new 120 cap is much harder to get than 99 now, less players will be motivated to go for that goal, which means less of the really "elite" players. It will remain this way, until more updates make it so that getting 120 in these skills is much easier than before (which seems to be the case now).

The benefit increases, therefore fewer people will do it? :-s

 

Saying that it encourages unhealthy playing habits is totally subjective. Some people have played for a very long time, which means they get a far better advantage in terms of training up. That's actually one of the reasons why there's a separation between regular and elites. Also, what's you to say that it will be unhealthy for them? Maybe they are effective/efficient with their gameplay, while also controlling how much they play per day. Maybe they are good multitaskers. Maybe they can AFK. The list goes on.

I don't mean unhealthy for the player, I mean unhealthy for the game.

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Of course nobody's forcing anyone to do anything. It's a matter of the kind of gameplay that is implicitly encouraged. Game designers sculpt an environment that rewards a player for playing the game in certain ways in order to steer more players into the parts of the game they want to emphasize.

Which is why all these updates have been made now, therefore making 99 obtaining much easier than before. There's the reward for combat and certain skills, like dungeoneering. Because of this, people feel like they are forced to get certain 99s not just because so many people have them, but because of the benefits. With 120, there is even more leeway for better rewards, giving more of the encouragement feel to those players.

 

Good for them. They can keep training to 100m xp on their own if they like it so much. But they're the exception.

Well, most people go for 99s either because of the long-term benefits, they like the skill, or they want the 99. The 100m'ers/200m'ers are doing this for the ranks, since there are obviously no benefits past 99 (at least for now).

 

The benefit increases, therefore fewer people will do it? :-s

What I meant from the above is that, there will be a benefit to having 120 all combats. The cost in turn, though, is that since training all the way to 120 takes much longer than 99, it turns some people off. However, this is only for a short time period. As the game progresses and updates, more and more people will get 120 combats, and there might be more people with 120 combats than there are with 99 right now.

 

I don't mean unhealthy for the player, I mean unhealthy for the game.

If it's unhealthy for the game and unbalances high end PvM, the solution is to create even harder PvM situations than there is now. Some of the monsters in dungeoneering can already pose enough of a threat, let's see if warped, as well as future Runescape bosses, can take this a step further.

 

Of course, new weapons/armor/gear/stuff has to be created in turn to balance this. But, one day, if Jagex makes a boss where even using the most high-end gear is hard, but has the best rewards in the game, that's where the balance is perfect.

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120s: Dungeoneering | Invention

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Be able to weild godswords or darks bows with one hand at 50m range/attack xp pls.

 

Please tell me how in the world it would be possible to hold and fire a bow in one hand?

 

That's why bows are 2h.

 

You show me how to shoot and reload crossbow using 1 hand with RS speed, please. The question isn't "How in the world?" when we talk about runescape.

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99+ all 23rd March 2012 - 2496 total 13th June 2012.

9000+ dragon drops! Including draconic visage, d chains, d spears, d2h, d claws, d meds, d legs, d skirts... d bones, d hides :)?

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I want jagex to put resource dungeons and dungeoneering skill doors to dungeoneering floors so I can dungeon and get dungeoneering xp while I dg so I don't have to dg to get dg exp, but I can dg while I dg :)?

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I don't know if I'd quit RuneScape if all skills were boosted to 120. After all, nothing would be changed below 99. I would just make it my personal mission to rubbish the idea that Jagex are either ethical or that they're concerned for their players' health.

 

Thankfully, because Dungeoneering is the "end-game" skill, I don't see this happening. \:D/

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You don't think 13m experience--hundreds of hours of training--is enough? Players should reasonably be expected to train for thousands of hours to reach the max level? No, that's stupid. And it doesn't add anything to the game except for more grinding, or, in other words, it doesn't add anything to the game. Since it unbalances all high-end PvM combat and incentivizes an unhealthy gameplay paradigm, I'd say it's more of a subtraction.

 

Even if content already existed for all levels 1-99, there's zero reason why it should preclude new content. I don't think anyone has a problem with oak cape racks requiring the same level as dartboards and elemental spheres.

Troacctid, no one is forcing you to train to the max level. That is what separates the elite (maxed combat/total players) from the average player (somebody like me). They choose to devote their time to get 99s, because they KNOW doing so will give them a better advantage. You may think getting 99s is a long, hard grind, but to them, it's a piece of cake. Also, I don't see how it will unbalance PvM. Because the new 120 cap is much harder to get than 99 now, less players will be motivated to go for that goal, which means less of the really "elite" players. It will remain this way, until more updates make it so that getting 120 in these skills is much easier than before (which seems to be the case now).

 

Saying that it encourages unhealthy playing habits is totally subjective. Some people have played for a very long time, which means they get a far better advantage in terms of training up. That's actually one of the reasons why there's a separation between regular and elites. Also, what's you to say that it will be unhealthy for them? Maybe they are effective/efficient with their gameplay, while also controlling how much they play per day. Maybe they are good multitaskers. Maybe they can AFK. The list goes on.

 

Sooner or later, there will be enough updates that will make all 99s easy to get, making them less of an "achievement" (though that in itself is subjective). That, and the amount of people with 99s in these skills.

 

Note that this is coming from an average f2per's perspective, but I can see how the people with 99 will feel about this. There's a reason why people go for specific 99s over others.

 

 

I dont think people understand that moving the total to 120 for more skills moves the goal of maxing out of the reach of even elite players. The only people who could max out would such a small subsection of the game alot of the elite players would just quit.

 

You do understand if they ever raised each skill to 120 max that maxing out your stats would take 8x as long.

 

 

A maxed out account takes years not months.

 

Im not even maxed out and i have already played 6500 hours. I cant even imagine the amount of time it would take to max out 8 accounts.

 

Just by adding one more skill to the 120 cap would be like adding enough exp for 8 skills to the total exp required to max out. Its just to much.

 

However, i am glad that they added the one skill (dung) to the 120cap. There should always be some skill you can train that is not a waste of time.

 

Maby they could in the future allow you to choose what skill you can have at 120, then they could add something nice at the end to make the grind worth it. IT would also give us a way to customize your character.

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One thing to note, Taco: the xp/hr at level 99 is alot higher than the xp at level 1 (or 10, or even 50). If there were very high level resource dungeons (just to name something) requiring level 100+ in a skill and offering extremely high xp rates, the increase could be far less than 8x. However it would also make those levels less exclusive, and for the reasons Troacctid mentioned I hope the cap will stay at 99.

Supporter of Zaros | Quest Cape owner since 22 may 2010 | No skills below 99 | Total level 2595 | Completionist Cape owner since 17th June 2013 | Suggestions

99 summoning (18th June 2011, previously untrimmed) | 99 farming (14th July 2011) | 99 prayer (8th September 2011) | 99 constitution (10th September 2011) | 99 dungeoneering (15th November 2011)

99 ranged (28th November 2011) | 99 attack, 99 defence, 99 strength (11th December 2011) | 99 slayer (18th December 2011) | 99 magic (22nd December 2011) | 99 construction (16th March 2012)

99 herblore (22nd March 2012) | 99 firemaking (26th March 2012) | 99 cooking (2nd July 2012) | 99 runecrafting (12th March 2012) | 99 crafting (26th August 2012) | 99 agility (19th November 2012)

99 woodcutting (22nd November 2012) | 99 fletching (31st December 2012) | 99 thieving (3rd January 2013) | 99 hunter (11th January 2013) | 99 mining (21st January 2013) | 99 fishing (21st January 2013)

99 smithing (21st January 2013) | 120 dungeoneering (17th June 2013) | 99 divination (24th November 2013)

Tormented demon drops: twenty effigies, nine pairs of claws, two dragon armour slices and one elite clue | Dagannoth king drops: two dragon hatchets, two elite clues, one archer ring and one warrior ring

Glacor drops: four pairs of ragefire boots, one pair of steadfast boots, six effigies, two hundred lots of Armadyl shards, three elite clues | Nex split: Torva boots | Kalphite King split: off-hand drygore mace

30/30 Shattered Heart statues completed | 16/16 Court Cases completed | 25/25 Choc Chimp Ices delivered | 500/500 Vyrewatch burned | 584/584 tasks completed | 4000/4000 chompies hunted

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I havent read the whole thread, so bare with me..

 

the best armour we got this far, requires lvl 78 (PvP) ... unless ive forgotten something ...

level 80 is about 2 mil exp, 99 is 13mil, there are PLENTY of space for more content

 

the only skill that has really run out of space is smithing, and i cant wait to see what solution jagex will bring to this... but im sure there will be loads of h8ing once they do fix it, lol

 

a little side note: the only reason for dungeoneering to go all the way to level 120 was because jagex "had too much content, to fit into just level 1-99"; the floors will in the end go from 1 to 60 (level 1-119), but besides that, i rlly rlly hope theres gonna be other content for level 99-120 than just that - as a matter of fact, rewards stop at level 80 and resource dungeons at level 85 (2mil and 3mil exp; out of 104mil)

jagex got ALOT of "filling empty holes" to do with dung, and i cant wait for the last batch

 

Hahahahahahaha....your wrong. If the rewards stopped at 80, that implies that YOU CAN HAVE EACH AND EVERY REWARD AT LEVEL 80. Hell, there are very few people with 80 Dunge who have ONE chaotic weapon. (At level 80 your close, but unless you didn't get any reward on the way, I don't think you'd have enough tokens.) I was always under the impression that it went to level 120 because that's the level at which you have pretty much all the Dunge rewards.

 

Anyways, how much skills have useful things in the 99? Outside Dunge, that leaves I think only smithing rune platebodies (yeah, how useful is that these days) steel titans (FTW) and a demonic throne (which I think is cool, and about as useful as 90% of construction. But some people like it - I like construction, despite the fact that most of it doesn't give ingame advantages. ). Att/str/def and range/constitution can arguably be useful at 99, but theres no actual content there. (Besides skillcapes.)

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