Jump to content

Metric System'o Hits


Ru_Nit_E

Recommended Posts

What do you think? Copied directly from forums. Don't hesitate to add your support on the thread QFC: 185-186-617-62158548.

 

May add pictures if it ever gets more popular. Already got an idea of how the pictures would be shown and presented.

 

(A more simple and easier to understand version available below.)

 

> History

A while back RuneScape's damage numbering system used to be unique due to it's low digits. It was thought as impressive to hit more then 20 as a non-member and more than 30 as a member. But Jagex changed the system by basically boosting all damages by 10.

 

The main idea of this update was understandable. You hit both not often enough and too low as a new player and this was drawing new players away. With the new update, it made it more entertaining to deal higher hits and more often.

 

The problem was though, many of us "old" players which have adapted and embraced the system, liked the old system better. You competed to increase your max hit, one by one. It was amazing to hit a 30. And it gave RuneScape something unique over other MMO's with hits spanning up to 10,000.

 

> Idea

So compiling each thought I pondered of, The Metric System. Why not implement something similar into hits? (For those that don't know what the metric system is or how it works, Google.)

 

A new 'hit' system much like the metric system divides the damage range into 2 "tiers" (much like Dungeoneering). Instead of a continual number of damage ranging from 0-1000+, the units stay within the range of just two digits in two separate damage types*.

 

But how do we distinguish which tier from which? Simple as a color change or a change in the shape of the hitsplat much like the current "max hit" splat implemented by Jagex.

 

*Explanation and examples in post below.

 

> Benefits

With this system, new players and old players alike can enjoy the benefits of both sides:

 

1. hitting higher and more often as a 'newbie', and

2. having to train hard to raise to your next max hit.

 

As well as room for more 'tiers' as more powerful weapons are added.

 

> Summary

- 2 "tiers" of hits achievable.

== 0-99 Tier 1 then back down to 10 Tier 2 and up again, this time at a rate of 10 tier 1 "hit" each

== tier 2 "hit".

- These two damage types are shown through two separate damage splats.

 

How it works:

- Any value below 100 stays remains the same.

- Anything higher is then reduced by one digit, making it return back to 10 and continue up again.

 

Examples:

1 damage = 1 damage tier 1.

10 damage = 10 damage tier 1.

100 damage = 10.0 damage tier 2.

150 damage = 15.0 damage tier 2.

200 damage = 20.0 damage tier 2.

(.0 because the damage is simply divided by 10.)

 

Purpose:

- Unique, low-digit damage range.

== Low-leveled players (tier 1) hit as high in number as higher-leveled players (but in lower tier).

== High-leveled players (tier 2) once again strive for increasing their max hit, one by one.

 

 

 

So next time you hit a 442 with your Abyssal Whip in full Bandos, you'll just see a 44 but with a fancier hitplat with a deeper, darker red (example of how to distinguish the new hit type).

Link to comment
Share on other sites

It seems over complicated and pointless to me.

 

Also it has no link to the metric system at all.

The Imperial system is tiered in the same way metric is.

13 ounces in a 1lb

14 lb in a stone etc.

 

The Metric system is pure and simple about working with multiples of 10 rather than weird other digits.

10mm in 1cm

100cm in 1m

1000m in 1km etc

Plv6Dz6.jpg

Operation Gold Sparkles :: Chompy Kills ::  Full Profound :: Champions :: Barbarian Notes :: Champions Tackle Box :: MA Rewards

Dragonkin Journals :: Ports Stories :: Elder Chronicles :: Boss Slayer :: Penance King :: Kal'gerion Titles :: Gold Statue

Link to comment
Share on other sites

Easy solution which should solve everyone's problems:

 

Add an option if wether you would like all LP regarded objects multiplied by ten or not. The system would still use the 10x technology, but allow the users to disguise the last number.

My lame drops:
6 Effigys
1 D Med - 1 D Dagger
1 Verac's Helmet - 1 Guthan's Platebody

Link to comment
Share on other sites

It seems over complicated and pointless to me.

 

Also it has no link to the metric system at all.

The Imperial system is tiered in the same way metric is.

13 ounces in a 1lb

14 lb in a stone etc.

 

The Metric system is pure and simple about working with multiples of 10 rather than weird other digits.

10mm in 1cm

100cm in 1m

1000m in 1km etc

It's actually not complicated at all. It's just hard to explain in a non-complicated fashion, lol. I tried to do my best in the summary. If you can do better please do so. And it does relate to the metric system, each unit is increased or decreased by a power of ten. Likewise with this system. Tier two is simple a power of ten lower.

 

As the examples you gave yourself:

 

100 damage 'tier 1' = 10(.0) damage 'tier 2'.

1000 damage 'tier 1' = 100(.0) damage 'tier 2'.

 

Tbh, I think you just didn't even read the post. I gave examples once already. Pure and simple like the metric system, powers of ten. And you say it's like the Imperial system, please explain how?

 

From the post:

1 damage = 1 damage tier 1.

10 damage = 10 damage tier 1.

100 damage = 10.0 damage tier 2.

150 damage = 15.0 damage tier 2.

200 damage = 20.0 damage tier 2.

Do you not notice the relation to the metric system? How did you relate that to the Imperial system? I have 10's, 100's, 150's, and 200's. I don't see any 16's, 4's, or 5,280's. And it's 16 ounces, not 13.

 

You could vaguely consider all systems of measurements in tiers. But in practicality and by specific definition it would be the idea that it's the same thing but in a higher level. Like the metric system, all the measurements are in the same units but can be expressed in different "tiers". The imperial system on the otherhand doesn't fall into that definition. It's just a better way of naming it because RuneScape currently does the same thing with Dungeoneering.

 

Easy solution which should solve everyone's problems:

 

Add an option if wether you would like all LP regarded objects multiplied by ten or not. The system would still use the 10x technology, but allow the users to disguise the last number.

Jagex likes to stick to one thing. No toggling. Understandable because if they did that for every update that was not completely approved of then it would just be a game of toggles.

 

My idea compliments and compromises both needs as well as other benefits. With a practical concept.

Link to comment
Share on other sites

Your relationship to the metric system is purely that it is tiered which is the same as imperial does.

To me it just seems like a pointless tact on factoid to try and make the suggestion seem extra smart because American's rarely use the metric system and thus it is all cool and stuff.

Plv6Dz6.jpg

Operation Gold Sparkles :: Chompy Kills ::  Full Profound :: Champions :: Barbarian Notes :: Champions Tackle Box :: MA Rewards

Dragonkin Journals :: Ports Stories :: Elder Chronicles :: Boss Slayer :: Penance King :: Kal'gerion Titles :: Gold Statue

Link to comment
Share on other sites

  • 3 weeks later...

I don't buy your argument that there's anything wrong with putting more increments on the hit system. It strikes me as a knee jerk reaction to change.

 

When you're dealing with a system that needs to be read quickly and accurately, each visual element must not influence the others. In this case, the number is the magnitude, and the colour is the cause. When you make the colour change the magnitude as well, it will take longer to work out what each splat means.

 

All that for a bit of nostalgia? No thanks.

~ W ~

 

sigzi.png

Link to comment
Share on other sites

I'm not entirely sure of what the thread poster was trying to get at.

 

You started off by saying "You hit both not often enough and too low as a new player and this was drawing new players away"

Then later you want to reduce the numbers again.

 

So in essence, to solve this problem of newer members actually sticking to the game - you think that changing the color of splats will solve your problem?

 

Additionally, you make it sound like this:

(for example purposes)

 

you hit 50 damage - this will show up as a red 50

you hit 500 damage - this will show up as a blue 50

 

Honestly, that sounds horribly confusing and nobody's really going try to figure that out if they can easily just see a 50 and a 500.

 

Your older members can also see their progress.

When they train they have different varying highest hits (shown in yellow obviously) and they can see that it can go up slowly (i.e from a 325 to a 326)

 

An easier way to solve this problem is just to have RS show you your highest hit in the combat option where you can select your stance - so it'll be different for each stance.

Or I'm sure there's a way to code something that is on the side and can show you your max hit with the current equip/stances.

capt%20kevin.png
Link to comment
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.