All_Bogs Posted May 14, 2011 Share Posted May 14, 2011 I'm facedesking so hard right now. THERE IS NOTHING IN THIS GUIDE THAT DOES NOT APPLY TO EVERY DUNGEONEERING TEAM THAT HAS EVER BEEN CREATED. EVER. As such, it is a guide of basics. Again, I disagree. I'm positive that if I suddenly demanded my non-keyer teammates to bind a SSH and have them clear guardian rooms over skilling, some of them would probably never dungeoneer with me again. In addition, your 'advanced tricks' you mentioned earlier would _also_ apply to every dungeoneering team, as those too would improve performance. Yet we're not calling those basics, are we? Also, while it's not an argument against calling this a basics guide, I'm wondering what the current 'main dungeoneering guide' should be referred to if we were to call this the basics guide. Link to comment Share on other sites More sharing options...
Andy Posted May 14, 2011 Share Posted May 14, 2011 I'm facedesking so hard right now. THERE IS NOTHING IN THIS GUIDE THAT DOES NOT APPLY TO EVERY DUNGEONEERING TEAM THAT HAS EVER BEEN CREATED. EVER. As such, it is a guide of basics. Again, I disagree. I'm positive that if I suddenly demanded my non-keyer teammates to bind a SSH and have them clear guardian rooms over skilling, some of them would probably never dungeoneer with me again. Also, while it's not an argument against calling this a basics guide, I'm wondering what the current 'main dungeoneering guide' should be referred to if we were to call this the basics guide.The main dungeoneering guide should be removed and a better one should be put in place if it's not up to standards. Link to comment Share on other sites More sharing options...
Nifflin Posted May 14, 2011 Author Share Posted May 14, 2011 If I was keying and they didn't bind ssh and skilled during gds, I would add them to my ignore list to make sure I never dung with them again. I PMed a crewbie about my thoughts on reorganizing the existing dung guides, I think it would make them far more efficient and allow for the sort of distinctions you are talking about. PM me in game anytime It's a lot easier then that for an idiot to sound smart on the internet. That's exactly what you're doing right now... just saying. Link to comment Share on other sites More sharing options...
All_Bogs Posted May 14, 2011 Share Posted May 14, 2011 The main dungeoneering guide should be removed and a better one should be put in place if it's not up to standards. But it is. It is a reference of sorts, and covers all the 'static facts' about dungeoneering, much like all other skill guides do for the other skills in the game. The guide that is current called 'advanced' is more about the application of this static knowledge for the sake of efficiency, or 'proper dungeoneering' if you will. If I was keying and they didn't bind ssh and skilled during gds, I would add them to my ignore list to make sure I never dung with them again. I'm can understand that - they'd probably be [cabbage]ting all over your playstyle, though it's perfectly fine with mine. It underlines that not everything in the guide applies to all team, unless anyone here is willing to claim that some people are "playing the game wrong". Link to comment Share on other sites More sharing options...
Obtaurian Posted May 14, 2011 Share Posted May 14, 2011 In addition, your 'advanced tricks' you mentioned earlier would _also_ apply to every dungeoneering team, as those too would improve performance. Yet we're not calling those basics, are we? No, they wouldn't, because advanced dungeoneering tactics should be learned AFTER one learns the basics (THE BASICS BEING EVERYTHING IN YOUR GUIDE), which is so obvious. Seriously, I can't comprehend how or why this is so difficult for you. Tip.it has its very own dungeoneering clan and four of its members (two of which are admins) are trying to help you make your guide better, and all you can do is deny deny deny that anything is wrong with it. For [bleep]'s sake, you have "pick up keys" in your guide, and you want me to read the title and take it seriously? I like Warriormonkx and I feel like he'd be willing to listen to my advice without getting his panties in a bunch, so I think I'll refrain from replying to you again and just wait for him to get online. To put it bluntly, [bleep] off. Link to comment Share on other sites More sharing options...
All_Bogs Posted May 14, 2011 Share Posted May 14, 2011 No, they wouldn't, because advanced dungeoneering tactics should be learned AFTER one learns the basics (THE BASICS BEING EVERYTHING IN YOUR GUIDE), which is so obvious. And in turn, the concepts we cover in our main (basic) dungeoneering guide should be understood before people move on to our advanced dungeoneering guide. The concepts we cover in our advanced dungeoneering guide may be stupidly simple to you, but they'll make zero sense to a person who isn't familiar with the stuff in our basic dungeoneering guide, ie somebody who is totally new to the skill. Oh, and WMX is reading this, don't worry about that. Link to comment Share on other sites More sharing options...
Obtaurian Posted May 14, 2011 Share Posted May 14, 2011 No, they wouldn't, because advanced dungeoneering tactics should be learned AFTER one learns the basics (THE BASICS BEING EVERYTHING IN YOUR GUIDE), which is so obvious. And in turn, the concepts we cover in our main (basic) dungeoneering guide should be understood before people move on to our advanced dungeoneering guide. The concepts we cover in our advanced dungeoneering guide may be stupidly simple to you, but they'll make zero sense to a person who isn't familiar with the stuff in our basic dungeoneering guide, ie somebody who is totally new to the skill. Oh, and WMX is reading this, don't worry about that. Your current basics guide should be a fundamentals guide (what is prestige? etc). Your current "advanced" guide should be a basics or "getting started" guide. You currently do not own an advanced guide, regardless of what you think is a nice title. You're stating the obvious, but denying that your guide is anything other than what it is - a compendium of dungeoneering basics. To put it bluntly, [bleep] off. Link to comment Share on other sites More sharing options...
Andy Posted May 14, 2011 Share Posted May 14, 2011 wait you're supposed to pick up the keys? Phew, thank god I had read this advanced guide. Link to comment Share on other sites More sharing options...
All_Bogs Posted May 14, 2011 Share Posted May 14, 2011 Your current basics guide should be a fundamentals guide (what is prestige? etc). Your current "advanced" guide should be a basics or "getting started" guide. You currently do not own an advanced guide, regardless of what you think is a nice title. You're stating the obvious, but denying that your guide is anything other than what it is - a compendium of dungeoneering basics. Okay, let's leave it at that. Note that I'm just posting my personal opinion here; I'm not representing the opinion of the crew as a whole. We're still discussing how to structure everything, including some new ideas that are being thrown around. Your input has definitely been useful thus far :) What about "Grouping Basics", by the way? I'd say the biggest difference between the main guide and the 'advanced' one is that the latter covers grouping and teamwork to a greater degree - the main guide merely mentions that you can in fact make groups, but doesn't say much else about it. As long as we leave a disclaimer somewhere that the new guide assumes you're after dungeoneering XP, and not after woodcutting xp or down there to look pretty, I'm fine with mentioning the word basics in the title, I suppose :P wait you're supposed to pick up the keys? Phew, thank god I had read this advanced guide.Glad you found the guide useful! Link to comment Share on other sites More sharing options...
Danqazmlp Posted May 14, 2011 Share Posted May 14, 2011 Why not create a third section or guide named the "Expert Guide"? Have this advanced one as the intermediate one. With help from DGS I'm sure an expert one could be drawn up, then a middle ground, for those who don't clan or take it overly serious but still want some good tips can be made in the middle-ground between the basic and that? Or am I totally missing the point here? I'm just trying to help resolve this dispute. One side thinks the guide is not as good as it should be, and I can see their point as it isn't. However, would then it not be good for us to have a guide called the "expert" Dungeoneering guide with the information wanted? Keeping the advanced one as it is, with slightly more advanced information than the basic one. Maybe improved to make it more "intermediate" once the expert one is done to bring it into the middle? Want to be my friend? Look under my name to the left<<< and click the 'Add as friend' button!Big thanks to Stevepole for the signature!^ Link to comment Share on other sites More sharing options...
Obtaurian Posted May 14, 2011 Share Posted May 14, 2011 It's already been resolved. I've spoken to crew members who are far more reasonable than All Bogs, and the guide will be improved as a result of that collaboration. To put it bluntly, [bleep] off. Link to comment Share on other sites More sharing options...
Ned Posted May 18, 2011 Share Posted May 18, 2011 Hi all,The following content changes have been made to the guide: Worldbearers removed, bloodragers emphasized more.Conventional bind order for the first melee weapon bind was added. Primal Battle-Axe was set as equal to Promethium 2H since they are better/worse depending on the monsters you prioritize in room clearing. Section on class rings added.Recommendations for handling Guardian Rooms were changed.Made it clear that the guide was not recommending clearing DEs as someone said it was.Clarified that the keyer does not always have the GGS.Added Bovimastyx as a resource to gather.Added the idea that 1 person should be designated as herb/seconds gatherer for faster potion making.Link: http://www.tip.it/runescape/index.php?page=dungeoneering_advanced.htm More changes are being discussed and are underway. Thanks for your patience, everyone. :thumbup: Want to help the Tip.It Crew? Visit the Website Updates & Corrections forum! Link to comment Share on other sites More sharing options...
JPMC Mate Posted August 28, 2011 Share Posted August 28, 2011 This guide has been abandoned. No one is even updating it, even though they said they would. What went wrong? Really? Cause as I recall it was you who was the one cussing me at base. Also, re-read what you just said: one 15 second delay (which is an exaggeration to begin with) ruins floor times? You are beyond ridiculous. Link to comment Share on other sites More sharing options...
Ned Posted August 30, 2011 Share Posted August 30, 2011 It has not been abandoned, it has just been put on hold while I work on renovating the site's monster hunting guides, which are out of date and, in my opinion, need updates more urgently than the dungeoneering guide. In addition, I will need to spend a good deal of time researching with professional teams to make sure any updates are accurate and helpful. Thank you for your concern. Want to help the Tip.It Crew? Visit the Website Updates & Corrections forum! Link to comment Share on other sites More sharing options...
Jimmyw3000 Posted August 30, 2011 Share Posted August 30, 2011 for trees, logs can be crafted and imbued into the (empowered) elemental staves with a high enough rc level. 'Once all players are ready, the Group Gatestone should be placed outside the boss room.'Sometimes the room outside boss is horrid, and it can be safer to leave the ggs inside the boss room (eg for something like flesh), and ggs should be inside the boss on thunderous anyway Buckthorn/feather/aloe aren't used in any stat boosting pot needed for doors. It's only real use it pray pots. with ammunition, might wanna mention 'salt in the wound' gives 100extra ammo slots. also, looks like someone forgot <p> tags for the paragraph on class rings so it looks a bit weird. "First Steps InsideAs soon as everyone appears at home base, there is usually a race to grab as many allocated items as possible on the tables. This is not helpful or efficient. Unless the Keyer has sufficient armor bound, any defensive items should be given to him or her. Food should be split evenly among team members. All players should have a toolbox in case they are needed for a skill door or room. Because the allocated cash is not enough to purchase toolboxes for everyone, any unused items such as Katagon Arrows should be alched or sold to the Smuggler. The Group Gatestone should be given to the Keyer. Individual inventories should be geared towards their purposes. Below are sample inventories of both roles." toolbox to open skill doors, or to check what lvl is needed for a skill door.Alched in the first room? IDK any1 who has alches/uses alchs, let alone binds natures and a fire staff. Just sell them to the smuggler. Also have fun alching 50 arrows lolThe keyer should be hosting and already have the ggs anyway. If you want, you could add a section on abbreviations (gtgd, shorthand for keys -> colours s/go/gr/b/p/c/y, shapes ->sh/we/cre/co/tri/rec, gtb, flesh, thundy/tf, grave,dread,hope, etc. for boss abbreviations. occ/o, aba/a, warp/w for theme abbreviations anything else you can think of ) It's merged with using the gatestones section, but you could add a section, or just add more stuff about using the map ->so seeing when a path well dead end, small paths, big paths etc. while antifire shields are available, people rarely wield them unless using the Tank class ring. " actually people rarely use them unless they have a 1handed weapon like primal baxe Link to comment Share on other sites More sharing options...
Ned Posted September 4, 2011 Share Posted September 4, 2011 Corrected all of the above, and added a new section about team communication which includes abbreviations. Changes will be visible soon. Thanks so much for the helpful additions Rare. We appreciate it. :thumbup: Want to help the Tip.It Crew? Visit the Website Updates & Corrections forum! Link to comment Share on other sites More sharing options...
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