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:o

 

That's awesome.

 

Edit: bought a malevolent kiteshield and drygore longsword. Figured that all that cash doing nothing was more stupid than annoying pkers for 20 mins a day :D.

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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Combat technique skills

Skill with weapons of a certain style - affects accuracy, allows use of better equipment and abilities.

Attack - Melee accuracy and equipment, boosted mostly by Strength.

Magic - Magic accuracy and equipment. Lots of non-combat uses as well, part processing skill. Boosted by Agility and Strength equally.

Ranged - Ranged accuracy and equipment, boosted mostly by Agility.

 

General combat skills

Combat ability - boosts technique skills, allows use of better armour and abilities.

Defence - Allows use of better armour and active abilities.

Prayer - Holy magic, lots of passive abilities.

Summoning - Spirit magic, lots of passive and active abilities.

 

General skills

Physical and mental ability - boosts all skills, trained by all skils.

Agility - Also intelligence, boosts lots of crafting skills and techniques.

Constitution - Also mental fortitude, reduces fatigue gain, keeps you going longer.

Strength - Also mental strength, boosts damage in combat and lots of skills.

 

Gathering skills

Gathering resources - provides valuable stuff from nothing.

Divination - Gathers information and energy, boosted mostly by Agility. Information boosts all crafting skills through Inventing.

Farming - Gathers herbs and plants, boosted mostly by Constitution.

Fishing - Gathers fish, boosted by Strength or Agility depending on catch.

Hunter - Gathers animal parts, boosted mostly by Agility.

Mining - Gathers minerals, boosted mostly by Strength.

Thieving - Gathers various small things, boosted mostly by Agility.

Woodcutting - Gathers lumber, boosted mostly by Strength.

 

Processing skills

Turning resources into finished products - provides valuable stuff from gathered stuff.

Construction - Creates furniture and buildings from lumber, minerals and energy.

Cooking - Creates food from fish, animal parts, herbs and plants.

Crafting - Creates weapons and armour.

Firemaking - Creates fire from wood and certain minerals.

Fletching - Creates items from wood.

Herblore - Creates potions from plants, animal parts and various small things.

Runecrafting - Creates magical weapons and armour from energy.

Smithing - Creates weapons and armour from metal.

 

Meta skills

Application of multiple other skills in a specific situation - provides valuable stuff in different ways.

Dungeoneering - Unlocks new areas for all kinds of things.

Inventing - Unlocks new uses for non-combat skills, affected heavily by information.

Slayer - Unlocks new uses for combat skills.

 


At level 99 in a crafting skill, say Smithing, you can craft a full set of tradable, undegradable t90 armour, which would be melee armour with Smithing.

If you have 99 Crafting or Runecrafting as well, you could make level 92 armour or level 90 armour with level 91 stats, both untradable.

If you have both additional 99s, you could make level 94 armour or level 90 armour with level 92 stats, both untradable.

If you use untradable resources, gathered with 99 in Mining, Divination and Farming, or obtained from combat, you can add the same levels each time.

 

Basically: apart from creating the basic equipment, you can add improvements, each of which adds either +1 level to stats, or +2 levels to stats and +2 to requirements. The number of possible improvements is one per stat (so that's five), plus, say, five from unique items such as monster drops, ports rewards and minigame items.

 

Level 99 counts as level 100. That means the highest level craftable armour would require 99 Crafting, Divination,, Farming, Mining, Runecrafting and Smithing, as well as five unique ingredients from various non-skilling sources, to make a level 100 armour (99 to equip) with level 105 stats - that's five +1 stats/+0 level boosts, and five +2/+2 boosts.

 

If you had 90s instead of 99s, you could still make level 100 equipment, with level 100 stats, having ten +2/+2 improvements. If you had no stats, you could still buy level 90 armour with level 90 stats, or perhaps a special boss drop at level 92 or 95 or something.

 

I'd say that improvements should be built-in from the start, so you can perhaps break down existing equipment and recover unique ingredients, but not add improvements after you finish forging. Forging should be like the Artisan's Workshop at every step, with a final quenching to seal everything in and finish the improvement process. Perhaps Firemaking could be used to deal with the smelting part.

  • Like 3

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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So I'm looking to get a new computer*, and as usual I can compare numbers pretty well but I don't know which numbers to go for. Does anyone have any tips :D?

 

*Desktop, mostly for gaming, and monitor/keyboard/mouse as well.

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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New Ports buildings:

 

Personal Office

Above the office

Allows players to do some of their own business in the Port, the higher tier the Personal Office, the better. For example:

  • Adds an office with a bookcase, telescope, pet basket (holds and feeds one pet) and cape rack. Can take a ship from your personal port to any charter ship hub, for free. Also adds a PoH teleport.
  • The above, plus task/quest item rewards (pure essence, pineapples, sand, tokkul etc.) are gathered automatically. Comes with a bank chest.
  • The above, plus Manage Thy Kingdom can be played from the office.
  • The above, plus a GE function added to the bank chest.
Guest Apartments

Above the lodgings

Allows visiting adventurers to stay the night in comfort.

  • 25% chance that one random adventurer present in your port does not disappear at reset, but stays for one extra day, offering the same missions.
  • The above, but 50% chance.
  • Choice of:
    • The above, but affects two random adventurers.
    • The above, but 100% chance.
Personal Workshop

Above the workshop

Allows the player to do some more work in their Port.

  • Adds a workshop with armour stand, crafting bench, armour case, highest-tier workbench, tool racks and banner easel.
  • The above, plus it reduces repair cost of armour fixed on the armour stand by 20%.
  • The above, plus a furnace/pottery oven, pottery wheel, stove, water source, loom/spinning wheel and anvil.
  • The above, plus another bank chest (no more running up and down).
Additional upgrade for the totem slots: mini-obelisk, altar and portals!

 

So now you'll never have to leave your port to max stats! This is how you make a high-level hub.

  • Like 1

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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But but but that would invalidate Prifddinas :((((((

 

Just kidding, looks great. Can't imagine anyone making pot lids anywhere past level 30 though :P

6Ij0n.jpg

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

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also no/less (only clan/FC/friends list) instancing

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DK drops (solo/LS): 66 hatchets, 14 archer rings, 13 berserker rings, 17 warrior rings, 12 seerculls, 13 mud staves, 7 seers rings

QBD drops: 1 kite, 2 visages, 4 dragonbone kits, 3 effigies, lots of crossbow parts

CR vs. CLS threads always turn into discussions about penis size.
...
It's not called a Compensation Longsword for nothing.

I've sent a 12k combat mission to have Aiel assassinated (poor bastard isn't even Pincers-tier difficulty).

DM0Yq2c.png

 

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Can't imagine anyone making pot lids anywhere past level 30 though :P

Well I was thinking urns, but that also works.

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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Here's how it's going to go:

1) Jagex continues to derp.

2) RS dies.

3) The original game code and copyrights are sold for a nominal fee of one pound to a certain Q.

4) Q releases major updates, working with a volunteer programming team.

5) RS relaunched and super duper successful.

???

6) Not profit, because that destroyed the game the first time round.

 

Of course more realistically, only step 1 and 2 happen.

  • Like 3

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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Where's the "Ambler is employed as QA tester" section of that? ;)

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^^My blog of EoC PvM, lols and Therapy.^^

My livestream- Currently: Offline :(

Offical Harpy Therapist of the Mad

[hide=Lewtations]

Barrows drops: Dharok's helm x2, Guthan's helm, Ahrim's top, Hood and skirt, Torag's hammers, Karils skirt, Karil's top, Torag's helm, Verac's skirt, Verac's Flail, Dharok's Platebody.

Dag kings drops: Lost count! :wall:

4k+ Glacors, 7 Ragefires, 4 Steadfasts, 4 Glaivens, 400+ shards![/hide]

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Step 4.

 

43% to the next region, 2/4 scrolls for the cape, got a couple of pearls and scales so far, but not much.

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 think you just did :D.

 

Still 2/4 scrolls, 48% to next region, only got whaler/biologist double for steel and xp today -.-. I did get another voyage reroll, from Umi, which is nice.

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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Do you need a mediocre concept artist?

If you could do rough sketches of the elven city that would be amazing. I've been hopped up on pseudophen trying to kick this cold and all I could do is think about elven concepts.



Maxed [February 14, 2012] | Completionist [October 25, 2012] | Trimmed Completionist [in Progress]

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This is a rough concept wity only a few elven clans shown. I also want to remind you that the enchange would be located around the tower of voices as a trading hub to emphasize the importance of the cities center.

 

Elven city design

 

Core concept:

 

The elven city design that has come to mind comes from the concept of flash freezing water photography. Ideally the elven city would keep its crystaline retainer wall.

 

The tower of voices concept would come from a calm water drop effect creating a very smooth sloping column of crystal with serens throne/residence being the droplet at the top.

 

Refer to this image for the tower of voices and throne concept:

 

http://www.google.com/imgres?imgurl=http://farm6.staticflickr.com/5049/5355698710_3730e5dbe6_s.jpg&imgrefurl=http://www.flickr.com/photos/caboaretto/5355700902/&h=75&w=75&sz=428&tbnid=DUmPZ5_Yj7aTQM&tbnh=182&tbnw=276&zoom=1&usg=__0lFLzmqafJ0NYg-pu8y2H4bhnmg=

 

Forming The Elven Homes

 

From there we would see splash effects of the crystal as it waves out up and over the elven retainer wall. Each clan would retain their reminder tree which stands at the entrance to each elven clans home. Around each elven clans tree the crystalline 'wave' jutts up and outward. The wave of crystal emitted from the giant seed would have semicircle staircases 'sung' into it to allow access to each clans platform.

 

Introduction cutscene:

 

Singing the crystal city to life will be no easy feat. Using the core concept of flash freezing water photography we can create a pretty awesome and spacious city to house our seven elven clans. With that in mind we could use progressive imaging similar to the construction D&D, but with real build results. I would imagine the cut scene would be similar to flash freezing water photography, but with millisecond timjng to show progression. The elven city concept should look like an intense water ripple effect. Yet at the same time have a calm water drop effect at its center with serens 'droplet' home/throne at the top of what would be the tower of voices.

 

The creation cut scene would involve a group of elves crystal singing at a magnificent giant crystal seed in the center of the elven homeland. The giant seed will after a time vibrate itself loose from its earthen nest and rise to the sky. While this is all happening the seed is shining brighter. As the song hits a deffening pitch the seed let's out a wave of light seemingly a beacon calling her children home. Then just as suddenly as the giant seed emits the flash of light it rockets full force into the earth.

 

High Level Opportunities

 

Even after banding together the seven elven clans there is still plenty of "house cleaning" that needs to be done. Plenty of work must be done to help reestablish the elven community as an elven haven and home.

 

From examining several jmods takes on unlocking the elven city i came up with some interesting ideas. I came up with the idea that each clan should have a heightened level of prowess in certain skills. How this is unlocked I won't attempt to flesh out too much hopefully. I felt we could go one of two ways:

 

Progression: players could attempt, with assistance, to sing objects into existence within the elven city. As they progress in the overall building of the city they could resing higher tiers of objects once certain criteria were met.

 

Level-based: players could attempt, again with assistance, to sing objects into existance within the elven city. With this concept though success in access to higher tiers would be based on level.

 

Note: I feel its important to put a "clan treasury" so players can bank easily no matter what clan they have access to.

 

Clan 1: dedicated to nature and the harvest this clan is particularly fond of the farming, herblore and hunter skills. Here you can unlock elvish box traps that act as pre-smoked box traps. This particular clan is also home to several stalls and caches of seeds, herbs and secondary sellers that can be thieved - mind the guards. You might also find yourself lucky and nab a grand tree seed pod! You will also notice that there are patches that can be used so long as you can help the elves sing crystal farming tools. Keep in mind they don't take kindly to the crude farming tools outsiders use.

 

Clan 2: dedicated to the art of war and fighting this clan is home of the finest crystal weapontry singers. Prove yourself worthy by singing higher level crystal weapons and gear. This clan just might see your prowess and offer you access to a random daily slayer challenge among other daunting tasks. Maybe they'll call you to confront Graardor for his attrocities? Or how about quelling the kalphite upsurge?

 

Clan 3: home of the elves finest survivalists these elves have great respect for cooks, thieves, and agile players. You won't find a finer bunch of elves! If you find you are up to par they'll offer to teach you to use their 'radiant' cooker that offers you cooking AND firemaking experience - that is if you help them sing it to life! You also won't find a routier bunch daring you to make the nimblest of jumps and catwalks across the city to obtain objects they desire. Take to the elven streets in parcoure style as you hurdle yourself over their expectations. Should you prove yourself a nimble fingered thief some of the darker fellows might offer you a task of thievery in exchange for an extended reward for turning in your pilfered products. If you prove yourself a good little thief you might find yourself a finely crafted elvish router. The elves have their ways of getting where they want to be and now you do too! Elvish routers increase successful pickpocket and chest thieving rates.

 

Clan 4: home of Serens most spiritually enlightened individuals. Here you will find the most skilled summoners, altar tenders and a newly founded sect of people claiming to be diviners. You will find that the elves managed to fuse elven crystal into an amazing structer for both culling the spirits and paying your utmost respect for the dead.



Maxed [February 14, 2012] | Completionist [October 25, 2012] | Trimmed Completionist [in Progress]

Visit my Blog!


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Edit: let's first reply to the above. The idea of having clans represent a broad sort of guild is good, but I'm not sure that crystal equipment will be good enough to make the city attractive on the long term. In addition, not all skills must be trained in the city, or it'd be the only area you visit as high-level player (excepting Ports and bosses). So ideally the clans would give a certain reward that can be used outside the city, which can be either bonus xp or improved tools that degrade (but look at the failure of the Imcando pickaxe).

 

post with ideas about hubs:

 

What's the current hub? The Grand Exchange, Edgeville and Varrock West banks, Daemonheim?

 

For an effective hub, you need a bank, GE and lodestone/free teleport. You also can't have it instanced (like Ports) because that'd prevent player-to-player trading and conversation, and you can't log in into an instance. But I don't think we were planning to build this city without bank, let alone instanced :P.

 

Skilling spots are relatively minor issues for hubs, I think. Anywhere you can bonfire near a bank, you have all the bank skills available, and combat won't be trainable near a bank anyway. The only skilling things you really need are anvils, looms, spinning wheels and furnaces, and only the first of those is used by high-level players. However, farming patches are pretty good, so having a new allotment patch would be good - if you can keep an eye on your herbs from where the bank is, it encourages you to stay at that bank. Tree and fruit tree patches would be nice as well. Places for mining, woodcutting and so on don't have to be in the city itself, though a dungeon underneath with, say, concentrated adamant rocks would be good.

 

Shops are mostly useless, so I'd ignore those for now. I don't think Port Sarim gets much traffic from the five shops there (runes, axes, fish, food, jewellery), just from Ports and QBD really. Altars and obelisks probably do make a hub that much more convenient, so I'd add those, somewhere between the bank/GE and the lodestone.

 

Which brings us to the point of combat. The GE is ideal because it allows you to sell your loot straight away, buy supplies and go back to bossing. But it's also close to Warbands, it's close to the main pvp area of the game (such as it is - it used to be more important anyway), and any boss/slayer monster is reached by teleport anyway. Only Daemonheim is really a hub with an activity close by, and that's because it's kinda required to wait for teams.

 

In the end, looking at what makes a good hub, I think it's mostly the GE. If you make any area with a GE less accessible than the GE is, then it won't be a good hub, unless you put a concentrated rock right besides a bank chest.

 

One thing that might help is making the whole elven forest a PvP area similar to the wilderness, with a PvP toggle system similar to the one used in the world event, and adding a large boost to xp gain with pvp on.

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 like the idea of the whole city being accessible to everyone who finishes the quest, but each character can then further develop certain plots and locations within the city through crystal singing.

 

Give the city several hotspots the player can work on, and make each hotspot have several tiers, enhanced through the player's effort in crystal singing. Throw in an item relay system run by the elves (equivalent to a Bank + GE) to allow the player quick access to resources to work on building the city's hotspots. Limit the amount that the player can develop each spot per day (Rome wasn't built in a day, but more to force repeatability). Reward the player for constantly putting in his time by giving him a currency/XP throughout the process (what skill does crystal singing mimic the most?), and have each tier unlocked become more and more attractive.

 

Random examples:

- Crystal forge that could progressively use less coal, give bigger XP bonuses for smelting, convert multiple ores to bars at once (e.g. one smelting action turns your whole inventory into bars), or which can be stoked by logs for XP that exceeds bonfires.

- Crystal farming patches that progressively increase fruit/vegetable yield, give bigger XP bonuses for farming, reduce the time taken for crops to grow, automatically sheds any diseased leaves/branches on the plant. You could choose to singing multiple small patches for herbs and vegetables, or fewer large patches for trees and fruit trees.

- Crystal habitats that attract pawyas and grenwalls, and at higher tiers attract fatter pawyas/grenwalls that give more spoils and boosted XP rates. High accessibility with a bank (and maybe your papaya trees) nearby.

- Crystal siphon that captures spiritual energy, which can be transmuted daily into a quantity of summoning charms.

 

can't really think of more, but you get the gist of it. Each player would see their own hotspot at the current tier they've worked it to, but other players would also be visible in the area interacting with their own hotspots.

 

Someone on the RSOF mentioned that they'd like a huge, extensive sewer system under the city, which has the potential to be filled with mining, woodcutting, fishing and agility opportunities, as well as perhaps Slayer targets. It'd be good if you have to delve into the network (dungeon, sewer, whatever) underneath the city to retrieve important fragments/resources that you can bring back to the surface, which are necessary to access the next tier/stage of re-construction. Hidden areas under the city could also be opened up to expand the pool of resources/slayer targets, as well as the usual lore.

 

Once you reach certain construction milestones, you could be given the opportunity to work on the Grand Library/Tower of Voices, which unlock the lore of the city as well as further rewards/minigames.

 

Shops could be made more attractive by having them offer a stock that changes by the hour/day, and have untradeable items be sold by these shops which confer special benefits to a player that purchases them (City related: faster re-construction, higher daily re-construction limit, purchase extra hotspots. Non-city rewards: ability to sing seeds, crystal tools, skilling-related outfits etc.). Force players to buy these items with great discretion by limiting their purchasing power (e.g. limit 1 item/reward per period of time, or limit the currency the player could have earned).

 

I think one of the most important features would be to make every aspect of the city feel unique as well as interconnected, to add the feelnig that you've truly stepped into a brand new world, as well as to motivate you to want to continue spending time in the city by rebuilding it and exploring and unlocking every nook and cranny, and once it's fully unlocked it should provide some of the best skilling spots in the game.

 

If all else fails, make fully re-constructing the city a trim requirement.

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

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Oh I was also playing with a light creature idea. You could obtain a crystal lantern and use a sapphire, emerald, ruby, diamond, dragonstone, or onyx on it. Depending on what grade of gem you use you could get varying degrees of transportation or charges for calling the creatures.



Maxed [February 14, 2012] | Completionist [October 25, 2012] | Trimmed Completionist [in Progress]

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