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Altar-less Runecrafting Training


Grimy_Bunyip

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I'm tracking down whatever runefest information I can atm.

As best as I can considering I'm not there.

 

Putting all the info here:

http://www.xp-waste.com/post14354.html#p14354

 

The runecrafting concept is found in this brief interview:

 

altar-less runecrafting

Puzzle based

Combine runes to get the best xp

Best xp for runecrafting for lvl 70+

Possible Rewards:

Combine pouches

Never pay ZMI banker

Upgrade Wicked Hood

Releasing Summer 2012

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and right as i got 99 rc, lol

 

they give 3x slayer xp after i get 99 slayer

 

they plan to revamp rc after i get 99 rc

 

time2rq

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and right as i got 99 rc, lol

 

they give 3x slayer xp after i get 99 slayer

 

they plan to revamp rc after i get 99 rc

 

time2rq

 

Lol this gives me flashbacks to cook-x after i got 99

Monkfish etc. after i got 99 on sharks

fletch-x after i got 99

ivy wellllllll after i got 99

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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

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Hmmm, not sure what I'm missing here, but how did "Mod Slayer" win a player competition when she's a staff member?

 

However, this does indeed sound like a good step away from the grind, as long as they have plans which will be released soon to keep other skills at bay too :P.

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Puzzle based runecrafting.... :wall: What happened to idk crafting runes runecrafting?

^ :wall: Yeah I don't like Puzzles!

 

Mod Slayer is surprisingly cute.

^ <3: Yep.

 

and right as i got 99 rc, lol

 

they give 3x slayer xp after i get 99 slayer

 

they plan to revamp rc after i get 99 rc

 

time2rq

 

Lol this gives me flashbacks to cook-x after i got 99

Monkfish etc. after i got 99 on sharks

fletch-x after i got 99

ivy wellllllll after i got 99

Cook-x -when I got Rank #1

Monkfish- Fly fished @ shilo banked Trout & Salmon

Fletch-x Already 200M

Ivy- Already been Rank #1

Level 99 Skills 28/28 200M exp Skills 6/28
Going for 200M All Skills. [qfc]48-49-837-63099395[/qfc]

@Matt258RS Twitch: Matt258RS

 

Whatpulse
My Youtube user name: birdman258 200MCook ProfitCook 200mPrayer MakinWines MyF2pSkillers

 

On 12/23/2011 at 4:39 PM, 'Jebrim' said:

But don't even begin to think that I think I'm better than you all simply because I've done 7.6k+ hours of Agility or because I have tens of thousands of fans.

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Be the judge:

 

Jagex sifted through 13,000 suggestions on the RSOF

of those, they were narrowed down to 110 by Q&A

Of the remaining 110, they were reduced to 20, then 5.

 

The winning 5 suggestions were:

Of these 5, only 1 will be released in game. You probably realize by now which one won.

 

Player Owned Greenhouse

- for 85+ construction, links farming with construction.

- Serves as item storage as well as multiple farming patches.

- includes a disease free farming patch

 

Customizeable Agility Course

- There is a random loot chest at the end of a course

- You create obstacles as you go, to get to the reward chest ASAP

- You may need to need to chop trees to build new courses

- Angry beavers will run around the agility course, destroying agility obstacles you build

- Requires 85+ agility and construction

- The best agility xp in game.

 

Statues of Gielinor

- Mostly Smithing, Crafting, Construction, and a tiny bit of Magic XP + weekly Badges

- You walk into Varrock, and you see a very shiny statue, and a little guy hammering on the statue.

- An imp appears, raid the statue, steal all the shinies.

- You must hunt down the imp and the reward

- You will be timed, and rewarded xp based on how quickly you finish the statue

- You will win xp, in addition to a random weekly badge.

- Example: Mining Badge + herald cape = Mining Herald cape = Xp boost when mining, that lasts the entire week

 

Altarless Runecrafting Minigame (Winner)

- fast paced puzzle based game, where you need to combine runes.

- rewards include bonus xp when running altars, if you choose to still run altars in spite of the new minigame.

 

Big Game Hunters D&D

- Hunting area filled with giant chinchompas? I can't really hear what he's saying off the live stream.

 

ideas the lost, might enter the game further into the future.

custom agility course barely lost to altarless runecrafting. So I'd imagine that's a likely candidate for a future update.

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Things that will be kept in the future runescape combat system:

You will be able to click on a target then AFK, but it will come at the cost of DPS.

The combat triangle will stay in some shape or form

Must be easy to learn.

Free to switch between the 3 classes whenever you want.

 

Mod Chris L on future updates ideas (Not guaranteed):

New abilities unlocked at, for example, higher strength/attack/defense level.

You would put these abilities on a hotbar.

Jagex is not sure how weapon special abilities will translate to the new hotbar.

But they want to preserve the mechanic that unlocking new weapons will unlock new special abilities.

Mod Chris L does not want magic spells to deal fixed damage (IE fire surge -> 280 damage)

 

Things Jagex cant do:

Jagex delete skills.

Range and Mage must use ammo

fletching and runecrafting must still be useful.

 

Suggestions & Answers:

Suggestion:

Can Jagex make armor weight affect your weapon speed?

Response:

Technically possible to implement, it seems like an added penalty for armor, that I don't like that very much.

What we will do however, is balance it so that all 3 sides of the combat triangle have the same DPS.

 

Suggestion:

Couldn't hear, something about a new skill

Response:

We can't make a new skill for just range and magic.

If we release a new combat skill, it has to be one that can be used by all 3 classes. Melee, Magic, and Ranged.

We can't tell our players. You're a ranger, you need to train another skill to be a max ranged combat level.

That's not fair on them.

 

Melee and magic and ranged will still use the same skills they do today

All 3 classes will need to train their defense. We're not going to force you to train your defense. We're going to heavily encourage you to train your defense. Okay?

So what we do.

You got your action bar, your new spells, your new abilities.

You unlock new abilities by training your defense.

Lets say you train your defense level to 90.

You get this new ability, you put it on your action bar, you press it, it reduces all damage you take by 100% for 10 seconds or so or something like that.

So if you don't train your defense, you will be at a huge disadvantage.

 

Suggestion/Question:

Could you split magic into the skilling and combat magic skill?

Response:

We can't suddenly say, you trained your magic level to 99, but you log in and you can't use your new skilling magic.

We can't change this anymore.

 

Question:

Why can't we have more armor like split bark, with lower magic accuracy, but higher melee defense?

Response:

Lets say the new items, or your rune plate, or your dragonhide, will be restated.

We're going to move away from putting offensive stats on armor.

We're going to put a greater emphasis on your weapon slot and on your offhand slot.

Magic armor is going to be strong against melee, because that's how the combat triangle is designed.

We're just going to say something like, it's magic armor, it has magic runes on it, it's got forcefields or whatever, they're going to make you really good at defending against melee.

 

Question:

F2p is underpowered, can you give us free stuff?

Answer:

I'm sure andrew would just say subscribe, that's how you get free stuff.

The culture between free to play and members is getting a bit blurred.

Something in the pipeline, but we won't talk about today.

But the idea is, free to play is like, i hesitate to call it an intro.

Sometimes it's been called an intro. Sometimes it's been called an entirely other game.

I hesitate to call it either.

We can do f2p updates, but unfortunately, but the crux of the matter, updates are funded by money.

And generating an update for f2p doesn't generate as money as p2p.

So while we can give you stuff from f2p, the higher ups generally want us to not give stuff to f2p.

So we can do it but it's probably unlikely

 

Question

What about giving f2p snares, which is 10 second hold

Answer

Spells like the snare, we'd convert them into abilities.

So as you level your magic, you'd unlock new spells, as well as abilities.

And one of these abilities would be a snare.

We want a snare, we want a snare early on.

We don't like the idea of safespotting.

We don't want to prevent you from safespotting, but it's not really great gameplay.

So we want mages to get a snare early on.

 

Question:

Will you still have negative offensive bonuses? so ranger's wont wear melee armor?

Answer:

Like I said, We're moving away from offensive stats. Positive offensive stats.

But we would have negative offensive stats on armor.

So there will still be hybrid, because we know people like to hybrid. So there will still be opportunities to hybrid.

But our main items. Our rune platebodies, are going to have much much higher negative penalties for non melee attack.

 

Question:

If you have inventory slots taken up by runes, and melee is wearing their weapons, is there anything in that area for mages to carry their runes?

Answer:

Something released for dungeoneering, unfortunately mod trick isn't with us anymore. He made the spell boxes. Which kinda suck really.

Mages still have to carry runes, but we might give you an off hand, which cancels a certain kind of rune.

As well you got your main hand, which cancel out another type of rune.

New abilities as you level up. Say, at level 10, you get a new ability. You press it, and you next spell cost no runes.

 

Question:

Waterfiends, you gotta wear dhide or karils, if you don't wanna get hit hard. But they're only weak to crush weapons.

How are you going to balance that?

Answer:

Monsters will get rebalanced.

When you click a monster now, it will tell you what a monster is strong against, and when it is weak against.

We want to encourage you to do it. To use the stronger attack style.

For now you can lean on slash, and forget about it.

We want this for all creatures now.

All creatures will be rebalanced, They will have strengths, they will have weaknesses.

You will have to play to those strengths and weaknesses to win.

 

Waterfiends are just horrible from my point of view, because whoever made them didn't know what they were doing.

They give far too many charms.

Their combat system is completely messed up.

.... Charms are fun.

[awkward silence]

 

Question:

Now that you have absorption, how about negative absorption

Answer:

Okay um, I don;t know much myself. but i don't like absorption at all.

It's just uh, too complicated. And when it does work, it doesn't do it enough.

personally, I'd like to just see it gone.

What we do see in pvp, is that people do too much damage.

You whip out your dragon claws or your armadyl godsword, you bust out your special, bam bam you're dead.

We can't have things like that.

We're probably gonna get rid of damage absorption as it exists right now, because it sucks.

We're going to release life point boosting for armor across the board.

Right now, only a few armors boost life points. We're going to put it on everything.

We want players at max level to have, 2 to 3, maybe 4,000 life points. We want to increase that ceiling so we can have more interesting combat.

 

Question:

we have 4 elements for magic. Wind, fire,air water, can you make them do slightly different things?

like fire -> damage over time

water makes u run slower

Answer:

Absolutely.

Problem with magic is that it's been around since classic.

And runescript in classic was horrible.

So unfortuantely that's why mage is what it is.

So what we'd like to do is make everything more interesting.

We'd like to give fire a damage over time ability.

or you do a wind, wind could slow down a person's run speed.

all sorts of interesting things.

 

Question:

[audio break out] Higher end bow, like higher range strength

Answer:

Like I said, the combat triangle isnt balance

In this new system, hopefully everything is balanced.

Lets say a manic guy is running around with an abyssal whip.

Your ranger is using a magic shortbow, off the top of my head.

We want to boost the power of range and magic so it matches the power of melee.

The damage chart we showed earlier... [fumbles with powerpoint]

there's gotta be a better way to do this [fumbles more with powerpoint]

there we are, so, as we see, we got melee sitting at the top. [blah blah pointless stuff he said already]

 

Question:

Are you able to change run speeds?

Answer:

What we can't do, because of a technical limitation. We can't change run speed.

Run speed doesn't exist, it's a cheat. It's you going 2 squares at once, and you skip over the tile in between.

We can't make you go 3 tiles at once.

We can make weight a greater impact on your run energy, but i don't like run energy

 

[video cuts out in the middle of Q&A session]

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I'm watching "future of runescape combat" right now

 

Was hoping for detailed info!

so far it's just mod chris L explaining how the combat triangle works =\

zzzzzzzzzzzzzzzzzzzz

 

I demand more information! Keep us posted!

 

From what we know already, it seems construction is getting a few neat-o updates! Finally, a functional garden for our PoH. Now we just need more costume room space, some sort of bank, and... an indoor swimming pool?

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[spoiler=I LOVE MY STATION]

 

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Wow 2,3, 4000 lifepoints. This sounds fun. Time to get 99 magic.

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Capes in order: Firemaking - Cooking - Construction - 99 Dungeoneering
- 120 Dungeoneering - Quest - Strength - Prayer - Herblore - Constitution
- Attack - Defence - Ranged - Runecrafting - Magic - Fletching - Mining

- Farming - Smithing - Slayer - Woodcutting - Summoning - Thieving - Hunter

- Fishing - Agility - Crafting - Divination - Max - Completionist

0000 0000 0000 0000 0000 0000 0100 0101

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