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firemaking's curse


turothking

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Ultimately, one of the major flaws in RS is probably like half the skills are useless or useless outside of unlocking ways to train the skill faster.

 

Hear hear!

We need moar Herblore Habitat and Overloads.

Yes, but better balanced over levels than Overloads.

What I mean is that one should gain practical uses from the skill as they go along, not just all at the very end, although that's definitely important.

For example they could have had 4 different grades of potions that can't be traded, each with an Overload-like effect, but gaining in strength and duration going up.

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Ultimately, one of the major flaws in RS is probably like half the skills are useless or useless outside of unlocking ways to train the skill faster.

 

Hear hear!

We need moar Herblore Habitat and Overloads.

Yes, but better balanced over levels than Overloads.

What I mean is that one should gain practical uses from the skill as they go along, not just all at the very end, although that's definitely important.

For example they could have had 4 different grades of potions that can't be traded, each with an Overload-like effect, but gaining in strength and duration going up.

 

 

last time i checked we have: super sets,extreme potions, and then ofcourse overloads. the overloads does work differently but still, that is three different types of stat boosting potions for different herb lvls ;)

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They changed the fm req to lv74.

 

That sucks. Back to 90 pls, oh, because there has been so many noobs complaining about it, I think they should rise it to 99.

 

i agree they shoul take it back to 90

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I'm not opposed to high level content.. However don't you think there's quite a big "gap" between the old requirement of 65 and 90? I think a lv 70- & 80-something quest should be released before a 90ish quest should.

 

Also with 90 lvl requirement, I sure hope it's not something trivial like "light this candle - than go into the dungeon, and that's it for fm".

First they came to fishing

and I didn't speak out because I wasn't fishing

 

Then they came to the yews

and I didn't speak out because I didn't cut yews

 

Then they came for the ores

and I didn't speak out because I didn't collect ores

 

Then they came for me

and there was no one left to speak out for me.

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I'm not opposed to high level content.. However don't you think there's quite a big "gap" between the old requirement of 65 and 90? I think a lv 70- & 80-something quest should be released before a 90ish quest should.

 

Also with 90 lvl requirement, I sure hope it's not something trivial like "light this candle - than go into the dungeon, and that's it for fm".

 

old req of 65? u know the last highest fm req for quest was 71 right?

 

and ya the whole lighting a candle thing would suck if it happened haha

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I'm not opposed to high level content.. However don't you think there's quite a big "gap" between the old requirement of 65 and 90? I think a lv 70- & 80-something quest should be released before a 90ish quest should.

 

Also with 90 lvl requirement, I sure hope it's not something trivial like "light this candle - than go into the dungeon, and that's it for fm".

 

old req of 65? u know the last highest fm req for quest was 71 right?

 

and ya the whole lighting a candle thing would suck if it happened haha

Well balloon quest was 65, and that's the only thing I remember for FM training..

 

But my point still stands: the gap between 71 & 90 is too big to fill without a single quest inbetween.

First they came to fishing

and I didn't speak out because I wasn't fishing

 

Then they came to the yews

and I didn't speak out because I didn't cut yews

 

Then they came for the ores

and I didn't speak out because I didn't collect ores

 

Then they came for me

and there was no one left to speak out for me.

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There's a new piece of lore released to read about this quest! Link is Here. Go read it! :)

Most interesting, especially to see some of the relationships between Zaros and his underlings.

 

While Zamorak was interesting, the courtier and the trace of demonology (Thamarron was one of Zamorak's lieutanants and got rid of Uzer) was more so.

 

Also that there may be more than just one of that race of fire creatures.

I'm not an efficienado.

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I don't see anything wrong with the quest requiring that level. It might just give people like me a reason to level firemaking.

zillah.png

 

I know I have a fickle heart and a bitterness and a wandering eye and a heaviness in my head.

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Like agility, I'm hoping they at least interweave Firemaking with all the other skills to bring further benefits. One major stumbling block is two other skills where it would be obvious, smithing and cooking, would require a major gameplay change.

 

Hunting - Higher the firemaking, better smoking traps help

Crafting - Ability to tan own hides, fire better pottery

Prayer - More types of pyres

Cooking - Start making all fires have impact on chance. Stoves have base level, but you can add kindling which raises that stoves chances.

Smithing - Similar to cooking, allow all furnaces to be improved by players that bring further benefits. Perhaps saving coal over time. Better results at dwarver blast furnace.

Magic - Fire based spells get better boosts

Melee - Ability to apply oily balm. Lasts limited time. Extra damage is like poison.

 

In reality, this should happen to all skills. As you get better in one skill, then it starts supporting other skills. Yes, this is difficult to implement as it's after the fact where many skills such as cooking and smithing were give simple game interfaces when Runescape was young. Had those skills been invented now, they'd be more like minigames where it's not about making 100 items in 6 minutes but taking 6 minutes to make 1 item for equivalent experience of 100 items in today's game. In turn, there'd be much more leeway in other skills offering supporting roles.

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Ultimately, one of the major flaws in RS is probably like half the skills are useless or useless outside of unlocking ways to train the skill faster.

 

Hear hear!

We need moar Herblore Habitat and Overloads.

Yes, but better balanced over levels than Overloads.

What I mean is that one should gain practical uses from the skill as they go along, not just all at the very end, although that's definitely important.

For example they could have had 4 different grades of potions that can't be traded, each with an Overload-like effect, but gaining in strength and duration going up.

 

 

last time i checked we have: super sets,extreme potions, and then ofcourse overloads. the overloads does work differently but still, that is three different types of stat boosting potions for different herb lvls ;)

Last I checked all of the current lower sets are tradable meaning they offer no incentive to be created by the user meaning there's no incentive to train unless you're going to get to the useful untradable ones in the 80s.

But thank you for your comment, it was ever so helpful :rolleyes:

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Like agility, I'm hoping they at least interweave Firemaking with all the other skills to bring further benefits. One major stumbling block is two other skills where it would be obvious, smithing and cooking, would require a major gameplay change.

 

Hunting - Higher the firemaking, better smoking traps help

Crafting - Ability to tan own hides, fire better pottery

Prayer - More types of pyres

Cooking - Start making all fires have impact on chance. Stoves have base level, but you can add kindling which raises that stoves chances.

Smithing - Similar to cooking, allow all furnaces to be improved by players that bring further benefits. Perhaps saving coal over time. Better results at dwarver blast furnace.

Magic - Fire based spells get better boosts

Melee - Ability to apply oily balm. Lasts limited time. Extra damage is like poison.

 

In reality, this should happen to all skills. As you get better in one skill, then it starts supporting other skills. Yes, this is difficult to implement as it's after the fact where many skills such as cooking and smithing were give simple game interfaces when Runescape was young. Had those skills been invented now, they'd be more like minigames where it's not about making 100 items in 6 minutes but taking 6 minutes to make 1 item for equivalent experience of 100 items in today's game. In turn, there'd be much more leeway in other skills offering supporting roles.

I agree with this. While I see the artisan's workshop as a seriously misguided rework of smithing, I appreciate the elements you touched on that they incorporated into it. I think it's a positive direction to move into taking 6 minutes to create one item. Mechanics like hitting the hammer at different strengths and creating the right item for 10% more experience appeal to me. I'd prefer if other skills were like that, in that levelling wasn't completing the process tens of thousands of times, but individual actions.

Another thing I like is the recent lava flow mine. It is possible to completely afk it, although better exp is awarded for switching lava segments. Further, the random events of the area (nymph, the boilers, the pickaxe) all are worth the time spent doing them so it is in your better interests to pay somewhat attention. In contrast, skills like prayer are trained by starting to altar your bones, afking, withdrawing, afking, repeat. If there were things like (idk, angels?) that could appear and grant you some reward, or burn all your remaining bones at once, there'd be incentive to play interactively. You could, however, still afk it. An example I had when the beacons and adze (forget quest name) were released was that:

 

You are at the top of a beacon tower, with equipment showing things like wind speed, direction, visibility, etc. and you build more effective fires for better experience. For example, if there was good visibility you may need to only use 1-2 logs, if it was raining you'd have to soak logs in oil, if there was a strong wind speed blowing south start the fire at the north, etc. I had envisioned each fire taking a few minutes to create, for several thousand experience (or equivalent). Instead, we got clicking on a beacon and lighting it instantly. I realise, however, that eventually even options like artisan's workshop and lava flow mine become grindy.

VJH7N9F.png

zuzmo.png 

 

 

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actually, the increased gem chance doesn't do jack squat when it comes to helping you find gems, so, that event can be safely ignored

 

the problem with minigames that give prayer exp is that their rewards aren't nearly as close to useful as just boring packmule training, and at no point during prayer training does the act of worship actually come up, nor the study of any kind of god

 

you would think that the folks at the places of worship don't deal with nearly as many bones as we do, just as the druids don't have to keep shoving dead birds into the spirit plane or farming for a small bit of herbs, or killing other druids for theirs

 

or the farmers themselves, hoarding the secrets of getting seeds from crops

 

watermelons should have hundreds of seeds in them but I can't plant a single one

 

coconuts ARE seeds and you can't plant those either, it's almost as bad as monsanto corp

 

i think adventurers are just people who flunked out of class

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i think adventurers are just people who flunked out of class

Given the way they talk in some quests that's a distinct possibility :-|

 

I honestly don't care much that the req was lowered, the original announcement gave me enough initial drive to start training fm and even after I heard the news I had enough momentum going to finally get 92 and my adze. I'm going to be more invested if the rewards are still crappy though.

http://i700.photobucket.com/albums/ww6/aspeeder/Siggy_zpsewaiux2t.png

 

99 Strength since 6/02/10 99 Attack since 9/19/10 99 Constitution since 10/03/10 99 Defense since 3/14/11

99 Slayer since 8/30/11 99 Summoning since 9/10/11 99 Ranged since 09/18/11 99 Magic since 11/12/11

99 Prayer since 11/15/11 99 Herblore since 3/29/12 99 Firemaking since 5/15/12 99 Smithing since 10/04/12

99 Crafting since 9/16/13 99 Agility since 9/23/13 99 Dungeoneering since 1/1/14 99 Fishing since 2/4/14

99 Mining since 2/28/14 99 Farming since 6/04/14 99 Cooking since 6/11/14 99 Runecrafting since 10/10/14

9 Fletching since 11/11/14 99 Thieving since 11/14/14 99 Woodcutting since 11/20/14 99 Construction since 12/03/14

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Maxed since 2/23/15 Fire Cape since 02/27/13
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actually, the increased gem chance doesn't do jack squat when it comes to helping you find gems, so, that event can be safely ignored

 

the problem with minigames that give prayer exp is that their rewards aren't nearly as close to useful as just boring packmule training, and at no point during prayer training does the act of worship actually come up, nor the study of any kind of god

 

you would think that the folks at the places of worship don't deal with nearly as many bones as we do, just as the druids don't have to keep shoving dead birds into the spirit plane or farming for a small bit of herbs, or killing other druids for theirs

 

or the farmers themselves, hoarding the secrets of getting seeds from crops

 

watermelons should have hundreds of seeds in them but I can't plant a single one

 

coconuts ARE seeds and you can't plant those either, it's almost as bad as monsanto corp

 

i think adventurers are just people who flunked out of class

 

You missed out Pineapples!

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1593th to 99 Farming - July 08.

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I never understood the people who train things they dont enjoy.

 

Nor have I.

Well partially I do, since a heap of people derive most of their gaming pleasure from the numbers within the game, and not the game itself.

The instant gratification from achieving a numbers goal, X in a certain level, is quite addicting to some.

 

Compare it with a heroin junkie. They pain they must go through on a daily basis to obtain their high is instantly gratified upon injection. I know it's an extreme comparison, but considering the amount of complaints over certain skills from the same people who can't pull themselves away from it strikes a good resemblance.

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I never understood the people who train things they dont enjoy.

 

Nor have I.

Well partially I do, since a heap of people derive most of their gaming pleasure from the numbers within the game, and not the game itself.

The instant gratification from achieving a numbers goal, X in a certain level, is quite addicting to some.

 

Compare it with a heroin junkie. They pain they must go through on a daily basis to obtain their high is instantly gratified upon injection. I know it's an extreme comparison, but considering the amount of complaints over certain skills from the same people who can't pull themselves away from it strikes a good resemblance.

 

That may be part of it, but it's definitely not all of it. If the fm had required 90 fm, what choice is there left to someone who loves quests but has 90 firemaking? He has to grind it, even if he doesn't like. A lot of grinding boils down to stuff like this.

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I would say that the net enjoyment gain is thought to be great enough, that the grinding and the fun of the quest balance out.

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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