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The Evolution of Combat: BETA discussion


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#1301
Ambler
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Got 99 summoning in the beta, using the taverly method. 92-99 took about 3 hours.
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#1302
Platinum_Myr
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Now tell us how steel titan fairs considering the whole game is multicombat!

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#1303
Quyneax
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Now tell us how steel titan fairs considering the whole game is multicombat!

It's good at Nex and soul split heals you from titan specs, apparently.

How are Morrigan's javelins faring? In the normal game they are +105/+145 (as opposed to +120/+125 for ccbow+bak bolts) making them generally better dps apart from the effects (and maybe range is an issue).
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#1304
Ambler
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Titan damage is healed via soul split, hope this stays, and it makes unicorns obsolete, as the extra dps is amazing aswell. :lol:

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#1305
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I have one problem tho with multi-combat and then Frost Dragons in general...

If you use cannons and they have that blue orb out. No matter which dragon has it out. YOU still get that damage =d...

Opposed to the live game the cannon just hits 0's...

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#1306
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#1307
Z_Berenice
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Meanwhile, at C9 Open Beta (that started the day after RS Combat Beta):

Kind of funny, rs is fun because of its simplicity and how "advanced" (graphic wise) it is for a browser game. That alone kept rs on a whole different level that discarded most comparisons. But now they want to enter the more dynamic, action based market of mmos... I hope they know what they are getting into...

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#1308
Cheefoo
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Meanwhile, at C9 Open Beta (that started the day after RS Combat Beta):

Kind of funny, rs is fun because of it's simplicity and how "advanced" (graphic wise) it was for a browser game. That alone kept rs on a whole different level that discarded most comparisons. But now they want to enter the more dynamic, action based market of mmos... I hope they know what they are getting into...


The thing is, Runescape isn't some generic combat-centric MMO. Combat is one of the many facets of the Runescape experience.
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#1309
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Meanwhile, at C9 Open Beta (that started the day after RS Combat Beta):

Kind of funny, rs is fun because of it's simplicity and how "advanced" (graphic wise) it was for a browser game. That alone kept rs on a whole different level that discarded most comparisons. But now they want to enter the more dynamic, action based market of mmos... I hope they know what they are getting into...


The thing is, Runescape isn't some generic combat-centric MMO. Combat is one of the many facets of the Runescape experience.

Exactly. However, they are now adding a new combat system that's following the pattern of combat-centric mmos... Personally, I think target locked/based mmos are starting to become a thing of the past, which is kind of sad, considering now that this path is being abandoned, runescape decides to jump on the last bandwagon.

Always found it curious how people claimed some sort of "skill" or being "good" at playing target locked/based mmos, but that's another story lol.

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#1310
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I hope they know what they're getting into. And understand the feedback we have this time. A lot of their ideas have promise if they work. Multi-combat everywhere is excellent since it means unicorns/cannon and AOE abilities work everywhere. However, it has to be balanced against the fact that many monsters can do damage. Considering that prayer isn't 100% negation at the moment that makes it even worse. They have a lot to do with the interfaces, stat bonuses, and clarity of what weapons actually do.. before I think a lot of us will be happy.

I really hope they tone down the ability rate. Its hard to focus on it all...

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#1311
DavidHoff
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I hope they know what they're getting into. And understand the feedback we have this time. A lot of their ideas have promise if they work. Multi-combat everywhere is excellent since it means unicorns/cannon and AOE abilities work everywhere. However, it has to be balanced against the fact that many monsters can do damage. Considering that prayer isn't 100% negation at the moment that makes it even worse. They have a lot to do with the interfaces, stat bonuses, and clarity of what weapons actually do.. before I think a lot of us will be happy.

I really hope they tone down the ability rate. Its hard to focus on it all...



All of the above are true (perhaps) when you look at it from your perspective.

Now look at it from mine:

I'm next to you.

I'm slaying.

Before I kill my first mob but after I've attacked it, you come out with an MC or and AOE and take the kill. I'll say it's inadvetent. It happens again, and again, and again and ... like I said. See it from my perspective. Even innocently you can have a negative affect on my game. If you're not innocent you can just ruin it. One player on every world doing that in just one spot will cause a lot of bad feeling and more and ... nothing will be done about it apart from the person who should be punished is probably (in effect) being rewarded for their antisocial behaviour by being the one that gets the kills, the drops, has 'fun' etc.

'nuff said.

#1312
decebal
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I agree, nothing feels worse than killing that one creature and then some dude decides to spoil the fun by getting the killing blow.

However, if Jagex can implement a tapping mechanic, where the first person or group to hit the target gets the "killing blow" xp and the loot, this shouldn't be a problem.

Then again, Jagex never said anything about a tapping mechanic.

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#1313
Hedgehog
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I hope they know what they're getting into. And understand the feedback we have this time. A lot of their ideas have promise if they work. Multi-combat everywhere is excellent since it means unicorns/cannon and AOE abilities work everywhere. However, it has to be balanced against the fact that many monsters can do damage. Considering that prayer isn't 100% negation at the moment that makes it even worse. They have a lot to do with the interfaces, stat bonuses, and clarity of what weapons actually do.. before I think a lot of us will be happy.

I really hope they tone down the ability rate. Its hard to focus on it all...



All of the above are true (perhaps) when you look at it from your perspective.

Now look at it from mine:

I'm next to you.

I'm slaying.

Before I kill my first mob but after I've attacked it, you come out with an MC or and AOE and take the kill. I'll say it's inadvetent. It happens again, and again, and again and ... like I said. See it from my perspective. Even innocently you can have a negative affect on my game. If you're not innocent you can just ruin it. One player on every world doing that in just one spot will cause a lot of bad feeling and more and ... nothing will be done about it apart from the person who should be punished is probably (in effect) being rewarded for their antisocial behaviour by being the one that gets the kills, the drops, has 'fun' etc.

'nuff said.

If you slay properly, that shouldn't be an issue. None of Kuradal's tasks can support more than one person.

#1314
Vezon Dash
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Personally, I think you can have 2 at Hellhounds.

#1315
ghjkl
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no at hellhounds the spawns are too slow, like 1/3 of the time the cannon isn't even firing and most of the time i dont even bother with titan because its a pain, and because it adds little benefit
 

#1316
Vezon Dash
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no at hellhounds the spawns are too slow, like 1/3 of the time the cannon isn't even firing and most of the time i dont even bother with titan because its a pain, and because it adds little benefit


I was unaware that you could use a cannon in Kurdal's dungeon?


EDIT: I thought Mere was referring to tasks within Kurdal's dungeon.

#1317
Ammako
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A majority of the people 'testing' the beta are just abusing a bug to get rares.

That's hardly a bug, considering it was meant to be that way.

And if you're talking of some other "bug" other than re-importing save data each time, the JMods did ask us to bug the heck out of the Beta so that glitches could be fixed.

#1318
steviej
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I hope they know what they're getting into. And understand the feedback we have this time. A lot of their ideas have promise if they work. Multi-combat everywhere is excellent since it means unicorns/cannon and AOE abilities work everywhere. However, it has to be balanced against the fact that many monsters can do damage. Considering that prayer isn't 100% negation at the moment that makes it even worse. They have a lot to do with the interfaces, stat bonuses, and clarity of what weapons actually do.. before I think a lot of us will be happy.

I really hope they tone down the ability rate. Its hard to focus on it all...



All of the above are true (perhaps) when you look at it from your perspective.

Now look at it from mine:

I'm next to you.

I'm slaying.

Before I kill my first mob but after I've attacked it, you come out with an MC or and AOE and take the kill. I'll say it's inadvetent. It happens again, and again, and again and ... like I said. See it from my perspective. Even innocently you can have a negative affect on my game. If you're not innocent you can just ruin it. One player on every world doing that in just one spot will cause a lot of bad feeling and more and ... nothing will be done about it apart from the person who should be punished is probably (in effect) being rewarded for their antisocial behaviour by being the one that gets the kills, the drops, has 'fun' etc.

'nuff said.

If you slay properly, that shouldn't be an issue. None of Kuradal's tasks can support more than one person.



Not to mention that the world has gotten so big that you can pretty much get a spot alone if you're smart about it. I go to 1500 skill level worlds when i need a resource or area for a lower level skill, since the area is usually open. I go to crowded trading worlds for combat, since npcs spawn quicker, and everyone on the server is at the GE so I usually get areas to myself.

As far as not using the slayer dungeon, i definitely get that. I'm not an efficient player anymore. It's just not fun if I can't sit back and relax while I casually train after all these years. But you're right that sharing areas isn't a problem like it used to be years ago.


Anyway, It's good to hear that the beta is open to all members next weekend (allegedly...I haven't read any official news about this). I would like to test this out, as I have never been good at games that are very keyboard intensive. That has always been one of the great things about RS. There is not a ton of button mashing.

My account spent most of the last 10 months "locked"

#1319
Saradomin_Mage
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I agree, nothing feels worse than killing that one creature and then some dude decides to spoil the fun by getting the killing blow.

However, if Jagex can implement a tapping mechanic, where the first person or group to hit the target gets the "killing blow" xp and the loot, this shouldn't be a problem.

Then again, Jagex never said anything about a tapping mechanic.


Apparently they did add some form of tapping mechanic, I'm just not sure if it actually works.

We do have anti-killstealing mechanics in place; when you're the first player to attack a monster (which isn't a boss and isn't your cannon hitting) you should get the exp and drops, so someone attempting to kill steal's helping you rather than potentially stealing 50 or 100% of your combat/slayer exp and the drop as is the case in live multicombat now.

This is also why the NPCs essentially reset after approximately 10 seconds out of combat.

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#1320
Fire_God
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I hope they know what they're getting into. And understand the feedback we have this time. A lot of their ideas have promise if they work. Multi-combat everywhere is excellent since it means unicorns/cannon and AOE abilities work everywhere. However, it has to be balanced against the fact that many monsters can do damage. Considering that prayer isn't 100% negation at the moment that makes it even worse. They have a lot to do with the interfaces, stat bonuses, and clarity of what weapons actually do.. before I think a lot of us will be happy.

I really hope they tone down the ability rate. Its hard to focus on it all...



All of the above are true (perhaps) when you look at it from your perspective.

Now look at it from mine:

I'm next to you.

I'm slaying.

Before I kill my first mob but after I've attacked it, you come out with an MC or and AOE and take the kill. I'll say it's inadvetent. It happens again, and again, and again and ... like I said. See it from my perspective. Even innocently you can have a negative affect on my game. If you're not innocent you can just ruin it. One player on every world doing that in just one spot will cause a lot of bad feeling and more and ... nothing will be done about it apart from the person who should be punished is probably (in effect) being rewarded for their antisocial behaviour by being the one that gets the kills, the drops, has 'fun' etc.

'nuff said.


Unless they changed something recently, the system that has been in place since 2005 is if multiple people are killing the same monster, the person who does the most damage gets the drop/slayer xp and the person who does the final blow gets slayer xp (ignore coin/loot share). They implemented this system shortly after slayer first came out because all the multi combat spots were full of people and a popular griefer strategy was to wait until a monster was low on hp and finish it for the xp, denying it to the person who spent the time/resources killing it.

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