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The Evolution of Combat: BETA discussion


Leon S

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Ok, because they want people to have an incentive to try the beta, fair enough. On the other hand, we have free Torva which does this job nicely and which I'd argue brings in more players than a cosmetic item set that now has value almost equal to that of an item given to anyone who merely logs in.

How do you get people to keep coming back every few weeks? How do you get them to try other areas of the game? Most people are content to play with their torva and chaotics in the wilderness, but that gets old after a while, and you can't really expect players from every style to log in to play a game like pest control.

 

That's very true, and I realize that my original post came off as saying "why even bother having a beta outfit" which wasn't my intention. The point I meant to make is that "why are they turning it into another throwaway holiday item".

 

Because unlike you most people LIKE holiday items as a way to show off that they were there at the time, the only reason people bother with half the holiday items isn't cause they look good or do awesome things it's because down the line you show off that you were there by getting them out.

 

If everyone had the beta outfit just for logging in it'd be like ok cool you spent 5 seconds in the beta, with the events its like yes you actually took part and spent some time and effort in the beta.

I think he meant to ask why they were effectively turning the beta outfit into a holiday item (i.e. put in effort at event to get item reward), as opposed to something more exclusive, which is originally how they described it.

 

True but then they describe holiday items as exclusive and holiday items take effort at an event to get, so by Jagex usage the Beta outfit perfectly fits this.

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Ok, because they want people to have an incentive to try the beta, fair enough. On the other hand, we have free Torva which does this job nicely and which I'd argue brings in more players than a cosmetic item set that now has value almost equal to that of an item given to anyone who merely logs in.

How do you get people to keep coming back every few weeks? How do you get them to try other areas of the game? Most people are content to play with their torva and chaotics in the wilderness, but that gets old after a while, and you can't really expect players from every style to log in to play a game like pest control.

 

That's very true, and I realize that my original post came off as saying "why even bother having a beta outfit" which wasn't my intention. The point I meant to make is that "why are they turning it into another throwaway holiday item".

 

Because unlike you most people LIKE holiday items as a way to show off that they were there at the time, the only reason people bother with half the holiday items isn't cause they look good or do awesome things it's because down the line you show off that you were there by getting them out.

 

If everyone had the beta outfit just for logging in it'd be like ok cool you spent 5 seconds in the beta, with the events its like yes you actually took part and spent some time and effort in the beta.

 

That's the whole point. In this case it's like giving people a shot at last year's holiday item. Yeah, it's great that everyone can be happy and get it, but at the same time I'd like it to retain a little of the prestige it was promised by not having the ENTIRE event happening again.

 

No, I don't think that you should get it by logging into the beta. I meant "[sarcasm]the way they're going they might as well just give it to you[/sarcasm]" because if they're going to do a bunch of "re-dos" it will be valued by players the same as something you indeed received from merely logging in.

 

I think he meant to ask why they were effectively turning the beta outfit into a holiday item (i.e. put in effort at event to get item reward), as opposed to something more exclusive, which is originally how they described it.

 

Basically yes.

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I think the best way to provide an incentive for beta testing is allowing up to, say, 50k xp per skill per week to be transferred from the Beta to the live game. With the broken xp rates and free resources, that would be popular.

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They do need to let us get some drops and/or xp from beta taken to live, it'd get a lot more people playing it because we are all xp obsessed.

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lol, prestige?

 

frankly, if the outfit helps them get more information instead of videos of people goofing off in torva or GAMBLING WITH MONEY THEY CAN'T KEEP because they've missed the entire point of being a beta tester, it's fine by me if the outfit isn't just more stupid elitism by people who think just "being there" or getting picked is reason enough to be OH SO SPECIAL

 

besides, considering that it requires participation in a bunch of events, and that you can hardly get people to finish just one event that's available for two weeks, i kind of doubt that a lot of people have been able to do enough to get it anyway

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I blame Jagex for giving people free armor and enabling trade. I'm pretty sure you don't need either of those to test combat.

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If only to hide, to escape this life
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I blame Jagex for giving people free armor and enabling trade. I'm pretty sure you don't need either of those to test combat.

Free gear is useful for when you want to test items that you don't have. I wouldn't be able to test magic without it because I don't usually keep a robe set on hand, for example. Beats buying a set of Akrisae's robes in the live game and letting it sit in my bank until they release this thing. And trade is useful for items that the free shops don't give.

 

I blame the players, personally.

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Chris L wants to give us XP for playing his EOC tutorial, when it eventually gets launched.

That sounds like desperation to me :P

Mildly at best... Personally I would have done similar. I ended up posting a concept of a combat tutorial long before this news came out. I feel that they might be enticing people with xp to test the overall competency of the tutorial.



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Decided to do a task anyway even though I think I have all the unlocks. I did the task I already had, did not get the unlock, so I got another. Dagannoths are extremely fast, even moreso than before. I was able to finish a task of 235 or so in one Momentum at Waterbirth, and that was without using "Rock" Barrage (their weakness), FSH, or cannon, which one might be able to set up there, I'm not sure. Do Full Slayer Helmet or Momentum apply to Barrages?

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Decided to do a task anyway even though I think I have all the unlocks. I did the task I already had, did not get the unlock, so I got another. Dagannoths are extremely fast, even moreso than before. I was able to finish a task of 235 or so in one Momentum at Waterbirth, and that was without using "Rock" Barrage (their weakness), FSH, or cannon, which one might be able to set up there, I'm not sure. Do Full Slayer Helmet or Momentum apply to Barrages?

They should apply to Barrages, when used as an autoattack.

Someone else reported doing a task of Dagannoth, but instead at the Lighthouse (typical cannon spot), and he got shredded by them despite being in his melee armour. Apparently that was with a shield too.

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Someone else reported doing a task of Dagannoth, but instead at the Lighthouse (typical cannon spot), and he got shredded by them despite being in his melee armour. Apparently that was with a shield too.

Don't the lighthouse ones use melee?

 

The chaos tunnel dagannoths are amazing with Guthan's set. They're weak to stab and damage you at about the rate the healing effect will activate if you pray ranged (Or at least it was when I tried it in early-mid August). Momentum works quite well with that set, since I'm pretty sure you can't heal with abilities.

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Hey all,

 

We were planning on releasing an update today to the Evolution of Combat beta, but unfortunately we've ran out of time today, due to us making some final tweaks to the multiway PvP solution we have planned. We hope to release this early on Monday morning which will include this change (and more!).

 

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Hopefully something like Glacors. "That player's already in a fight!" but allow famils to attack.

Also add true multicombat zones, because why not? :lol:

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Hopefully something like Glacors. "That player's already in a fight!" but allow famils to attack.

Also add true multicombat zones, because why not? :lol:

 

True multicombat meaning?

From the empty days of hope, deny the darkness
Follow my voice, we'll run far away from here

If only to hide, to escape this life
And live forever, forever in the sun

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Hopefully something like Glacors. "That player's already in a fight!" but allow famils to attack.

Also add true multicombat zones, because why not? :lol:

 

True multicombat meaning?

What it currently is. :P

Glacors are multi, but programmed so only one can be attacked at a time.

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Offical Harpy Therapist of the Mad

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Dag kings drops: Lost count! :wall:

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

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Hopefully something like Glacors. "That player's already in a fight!" but allow famils to attack.

Also add true multicombat zones, because why not? :lol:

 

True multicombat meaning?

What it currently is. :P

Glacors are multi, but programmed so only one can be attacked at a time.

 

Oh, I didn't realize your were talking about adding actual multi combat to Glacors, would definitely be a cool idea.

From the empty days of hope, deny the darkness
Follow my voice, we'll run far away from here

If only to hide, to escape this life
And live forever, forever in the sun

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I think he was talking about the wilderness. Have areas that are "glacor-multilike", then have other areas where it is free-for-all multicombat. Similar to the way the wildy is set up now.

Have the courage to change the things you can, the patience to accept the things you can't, and the wisdom to know the difference.

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[spoiler=Patch Notes]

Abilities and hotbar:

 

● Lifepoints and summoning icons can be dragged to the action bar.

 

● You can now properly consume Guthix Rest tea via the Action bar.

 

● Updated the tool-tip for the Quake ability to clarify the damage potential.

 

● Adrenaline potion no longer has the wrong name in the hotbar.

 

● Fixed a typo in the Chain ability tooltip.

 

● Added access to the ability book during the Fremennik Sagas.

 

 

Combat:

 

● Thok now properly punches enemies to death in Thok Your Block Off.

 

● Having a prayer bonus active will no longer prevent some prayers from draining prayer points.

 

● Fixed some issues with the Cure and Vengeance spells and how they are handled in the combat rework.

 

● Fixed an issue with the Shadows in the Temple of Light being non-aggressive to players.

 

● Made some updates to the Dungeoneering ring:

» Tactician: Increases chance to hit with one-handed melee weapons.

» Berserker: Increases chance to hit with 2-handed melee weapons.

» Sniper: Increases chance to hit with bows.

» Blazer: Now has a chance to apply "Combust" with a low damage DoT

» Blitzer: Increases the chance to cast spells faster with staves.

 

● Ankou will now remain stunned for the correct time.

 

● Players are now able to attack with the Swift gloves.

 

● Dharok's greataxe will once again correctly hit your target.

 

● You can no longer damage Aviansies by using AoE Attack and Strength abilities on nearby mobs.

 

● Shark fist weapons now act like claw weapons.

 

● Lotheria Seldorina in the Vengeance Fremennik Saga can now be attacked or assassinated as before.

 

● Holy Water is now more effective against demons, and can also be used to take down a Tormented demon's shield.

 

● Dark Bow users can now use lit Dragon arrows.

 

● Increased Ring of Recoil charges to 4000.

 

● Increased the hit chance for all Revenants.

 

● The equipment stat UI now shows the correct Damage value.

 

● Chompy birds now have more health.

 

● Fixed an issue with the dungeon pit monsters in Love Story being too passive.

 

● Players can now correctly attack with Shark fists.

 

● Ring of Charos (a) and (i) have been given stats.

 

● Nex boots\gloves correctly act as protection from the different factions in the God-Wars Dungeon.

 

● Updated the damage for the Gravite shortbow.

 

● Initiate Sallet now has the same defence requirements as the rest of the Initiate gear.

 

● The boots from the Stronghold of Security have had some missing stats added.

 

● The armoured zombie in Zerouregal's base can once again be attacked.

 

● Added stats to the Tome of frost.

 

● Caitlin's staff is now two-handed.

 

● The combat tab has been updated to show character names during the Fremennik Sagas.

 

● Fixed some issues with passive enemies in Catolax's tomb during Smoking Kills.

 

● Damage from failure to complete the lever task in Dungeoneering has been increased.

 

● Fountain and furnace during Enakhra's Lament quest have been made easier to target with spells.

 

● Fixed an issue with the Steam staves being single-handed.

 

● The Penance Aura will now correctly restore prayer points when taking damage.

 

● Bane bolts work correctly against dragons. The damage bonus will also stack with abilities.

 

● The Lucky dragon claws are now properly divided into Main and off-hand variants.

 

● God crozier weapons have now been restatted.

 

● Additional items have been re-statted for beta.

 

● The Aegis aura will now correctly absorb damage.

 

● Elemental workshop items now have stats, and the shields can be used with defensive abilities

 

● The stats of the gilded pickaxes have been brought back in line with the normal variants.

 

● New magic armour now has the correct magic requirements

 

● You can now attack the Chompy birds in Big Chompy Bird Hunting as normal.

 

● Fixed some issues with the lifepoint values for the Three's Company Fremennik Saga.

 

● Fixed some issues with the lifepoint values for the Vengeance Fremennik Saga.

 

● Fixed some issues with the lifepoint values for the Thok It To 'Em Fremennik Saga.

 

● Fixed some issues with the lifepoint values for the Thok Your Block Off Fremennik Saga.

 

● The Bulwark Beast in Thok It To 'Em has had his health restored.

 

● You are no longer incorrectly told that you are bound after being stunned by Rammernaut's charge attack.

 

● Fixed some issues with the Banshee Mistress fight during Smoking Kills.

 

● Corrected the amount of XP gained, when killing monsters who are already partly killed.

 

● The guards at the Ranger's Guild are now more accepting to lower level archers.

 

● All abilities now work on Vyrewatch.

 

● The bosses and hazards in Thok It To 'Em have now been scaled to match the new combat system.

 

● The bosses in the Thok It To 'Em Saga no longer regenerate health whilst invulnerable.

 

● High Priest of Scabaras can no longer be killed.

 

● High Priest of Scabaras will no longer attack the player when he should be talking.

 

● Fixed an issue with Nezikchened spawning multiple times in Legends' Quest.

 

● Legacy of Seergaze quest - scripted fight with vyrewatch can now be completed.

 

 

Graphics:

 

● Corrected the death animations for the Thrower Trolls at the path to God Wars.

 

● Fixed an issue with Moia appearing twice in a cutscene in the Nadir Saga.

 

● An uncharged Dragonfire shield no longer appears charged when sheathed.

 

● Fixed some clipping on the Spider silk robes.

 

● Players will no longer remain holding thrown weapons, after they have been used.

 

● Flaming Lash customisation for Abyssal whip will now be attached to waist when weapon sheathe is toggled.

 

● Bandos and Armadyl shields can now be placed on player's back when weapon sheathe is toggled.

 

● Fixed an animation issue in Darkness of Hollowvale.

 

● Adjusted the sheathed position for a number of items.

 

● The ice gloves no longer stretch when worn with a vine whip.

 

● Added Kay Thanxby's chathead to the combat interface during the Vengeance Fremennik Saga.

 

 

Other:

 

● Updated the Slayer Masters' shops to reflect changes to the Slayer Dart spell.

 

● Tidied up mouseover stats for Tome of Frost.

 

● The Amulet of Zealots now has it's negative prayer effect returned.

 

● The Quick-chat phrases for Barbarian Assault have been updated to reference the new system.

 

● Updated the descriptions for the Fremennik Sagas as Special Attack is no longer in-game.

 

● Corrected the description for Mercenary gloves in the Dungeoneering reward shop

 

● Mouseover info for the Red D'hide Body correctly reflects its level 55 defence requirement.

 

● Examine text on a number of runes have been updated.

 

● Fixed an issue with the Vine whip's tooltip stating the wrong level requirement.

 

● The buff icon for Prayer renewal potions will no longer be removed upon exiting the Fight Cave.

 

● Jug of wine will now heal you when consumed.

 

● The 'Heal' text on the tool-tip for food is now correctly displayed.

 

● Updated the quest overview information for a number of quests, reflecting the new combat levels.

 

● Tooltips now show correct healing values for food in the Frem' Sagas.

 

● You no longer hear the sound of sliding on ice after performing the 'Seal of Approval' emote.

 

● Updated Death to the Dorgeshuun to remove references to special attacks.

 

● You now heal the correct amount when drinking Guthix rest tea.

 

● Off-hand claws will now replace the Daggerfist claw customization.

 

● When browsing your bank, Guthix Rest no longer has an Eat option.

 

● Removed the reference to special attacks on the Dominion Tower match information.

 

● Thok now remembers his opponents names in Thok Your Block Off.

 

● Corrected the amount you healed when moving between Saga check points.

 

● The trimmed variants of some amulets as rewards from Treasure Trails have had their stats changed to match the normal versions.

 

● Resting while planting mithril seeds no longer causes the player to forget how to run.

 

● Poison effect within the Fremennik Saga: Vengeance now lasts throughout.

 

● Equipment tab correctly shows crit chance, based on the equipped weapon

 

● Leaving Thok It To 'Em early will now return you to normal.

 

● The red Castlewars Flag can no longer be converted into the blue flag.

 

● Players are now able to grapple across the fire traps during the Curse of Arrav quest.

 

● Added a left-click Ignite option, to explode the barrels in Nomad's corruption room.

 

● Added a left-click Freeze option, to freeze the Chimp-Ice.

 

~~~

 

In other news:

 

Weapons from Bronze to Dragon, as well as a number of elemental Staves have received a graphical update, so be sure to check these out!

 

Known Issues

 

● The Dragon Longsword and Steel Claws are currently using the old models.

 

● White weapons have not yet been reworked.

 

● Godswords are using the old models while in the sheathed position.

 

● Some weapons are moving away from the character, while in the sheathed position.

 

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