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The Evolution of Combat: BETA discussion


Leon S

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From prior the beta even being released the advertised dual wielding as a members feature and nothing has mentioned it being altered. So I'd be inclined to say f2p offhand weps are a beta only feature to help get more testing done.

I don't think so. When F2P beta was first released, we had access to all mage spells, including wave and surge spells. After they released a new build, they removed members features, however offhand melee weapons stayed. I wouldn't be surprised if the offhands stay F2P, Jagex loves to give free players teasers like this.

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besides it would be kind of like removing part of the "melee triangle"

Can you expand on that? I wasn't aware that shield-2h-DW is supposed to form some sort of triangle. From experience on the beta servers (someone else could verify with some actual quantitative tests), using a two-handed weapon beats dual wielding in all cases, including DPS because two handed can perform a full damage rotation without any downtime because of its exclusive abilties, while dual wielding has to resort to the same rotation as sword-and-shield, which has plenty of gaps for usage of defensive abilities.

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Dual wield has exclusive abilities as well. Granted there are less of them than 2h, and (in my opinion) are underpowered in comparison to 2h. But still, you can't really say that it has the exact same ability rotation as sword-and-shield.

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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Dual wield has exclusive abilities as well. Granted there are less of them than 2h, and (in my opinion) are underpowered in comparison to 2h. But still, you can't really say that it has the exact same ability rotation as sword-and-shield.

The dual wielding abilties were exclusively members-only, last time I checked, which is why I had to resort to the sword-and-shield rotation.

 

I'll have to check my info next beta, they could have changed it in the latest update.

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Uhm, this is odd, I have attended every beta event during the summer, so I should already have earned all the pieces of the beta outfit. Now when I just did the Pest Control event, it says I have unlocked a piece of beta armour. :s I hope my progress isn't rebooted. :s

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Uhm, this is odd, I have attended every beta event during the summer, so I should already have earned all the pieces of the beta outfit. Now when I just did the Pest Control event, it says I have unlocked a piece of beta armour. :s I hope my progress isn't rebooted. :s

 

It's just lazy/minimal effort coding.

Completing event triggers unlocks.

Unlocks are stored.

8 events mean you can have 8 unlocks stored.

But you only need 4 for full outfit.

 

Would take extra time to code in a check to register if you had more than 4 and therefore cease giving unlocks, so why bother when they could spend time working on actual beta content.

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Would take 30 seconds to code it. Max.

 

Knowing rs they'd do that and then all of a sudden fire mage wouldn't cast, green dragons would be able to roam anywhere and goblins would respawn as qbd

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Would take 30 seconds to code it. Max.

 

While true, even simple changes must be validated. That takes time. I've created several bugs because a "simple change" did something I wasn't expecting. In large complex systems the problem space only gets larger.

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Would take 30 seconds to code it. Max.

 

While true, even simple changes must be validated. That takes time. I've created several bugs because a "simple change" did something I wasn't expecting. In large complex systems the problem space only gets larger.

 

While I will admit I haven't programmed a game or other piece of software as large as RuneScape, there should be no reason for separate modules to interfere. If they do, then you either have tightly coupled modules, global state, or something else nasty. There's always the possibility, but a single "if" statement shouldn't cause any sort of problem.

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While I will admit I haven't programmed a game or other piece of software as large as RuneScape, there should be no reason for separate modules to interfere. If they do, then you either have tightly coupled modules, global state, or something else nasty. There's always the possibility, but a single "if" statement shouldn't cause any sort of problem.

 

Shouldn't and have are two different things. And that relies on doing it right, which a) their code might not be that simple, b) the developer made a mistake etc. While this is a relatively simple change, it is not impossible that while working on that change something breaks. I'm not saying it would be difficult, but the entire process of discovery -> fix -> validated fix -> released takes a lot longer than 30 seconds.

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While I will admit I haven't programmed a game or other piece of software as large as RuneScape, there should be no reason for separate modules to interfere. If they do, then you either have tightly coupled modules, global state, or something else nasty. There's always the possibility, but a single "if" statement shouldn't cause any sort of problem.

 

Shouldn't and have are two different things. And that relies on doing it right, which a) their code might not be that simple, b) the developer made a mistake etc. While this is a relatively simple change, it is not impossible that while working on that change something breaks. I'm not saying it would be difficult, but the entire process of discovery -> fix -> validated fix -> released takes a lot longer than 30 seconds.

Fair enough, but it's still good practice to check for those kinds of things.

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  • 3 weeks later...
Combat Beta, Combat Academy & XP Reward: Open to All

 

15 hours ago

 

Combat Academy & Open Beta for All

Those of you playing the Evolution of Combat Beta can now access the Combat Academy: a great way to pick up on the finer points of the new combat system.

Veteran adventurer Lady Deathknell has set up shop in Lumbridge, with her Combat Academy replacing the old melee, magic and ranged training dummies. She has a class full of wide-eyed rookies to beat into shape and she needs a hardy volunteer to help out.

Act as Lady Deathknell's assistant and you'll be put through your paces in a set of fully voiced combat trials. You'll cover everything from basic attacks and the relationship between the styles of combat, right up to more advanced techniques such as damage-over-time effects, exploiting enemy weaknesses and ultimate abilities.

Outside of the training, there'll also be the opportunity to deploy training dummies - with defensive strengths or weaknesses of your choice - which can be used to test out your latest gear loadout or ability bar setup.

Make it through Deathknell's rigorous regimen of training in the beta and you'll have the opportunity to take part in a short survey. With this, we'll fine-tune the new tutorial to give everyone the know-how they need to become all-conquering combatants. Complete this and you'll be sent a tasty XP reward in the live game (equivalent to 10 times the XP you'd get from a Jack of Trades aura) on the week commencing with the 19th of November 2012.

Whether you're daisy-fresh from the Troll Warzone or a grizzled veteran of a thousand battles, we want your feedback on the Combat Academy. The beta is now open to everyone, so log in and enlist now!

Evolution of Combat: Mod Mark's Big Five!

Watch on for details of Mod Mark's five favourite Evolution of Combat features:

http://www.youtube.com/watch?feature=player_embedded&v=sLuXfRyVrw4

Make X Interface

Also going into the beta this week is our new Make X Production Interface. This awesome new set of tools streamlines skilling like never before: it displays details of all items that can be made in all skills, gives vital information on skill requirements, components needed, and both Grand Exchange and Alchemy value for however many you're making, and it does this in one tidy interface. You'll be able to make Evolution of Combat-specific gear too, so take a look and be sure to let us know what you think!

The RuneScape Team

Discuss this here.

http://services.rune...ard-open-to-all

 

And another news post:

 

 

 

It's been five months since the Evolution of Combat Beta launched, and the feedback is still coming in swathes from every corner of the RuneScape community. While we knew you'd jump at the chance to help reforge the combat system into one that's well and truly yours, the level of passion, commitment and insight that you've demonstrated in your feedback has been mind-blowing.

Huge thanks go out to everyone who's tried the beta and offered their opinion so far. The Evolution of Combat's come on in leaps and bounds since its beta launch in June, and that - in large part - is down to you. Some of the biggest changes we've made so far have been in direct response to feedback from you. Here are a few examples of the most prominent:

The new combat system's more involved, tactical and exciting than ever before, but some of you found that long combat endeavours such as Slayer tasks had - as a result - become feats of endurance. As such, we upped auto-attack damage and introduced a new ultimate named Momentum - which further increases auto-attack damage for 20 minutes per activation – which means a lower intensity approach to combat will remain available.

The relationship between gear and your combat capabilities is one of the most profoundly altered areas of the combat system, and your feedback and gameplay data have been invaluable in balancing these aspects. A great example of this was rebalancing shields, which many of you said were overpowered.

Another big change is the introduction of adrenaline and abilities, and your input helped us not only to ensure that they worked in a fair and balanced way, but also to make the ability book interface as user-friendly and intuitive as possible.

Dungeoneering was a big point of feedback too, as increased emphasis on the combat triangle and introduction of elemental strengths and weaknesses meant that solo players among you were having a much harder time than you should. With this in mind, we relaxed the vulnerability relationships as they're applied in Daemonheim, and brought in a new range of omnielemental staves for use by dungeon-delving wizards. There are some big changes to the binding system coming soon, too!

As we've said from the start, we need every bit of feedback and every suggestion you can offer on how to make the Evolution of Combat system the update that you want. The beta's now open to everyone, and there's still time to make your opinion heard, so - if you haven't already - log in, gear up and start sending your feedback!

The RuneScape Team

Discuss this here.

 

 

And the patch notes:

 

 

 

Abilities and hotbar:

 

● Smash is no longer listed as a members ability in the skill guide.

 

● Bones to bananas no longer has a cool-down on its tooltip.

 

● Fixed an issue where players could have the hotbar active with the chatbox.

 

● Fixed an issue with Spellbook Swap not working as intended.

 

 

Combat:

 

● Vine Whips can now be equipped with 75 Attack and 80 Slayer.

 

● The Ring of Vigor reward from Dungeoneering has been updated to retain Adrenaline after performing Ultimate abilities.

 

● The damage on some Ultimates and Thresholds have been tweaked to better suit their adrenaline costs.

 

● Fixed an issue with the Dream spell not working.

 

● Fixed some damage issues with the White battleaxe.

 

● Fixed some damage issues with the White scimitar.

 

● Fixed an issue with combination runes not being removed correctly.

 

● Dragon 2h sword has had its damage buffed to match equivalent weapons.

 

● Fixed an issue where Ungadulu could be killed by the player during Legends Quest.

 

● Players are now able to attack the Cyclops’ in the Warriors’ guild.

 

● Fixed some stat inconsistencies with the composite bows from treasure trails.

 

● Fixed some tooltip issues with the Barrows weapons to clarify their attack styles.

 

● Updated lucky and corrupt Dragon weapons.

 

 

Graphics:

 

● The entire White set of weapons have been graphically updated.

 

● Fixed a minor issue with the inventory icon for the White sword.

 

● Updated the earth staves to be consistent with each other.

 

● Updated the inventory icon for the new Rune defender.

 

● Updated the model for the Rune warhammer.

 

● Iban's Staff and Leaf-Bladed spear now have ground and inventory versions which more closely match their appearance.

 

● Fixed an issue with the new Water battlestaff model.

 

● Fixed an issue with the particle effects on some of the air staves.

 

● Fixed an issue with the sheathed model of a couple of necromancer staves.

 

● Updated the Dragon longsword to match the new Dragon weapons.

 

● Tidied up the models for the new Dragon claws.

 

● Fixed minor model issue on the fire staves.

 

● Updated the gilded versions of the pickaxes to match the new pickaxe styles.

 

● Fixed some issues with how the player held Rune claws.

 

● Pitchfork of Justice will now use the correct model when sheathed.

 

● Stopped the Rune 2h sword floating away from your back.

 

● Corrected the alignment for the Adamant defender.

 

● Adamant hasta no longer floats in the sheathed position.

 

● Fixed some issues with the 2-handed crossbow models.

 

● Updated Gadderanks to hold his hammer correctly.

 

● Fixed a minor stretching issue on the Pactbreaker sword.

 

● Fixed an issue with the Mime mask giving unexpected haircuts.

 

● Rune Heraldic Helms will no longer display with facial hair visible in the Avatar Customisation window.

 

● Fixed some issues with the Olympic torches when sheathed.

 

● Fixed a stretched model on one of the characters in the Nadir Fremennik saga.

 

● Ahrim's book of magic is now located correctly when sheathed.

 

● Splitbark wand inventory icon has been fixed.

 

● A number of graphical errors on steel weapons have been corrected.

 

● Fixed some issues with stretching with the Adamant claws.

 

● Updated the inventory icon for the Adamant 2-handed sword.

 

● Mithril throwing axes will no longer stretch.

 

● Fixed minor flickering on the steel longsword.

 

● Fixed some issues with the Mithril claws not fitting well.

 

● Offhand steel claws are now correctly positioned.

 

● Fixed some major flickering on the steel claws.

 

● Corrected some clipping on the Bronze longsword.

 

● Rune kiteshield will no longer stretch during animations such as home teleport.

 

● Shark fists will no longer remain in place if sheathed during animations.

 

● Godswords will now use new models when sheathed.

 

● The Spider wand no longer has trouble staying on your hip when sheathed.

 

● Fixed an issue with the Assassin's scimitar customisation when sheathed.

 

● Corrected the wield position for the Golden hammer.

 

● Smash attack on slayer creature Gargoyles will animate correctly.

 

● The animation for the Divine Storm spells is now correct.

 

● Updated the padlock on action-bars to give better feedback.

 

● Fixed some issues with the Tsunami ability in lower-detail modes.

 

 

Other:

 

● Renamed the Dragonhide shields to be consistent with the rest of the sets.

 

● Tidied up some chat in the Enakhra’s Lament quest.

 

● The teasing stick no longer has unnecessary combat stats.

 

● Fixed an issue with the custom cursor for casting the Make Leather spell.

 

● Corrected the message when freezing the chimp-ice in Do No Evil.

 

● The Dramen staff can no longer be equipped with an off-hand.

 

● Fixed an issue when applying different strength weapon poison potions.

 

● Fixed an issue with the Aegis aura not informing the player properly of blocked damage.

 

● You can once again attack while playing as Commander Korasi.

 

● Applying a poison potion will now play a short animation.

 

● The hand cannon now uses the correct sound effect when fired.

 

● Previous destination on home teleport is fixed for both the Ability book and the Action bar.

 

 

~~~

 

 

In other news:

 

● This update has also included the Combat Academy and changes to the Make-X system

 

● The Combat Academy can be found in Lumbridge between the General Store and the Sheep pen, north of Lumbridge Castle.

 

● When making or combining items in-game, you will now see the new Make-X interface including level requirements, ingredients, prices (including alchemy values) and XP values.

 

Known Issues:

 

● Offhand items aren't currently plugged into the Smithing and Fletching skill guides.

 

● Voice-over content is not currently complete for the Combat Academy so segments are missing from Lady Deathknell's chat.

 

● The animation for crafting elemental battlestaves still shows the old staff models.

 

● Currently the F1 key will display a "null" in the top left of the screen.

 

 

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Imphide, spider silk, carapace and batwing seem to be 100% drops from imps, giant spiders, cockroaches (killed soldiers, dunno about workers, but not drones), and giant bats respectively.

 

4 hides to craft the new dragonhide shields.

In terms of the new mage equipment, it's 1 hide per boots/gloves, 2 for headgear/legs, 3 for body, 2/3/4 for spider/imp/bat book/wand, and 4 for shield.

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

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