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The Evolution of Combat: BETA discussion


Leon S

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Will imbued rings be getting a buff? For at least 30 hours work they offer very little bonus over the normal version at the moment (not to mention some having no stats at all!).

 

You should see this implemented in the next update.

 

Are you going to give stats to items like berserker helms etc.?

 

Anything that hasnt been given stats will be in due time.

 

 

YAY! So hopefully onyx (i) wont be useless after all :P

 

 

"Removed cooldown on switching gear in combat"

Q, be happy! :thumbsup:

 

Also good :D Needed to happen for PvM, not sure about PvP but its still great news!

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I agree with Jagex on a couple of points here :blink:. Protect prayers are bad design, removal of armour switching penalties (:thumbsup:), removal of single combat, the comment on magic being too expensive. Pretty good Q&A actually :P.

 

Reposting this:

It'd be interesting if prayer bonus was like LP boost rather than a drain rate reduction as it is now. With food and pray pots restoring a percentage of your lp/pp (hopefully) that'd work the same as a drain rate reduction, but also create some interplay with spirit shield as you need a base amount of prayer bonus to utilize the effect. Protect prayers could be changed to be more like spirit shields too, for example a 75% damage reduction with a 25% prayer drain rate.

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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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So how is the XP determined in this new system? Haven't seen anything about that. Also, did I read that right about NPCs being refreshed when they're out of combat for 10 seconds meaning no more 50% monster hoarders?

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With the protection prayer update, it seems the concept of AFK-combat is completely removed.

All fine and dandy, but they better update Slayer for it. The only way I manage to kill 200+ of the same boring monster is the idea that I don't have to pay much attention as I turn on my auto-retaliate, protection prayer and cannon. I'm quite sure I'm not going to have the patience to pay attention for the same monotuous combat if Jagex forces us to ability spam all the time.

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Meanwhile, at C9 Open Beta (that started the day after RS Combat Beta): http://youtu.be/dACSmMTi1k0

 

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...

 

I can make Runescape look epic compared to that game. Video editing is all about what the maker wants to point people's focus on in the video. No offense, but that video is as sad as the ones that were made back in the day when Runescape gameplay was compared to WoW's gameplay.

 

 

I like how they are addressing many issues I've been wondering about. Looking forward to seeing the full patch notes for the next update.

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I still prefer the "more damage wins" model than the "first to tag monster". Cannon aoe tagging isnt fun.

Except that cannon doesn't tag. I prefer the most damage wins model too, because it rewards having a higher damage output. Too few people use prayers for slaying.

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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I like a lot of the changes, but I still don't feel they properly addressed the issue of button mashing. Firsty, they referred only to pvp.

Secondly, even if you are hitting the buttons in a specific order, it is still button mashing if you need to hit a button every 1.2 seconds to have full effectiveness in combat.

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They'll probably fix it next update, prayer bonus is at least on the equipment menu again.

 

Players vs Devs event pics, Jmods sporty some fancy armour (betting its multiclass >: ( )

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And Mod Chris L owning the daylights out of Mod Reach:

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Yes it's evidently a Jmod outfit because of the crown :P

I'm just thinking it was multiclass armour because they managed to melee, range and mage pretty effectively in that gear.

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

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Is there an "expiration" on any tagged monster? If there's not, I see that as a problem. I could go and tag the nearest 5 monsters around me to screw over my competition, and merrily slay/kill away and reap all the rewards as they struggle to keep up in vain.

 

I feel like when I post feedback on the RSOF, it's lost in a sea of hamfisted tantrums and to a lesser extent people also trying to give rational feedback.

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Is there an "expiration" on any tagged monster? If there's not, I see that as a problem. I could go and tag the nearest 5 monsters around me to screw over my competition, and merrily slay/kill away and reap all the rewards as they struggle to keep up in vain.

 

I feel like when I post feedback on the RSOF, it's lost in a sea of hamfisted tantrums and to a lesser extent people also trying to give rational feedback.

 

First thing I thought of when I read that. I wish they would provide the reasoning behind this change because I thought the per hit xp worked really well.

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Is there an "expiration" on any tagged monster? If there's not, I see that as a problem. I could go and tag the nearest 5 monsters around me to screw over my competition, and merrily slay/kill away and reap all the rewards as they struggle to keep up in vain.

 

I feel like when I post feedback on the RSOF, it's lost in a sea of hamfisted tantrums and to a lesser extent people also trying to give rational feedback.

 

First thing I thought of when I read that. I wish they would provide the reasoning behind this change because I thought the per hit xp worked really well.

 

 

I also want to know whether exp will be awarded upon kill or upon hit. Say a monster has 500 lp in the new system. You tag it and hit 100 on it, awarding 40 experience in attack. Now, some other guy comes over and hits 400 on it which awards him nothing. I don't really understand that. It would make much more sense if experience was awarded upon kill as opposed to hit, that way others wouldn't just destroy your exp per hour for "fun."

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Yes it's evidently a Jmod outfit because of the crown :P

I'm just thinking it was multiclass armour because they managed to melee, range and mage pretty effectively in that gear.

I'm guessing they made it for the beta so they didn't have to switch out so many sets and pieces.



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Is there an "expiration" on any tagged monster? If there's not, I see that as a problem. I could go and tag the nearest 5 monsters around me to screw over my competition, and merrily slay/kill away and reap all the rewards as they struggle to keep up in vain.

 

I feel like when I post feedback on the RSOF, it's lost in a sea of hamfisted tantrums and to a lesser extent people also trying to give rational feedback.

 

First thing I thought of when I read that. I wish they would provide the reasoning behind this change because I thought the per hit xp worked really well.

 

 

I also want to know whether exp will be awarded upon kill or upon hit. Say a monster has 500 lp in the new system. You tag it and hit 100 on it, awarding 40 experience in attack. Now, some other guy comes over and hits 400 on it which awards him nothing. I don't really understand that. It would make much more sense if experience was awarded upon kill as opposed to hit, that way others wouldn't just destroy your exp per hour for "fun."

 

After 10 seconds monster "reset" apparently. I've noticed if I smack a monster, then move onto another one, and when I come back to the first, it has full health.

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Karil appears to drain magic now. I was fighting through the Barrows and noticed he was dropping my magic one level at a time. I wonder if the set effect is any more significant when used by an actual player.

 

I've seen Torag activate his effect on me, but nothing appeared to happen. Maybe he drained my run, but I when I checked it was at 100% - so either it didn't drain it at all, or it was so very tiny it was restored by the time I realized what happened. I have yet to get the set effect to work with my own Torag's armor, but I've only tested it PvM. If it were still only a run energy drain, that might explain why it isn't activating on monsters.

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Is there an "expiration" on any tagged monster? If there's not, I see that as a problem. I could go and tag the nearest 5 monsters around me to screw over my competition, and merrily slay/kill away and reap all the rewards as they struggle to keep up in vain.

 

I feel like when I post feedback on the RSOF, it's lost in a sea of hamfisted tantrums and to a lesser extent people also trying to give rational feedback.

 

First thing I thought of when I read that. I wish they would provide the reasoning behind this change because I thought the per hit xp worked really well.

 

Pretty sure the tag thing disappears after 10 seconds. Also, were Jagex to make it that you can only tag one monster at a time (which may or may not already be how it works), you can't run around smacking several different monsters and let cannon DPS do the work.

 

Is there an "expiration" on any tagged monster? If there's not, I see that as a problem. I could go and tag the nearest 5 monsters around me to screw over my competition, and merrily slay/kill away and reap all the rewards as they struggle to keep up in vain.

 

I feel like when I post feedback on the RSOF, it's lost in a sea of hamfisted tantrums and to a lesser extent people also trying to give rational feedback.

 

First thing I thought of when I read that. I wish they would provide the reasoning behind this change because I thought the per hit xp worked really well.

 

 

I also want to know whether exp will be awarded upon kill or upon hit. Say a monster has 500 lp in the new system. You tag it and hit 100 on it, awarding 40 experience in attack. Now, some other guy comes over and hits 400 on it which awards him nothing. I don't really understand that. It would make much more sense if experience was awarded upon kill as opposed to hit, that way others wouldn't just destroy your exp per hour for "fun."

 

As far as I can tell, you get exp per kill. You get exp for your TAGGED kill, so if you tag a monster and hit 100, then some guy hits 400 on it, you get all the exp and drops, lol.

 

I assume Jagex will have some true multicombat areas where you can't tag stuff.

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I actually hope that SOME area's gets back its single-combat. I would love Frost Dragon Resource Dungeon to be back to Single Combat.

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The tag system is incredibly crude imo, as is the xp per kill system. It'd be much better to divide xp and drops between the people who killed a monster according to how much damage they dealt (xp per hit as current). Kill stealing is a part of the game, nothing really to be worried about.

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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is style switching completely dead? has anyone tested if you hit higher when getting str xp for example.

 

Also in pvp does crush/stab/slash not matter at all...? Kind of lame if both of these things removed, and will kill staking :(.

 

 

Also duel arena completely broken in beta, other people's attacks can damage you.

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The tag system is incredibly crude imo, as is the xp per kill system. It'd be much better to divide xp and drops between the people who killed a monster according to how much damage they dealt (xp per hit as current). Kill stealing is a part of the game, nothing really to be worried about.

 

Single combat was made so that there are areas where you DON'T have to worry about kill stealing. Tag system could maybe use work, but we need a system in some areas of the game to prevent kill stealing.

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my difinition of noob is i dont like u, either u are better then me or u are worst them me

Buying spins make you a bad person...don't do it. It's like buying nukes for North Korea.

Well if it bothers you that the game is more fun now, then you can go cry in a corner. :shame:

your article was the equivalent of a circumcized porcupine

The only thing wrong with it is the lack of a percentage for when you need to stroke it.

 


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