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The Evolution of Combat: BETA discussion


Leon S

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Anyone know if spirit shield's 30% damage reduction applies to abilities?

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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DHAROK IS THE MAN.

 

DH set is totally badass in beta. The way auto attacks work now really makes Dharok's set bonus ridiculous. Every time I activate a single attack ability (such as slice, bash, bop, etc. not combos like assault) I also hit with an auto attack in tandem. As you can see, I'm able to hit over 4000. I even hit the 5000 vs. boss cap with a critical a few times during my tests. With somewhat high health, I'm still hitting over 2000 regularly.

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[spoiler=I LOVE MY STATION]

 

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0110100101110011001000000111010001101000011010010111001100111111

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I've not yet Dungeoneered in the beta, but I was wondering if armor is almost a necessity there now, even with a high Defence level?

 

It definitely helps a lot, and with the generally decreased danger in dungeoneering ssh is almost totally useless now so there's not much of a reason to not have armor.

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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Does the Saradomin Murmur amulet have stats in the beta yet? I'm curious to see if it will have a higher crit bonus than the fury.

Does it exist in beta? I know a few things that haven't been in vendors in the beta, like Armadyl Boots were never available.

El Psy Congroo.

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If you import your save while wearing it, shouldn't it show up in the beta? I'm just curious if they' e added stats for it yet.

When they added that 200m bow, if you imported it would turn into a broken model and barely have an inventory icon, or wouldn't exist at all (depending on the state of the beta at the time). If it hasn't been fully implemented in the files, it'll just disappear, if it's been in the files at all, it'll have a broken icon. It hasn't been added as a drop or anything, so it won't have any balancing most likely. They're always way behind on live updates.

El Psy Congroo.

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From http://services.rune...3915434,goto,25 If you have (full) beta access.

 

Large list of changes coming in the next beta patch. (Among other future changes)

 

Hey, sorry it took so long to reply, there is a lot of feedback here 0.0.

 

So....

 

Bugs:

As a general note, some of these bugs are already fixed/being fixed so if we don't mention it, it's probably already dealt with blk.gif

 

-The stats of the crystal shield/bow are not meant to degrade along side the weapon any more, it was a mechanic we weren’t happy with so we made crystal items more user friendly by stopping the stats from degrading.

-We are also not happy with the equipment screen and have just come back from an hour long meeting discussing how we want to improve it. So expect to see that improved like we did with the ability book in the future.

-Escape will be fixed with the next update to move you to the range of your bow/crossbow etc....

 

On a side note, if you find any more, please send in a bug report. We have a team which goes though all the bugs sent in, in turn and verifies them and sends them directly to us.

 

Ranged:

-Shield bows exist because we wanted to provide "arrow" users with the ability to use a shield. Since bows are inherently 2 handed this is impossible so our concept artists invented the shield bow. We still need to change the name of the long bows to `Shield bow`, however this mechanic allows our "arrow" users to chose to play defensively with a shield bow or offensively with a short bow.

-As you may have seen with the latest godwars update, we now have an armadyl crossbow; you can expect this to fill the gap in the very near future.

 

Magic:

-The ultimate metamorphosis should be powerful as they are meant to be KO abilities; we balance these vs. the defensive ultimates such that you can counter this. That said, we do continue to monitor the damage output and structure of abilities and will change things as we feel it is necessary.

-The ancient name changes is an issue that keeps on coming up so we may have to look at changing them back for you guys blk.gif

-Blood spell healing will be buffed soon so let us know how it feels!

 

Melee:

-Glad you like how melee is performing - we are looking into opening a fight with an ability.

 

Targeting System:

-This one is easy, direct targeting will be in with the next update! (Horray!)

 

Abilities:

-In the next update we will see a big shake up to how some abilities work, you'll also notice a few changes to armour and LP contribution on shields so it's probably worth waiting to comment on how this feels after the incoming changes. Let us know what you think next week blk.gif

 

Spell casting:

-Looks like you've found an issue that needs some investigation here; we'll get back to you.

 

DG:

-Since your post here we have made some large changes to do with combat triangle effectiveness in dungeoneering so you should find it easier now, keep us posted!

-As mentioned, the next update will change the way lifepoints work on armour so that may help DG a bit too.

-Chris tried to re-write the bind system this week but after much *face-desking* it will require more time. Just take solace in the fact that we are looking at changing it to be more useful and we don't like the feel of it too.

-The omission of wands/offhands etc is something we plan on addressing in the future.

 

Godwars/Fight cave/Fight kiln/general fight mechanics:

-As mentioned in the next update we will see a big shake up to how some abilities work so I'd be interested to see how you feel about this after the update.

 

-PC

I'll look at beefing up the difficulty soon.

 

Clan wars/ Multi-piling in PvP:

The multi-piling is a known issue that we are working on. The current proposed solution is single-way combat worlds and in these worlds FFA clan wars would be 1v1 only.

That said, some concerns have been raised with single-way combat worlds that we are taking into consideration so that may not be the solution we go with.

But, in short we will provide a way for single way style combat to continue and hopefully in a way that you guys are happy with.

 

DA:

Summoning has been added to the combat formula such that it counts as an offensive stat.

 

Sc:

Once again, the upcoming LP changes should improve this.

 

XP Rates:

Indeed, you guys found some really good bugs in our XP calculations and theses will be dealt with during the next update.

 

Hope that helps, the updates coming next week are big ones so I couldn't go into too much detail in places that I would have done if we were not making such big changes. Please do update these once you have tried them with the new changes and i'll get back to you on them again

El Psy Congroo.

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-The ancient name changes is an issue that keeps on coming up so we may have to look at changing them back for you guys

Best potential thing to look forward to :P

 

I hope they're planning on changing the animations. The old-timey ancient spells really look out of place. Quite a shame, because they're still (going to be) the most powerful/most used spells.

 

Also, we absolutely NEED new sound effects and hitsplats. I want to see weather or not my ability is hitting, or what's happening. It seems the blue shield "miss splat" has been totally removed, and all you get are a few barely noticeable sparks that imply a failed attack. The sounds really need to be more satisfying. When I swing a giant axe, it shouldn't feel like it goes right through a monster as if they were a ghost (assuming the monster isn't literally a ghost). Hitting and missing having the same animations makes sense, I suppose, but there needs to be sounds/visual to make it seem like it was blocked, or dodged, not just clip right through the enemy and do nothing.

 

P.S. Chirping stun effects are especially annoying. Force choke sounds like CHIRP CHIRP CHIR-CHIRP CHIRP CHIR-CHIRP CHIRP CHIR-CHIRP CHIRP CHIRP. No exaggeration.

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[spoiler=I LOVE MY STATION]

 

01001001001001110110110100100000010101000111011101100101011011000111011001100101

00100000011000010110111001100100001000000111011101101000011000010111010000100000

0110100101110011001000000111010001101000011010010111001100111111

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That's a good list of fixes there :thumbup:. I like that they also tell us where they've been working and failed (such as with the bind system), even if it's just a small tidbit.

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)

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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

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DG:

-Since your post here we have made some large changes to do with combat triangle effectiveness in dungeoneering so you should find it easier now, keep us posted!

-As mentioned, the next update will change the way lifepoints work on armour so that may help DG a bit too.

-Chris tried to re-write the bind system this week but after much *face-desking* it will require more time. Just take solace in the fact that we are looking at changing it to be more useful and we don't like the feel of it too.

-The omission of wands/offhands etc is something we plan on addressing in the future.

 

These things make me a very happy panda. Pls make doomcore a wand.

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Note that Summoning being counted as an offensive stat simply means it competes with Strength/Attack/Magic/Ranged for the second combat level number. So if you're not higher Summoning than any one of those, it'll still ignore the stat like usual.

El Psy Congroo.

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Note that Summoning being counted as an offensive stat simply means it competes with Strength/Attack/Magic/Ranged for the second combat level number. So if you're not higher Summoning than any one of those, it'll still ignore the stat like usual.

 

Yeah, all the change does is "eliminate" the summon+defence pure. now they won't show up as lv101.

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Maxed since Sunday, January 9th, 2014
Completionist since Wednesday, June 4th, 2014

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Note that Summoning being counted as an offensive stat simply means it competes with Strength/Attack/Magic/Ranged for the second combat level number. So if you're not higher Summoning than any one of those, it'll still ignore the stat like usual.

 

Oh that's awesome then, they should probably do the same with prayer and hit points.

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99 farm easy

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[qfc]15-16-716-63990373[/qfc]

]Hi,

 

We are working hard on improving all aspects of the animation and modelling within RuneScape; the new player kit plays an integral part in this as it enables us to portray emotion and add many more human characteristics.

 

The old player kit was very restrictive as it simply didn't have the fidelity to bend, stretch and generally deform in a way that allowed us to animate freely. The new kit permits us to do this and allows us to focus on bringing the quality up to a much higher level; this is vital in achieving a more cinematic and immersive experience.

 

Following on from feedback from both the beta and this forum, we have created this thread to inform you of the changes we have made. More modifications are likely as we continue to develop and experiment with the new base models. [/color]

336QO.jpg

Female

Jb0Lp.jpg

Male

 

As seen in the above images, we have:

 

Face:

 

• Decreased the size of the eyes for a less “alarmed” look.

 

• Fixed the shading issue which made the female look like she had applied her make-up in the dark (this has also fixed the male’s quizzical expression).

 

• Lowered the eye brows for less surprise in the basic expression.

 

• Reduced the size of the cheeks to give more definition to the cheekbones and chin.

 

For those that are complaining about ill-fitting hats, we urge you to send in a bug report so than they can be repositioned correctly.

 

Body:

 

As mentioned in the game update FAQ, female arms will appear more appropriate once all of the animations have been implemented. These will make the body much more composed and lady-like when in their default resting stance. Hands will also have a more relaxed state, so fellow players will no longer have to fear for their lives when standing next to you.

 

We shall be keeping the feminine hour-glass figure as we feel that it is important to be able to differentiate between the two genders. In addition, as both player kits now share the same feet, we’ve averaged out the size so that one size fits all. Due to the strict proportions, if we were to increase the size, it would give an unfortunate case of “cankles” which isn’t a desirable look for most.

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I had to look at the picture for 30 seconds before figuring out which were supposed to be the new improved players models. The hair gave it away, not the face.

 

New female face looks decent. Male face went from happy derp to bored mentally challenged.

 

Anyway grats to jagex for making our faces enter the year... 1998? Only 14 more years of technology to go!

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