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The Evolution of Combat: BETA discussion

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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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Let's hope the final result is a bit more improved (once all the animations are in place). They shouldn't have pushed the EoC model to live game yet though... that much was obvious before.

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Maxed since Sunday, January 9th, 2014
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I've got a question.

I've not followed the Beta too much. Have not really played it on my Pure much either. I've tried some pking with it, but i found that i was way too laggy in the Beta servers to actually make anything of it.

I was wondering if pures really are going to have a hard time, like i've heard some people say.

I've tried finding some info on it here and there, but not with much success.

Would skills have to be well rounded in order to be a decent pker?

Ive seen about 2 or 3 videos on Youtube of a guy with a Berserker Pure doing quite well, and when i mentioned that to a friend of mine he mentioned seeing videos where pures would just get wrecked.

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Man I've made a rededication to dungeoneering because I don't want to be at 118 dung going... Nuhhhhhh I can't figure out how to dung without dying 5+ times. Not to mention I got a feeling that there will be a ton of rage quitting at dung when EOC goes live. If I have to live through the near same post-release symptoms dung had I may turn into some kind of demonic troll (and I can tell I've already come close from dunging so much). Sooo I wonder if I could get 116-120 before its release (2m from 117)... Oh boy!




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Nobody else excited about the hair? Also, I really really hope we get to choose from different face types.

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I am excited about the hair, if it goes live, but I have a sinking feeling it won't be in the live version of the models, and will be a while before it comes out.. it does look nice and more detailed though


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

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Female face looks quite masculine to me, actually :s


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

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I hope they adjust the colour pallette for facework for those female players who choose to use something other than the caucasian skin tone. At present, in game, my face looks like I applied eye shadow and lipstick with a spatula ... <_<

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Face-customization in general is something I would like to see. Especially now with their ability to fine-tune little details like facial traits.

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At present, in game, my face looks like I applied eye shadow and lipstick with a spatula ... <_<

 

Or while drunk? :lol:

 

http://www.youtube.com/watch?v=MXzwAXzUwwE

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Do the new robes of subjugation have any sort of attack bonus in the beta, or are they strictly inferior to Virtus gear?

 

And how does Storm of Armadyl work? I can't see why you'd bother using it over the significantly cheaper ancient spells.

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At present, in game, my face looks like I applied eye shadow and lipstick with a spatula ... <_<

 

Or while drunk? :lol:

 

http://www.youtube.com/watch?v=MXzwAXzUwwE

 

That's one gross looking lady! :shock:


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[qfc]299-300-953-63996240[/qfc]

 

EoC - Beta update 14/09/12

 

 

Gameplay changes

 

Armour & Constitution : Previously constitution contributed 10% of your lifepoints, whilst armour contributed 90%. This was making it hard for players without armour to take damage (like from random environmental sources or just exploring) We've changed this so now Armour contributes 60% of the your lifepoints. This essentially means each Constitution level now grants 40LP instead of 10. Sum lifepoint values will remain unchanged.

 

Armour value is distributed across a full set of armour. Previously Shields took quite a significant percentage of this weighting. Following extended monitoring, player feedback and the reception of shield-specific abilities, we've decided to shift these weightings so the lack of a shield isn't as "punishing" hitchance wise.

 

Following more player feedback, we are now trialling Threshold draining adrenaline in the hope for less massive combo-ko and more tactical use of thresholds and basics in general. For now, we have thresholds still requiring over 50% adrenaline for use but they'll now drain 15% on use. You can of course, still use basics to generate to a high adrenaline level if you wish to combo thresholds.

 

Direct targeting has been added. There is now a new component on the top-left area of the actionbar if you wish to use your mouse, or you can press the "T" key to change to a targeting cursor for you to pick your target with.

 

XP code has been revised following feedback and a few bugs. You should find finishing off NPCs that were in combat with other NPCs now no longer rewards ridiculous xp! Furthermore the rates have been tweaked for fighting easier/harder than expected fights. Please let us know your thoughts on combat and slayer XP rates!

 

The summoning icon can now be dragged to your actionbar and interacted with.

 

Combat level is now only displayed when you are in combat, in a PvP area, or have your weapons unsheathed. Outside of these circumstances you will display your total skill level.

 

The Worn stats interface has had a complete redesign, hopefully making it clearer to understand your combat stats and effectiveness, let us know what you think!

 

Godwars equipment has been changed from level 75 armour to level 70, making it on par with Barrows but without the extra set effects/degradation. (Nex armour remains unchanged at level 80). We've also added the new Godwars revamp into the beta.

 

 

Other improvements/changes

  • Polypore spell is back!
  • Dragonbreath has had it's frontal cone attack tweaked and can now be used from a bit further back
  • If you move from a familiar to it's owner in PvP your adrenaline won't be drained.
  • Normal critical hits on auto attacks have been updated to be more potent and dynamic
  • Magical spell critical hits were not functioning as expected and have been tweaked to work as melee/ranged are.
  • Abilities now have the power to hit higher than the hit cap if they critically hit
  • Stuns now have diminishing returns.
  • Surge boxes in Dungeoneering are now wielded in the quiver slot!
  • Ancestor spirits and Aegis auras should now function as expected
  • Mindspike staff should now be able to change styles as expected
  • There is a new defend animation out of combat to prevent the combat defend animation looking like it snaps.
  • Auto attacks should not hit instantly following ability use
  • Elite void has had it's stats returned
  • The Spirit cape can now be worn by all styles, previously it was locked to being a magical item.
  • Momentum now inflicts minimum damage values in a similar style to ability damage output.
  • Troll invasion trolls are not as punishing if you are using the wrong attack style against them.
  • Dragons no longer melee over a distance!
  • Warped terrorbirds no longer go invisible after 5 minutes.
  • Various humanoid NPCs wouldn't play death animations. This should now be resolved.
  • Holy water is now officially awesome against demons!
  • You can no longer fire the mithril grapple at your target. Xbow shortcuts should be working again.
  • Various bosses in the dominion tower have had their difficulty tweaked. More fixes to come, please let us know your feedback on any bosses you feel aren't as expected.
  • Following player feedback we've added the dragon spears pushback ability. The Ability "Kick" (Found in low level Strength) will incorporate the pushback.
  • As ever, plenty of skillguide revisions.

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That looks rather good :thumbup: :D.

 

"Magical spell critical hits were not functioning as expected and have been tweaked to work as melee/ranged are."

 

But we only just figured out just what the hell mage crits do...


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Overall some good updates. I don't like how constitution does not play any role in combat calculation, yet now has a much higher impact on survivability. I do think that armor LP boosts were way too strong, but they need to factor const lvl into the formula in some way.


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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So much flip-flopping on GWD equipment...

Selling my stuff now lol


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

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I will have to say I am very excited for the Evolution of Combat. I would like to see a few servers be used for the current system but not effect the new servers when they come out.


Never blame a day in your life.

Good days give you happiness.

Bad days give you experience.

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I will have to say I am very excited for the Evolution of Combat. I would like to see a few servers be used for the current system but not effect the new servers when they come out.

 

Mods have confirmed they won't be supporting seperate servers for current RS and post-EoC RS.


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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I don't understand why they would release subjugation armour in live and make it so good only to make it the same level of Ahrim's only a few months later.

 

I get that there's different devs working on these things but that it's still annoying.

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They're updating all the old crappy looking weapons too. Only Bronze, Iron and Mithril are done, but I'll put a few screenshots for you below:

 

c9mb2.png

 

ht8cK.png

 

 

All classes of melee weapon, as well as crossbows and throwing knives have been updated, so I'll do more if anyone wants them.

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I just want to know, who puts the sharp edge of a greatsword on your shoulder, armored or not! That would dull the blade let alone wreck the flesh it rests on >_> Very weird that they didn't animate it so the flat of the blade rested against your shoulder rather than the edge.


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Total level now displays instead of combat level = an awesome decision in my opinion.

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Total level now displays instead of combat level = an awesome decision in my opinion.

 

Yea, I think that is a pretty cool decision as well. Now people can't complain that they have nothing to work towards once they reach 200 combat.


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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Total level now displays instead of combat level = an awesome decision in my opinion.

 

Yea, I think that is a pretty cool decision as well. Now people can't complain that they have nothing to work towards once they reach 200 combat.

 

 

my favorite update so far


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