December 28, 201213 yr I do think Construction needs a re-work, but I don't think it was a matter of technology. There was a lot they could have done with it over the years, but it's served its purpose, which was always to serve as a luxury skill that also operated as a money-drain. It has certainly accomplished both things and did so particularly well for the time it was invented. I think it's time for it to move past that, but it hasn't exactly failed Jagex's initial intent.
December 28, 201213 yr My theory is that the two new skills is that, one will be a completely new skill, and the other will be an entirely different skill.That's got to be the craziest thing I've heard all day. I painted some stuff and put it on tumblr
December 28, 201213 yr My theory is that the two new skills is that, one will be a completely new skill, and the other will be an entirely different skill.That's got to be the craziest thing I've heard all day. ... and it's mine ... |^_^|
December 28, 201213 yr omg i know it! sailing@@@@@@@@@@@@@@@@@@@@@@@ wait just a minute.......... :wink: :wink: One of these skills will be sailing, even though they said they might name it differently. With the release of Ports, there is 0 chance one of the new skills is sailing, I'd make a ban bet on that much
December 28, 201213 yr Construction needs to be rewritten from the ground up. It failed to reach its potential because Jagex didn't have access to the appropriate technology at the time, but now they do. It deserves a rework more than anything else in the game. Thats pretty much exactly what I was thinking, just scrap it and rewrite it. Its just so bad at the moment. Too true, even within a 'grid-build' formula for houses they could give us more diversity eg:Make the grid squares smaller, so a current room square is divided 4x4 to give use more freedom of placement.Make rooms that aren't JUST square and same size, heck even give us some 2 storey rooms.Make it so rooms and furnishings are separate things - eg you can place room a or room b and they will have say window/curtain/lighting/door (door hotspot as in we can leave rooms with just open walk ways or put in decorative arches or lockable doors that only we can open) hotspots but then you can pick further if it's a kitchen or a study or w/e which would define what hotspots appear to be built in.Make it so that in the over world we can find various artisans who will give us plans/designs that we have to take to a work bench and practice that unlock more furnishings like more skill related items and more cosmetic differences; like we could learn how to make extra fertiel farming patches that grow slightly faster or say a herblorists workstation that can hold vials and herbs and water and seconds and when used offers a small xp boost.Make it so that hotspots aren't confined to being just 1 thing, like one by a wall could given choices of being a bookcase or a clock or a cupboard or a fireplace or a table.Expand the costume room concept to give us more storage for lesser used items. eg let us make cupboards we can put x items in, heck outright expand the costume room concept so we have wardrobes/racks/drawers/chests that can simply take any clothes items.Also big a one make all rooms moveable without having to rebuild.The whole hotspot paradigm is wrong. Make it more like Roller Coaster Tycoon or something, where we can place anything where ever we want (within reason, of course).
December 28, 201213 yr Construction needs to be rewritten from the ground up. It failed to reach its potential because Jagex didn't have access to the appropriate technology at the time, but now they do. It deserves a rework more than anything else in the game. Thats pretty much exactly what I was thinking, just scrap it and rewrite it. Its just so bad at the moment. Too true, even within a 'grid-build' formula for houses they could give us more diversity eg:Make the grid squares smaller, so a current room square is divided 4x4 to give use more freedom of placement.Make rooms that aren't JUST square and same size, heck even give us some 2 storey rooms.Make it so rooms and furnishings are separate things - eg you can place room a or room b and they will have say window/curtain/lighting/door (door hotspot as in we can leave rooms with just open walk ways or put in decorative arches or lockable doors that only we can open) hotspots but then you can pick further if it's a kitchen or a study or w/e which would define what hotspots appear to be built in.Make it so that in the over world we can find various artisans who will give us plans/designs that we have to take to a work bench and practice that unlock more furnishings like more skill related items and more cosmetic differences; like we could learn how to make extra fertiel farming patches that grow slightly faster or say a herblorists workstation that can hold vials and herbs and water and seconds and when used offers a small xp boost.Make it so that hotspots aren't confined to being just 1 thing, like one by a wall could given choices of being a bookcase or a clock or a cupboard or a fireplace or a table.Expand the costume room concept to give us more storage for lesser used items. eg let us make cupboards we can put x items in, heck outright expand the costume room concept so we have wardrobes/racks/drawers/chests that can simply take any clothes items.Also big a one make all rooms moveable without having to rebuild.The whole hotspot paradigm is wrong. Make it more like Roller Coaster Tycoon or something, where we can place anything where ever we want (within reason, of course).Whilst I would agree with that in theory, I'm unsure whether it would be feasible technologically for a game like RS. Which is why I tempered my ideas within a hotspot framework, just loosened up a bit from what we have now.But certainly if they could do it it'd be amazing to see. I'm curious to see how far they do go with it cause there have been some murmurings in QAs etc about ideas for it and want to rework it and they did mention a concept of player owned streets whereby friends/clans would be able to combine their houses into a community. Plus with the whole premier members 'priority access to all 2013 betas' it does sound like we've got some big reworks tht will be betaed in store. And short of a wildcard all they could be (imo) is the construction rework, the summoning rework or the smith/mine rework alluded to in the brink of extinction faqs (Namely that obby armour was limited out of main stream use due to upcoming reworks designed to rebalance mine/smith to appropriate levels which sounds very much like rune is going to end up in the 50-60 range leaving a whole host of space for mine/smth content) Operation Gold Sparkles :: Chompy Kills :: Full Profound :: Champions :: Barbarian Notes :: Champions Tackle Box :: MA RewardsDragonkin Journals :: Ports Stories :: Elder Chronicles :: Boss Slayer :: Penance King :: Kal'gerion Titles :: Gold Statue
December 28, 201213 yr I don't think they had the technology to do it back when the skill was in development, but they definitely do now. As far as other reworks go, I see no reason why you shouldn't be able to smith all rune armor pieces at 50 smithing. Then 51 to 99 could be reserved for buffs. I'm not sure if mining has to be reworked too, but I guess it doesn't make sense to require 85 mining to get the ore used to make level 50 armor. Summoning just needs better ai and better ui, I don't expect any radical changes, other than it being easier to use.
December 28, 201213 yr Yeah smith thing would work very well with level my-x In terms of the equipment levels up and much like our skills unlocks new refinements that can be applied using various skills.Eg lvl 5 sword and +20 smith lvls on making reqs you can sharpen the blade to increase damageLvl 10 armour with +30 smith levels and some craft and magic and rc you can embed enchantments. Operation Gold Sparkles :: Chompy Kills :: Full Profound :: Champions :: Barbarian Notes :: Champions Tackle Box :: MA RewardsDragonkin Journals :: Ports Stories :: Elder Chronicles :: Boss Slayer :: Penance King :: Kal'gerion Titles :: Gold Statue
December 29, 201213 yr With the release of Ports, there is 0 chance one of the new skills is sailing, I'd make a ban bet on that much Well, you would better start moving stuff to your alt/new account. I always thought they could apply the concept to main world routing using agility. It is called pathfinding, not routing. Yep, in RuneScape's 2D world that is possible; yet all the shortcuts have to be added manually. Which makes this idea useless... ... for now. R.I.P. oO000oO0oO00, RS2 range pure transformed to a maxed PvM char in EoC, ten years of time completely wasted.Good to be gone :)
December 29, 201213 yr Pretty sure Suzi asked if we could get the Marriage Skill at last year's RuneFest and the mods just rolled their eyes.It was a "seduction" skill she wanted :P Mercifull <3 Suzi "We don't want players to be able to buy their way to success in RuneScape. If we let players start doing this, it devalues RuneScape for others. We feel your status in real-life shouldn't affect your ability to be successful in RuneScape" Jagex 01/04/01 - 02/03/12
December 29, 201213 yr Make smithing/crafting like Skyrim smithing. Nuff said. You could use your smithing level to make Rune armor a level 59 gear instead of level 50, and so on and so forth with the other armor types (including boss drop armor and any higher level armor to come in the future).
December 29, 201213 yr With the release of Ports, there is 0 chance one of the new skills is sailing, I'd make a ban bet on that much Well, you would better start moving stuff to your alt/new account. I always thought they could apply the concept to main world routing using agility. It is called pathfinding, not routing. Yep, in RuneScape's 2D world that is possible; yet all the shortcuts have to be added manually. Which makes this idea useless... ... for now. Nit picking. Path finding and routing are synonymous terms for the same thing. Operation Gold Sparkles :: Chompy Kills :: Full Profound :: Champions :: Barbarian Notes :: Champions Tackle Box :: MA RewardsDragonkin Journals :: Ports Stories :: Elder Chronicles :: Boss Slayer :: Penance King :: Kal'gerion Titles :: Gold Statue
December 29, 201213 yr Make smithing/crafting like Skyrim smithing. Nuff said. You could use your smithing level to make Rune armor a level 59 gear instead of level 50, and so on and so forth with the other armor types (including boss drop armor and any higher level armor to come in the future). Skyrim's system is more suited towards a single player rpg in the sense that it enables you to use almost any set of armor you want in the end game. In Runescape this would effectively kill off boss hunting as there would be no reason to go get a Torva (Daedric) drop when you could just smith up your rune (steel) armor to be on par. If you're suggesting literally smithing rune to the stats of level 59 armor, dragon to 69, barrows to 79 etc then all armor sets will just become equally better changing nothing. An Enchanting approach with the magnitude based upon the armor's defence requirement could work a bit better since having a better armor set would give proportionately greater benefits. Maybe a base runecrafting requirement along with the class of armor making it 50 runecrafting and strength for rune. To counter the problem of runecrafting essentially becoming a combat skill like the herblore incident back in 2009 enchanting armor could weaken the physical defences by maybe 25% (both lifepoints and armor bonus) in order to imbue anything from a ring of recoil's effect up to Void's accuracy boost and Divine's damage blocking. These numbers would obviously need to be balanced to make sure having an unenchanted set wouldn't mean certain death. From the empty days of hope, deny the darknessFollow my voice, we'll run far away from hereIf only to hide, to escape this lifeAnd live forever, forever in the sun
December 30, 201213 yr I thought the skills were not lore based but were taken from classic runescape and the other was supporting it.... I don't know anymore, we all laughed at sailing.... ooooo ship came in bbl =P
December 30, 201213 yr Make the grid squares smaller, so a current room square is divided 4x4 to give use more freedom of placement. The current game engine can only handle 8x8 areas :( My blog
December 30, 201213 yr A mod in a QA blog stated that if they wanted they could make the grid 10x smaller at most. Maxed [February 14, 2012] | Completionist [October 25, 2012] | Trimmed Completionist [in Progress]Visit my Blog!
December 30, 201213 yr More options for customisation is always something to look forward to, and there will be a short-term boom due to post-update excitement, but unless the revamp gives the Construction skill a genuine purpose, it will fail to revitalise the skill in the long-term. You can boil so much of this game down to one method's XP/hr rate vs another method's XP/hr rate, and Construction is one such case. Because it fails to improve XP rates in any other skill, POHs don't get used for anything other than one-click teleport safe zones and quick teleport access through the portal rooms/glory hotspot (prayer being the obvious exception, but even that can be trained in someone else's house, not your own). To this day, I cannot understand for the life of me why they made Clan Citadels a separate update, when they had a perfectly good option in improving POHs. | Favourite Game Music | Last.fm | HYT Friend Chat Rules |
December 30, 201213 yr More options for customisation is always something to look forward to, and there will be a short-term boom due to post-update excitement, but unless the revamp gives the Construction skill a genuine purpose, it will fail to revitalise the skill in the long-term. Man, I sure miss the era of house parties :( In real life MMO you don't get 99 smithing by making endless bronze daggers.
December 30, 201213 yr I like the idea of Archeology. The community has been talking about the idea of it for a while.Maybe the other one will be, um, I don't know. Supporter of Treasure Trails and can't stand non-matching armor.
December 30, 201213 yr Make smithing/crafting like Skyrim smithing. Nuff said. You could use your smithing level to make Rune armor a level 59 gear instead of level 50, and so on and so forth with the other armor types (including boss drop armor and any higher level armor to come in the future). Skyrim's system is more suited towards a single player rpg in the sense that it enables you to use almost any set of armor you want in the end game. In Runescape this would effectively kill off boss hunting as there would be no reason to go get a Torva (Daedric) drop when you could just smith up your rune (steel) armor to be on par. If you're suggesting literally smithing rune to the stats of level 59 armor, dragon to 69, barrows to 79 etc then all armor sets will just become equally better changing nothing. An Enchanting approach with the magnitude based upon the armor's defence requirement could work a bit better since having a better armor set would give proportionately greater benefits. Maybe a base runecrafting requirement along with the class of armor making it 50 runecrafting and strength for rune. To counter the problem of runecrafting essentially becoming a combat skill like the herblore incident back in 2009 enchanting armor could weaken the physical defences by maybe 25% (both lifepoints and armor bonus) in order to imbue anything from a ring of recoil's effect up to Void's accuracy boost and Divine's damage blocking. These numbers would obviously need to be balanced to make sure having an unenchanted set wouldn't mean certain death. More of what I meant is that Rune is only upgradable to a max level of 59, so as not to kill off dragon's usefulness. The same goes for all armor sets. They can't get as good as the next one, but they get close to it. It may not necessarily be extremely useful, but it is a heck of a lot more useful than smithing is currently.
December 30, 201213 yr I could definitely see some sort of enchanting being one of the skills. As much as they are going to increasing lifepoints with armour and what not. I know it leans toward WoW but I wouldnt mind seeing something similar to engineering as well.
December 30, 201213 yr Kind of divided on the idea of engineering. It sounds like a good skill, but would bring the technology of runescape a bit too far imo. Without it we already have gunpowder weapons, anything past that would feel just a bit too modern for me. From the empty days of hope, deny the darknessFollow my voice, we'll run far away from hereIf only to hide, to escape this lifeAnd live forever, forever in the sun
December 30, 201213 yr Kind of divided on the idea of engineering. It sounds like a good skill, but would bring the technology of runescape a bit too far imo. Without it we already have gunpowder weapons, anything past that would feel just a bit too modern for me.But engineering could enhance our use of gunpowder from clunky hand cannons/multi cannons to maybe muskets, small pistols & small thrown explosives similar to fishing explosives. Also the guns could have a slower reload rate to bows to make it realistic to real muskets too maybe half the speed of bows but deals 1.5x the damage of bows (say a musket can hit for 200, a bow of same tier would hit for 150)We can't stay in the swords and bows age forever can we? Also we could get partly mechanised pickaxes or hatchets for faster skilling/gathering. Possibilities would be near endless without pushing runescape too modern to lose it's current feel. That's my take on engineering anyway.EDIT: think i've been playing too much age of empires 3 with the whole muskets idea :? Quest Cape Achieved 10/08/2012TFU: Ruinous Edge http://www.transformersuniverse.comA piece of glass in the sand under your feet, it cuts you deep and it makes you hate the beauty that you see.
December 31, 201213 yr I'd rather just leave mechanized things to the Dwarves, they've always been a convenient scapegoat for with this kind of stuff. From the empty days of hope, deny the darknessFollow my voice, we'll run far away from hereIf only to hide, to escape this lifeAnd live forever, forever in the sun
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