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What updates would you like to see in EoC?


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I think the best way to do it is to combine attack and strength into one skill: melee. Then there will be melee, ranged, and magic. As you become better in each skill, you become stronger and more skilled in that perspective. Being able to hit hard with a sword does not directly translate to being able to use a stronger bow, or hit harder with a spell; they're different kinds of strengths.

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I think the best way to do it is to combine attack and strength into one skill: melee. Then there will be melee, ranged, and magic. As you become better in each skill, you become stronger and more skilled in that perspective. Being able to hit hard with a sword does not directly translate to being able to use a stronger bow, or hit harder with a spell; they're different kinds of strengths.

 

Does attack affect you in EOC that much anymore?

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Being able to hit hard with a sword does not directly translate to being able to use a stronger bow, or hit harder with a spell; they're different kinds of strengths.

Except that it does. Your all-round strength training (e.g. workout) improves every weapon, and someone who is strong from, say, mining all the time (0 every stat, 50 strength), would be able to swing a sword for a hell of a lot more damage than a trained person who spent two months in bed sick and just got up (50 every stat, 0 strength). The same miner would be able to draw a crossbow/bow the soldier couldn't. I'm not a fitness expert by any means, but as far as I know, people in all sorts of sports get stronger overall even if they mostly focus on one area. For example a gymnast specializing in the rings would still have strong legs.

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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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Being able to hit hard with a sword does not directly translate to being able to use a stronger bow, or hit harder with a spell; they're different kinds of strengths.

Except that it does. Your all-round strength training (e.g. workout) improves every weapon, and someone who is strong from, say, mining all the time (0 every stat, 50 strength), would be able to swing a sword for a hell of a lot more damage than a trained person who spent two months in bed sick and just got up (50 every stat, 0 strength). The same miner would be able to draw a crossbow/bow the soldier couldn't. I'm not a fitness expert by any means, but as far as I know, people in all sorts of sports get stronger overall even if they mostly focus on one area. For example a gymnast specializing in the rings would still have strong legs.

 

That's applying real life physique to a game genre which never dealt in that.

By that notion, Agility should also train strength.

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I know some discussion already occurred on this but especially as EoC split prayers into 'attack and 'strength' even for ranged and mage. I really think It'd make sense to rename Attack to something like Swordsmanship or Warrior or Melee.

Then make it so that it effects accuracy for melee, whilst mage and ranged do it for their classes; whilst Strength effects the max hit for all classes.

It would make sense, as others have touched on, theres the current type of strength where you literally throw your whole power into smashing a weapon into them. But there's also strength to pulling a bow tighter to fire harder or fling something harder, heck even avoiding recoil on crossbows via strength would give it a bit more punch. And as for magic it could make sense in both the sense of flinging the spell away from your stronger and mental strength to channel the magic into a more forceful hit.

 

I know it'd be a departure from what Strength currently is, but it wouldn't be outside the realms of what a strength skill could encompass.

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(i do agree, the current system is absolutely shit, doesn't display how skilled people are at alllll.)

But the previous system prevented Mages and Rangers from getting max combat without training Melee.

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That's applying real life physique to a game genre which never dealt in that.

By that notion, Agility should also train strength.

The game deals with real life physique and physics all the time. Yes, there are always things changed to fit the game, and things related to magic, but overall, we are humans and all 'basics' concerning humans are expected to hold. As evidenced by the fact that you can train strength through fishing and wield a primal maul with perfect skill (though not many abilities), there is such a thing as 'all-round strength'.

 

And yes, agility courses could totally train strength, I'd be up for that. Agility is next (and the only one) on the list of combat skill candidates.

 

Swinging a sword and pulling back a bowstring use different muscles (I think). Regardless, being super buff doesn't translate to having increased mental acuity.

We don't have a mental acuity skill at all :(. We do have the magic skill of course, which takes its place when combat magic is concerned. But physical strength/capability as prerequisite for magical strength is a pretty basic idea that exists in numerious fantasy settings. Again, I think it makes perfect sense that a sickly yet skilled mage casts less powerful (purely in the sense of power-filled) spells than a strong yet unskilled apprentice, although the mage might cast more complex ones, which can achieve greater things in the end.

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 don't mind sacrificing realism for obtaining good gameplay. That means converting strength to a general skill applying to all range/mage/melee would be good. It fixes a lot of the disparity between the styles and doesn't feel too out of place.

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Why don't they just fix 'levels mattering' by applying a simple formula:

(Stat/3)+2x(Wep tier/3) = Weapon power

 

Say you're lvl 99 Attack and using a Drygore rapier (lvl 90), with my formula it'd have the accuracy of a lvl 93 weapon.

Pot up with an overload? It'll have the accuracy of a T98 weapon.

Same applies for strength to melee weapon damage, range and mage to both their respective accuracy and strengths and defence and constitution to armour rating and lifepoints boost respectively.

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Dragon Drops : 5 Dragon Medium Helmets, 3 Dragon Claws, 3 Dragon platelegs, 2 Dragon plateskirts, 2 Dragon Hatchets, 2 Dragon Spears, 7 pairs of Dragon Boots, 1 Dragon pickaxe, 10 Dragon defenders, 3 Dragon 2h swords, 1 Dragon armour Slice, 1 Dragon armour Lump, 1 Dragon chainbody, 1 Dragon kiteshield, 1 Dragon hasta, 1 Dragon ward, 25 Dragon knives pairs
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Let us bind implings again

This. One thing I was surprised to see not working in Beta. :(

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Let us bind implings again

This. One thing I was surprised to see not working in Beta. :(

Can't target then cast bind? Granted it is more tedious ...

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

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Invalid Target or something. :/

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^^My blog of EoC PvM, lols and Therapy.^^

My livestream- Currently: Offline :(

Offical Harpy Therapist of the Mad

[hide=Lewtations]

Barrows drops: Dharok's helm x2, Guthan's helm, Ahrim's top, Hood and skirt, Torag's hammers, Karils skirt, Karil's top, Torag's helm, Verac's skirt, Verac's Flail, Dharok's Platebody.

Dag kings drops: Lost count! :wall:

4k+ Glacors, 7 Ragefires, 4 Steadfasts, 4 Glaivens, 400+ shards![/hide]

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Why don't they just fix 'levels mattering' by applying a simple formula:

(Stat/3)+2x(Wep tier/3) = Weapon power

 

Say you're lvl 99 Attack and using a Drygore rapier (lvl 90), with my formula it'd have the accuracy of a lvl 93 weapon.

Pot up with an overload? It'll have the accuracy of a T98 weapon.

Same applies for strength to melee weapon damage, range and mage to both their respective accuracy and strengths and defence and constitution to armour rating and lifepoints boost respectively.

That does require that the exponential formula be applied after you determine weapon power. For damage, it is simply trading our 2:25 level:weapon ratio with a 1:2 ratio.

 

Personally I prefer multiplication. Ex.:

Maximum hit = C * ([stuff goes here] + (8 + [level]) * (64 + .1 * [weapon damage]) / 16)

Which is based on the max hit formula we had pre-EoC, but it takes current weapon damage values. The C can be anything (to not spoil the lovely powers of two), I made the following table with C = 1.059:

Weapon            Level    Damage    New max    Old max    Factor
Primal rapier        99    1212    1,312    1311    1.00
Promethium rapier    90    1102    1,130    1192    0.95
Gorgonite rapier    80    980    944    1060    0.89
Katagon rapier        70    857    773    927    0.83
Argonite rapier        60    735    619    795    0.78
Zephyrium rapier    50    612    481    662    0.73
Fractite rapier        40    490    359    530    0.68
Kratonite rapier    30    367    253    397    0.64
Marmaros rapier        20    245    164    265    0.62
Bathus rapier        10    112    90    122    0.73
Novite rapier        1    61    42    62    0.67

 

There curve is a bit steeper and a bit... curvier (not a linear progression). If you wanted a little more linear progression, you could for example add level to the whole thing. To help damage at lower levels, it helps to add a constant, for example 8. Doing both, you get (C = .974):

Weapon            Level    Damage    New max    Old max    Factor
Primal rapier        99    1212    1,311    1311    1.00
Promethium rapier    90    1102    1,135    1192    0.95
Gorgonite rapier    80    980    954    1060    0.90
Katagon rapier        70    857    787    927    0.85
Argonite rapier        60    735    635    795    0.80
Zephyrium rapier    50    612    499    662    0.75
Fractite rapier        40    490    377    530    0.71
Kratonite rapier    30    367    270    397    0.68
Marmaros rapier        20    245    178    265    0.67
Bathus rapier        10    112    100    122    0.82
Novite rapier        1    61    47    62    0.76

 

Haven't looked at using weapons below or above your strength level, too tired now, but I think this is worth considering. The linear progression means that strength and attack levels offer lower percentual increases as you level up, while the levels take longer to get. Personally I don't like that, so I would prefer this system.

 

Ideally the C should be accounted for in the weapon damage stat, but for now it sort of works to compare different formulas.

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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Why people don't like EoC ? its the best update Jagex ever made since 2001

No EoC, Runescape is boring

 

 

and i would like to see more high-level abilities and mixed combat style abilities

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Why people don't like EoC ? its the best update Jagex ever made since 2001

No EoC, Runescape is boring

 

 

and i would like to see more high-level abilities and mixed combat style abilities

 

I say the same thing about the spider Eek, but people never take me seriously for some reason.

 

Probably something to do with me not providing any reasons for my opinions, but hey, screw the haters.

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Perhaps all the reason someone needs to like an update is that it's boring without it, eh? Perhaps it pays to offer constructive criticism?

 

Anyway, tables for both formulas mentioned in my earlier post, with all weapons used at level 99:

Variant 1:

Weapon            Level    Damage    New max    Old max    Factor
Primal rapier        99    1212    1,312    1311    1.00
Promethium rapier    99    1102    1,234    1201    1.03
Gorgonite rapier    99    980    1,147    1079    1.06
Katagon rapier        99    857    1,060    956    1.11
Argonite rapier        99    735    974    834    1.17
Zephyrium rapier    99    612    887    711    1.25
Fractite rapier        99    490    800    589    1.36
Kratonite rapier    99    367    713    466    1.53
Marmaros rapier        99    245    627    344    1.82
Bathus rapier        99    112    533    211    2.52
Novite rapier        99    61    496    160    3.10

 

Variant 2:

Weapon            Level    Damage    New max    Old max    Factor
Primal rapier        99    1212    1,311    1311    1.00
Promethium rapier    99    1102    1,239    1201    1.03
Gorgonite rapier    99    980    1,159    1079    1.07
Katagon rapier        99    857    1,079    956    1.13
Argonite rapier        99    735    1,000    834    1.20
Zephyrium rapier    99    612    920    711    1.29
Fractite rapier        99    490    840    589    1.43
Kratonite rapier    99    367    760    466    1.63
Marmaros rapier        99    245    681    344    1.98
Bathus rapier        99    112    594    211    2.82
Novite rapier        99    61    561    160    3.51

 

Much more power with low-tier weapons, which is nice. Unarmed max hit would be 453 and 521 respectively, at 99 strength.

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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It really bothers the hell out of me when I'm meleeing and it spams my chatbox saying I don't have a target. If you click a targetable entity, it should automatically become your target! I thought I could get around this frustration by pressing "T" and clicking a monster, then pressing an ability key, but at least with melee when you do that it tells you you're not close enough. Why can't my character just run into melee range??

 

Related more to the ability bar itself, we should be able to further customize each key and select what option it corresponds to on the item and have multiple keys for the same item, just with different options. I have NO idea why they didn't think of that/do that already. JaGEx was smart enough to have your familiar attack your current target if you have familiar option set to attack and you put it on the action bar, yet we can't have one keybind for attack and one for special move, practically making it worthless.

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I would like the abilities to auto target and attack the nearest targetable monsters.


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Kalphite King : 1 Drygore Rapier ; 1 Drygore Longsword : 1 Drygore Offhand Rapier : 1 Drygore Offhand Longsword

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I would like the abilities to auto target and attack the nearest targetable monsters.

 

I dunno if thats a good idea.

I mean what if your near a dungeon wall and the thing on the other side of the wall is closer than the things your attacking?

What if your in a multi-enemy room and only wanna fight one thing?

What if your running through somewhere/standing around using chat and accidentally trigger something?

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I would like the abilities to auto target and attack the nearest targetable monsters.

 

I dunno if thats a good idea.

I mean what if your near a dungeon wall and the thing on the other side of the wall is closer than the things your attacking?

What if your in a multi-enemy room and only wanna fight one thing?

What if your running through somewhere/standing around using chat and accidentally trigger something?

 

Easily fixable with a limited range or not being able to go through walls


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Armadyl Drops : 4 Hilts; 3 Chestplates; 2 Chainskirts; 1 Helmet; 1 Buckler; 2 Shard 1; 2 Shard 2; 1 Shard 3

Nex : 1 Zaryte Bow

Kalphite King : 1 Drygore Rapier ; 1 Drygore Longsword : 1 Drygore Offhand Rapier : 1 Drygore Offhand Longsword

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