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22-Jul-2013 - RuneScape 3!


SwreeTak

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When I was a new player the concept of maxing did not even enter my head. I was too busy having fun pking and questing. The mindset of a new player is completely different to an experienced one.

 

I fail to see how a player would be put off playing because high level skilling exists.

 

Just because they do not have the goal straight away does not mean it does not effect them. It is still adding a significant amount of time to their game for no reason if they ever decide to max. It may not hit new players but it will hit player turn around - whether people stay or not when they hit that point where they decide to stay or leave, to try and 'complete' the game or to quit. Heck with the modern gamer mindset I suspect many even start with the goal to max compared to the old days, achievements and trophies have spawned a whole generation of completitionists that go hand in hand with the growth of metagaming.

 

Also the whole idea seems entirely counterproductive to what you want. You say you want competition in the upper hiscores: Expanding the level cap won't do this.

It'll allow players already in the top to fight a little and have a few minor rank reshuffles but it makes it MORE impossible for any true competition to occur as the higher the goalpost goes the harder it is for anyone not already on that maxed starting line to reach, let alone catch up and overtake. If people not already up there don't stand a chance what real contest is there?

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This is just an extension of that to allow for modern xp rates and the fact that there is now a very high concentration of maxed players. Levelling up is just more fun than gaining arbitrary sums of xp. It provides mini milestones (you see people going for 80+ all skills. Not for whatever the exact xp 80 is at.)

I think the game should be finite. The current size (in terms of hours to complete all (visible) achievements) is already huge, and there's no need to keep increasing it. Because of power creep and new bosses/quests/minigames/trim reqs, the percentage of the game taken up by skilling decreases, but it's still a huge part. Adding new skills will increase the share of skilling again. So based on that, I see no reason to add 120 skills.

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 think people would be more open to increasing the skill cap to 120 if the exising skills were already properly fleshed out, with increasingly useful rewards and scalable xp rates. Upping them all to 120 would just turn the game into more of a grindfest than it already is.

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It's been mentioned in this thread a few times already but coming from a mid level player like myself, they do need to add something inbetween the last likely level you'll need and max level. at 96 herblore and to a lesser extent 95 prayer, I really don't need to level them any higher. There is no potion higher than a overload outside Dungeoneering, and with the current boost available I don't have to go any higher. Boost allow me to open all effigies and unless I am mistaken I can boost my way to 99 for the highest potion in Dungeoneering. Save for the few 108 herblore door I can't open and max cape, 96 herblore is good enough. Same for prayer. I could get 99 for more prayer points but I don't really need it for what I do in game.

 

Dungeoneering and Ports are good incentive to level more, but their effectiveness only goes so far. Dungeonering weapons are limited to player who can't afford/wear t90 or have no substitutes. I still have to unlock bonecrusher and the likes but after that, I don't have to dung other than to repair my maul, reclaim lost items and max. At most, I've lost a gem bag twice, something that only requires a sinkhole. As for Ports, that has heavily encouraged me to go for 90 to 95 in the needed skills. But if I should buy Nex gear in the near future, Port armor has very limited use other than the very few high level monster better to tank and a high level Miscellania.

 

I think putting something inbetween those levels and even higher level quest requirements or better quest rewards would very much encourage real competition, and not a "Who had the biggest D" contest. I'd be totally find with a quest requiring 90 in a skill or a a very useful after quest reward requiring 95 in a skill. However, I don't know if Jagex would ever do something like...

 

I just hope the supposed Port expansion helps in that direction.

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I think people would be more open to increasing the skill cap to 120 if the exising skills were already properly fleshed out

 

If the past decade is any indication of the future, any work they did would be devalued almost 10yrs later since the majority of the best armor/weaponry is tied into monster drops and can't be crafted. (In the case of smithing/crafting/runecrafting, at least.)

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The mindset of a new player is completely different to an experienced one.

Which is probably why maxed players are the last people who should be asked about which direction the game should go in, especially in regards to early and mid-level content.

 

Thankfully I was referring to basically the highest level content possible. Does that work both ways and should all the low and medium levels be excluded from the subject of all 120s then?

Asmodean <3

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Thankfully I was referring to basically the highest level content possible. Does that work both ways Does that work both ways and should all the low and medium levels be excluded from the subject of all 120s then?

It's worth noting that a low level player will eventually become an experienced player, while an experienced player can never really go back. That's the extent of my argument, whether it goes both ways depends on the discussion.

 

If you want an actual answer, this is the best I can give: both groups should be included in discussions about the long-term future of the game (As raising skill caps is), they should be excluded when it's about the current state of the other part of the game. Even then, putting this much stock in just levels is the worst thing any of us can do.

 

In before "You're not maxed, you're a low-level, gtfo".

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I don't see why experienced players looking at the game differently ought to prevent them from giving feedback on the low/medium levelled game.

 

Also there are low levelled experienced players. My younger brother has been playing on/off for over 8 years and is barely 1.8k total level. But he's vastly more experienced with the game than most maxed players.

Asmodean <3

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So apparently RS3 won't be out on the 22nd, but I suppose we'll know for sure in just over 11 days!

 

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My cousin and I tossed around the idea of allowing players to pick a few skills to train past 99. One skill can go to 120 (we said 126 back then) and the other two can go to up to 105-110. If JaGex added a little bit of content through 120 in each skill I think this could be really successful. JaGex could even advertise the whole thing as a major expansion.

 

Eg:

Player A is a big fan of PvM and gets 110 Attack, 105 Defense, 120 Strength.

Player B is a skiller and chooses farming for his 120, herblore for 110, and mining for 105.

 

You could add loads of tradeable and untradeable potions through 120

Loads of new ores/ fish/ logs/ herbs/ crafting supplies etc

 

This doesn't really solve the highscores problem that fall star is having because we always wanted you to only appear as 99 on the highscores, and ingame as 120/99. We didn't want someone with 200m cooking xp to get jumped by someone with 14.5m.

 

Oh well, we liked to shoot around ideas.

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I like that style, Trey, but not on a game like RS where skills are both seriously unbalanced (some more useful than the others) and unpredictable (for all we know, magic might be better than ranged soon? who knows what updates are in store). Also RS is heavy on all-rounding and 'everybody can become everything', which is a culture that may not be worth changing.

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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 see any problem with ending content at level 99 (100 would be prettier but it's not a big deal) and then setting the level cap to 120. I don't think most people would feel obligated to get 2.6b xp for a comp cape.

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Eh I think they would... and at least it'd look bad, to have useless empty levels. We already have useless empty xp.

 

Let's put it another way: I see no problem with xp ending at level 99. Would that be a popular move? I don't think so, but I see no problem with it.

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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Ok let me be less passive aggressive

 

I think it'd be a good idea to end content at 99 and set the level cap to 120 so that very few people would be maxed and the achievement would still mean something. You can keep the current reqs for max, comp, and trim capes and just have true max total be a number, it doesn't really matter.

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There's much to put as personal goal in this game that for me so far maxing is but a sideproject slowly blooming.

 

Then again i'm quite fond of PVP, which never ceases to entertain me, in all rpg's i've played so far :). It'd be great being maxed but it doesn't change much for me.

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So I played HTML5 beta today on a computer designed for gaming. They really think this is going to be ready for release in 11 days? The camera movements are horrible, there hasn't been an integrated test of NIS and HTML5, and overall the game just looks bad - and I was on max settings. I normally am a positive person that gives people the benefit of the doubt, and usually support Jagex on their moves but this is going to be 10x worse than EoC and how unready they are for the release (not an argument about benefits of EoC, because I think it was needed - but it was clearly not ready/balanced since they're still working on it, and not just little tweaks but major changes.) I'm sorry if you're going to miss debuting during the summer months Jagex, but rushing this is a terrible idea.

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Well, I'm just happy to see something show up for me for the HTML5 beta on Linux-- although it's nothing like the Windows-based screenies I've seen.

 

Although the game servers are Linux based (and therefore I would think it shouldn't be too much to step down to desktop distributions), I'm not ready to point the finger of blame at Jagex just yet. I rather figured I'd be on the back end of the curve, behind Windows and Mac. It will take some time, I'm sure, and I'm still happy with how HikariKnight is handling the UNIX (Linux is UNIX based) client generally.

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So I played HTML5 beta today on a computer designed for gaming. They really think this is going to be ready for release in 11 days? The camera movements are horrible, there hasn't been an integrated test of NIS and HTML5, and overall the game just looks bad - and I was on max settings. I normally am a positive person that gives people the benefit of the doubt, and usually support Jagex on their moves but this is going to be 10x worse than EoC and how unready they are for the release (not an argument about benefits of EoC, because I think it was needed - but it was clearly not ready/balanced since they're still working on it, and not just little tweaks but major changes.) I'm sorry if you're going to miss debuting during the summer months Jagex, but rushing this is a terrible idea.

 

HTML5 is ready

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Well, all this talk about raising level caps really got me wondering...

 

I do think that having 120 or 125 as max level would benefit the game in long run. But only if those levels come with new content, new bonuses and new items to unlock. I know this game is based alot around being able to do everything, but why is that actually so important? I mean how many roleplaying games allow you to be every class and every type of player at once? In my opinion we could move away from that direction by linking skills together with the rising level caps.

 

Let me show you an example. There are obvious skills that already link to each other so let's use those. Melee skills link to smithing (melee armour), Ranged to crafting and fletching, Magic to runecrafting (atleast somewhat), Herblore gives overall boosts and links to basically all skills and prayer links all around to combat. Why can't we have similar boosts, enchantments or whatever to all these skills that require you to have over 100+ level? Why does everyone have to have everything? I would personally like to focus more on some of my favourite skills (smithing, combats etc.) but I have already maxed them to 99 and I have only useless XP to collect. I don't really need to have maxed skill in everything, when I don't like all skills. Currently that is one thing I'm going forward to because I feel like that's only way forward.

 

Let's see, someone who likes being ranger could go 100+ in fletching, ranged and crafting to improve his abilities as ranger, make some bonuses to his gear and so on, someone who rather likes being meleer would go 100+ in melee skills and smithing, mager would choose 100+ in runecrafting and magic. Of course this is simplistic view but in my opinion it could draw to great lenghts. Of course someone really dedicated could still get all of them, but you could still do just as fine in "one class" than being good at everything. Maybe this way we could have more different kind of variations to bosses and such if everyone wasn't always wearing technically the same setup.

 

20 more levels to higher levels could offer alot of room for all kind of new improvements to make our characters better and stronger, and eventually make possibilities to introduce even tougher monsters and harder challenges to beat. And so what if this makes the game even more grindfest? This game already is and most of the high level players are running out of content and goals to train for. Especially in the skills they like the most. For me it has always felt like that in this argument the ones who are most against it are the ones who feel like they have to max every skill and complete every thing in the game, but why is it so important? What's so bad about making decisions and choosing something over something else?

 

Besides, when RS first launched (and as soon as the experience required for highest levels came to common knowledge) getting 99 in a skill seemed almost like impossible task with the XP rates we had then, and the methods we used to train skills. Nobody was really expecting someone to get 99 in all skills then. Back then we had known "smiths", "miners", "fighters", "rangers" due to the amount of time people dedicated around those certain skills to really stand out. The RS of nowadays has changed so much, the methods to gain XP have changed an enormous amount. With higher levels we could introduce even faster methods to train skills to compensate with the massive amounts of XP it requires to level beyond 100. More content and longer lifeline to the game? Why not?

 

I sincerely hope we get 100+ level cap eventually with awesome new content to come with it. It's been way too long since I last smithed something useful...

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