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Behind The Scenes - August 2013


Tim

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Also, accessing your Loyalty Programme information will be easier than ever. No need to visit Xuan's locations or tab out of the game client; simply open Solomon’s General Store and view it directly from the store interface.

 

During the run-up to this change, the Loyalty Shop will be closed for a week, from 19th to 26th August.

 

inb4theynerfjackoftrades

 

:rolleyes:

 

inb4theyarentdoinganythingtotheactualrewardsotherthanconvertingloyaltycostumestooverridessothereisnoreasontoevencyncallyexpect

themtonerfanyoftheaurasthatarenotevenbeingmaderunecoinbuyable.

 

MOM! Sy broke the forum!!!

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I'm just glad that Divination will definitely be week of 19th release and not any later :D

 

Me too. Except replace glad with highly irritated. ;_;

 

I was really hoping it for the next week for personal reasons. You can't catch me, responsibilities! *runs away*

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YAY. That gives me more time to cry about my computer being brokenfix my computer. :thumbsup:

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I'm just glad that Divination will definitely be week of 19th release and not any later :D

Why are you saying it will be on the 19th? It could be next week.

Next week is the quest. This Friday's BTS is for the new quest (Next week's update) and then next Friday has Divination Part 2 BTS (two weeks from now's update).

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Also, accessing your Loyalty Programme information will be easier than ever. No need to visit Xuan's locations or tab out of the game client; simply open Solomon’s General Store and view it directly from the store interface.

 

During the run-up to this change, the Loyalty Shop will be closed for a week, from 19th to 26th August.

 

inb4theynerfjackoftrades

 

:rolleyes:

 

inb4theyarentdoinganythingtotheactualrewardsotherthanconvertingloyaltycostumestooverridessothereisnoreasontoevencyncallyexpect

themtonerfanyoftheaurasthatarenotevenbeingmaderunecoinbuyable.

 

MOM! Sy broke the forum!!!

Your screen is smaller than 1600 pixels of width?

Noob!

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Also, accessing your Loyalty Programme information will be easier than ever. No need to visit Xuan's locations or tab out of the game client; simply open Solomon’s General Store and view it directly from the store interface.

 

During the run-up to this change, the Loyalty Shop will be closed for a week, from 19th to 26th August.

 

inb4theynerfjackoftrades

 

:rolleyes:

 

inb4theyarentdoinganythingtotheactualrewardsotherthanconvertingloyaltycostumestooverridessothereisnoreasontoevencyncallyexpect

themtonerfanyoftheaurasthatarenotevenbeingmaderunecoinbuyable.

 

MOM! Sy broke the forum!!!

Your screen is smaller than 1600 pixels of width?

Noob!

 

I'm at work. :-P

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I have 95 hours of paid time off ready to be used. Bring it on, Divination!

I have all the 99s, and have been playing since 2001. Comped 4/30/15 

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Wonder how the xp rates will scale with this, hoping it's nothing like dungeoneering.

yqe0mrU.jpg

^^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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Given the whole 'npcs don't know yet' thing it'd be kind cool (though I doubt it will be the case) if we had no guidance on level requirements and simply when you try you'd either be unable to do it or manage it and like say once 100 people had discovered something it's level reqs would be unveiled in skill guide etc.

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Given the whole 'npcs don't know yet' thing it'd be kind cool (though I doubt it will be the case) if we had no guidance on level requirements and simply when you try you'd either be unable to do it or manage it and like say once 100 people had discovered something it's level reqs would be unveiled in skill guide etc.

 

We've seen the skill interface, requiring certain items to make whatever we're making in this skill, but wouldn't it be cool not to have the "recipes" ready, but that we rather had to experiment with different stuff to see what results we would have?

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We've seen the skill interface, requiring certain items to make whatever we're making in this skill, but wouldn't it be cool not to have the "recipes" ready, but that we rather had to experiment with different stuff to see what results we would have?

 

Sort of. I'll use a well-known example to illustrate the problem though...

 

Ask me how many of potions of health I have in Skyrim (blue mountain flower, wheat, very common ingredients) throughout the course of 100 Alchemy.

 

Go on, ask.

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We've seen the skill interface, requiring certain items to make whatever we're making in this skill, but wouldn't it be cool not to have the "recipes" ready, but that we rather had to experiment with different stuff to see what results we would have?

 

Sort of. I'll use a well-known example to illustrate the problem though...

 

Ask me how many of potions of health I have in Skyrim (blue mountain flower, wheat, very common ingredients) throughout the course of 100 Alchemy.

 

Go on, ask.

 

How many potions of health do you have in Skyrim, throughout the course of 100 Alchemy?

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How many potions of health do you have in Skyrim, throughout the course of 100 Alchemy?

 

3XKUV.png

 

Seriously though, if the image and anecdote were too weak an explanation, then I'll just outright say it: it's really fun to fiddle around and train, but people will find an item or method that is a comfortable middle-ground between easy/fast and cost and only make that for the rest of the skill/grind. It doesn't really add any "depth" to the skill or activity, just a minor inconvenience.

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Yeah, in that case what you do is give diminishing returns in xp for sticking to easy items, and give greater xp rewards for items that are both harder to make and more at your level. I believe there are mods for that in Skyrim.

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Yeah, in that case what you do is give diminishing returns in xp for sticking to easy items, and give greater xp rewards for items that are both harder to make and more at your level. I believe there are mods for that in Skyrim.

 

Don't see a point in that since in the end you are still grinding the best thing to get to level 100, regardless of it being useful.

 

As for the original proposal, nobody would actually "experiment" with different ingredients, they would just look on the wiki. No matter what you do, unless there is fun gained to offset the monetary loss, training in RS will almost always be done with best gp/xp in mind.

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If only to hide, to escape this life
And live forever, forever in the sun

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Don't see a point in that since in the end you are still grinding the best thing to get to level 100, regardless of it being useful.

 

As for the original proposal, nobody would actually "experiment" with different ingredients, they would just look on the wiki. No matter what you do, unless there is fun gained to offset the monetary loss, training in RS will almost always be done with best gp/xp in mind.

It might help to introduce some randomness into the process. Ie, arbitrarily assign different properties to the same ingredients for each player. That way each player has to experiment on their own.

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Don't see a point in that since in the end you are still grinding the best thing to get to level 100, regardless of it being useful.

 

As for the original proposal, nobody would actually "experiment" with different ingredients, they would just look on the wiki. No matter what you do, unless there is fun gained to offset the monetary loss, training in RS will almost always be done with best gp/xp in mind.

It might help to introduce some randomness into the process. Ie, arbitrarily assign different properties to the same ingredients for each player. That way each player has to experiment on their own.

Inb4playerrungameofchance

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Don't see a point in that since in the end you are still grinding the best thing to get to level 100, regardless of it being useful.

 

As for the original proposal, nobody would actually "experiment" with different ingredients, they would just look on the wiki. No matter what you do, unless there is fun gained to offset the monetary loss, training in RS will almost always be done with best gp/xp in mind.

It might help to introduce some randomness into the process. Ie, arbitrarily assign different properties to the same ingredients for each player. That way each player has to experiment on their own.

 

Then it turns it into "I'm gathering prayer potions because the game arbitrarily chose them to be an ingredient" rather than getting them because it makes sense to be used with a prayer item. Having something like unicorn horns be used with an antipoison depending on rng roll removes the lore that unicorn horns have healing properties in favor of turning it into a child's matching game.

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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