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Future Update Discussions


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#10161
Urza285
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I believe it acts like this...

You get a smouldering lamp for farming. When you click it you get experience directly and the same in bonus experience to use later.



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#10162
Miss Lioness
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I think it is like this:

 

Skill X has Y amount of bonus exp.

 

Y is greater then the exp one could earn from a lamp in terms of exp.

 

One would be awarded the exp a lamp normally gives and same number is deducted from Y and awarded in addition to the former.

 

So: Exp from lamp + Converted exp from BXP is awarded.

 

Now with numbers:

 

Skill X has 100,000 BXP. A lamp would award this person 20,000 exp.

 

Person would receive 20,000 exp from the lamp, and another 20,000 from the BXP.

 

The BXP total now is 80,000 and the player gained 40,000 exp, of which 20,000 derived from the BXP pool.


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#10163
Arceus
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Right, that's what the first thing I read said, but then the RS Wiki has contradictory information >.<.


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#10164
Sy_Accursed
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As far as I can see from these lamps:

 

Lamp awards X xp just like any other lamp does.

If you have bonus xp in the skill the lamp uses up to X bonus xp to add to its payout.

 

Result being the lamp can give you up to 2X xp, so long as you have X bonus xp before using it.

 

So basically what Lion said.


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#10165
BattleThingz
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Makes sense, people may have misread what was posted on rs page.  http://services.rune...=community_news


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#10166
Arceus
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Makes sense, thanks for the explanation guys :P.


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#10167
baileydafrog
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Competitions throughout December till Christmas, probably won't get involved but all those locked threads intrigue me


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#10168
Urza285
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Boss pet dev blog update:

- Update 27/11/2014

Hey all!

First of all, sorry for the large delay on this blog update!

As it stands the project is now dev complete and the QA testing is underway. We're looking at an early January release so that'll be a nice New Years present for you all!

Here's a bunch of things we've changed or add that you may not yet be aware of:

- The King and Queen Black Dragon will now both require 99 Summoning to unlock. You will still be able to obtain the unlock item from the boss but you will not be able to use it until you're 99 Summoning.

- Both Kalphite Queen forms will be unlocked at the same time, as opposed to unlocking one at a time.

- When obtaining the pet unlock item from the boss it will broadcast to all friends as well as all the players on your current world.

Here's a sneak peak at all the bosses with their respective pet names as well as the name of the unlock item that you'll need to obtain from the boss! Talk about being generous right?

As it stands, 374 players active in the last 14 days are eligible to attempt to obtain an Araxyte egg as they have unlocked all of the spider pets (thanks to Mod Porky for the statistics).

Kalphite king and queen forms:
KiB4T5N.png

Menagerie icons:
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Inventory drop icons:
dnqfaUw.png

And finally, as usual we've picked out a few questions from your feedback:

No buyable pets! Why can they be bought, that ruins the ability to earn them?

There have been a lot of mixed opinions on being able to purchase pets from Death's store so let me explain a few things:

The option is to purchase a 'Random' pet which means you could receive anything from the Giant Mole to the Kalphite King. On top of this the cost of the pet is purposely very expensive. It's currently set at 1,000 reaper points, which if you were to do some quick maths...

Completing Vorago Hardmode, with the 'Group' and 'Extended' features turned on results in you receiving 37 reaper points; resulting in 27~ days to purchase a pet; totaling 648 days to purchase all 24 pets which is roughly 1 year and 9 months! This isn't realistically possible either as it's unlikely that you'll be given Vorago on your first or second roll everyday.

Can we override familiars with boss pets?

Unfortunately no. As much as we'd love for this to be the case, it's currently out of scope. The reason for this is that each pet requires a couple of different animations such as attack, defend, so that when the familiar performs these attacks the pet works smoothly. This is not a quick process and would take a very long time for Stu to do, considering there are roughly ~25 pets!

-

The information above is subject to change during development.

Mods Ana, Ryan, Hunter, Pi, Stu O and AoB




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#10169
Sylpheed
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Is it just me that thinks the fourth one along in the items looks like a sex toy?

#10170
cowmaster187
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well it is Zily's, 

 

any way Interested in the new task set, sad ill have to do it.

 

~~~legoman187~~~


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#10171
Tim
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I think that they should update the Dag Kings graphically when they do this, because look at their icons even. They're like 2005 graphics.The only thing they changed on them was add some checkered pattern to them to make them look like scales.

 

Otherwise cool looking pets so far!


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#10172
Sy_Accursed
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They expressly told us the scope of this project does not have the budget or time to graphically update boss monsters, which is exactly why some like DKS were not going to be included as boss pets at this point, but player demand made them do it.


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#10173
Alg
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They expressly told us the scope of this project does not have the budget or time to graphically update boss monsters, which is exactly why some like DKS were not going to be included as boss pets at this point, but player demand made them do it.

It's just a bit jarring that they're pretty much the only boss that hasn't seen a graphical overhaul yet, really. Not a necessity by any means, but it would be cool to see one down the line.



#10174
xpx
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I think they are in a competition to see how long they can have a piece of content going without it becoming dead content, all while not changing a damn thing (the only change that wasn't system related like RDT or EoC has been elite clue scroll drops). Still going strong after over 9 years...


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#10175
Sy_Accursed
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They expressly told us the scope of this project does not have the budget or time to graphically update boss monsters, which is exactly why some like DKS were not going to be included as boss pets at this point, but player demand made them do it.

It's just a bit jarring that they're pretty much the only boss that hasn't seen a graphical overhaul yet, really. Not a necessity by any means, but it would be cool to see one down the line.

 

 

Of course they do indeed need one, but I was just making the point to what Tim said that we knew from day 1 boss pets didn't have scope to update them and that they only even made it into the pet roster because we (the players) demanded it regardless of graphics.


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#10176
helring
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They expressly told us the scope of this project does not have the budget or time to graphically update boss monsters, which is exactly why some like DKS were not going to be included as boss pets at this point, but player demand made them do it.

It's just a bit jarring that they're pretty much the only boss that hasn't seen a graphical overhaul yet, really. Not a necessity by any means, but it would be cool to see one down the line.

 

 

Of course they do indeed need one, but I was just making the point to what Tim said that we knew from day 1 boss pets didn't have scope to update them and that they only even made it into the pet roster because we (the players) demanded it regardless of graphics.

 

 

A few even demanded it because of graphics. Some on forums wanted a few pets with that old graphics feel.


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#10177
Urza285
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Has anyone been considering what it might take to get the new ports buildings coming in ports v3?



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#10178
Sy_Accursed
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Has anyone been considering what it might take to get the new ports buildings coming in ports v3?

 

Well they said in the stream they are the terracotta and azure tier buildings so I'm guessing terracotta and azure.


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#10179
Tim
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...terracotta...

Cheese Buildings confirmed, you now need to setup charters to England, with the Knight of the Round table in your party and bring back crackers.


Popoto.~<3


#10180
Drazhor
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Hey guys,

Link to the original changes thread

I thought it would be useful to write a sort-of blog post about the Elf City and its wealthy denizens whom people like to pickpocket. There have been some changes, and some changes yet to come as of writing, to pickpocketing in the Elf City and I would like to take the opportunity to explain the reasoning and thought process behind them all. There will also be a bit about what we're planning to change going forward but first I would get some of the more controversial things out of the way first so I'll address some specific concerns head on.

Brawling Gloves

The simple fact of the matter was that these were far too frequent from the Elf City. We always intended that the best way to get a pair of these should be from Revenants in the Wilderness. The Elf City provided a huge quantity of them for little interaction and no risk, they needed to be reduced to a point below Revenants so that if you really wanted to get a pair then you should go there instead.

Cup of Tea guv'na?

One of Mod Osborne's aims with pickpocketing was to ensure that each clan had something that meant you had to break away from pickpocketing to bank. It's a common design philosophy in RuneScape that you can see across multiple methods of skilling and many activities. The idea in the Elf City would be to have one of the items from each clan unnoted.

Cups of tea were supposed to be a semi joke item that filled this niche, they did boost Construction and as Ithell were builders - I hope I don't have to explain the rest of that joke. It hasn't gone down like that so we'll remove tea and some other low cost items like summoning pouches in the near future. What to replace them with, as I will go on to explain, will be difficult.

"Nerfs to skilling moneymaking"

There have been a lot of comments and threads on the forums and Reddit that "Jagex don't want skilling to be as profitable as PvM". That is absolutely not true, the reasons for this are simply to do with the economics and the huge amount of wealth injection from coins and the collapse of certain item markets that were on the Batch 1 Elves.

Coins generated from pickpocketing before the changes were one of the biggest contributors to inflation in RuneScape and still generate a huge amount of coins compared to other sources. This is nsustainable in the long-term and the changes already made have reduced the total volume whilst still providing some monetary benefit to skillers.

In addition, an example that everyone will be familiar with, is the crash in price of Snape Grass Seeds. A lot of items are consumed in RuneScape at a quick pace or have settled at a point in their price history where it is profitable due to other methods like High Alchemy. Examples of such items that can cope with high volumes are logs, ores, bars and to a lesser extent herbs. Seeds are consumed but not in great quantities or as regularly by players as the other items listed. This was a mistake really, initially the rate at which you pickpocket wasn't taken in to consideration as much as we have done since. This is the reason why these sorts of items have been removed and why the new items in Batch 2 were chosen.

Batch 2 Pickpocketing

With the findings in mind, player feedback and a clear vision that the loot needed to be sustainable - we went in mind to make sure that there were no problems as per Batch 1. This meant that we had to make the items difficult to get a hold of to account for the rate at which you pickpocket, the item amounts were low so that too many weren't entering the economy and the items that dropped were 'safe' economically. The problem, as we found out on launch, meant that it wasn't as exciting for players as it was in Batch 1.

Upcoming changes

Upcoming changes we will be making to pickpocketing will be to ensure that you're much more likely to get an item at all. Right now, it can feel a little strange spending hours pickpocketing and coming away with next to no items. We want to make sure that it feels more satisfying whilst also taking in to account the reasons why we reduced the chance in the first place. This means that you're more likely to get items but it still won't be the same as in Batch 1.

We're also looking to make sure you thieve items that you want. This means, as already stated, removing items like Cups of tea, Summoning pouches and replacing them with items that you'd expect from that clan and things that you'd like to keep so replacing Cups of tea with Soft clay and that sort of thing. Not everyone is going to keep them but it should hopefully be a bit of a more difficult decision than it would have been with tea!

One of the surprises from the feedback we got about pickpocketing was the want for another method of acquiring charms from non-combat methods. We were very stringent with our numbers on charms initially but we're looking to change it so the amount of charms you get is much more useable than the handful that you can get right now. I would like to make it quite clear that it will still not be near to as efficient as combat at gaining charms because that should be the primary method but hopefully this is a method that would get you a decent chunk towards any Summoning targets you have.

Feedback and suggestions

As always, we're open to feedback and suggestions about what we have changed and what we're going to change. If you have any comments, questions or suggestions about anything then please do let us know on the thread.

Timbo

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