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What do they mean with global cooldown for food?

 

pff have the [bleep]ed it even more or what


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Quite some big changes coming to EoC. It will be really interesting to see how all this affects high level slayer and bossing...Though I still don't want Legacy in game.


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To EoC?

 

this is all for the legacy derps, they don't give a shit about this combat system 

 

[bleep] this shit and the retard dev team


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How about instead of complaining you actually provide constructive criticism?

 

I wish I didn't have to remind you that this is a BETA. It's there to try things out. Things aren't set in stone.

 

Oh no it's not working the way I want it to, on first try, in beta! So what?

 

 

BTW have you actually tried it out for yourself? All it does is that when you eat a piece of food, it triggers global cooldown on abilities just like what happens when you use an ability (a 3-tick cooldown starts.)

 

Instead of losing 10% adrenaline whenever you eat a piece of food, it triggers global cooldown. Pre-EoC, when you ate food, it used up an "action", if I can say it that way (as in, if you ate food, you had to wait a bit before your character attacked again, you couldn't attack while simultaneously eating.)

The difference here is that this forces a 3 tick wait between eating and attacking, while before you had to wait like a couple seconds.

 

In most cases it *barely* affects the speed at which you use abilities. At worst, you'll end up taking 0.6 seconds longer to do your next attack. Big deal! (It also interrupts channeled abilities.)

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BTW have you actually tried it out for yourself? All it does is that when you eat a piece of food, it triggers global cooldown on abilities just like what happens when you use an ability (a 3-tick cooldown starts.)

 

Instead of losing 10% adrenaline whenever you eat a piece of food, it triggers global cooldown. Pre-EoC, when you ate food, it used up an "action", if I can say it that way (as in, if you ate food, you had to wait a bit before your character attacked again, you couldn't attack while simultaneously eating.)

The difference here is that this forces a 3 tick wait between eating and attacking, while before you had to wait like a couple seconds.

 

In most cases it *barely* affects the speed at which you use abilities. At worst, you'll end up taking 0.6 seconds longer to do your next attack. Big deal! (It also interrupts channeled abilities.)

So how many times have we had to re-learn this combat system again?
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Should have remained in beta for far longer than it did, that's for sure.

 

The good thing with Runescape before was that from 2004 up to EoC, every item released was given stats and (except for very rare cases) kept those stats forever.

So you would be able to buy something and not worry about a future update messing up with its usefulness.

 

But now things change every other month, so if you buy something, you run the risk of it becoming obsolete in the near future, which is dumb.

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^ I don't think that argument really holds true.

 

Things became obsolete all the time and updates always messed up the usefulness of items - just in different ways.

 

Did not every new op spec wep render its forerunners useless?

Did not new content render older stuff useless like dragon meds and chains?

 

Certainly eoc is more prone to turning things on their head because it should've been in beta much longer and reached a better final form instead of dripping feeding tweaks and u-turns over the course of 2+ years, but its not exactly an eoc revelation that you had to worry about your items becoming obsolete - nearly new piece of content held the power to do that to your gear.


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^ I don't think that argument really holds true.

 

Things became obsolete all the time and updates always messed up the usefulness of items - just in different ways.

 

Did not every new op spec wep render its forerunners useless?

Did not new content render older stuff useless like dragon meds and chains?

 

Certainly eoc is more prone to turning things on their head because it should've been in beta much longer and reached a better final form instead of dripping feeding tweaks and u-turns over the course of 2+ years, but its not exactly an eoc revelation that you had to worry about your items becoming obsolete - nearly new piece of content held the power to do that to your gear.

 

Releasing an item that is stronger than a previously existing item is in no way the same as revamping an (in EoCs case several) item.

 

In the first case, the item that you bought still retains the same functionality although there are perhaps better alternatives. In the second case, the item that you previously bought may now be entirely useless.

 

Case in point: Dragon Dagger. It was essentially the first pvp spec weapon, and although it was supplanted by AGS and Claws, it still remained very useful for a low cost, decently powerful spec weapon. At the start of EoC several items which were previously bis  or near bis (Neitiznot, Dragon Defender) were made entirely useless and items that had niche uses were removed. Jagex have also ensured the continued survivability of old bosses to forestall new content (Ascension bows, relegating ports armours to being tank class).


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The initial implementation of eoc making major changes is a different ballpark to the on-going tweaks we are addressing here.

 

We all knew eoc was bringing big changes and we also had several months forewarning of those changes - any one who cared to pay attention had dumped and bought accordingly well before launch.


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That would be true, if this process wasn't still being repeated every couple months, often without warning.

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But its not really without warning with them all filtering through the beta servers and thus far the majority haven't been game changes in terms of what gear is or is not good aside from the arrival of power/tank gear smashing ports etc down the scale and forcing nex and gwd bk up.

 

I mean not a single update since that has necessitated a major change in gear or greatly altered their standings vs each other.

I know virtus, asc and seis are fluctuating a bit because of the impending abilities rebalances - but we have forewarning there.


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The point is that they're still making changes to basic, fundamental mechanics of the combat system. It's not the same as in pre-EOC where they added new combat items or made small tweaks; they're changing what eating food does, how eating food heals, the whole LP system (again), as well as abilities which affect the core rotations and style effectiveness. In comparison, pre-EOC combat changes are harmlessly minor (sharkbrew change which was reverted quickly, extra magic damage from staves)


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They released EOC too early, everyone pretty much realizes this. The worst they could do would be to leave it as it is just because they messed up. I'd rather some instability while they work on it than to leave it as it was.


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shit happened, we're still dealing with it, moving forward we just deal with it in smaller increments rather than trying to tackle the entire thing at once and have a beta server so that people always have access to builds so that they can offer input

 

it's called learning, it's not perfect, things still suck, but we move forward rather than hiding in the past

 

well, at least we WERE moving forward before they decided to revert everything lol

 

"hey you know what would fix the changes? not actually changing the things that need to be worked on, and being so butthurt that we put back everything wrong with the old system"

 

"now if you'll excuse me i have a massage session with Nex"


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not an update teaser, but something cool about TTs

 

Ok so Treasure trails...

 

Each time you complete a trail you get rolls at the rare item list. Easy have 2 rolls, medium 3 and hard 4. The chance of landing from each roll is 1/20 so Easy rewards are effectively 1/10, medium 1/6.66 and hard 1/5.

 

If you do not land on the rare table you are given an item from the non-rare table, which includes the prayer book pages, firelighters, purple sweets, composite bows and trimmed magic and strength amulets. You are also randomly given either 0,1 or 2 extra items from the non-rare table.

 

Most rare rewards are the same rarity but I'll list the exceptions for each tier.

 

Easy rewards are mostly 1/55 except elegant pieces which have a 50% chance of being male or female items.

 

Medium rewards are 1/44 again with the exception of elegant pieces. See above.

 

Hard rewards are 1/67. One of these 67 items is a spin on the super rare table which is comprised of the various gilded pieces, the various noted potions and then a further sub table for third age.

 

So effective drop rates for generic items on the rare table in each tier are.

Easy: 1/550

Medium: 1/293.04

Hard: 1/335

 

The chance of hitting the third age table from the megarare table is 1/10 making *any* third age item 1/3350 and a specific item 1/40200.

 

Before you ask, these won't change with the clue scroll expansion and most new rewards will follow the same trend.

Mod John C, [qfc]17-318-288-65354165[/qfc], page 14.

 

RS3 trails probably just give you a "free" roll, then make more rolls for more TT items.

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Is it just me or are his odds math a bit wrong?

 

Wouldn't 2 rolls each with 1/20 odds still amount to 1/20, not one in 10? because it'd be 2/40.

1/10 implies the 2 rolls combined gives 2/20 odds, which isn't true if the chance of EACH roll is 1/20...

 

That or his wording is misleading.


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And they were saying the odds for a 3Age item was 1/100k =d Good to hear that it is 1/3550. Might pick up on that and try to get myself a 3age item when I am going for 120 Slayer just to get some money on a more fun way :)!

 

@Sy: You are forgetting that you are GUARANTEED to get at least 1 treasure trail specific item. I think that's where it comes from.


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Is it just me or are his odds math a bit wrong?

 

Wouldn't 2 rolls each with 1/20 odds still amount to 1/20, not one in 10? because it'd be 2/40.

1/10 implies the 2 rolls combined gives 2/20 odds, which isn't true if the chance of EACH roll is 1/20...

 

That or his wording is misleading.

Uhhh...

 

You have two rolls.

 

Each roll has a 1/20 chance of making a clue item.

 

Conversely, the chance of not getting a clue item per roll is 19/20.

 

Since you have two rolls, the chance of not getting a clue item at all is (19/20)^2, which is 90.25%, and thus conversely your chance of getting at least one clue item off an easy clue is 9.75%, or almost 1/10.


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It's not *quite* 1/10, but it's close. The approximation of doing 1/20 and 1/20 = 2/20 = 1/10 is often a fatal mistake in probabilty math, but it's pretty close in this example.


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Hi everyone, there have been a few changes to some bosses in the combat beta which can be seen listed below :)

 

Nex

-The main tank for some of her multi-target attacks take 50% more damage.

-Damage from Smoke bullet, Shadow Smash and Ice prison all increased.

-Blood Phase sacrifice counter reduced by 1, making this 4 attacks until she begins to siphon allowing Nex to cycle attacks in this phase slightly faster.

-Wrath on death damage increased to be potent once again.

 

Kalphite King

-When the Kalphite King spawns it can now randomly choose what to start with (melee/ranged/magic).

-An issue with stunning the Kalphite King too much causing a 'double green' (killing the voker instantly, then re-greening them whilst they are dying) to happen has potentially been resolved.

-Lowered damage from minions spawning in the area.

 

Bandos, Armadyl, and Saradomin GWD

-Bandos, Armadyl, and Saradomin have all had their main style of attack buffed significantly to match what they previously would of hit on players if they were not protecting from the main attack style. Having the correct prayer on will reduce 95% of damage however.

 

Dagannoth Kings

-The Dagannoth Kings are now far more accurate and hit harder, however 95% of the damage can be blocked by praying the correct style against them.

 

Queen Black Dragon

-The standard fire breath damage has been increased.

-Her head bite attack will now deal more damage.

-The damage taken in the side of the extremely hot flames attack attack has been increased.

-The Tortured Soul's melee and special attack damage has been increased.

[qfc]360-361-392-65368444[/qfc]

 

Goddamnit. Really not happy with those changes.



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Hi everyone, there have been a few changes to some bosses in the combat beta which can be seen listed below :)

 

Nex

-The main tank for some of her multi-target attacks take 50% more damage.

-Damage from Smoke bullet, Shadow Smash and Ice prison all increased.

-Blood Phase sacrifice counter reduced by 1, making this 4 attacks until she begins to siphon allowing Nex to cycle attacks in this phase slightly faster.

-Wrath on death damage increased to be potent once again.

 

Kalphite King

-When the Kalphite King spawns it can now randomly choose what to start with (melee/ranged/magic).

-An issue with stunning the Kalphite King too much causing a 'double green' (killing the voker instantly, then re-greening them whilst they are dying) to happen has potentially been resolved.

-Lowered damage from minions spawning in the area.

 

Bandos, Armadyl, and Saradomin GWD

-Bandos, Armadyl, and Saradomin have all had their main style of attack buffed significantly to match what they previously would of hit on players if they were not protecting from the main attack style. Having the correct prayer on will reduce 95% of damage however.

 

Dagannoth Kings

-The Dagannoth Kings are now far more accurate and hit harder, however 95% of the damage can be blocked by praying the correct style against them.

 

Queen Black Dragon

-The standard fire breath damage has been increased.

-Her head bite attack will now deal more damage.

-The damage taken in the side of the extremely hot flames attack attack has been increased.

-The Tortured Soul's melee and special attack damage has been increased.

[qfc]360-361-392-65368444[/qfc]

 

Goddamnit. Really not happy with those changes.

 

I agree, 95% is too much.

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I don't really see a problem with making bosses harder.

However, the problem is that many of those bosses were meant to be killed with mid-level equipment (people in barrows and Lv. 70-75 weaponry), but instead they're balancing them with nex/ports/lv 90 weapons in mind. It doesn't make sense to require equipment better than what the boss drops to be able to kill the boss.

 

Sure, if they make it so people can 3-man or 4-man the GWD bosses without much trouble it would make it much too easy for maxed players in top tier equipment to camp them for hours.

 

But there's an easy way to fix that: restrict the players to barrows/godswords/sol. That way, they can balance the bosses assuming that the players will be in Barrows with Lv. 70-5 weapons while making it impossible for near maxed players to solo camp them for hours since they won't be able to use better equipment (they would have the advantage of higher stats, but that's it.)

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I don't really see a problem with making bosses harder.

I can think of a few... Least of all the fact that there's really nothing to be gained from doing it. Are they trying to fight power creep by making it so that you need endgame gear to fight bosses that drop level 70-80 gear? I'm sure there's a universe where that's a sensible strategy, but this isn't it.

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It seems like for main gwd bosses they're just trying to make it so that soul split is not as useable. If anything thats a dent against high level players and probably won't have an effect on mid-levels.


R.I.P. The olde nite. A legend is gone but not forgotten.

 

a Faction Related Item Sink for Rune Labs. https://[LikelyScam]/m=player-proposal/a=13/c=VcG-Ir5Ijno/view-idea?idea=19

 

 

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Hi everyone, there have been a few changes to some bosses in the combat beta which can be seen listed below :)

 

Nex

-The main tank for some of her multi-target attacks take 50% more damage.

-Damage from Smoke bullet, Shadow Smash and Ice prison all increased.

-Blood Phase sacrifice counter reduced by 1, making this 4 attacks until she begins to siphon allowing Nex to cycle attacks in this phase slightly faster.

-Wrath on death damage increased to be potent once again.

 

Kalphite King

-When the Kalphite King spawns it can now randomly choose what to start with (melee/ranged/magic).

-An issue with stunning the Kalphite King too much causing a 'double green' (killing the voker instantly, then re-greening them whilst they are dying) to happen has potentially been resolved.

-Lowered damage from minions spawning in the area.

 

Bandos, Armadyl, and Saradomin GWD

-Bandos, Armadyl, and Saradomin have all had their main style of attack buffed significantly to match what they previously would of hit on players if they were not protecting from the main attack style. Having the correct prayer on will reduce 95% of damage however.

 

Dagannoth Kings

-The Dagannoth Kings are now far more accurate and hit harder, however 95% of the damage can be blocked by praying the correct style against them.

 

Queen Black Dragon

-The standard fire breath damage has been increased.

-Her head bite attack will now deal more damage.

-The damage taken in the side of the extremely hot flames attack attack has been increased.

-The Tortured Soul's melee and special attack damage has been increased.

[qfc]360-361-392-65368444[/qfc]

 

Goddamnit. Really not happy with those changes.

 

 

I read about that in the beta. I am not sure how I feel. When EoC came out, I did feel it basically made preexisting boss significantly wimpier. For instance, whereas before you had to pray protection prayers at bosses such as Armadyl and Sara and soloing was somewhat challenging, post-EoC you could just sit on SS all day without any trouble. So this is certainly something that should/could have been done immediately post-EoC to help things along. However now it's been way too long and a lot of those bosses are medium level at best, so trying to make them difficult for higher-level players is a fundamentally pointless activity, as things like Godswords are just no that useful to someone like me. It'd be kind of senseless if you needed Drygores or Seismics to camp effectively weapons that are needed for level 70-85 player in a Runescape where you level faster than ever before.

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