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5th role is stand at the horn of glory and sort out the calls for all the noobs who cannot comprehend 'call the one that it says at the top of the screen'


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5th role is stand at the horn of glory and sort out the calls for all the noobs who cannot comprehend 'call the one that it says at the top of the screen'

You're giving me bad flashbacks of my time as 5th role, especially after the horn gets blocked once the Queen arrives -.-

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

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Who hasn't mastered all the roles by this point? :P

 

 

I haven't played since the mini-game first released (first day) so me.


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Shame on you, it was a marvellous minigame to play, when there were still people playing it.

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I could never really find an organized group to go with. Everyone either didnt know what to do, or expected perfection..

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Omg yes please.

GOLIATH CORPING!


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I'm glad they decided to tell us this in advance so that we could hastily rush to dom tower and cash out as many gloves as we can right now at 50k per unit


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From Chris L's twitter:

 

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

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From Chris L's twitter:

 

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So what does this mean? Now rangers and meleers can tank bombs?



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Purple bomb hype.


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The latest Dukes dev blog:

 

The Dukes Team Blog

 

 

The Team – All hail the Dukes!

 

Within RuneScape we are split into smaller teams of content developers, graphics artists, designers and QA testers. You are probably already aware of one such group, the Ninja Team. Well this developer blog is about the Dukes! Our goal is to continue the fun by providing quality medium-to-large sized updates.

 

Previous Projects -

 

In the past year we’ve developed updates like Demons’ drop table rework, Bank Presets, The Mighty Fall and Pest Control improvements. Since the last Dukes dev blog our team released the Barbarian Assault rework & Hard Mode!

 

Current Projects – Spooky stuff and Bonuses for the brave and bloodthirsty!

 

Hallowe'en Quest

 

As noted in the last Dukes Dev Blog, our team is assigned to work on Hallowe'en this year. You may remember that we teased you with some concept art for our upcoming Hallowe'en quest, which will remain in the game forever.

 

The quest is members only with no other requirements. It's set in its own area and, while it widens some existing lore, is largely a standalone story. The quest itself will be instanced throughout and we'll be introducing lots of new immersive mechanics to really try to draw you in to provide an experience that will be unnerving and sometimes scary >=3 There are various ways in which this will be very different when compared to other quests, although I'll leave the details to Mod Ollie, who will be covering the quest’s unique features in more detail in a future post.

 

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What you won't know is that we're also working on a more traditional Hallowe'en event on top of this, available in the f2p game! While the time we can invest in the quest is much larger, the event is promising to be a fun daily-play event. An army of vengeful ghosts made up of the dead of Crandor have invaded Death's mansion, sent by the insane necromancer Melzar the Mad in the vain hope of having his people revived. As Death can only deal with the living, he requires help from the player to drive them out. The most terrifying and demonic of these souls will require teamwork from your fellow adventurers in order to dismiss effectively. You can expect to earn rewards like the Ghost Hunter armour, which will provide various bonuses when defeating ghostly creatures, and the ability to cremate the remains of your foes on bonefires for increased Prayer XP.

 

 

 

JMods will be getting in on the action too! You voted in a recent poll for them to be able to turn players into ghosts! This means you'll be working against them to bring your peers back to life for bonus points, while the mods try to turn more and more of you >=3 Don't be too frightened though, you won't actually die or lose your items ;) Watch out for a multitude of other powers too!

 

Wilderness Improvements

 

We have been discussing within the team, as well as with the Combat specialists and with you, the players in this thread, for ways to significantly increase traffic through the deserted Wilderness. We've gathered tons and tons of ideas and are now in the process of whittling them down into the best among them and, most importantly, the most likely to be used by players.

 

We're looking to encourage Player-killers, PvMers and Skillers alike to head out into the ruined lands of Forinthry and aim to cater for all of these play styles by reworking existing content, such as drop tables and loot spawns as well as adding new content for you to hunt down and harvest, or loot from those that aren't fleet-footed enough to escape your grip!

 

As we're still at a design stage and taking feedback I can't give you any solid information on the content yet, but watch this space!

 

 

Until Next Time…

 

-Please let us know your thoughts on the above projects and what else you'd like to see in future blogs!

-Throw your ideas into the melting pot that is the Wildy Improvements Discussion thread

 

 

-Thanks

 

Mod Chaose and The Dukes

Also next ninja dev blog due out next week:

 

Hi all!

 

With expert capes soon to be released, we've just started work on our next project. All will be revealed next week with a dev blog!

 

In the mean time, I'd like to hear your ideas for small, quickly-completable and self-contained puzzles or challenges. For example:

 

- Standing on squares in the right order

- Small maze

- Collecting x number of items from around the room

- Matching up objects

 

Basically any small activity that could be completed in one area :).

 




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That holiday event actually sounds fun

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[2:21:46 PM] Baldvin | Leik: these comp reqs are so bad

[2:22:36 PM] Arceus Dark: Time to get...req'd?

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Yeah, I'll be looking forward to it.


"Fight for what you believe in, and believe in what you're fighting for." Can games be art?

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Team 1 blog update as well...

 

 


Team 1 Team Blog IV

Hi!

 

We are back once again for another Team 1 developer blog. This week we have a few decisions we would like your input on.

 

Christmas!

Last blog we discussed our plans for Christmas. The poll is now over and the snowman boss was the runaway winner, with ice skating and pvp being pretty even. We are actually in a bit of a dilemma though. Whilst we certainly feel we have enough time to develop the boss, we don't think we have the time to fit in the pvp, but would have the time to do the ice skating. However ice skating was the less voted for option. We are quite interested in doing it, but we could look at alternatives, or use the time on something non Christmassy. Please let us know your thoughts.

 

Meanwhile, here is the initial concept for the boss. Rawr!

 

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Hati Wolf

We have just added Hati Wolf to our backlog. Right now we aren’t particularly sure what we want to do. The simplest option would be just to rerun last year’s event and concentrate on other projects. Alternatively we could look to add to it or do a fair bit more to turn it into a larger event. Again let us know your thoughts as we ponder this some more.

 

Boss Practice Mode

Another project we have just taken on is to enable a practice mode for bosses. We have seen a number of you use the betas for this, as well as suggest it on the forums. Therefore we would like to make it available in the main game. There will need to be some limitations though, but we aren’t sure what those are yet. Feel free to suggest ideas.

Along with this we would also like to streamline the process of setting up a boss instance, so expect an all-in-one interface that also remembers your previous options. Let us know if there are any other small additions you would like to see with getting into bossing.

 

So please let us know your thoughts on the above three projects. To tease you further, here are the other things we have been up to recently,

• Preparing Rune Value Improvements for launch
• Creating awesome, very desirable, rewards for clue scrolls update
• Improving familiar AI
• Starting development on Elder God Investigation quest
• New Vorago rotation

 

 

So you have all of that to look forward to as well :)

 

Thank you

Team 1

 

I made a suggestion about a boss practice mode being made. Quite excited that finally made the cut and is on its way.

 

Ambler should be excited for the new vorago rotation.




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Wow, boss practice mode? Something we have been nagging on Jagex about for ages is actually going to make its way into the game? That is awesome. Good job, Jagex!

The rest is pretty much all meh to me though. But I guess killing some boss snowmen could be a bit of fun at least.


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Im curious if boss practice will use your own supplies? I think using your own supplies could be a big thing.




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I think that would be fair. Should also ensure kills don't give xp of any manner (slayer/combat)


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[2:21:46 PM] Baldvin | Leik: these comp reqs are so bad

[2:22:36 PM] Arceus Dark: Time to get...req'd?

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I think that would be fair. Should also ensure kills don't give xp of any manner (slayer/combat)

 

No reason why it shouldn't give experience (combat - though not slayer) - not like bosses are OP experience anyways. As for supplies, it should be 50-50 or something like that - otherwise more experienced players have no incentive to teach newb players (that's one of the reasons why learning top level bosses is difficult - no one who has already mastered it wants to pour costly supplies down the drain for failed kills all to teach someone else). 

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I think that would be fair. Should also ensure kills don't give xp of any manner (slayer/combat)

 

No reason why it shouldn't give experience (combat - though not slayer) - not like bosses are OP experience anyways. As for supplies, it should be 50-50 or something like that - otherwise more experienced players have no incentive to teach newb players (that's one of the reasons why learning top level bosses is difficult - no one who has already mastered it wants to pour costly supplies down the drain for failed kills all to teach someone else). 

 

 

If they give you supplies or its safe from normal death mechanics they absolutely should not give any xp for it. It'd be too easy to abuse for xp because there would be no real penalty for not paying attention to the point you die and no real incentive to keep yourself alive since death would mean free heal and prayer.


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Operation Gold Sparkles :: Chompy Kills ::  Full Profound :: Champions :: Barbarian Notes :: Champions Tackle Box :: MA Rewards

Dragonkin Journals :: Ports Stories :: Elder Chronicles :: Boss Slayer :: Penance King :: Kal'gerion Titles :: Gold Statue

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the event is promising to be a fun daily-play event.

 

 

 

 

 This means you'll be working against them to bring your peers back to life for bonus points,

 

I thought it was only for an atmospheric effect? Not like it would actually interact with the event itself.


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I think that would be fair. Should also ensure kills don't give xp of any manner (slayer/combat)

 

No reason why it shouldn't give experience (combat - though not slayer) - not like bosses are OP experience anyways. As for supplies, it should be 50-50 or something like that - otherwise more experienced players have no incentive to teach newb players (that's one of the reasons why learning top level bosses is difficult - no one who has already mastered it wants to pour costly supplies down the drain for failed kills all to teach someone else). 

 

 

If they give you supplies or its safe from normal death mechanics they absolutely should not give any xp for it. It'd be too easy to abuse for xp because there would be no real penalty for not paying attention to the point you die and no real incentive to keep yourself alive since death would mean free heal and prayer.

 

 

Depends what bosses it is and if there are free supplies or not (I am not sure supplies should be free). I presume practice mode is for bosses that are actually difficult (Vorago/Rots/Araxxor and a few others) -  not all bosses. The experience at those bosses is so pitiful, I doubt anyone could abuse them for lots of experience. If supplies were free, then it shouldn't give experience (though it probably still wouldn't be OP experience even then).

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I thought the pratice mode would be beneficial for players who don´t like investing millions in a boss, in supplies and degradation costs, to learn a boss.

 

What I am saying practice mode needs to be 100% free, but given no benefits either (gaining exp/loot). Otherwise one could simply try and do the boss itself, what would be the point of it otherwise if it would still result in death with supplies and degradation costs?


Our deepest fear is not that we are inadequate. Our deepest fear is that we are powerful beyond measure. It is our light, not our darkness that most frightens us. We ask ourselves, 'Who am I to be brilliant, gorgeous, talented, fabulous?' Actually, who are you not to be?~ Marianne Williamson

 

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Well we are actually in a period of relaxation with jagex. They aren't wracking their brains as much for finding content concepts or gfx content. They are openly contemplating the recycling of graphical and template concepts. They are also giving a larger portion of design and play through to use via the player power polls as well.

 

I suspect that the boss practice mode will be brought to us using the dominion tower. They have plenty of room lore-wise to state that the hardiest of adventures have finally reached the end of the depths to the dominion tower. Here the players will find that the tower has hidden the darkest of horrors you've experienced in the most ironic of places - the deepest darkest place within the tower: the very bottom of the tower itself! (not the most enthralling intro I admit). They could easily use the space on the east side as place to dispense supplies if they kept them free.




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I think that would be fair. Should also ensure kills don't give xp of any manner (slayer/combat)

Think about it like this:

 

You only get xp when the boss dies, so you can't just run into the boss room, hit it a few times, die, and get xp. You'd only get xp if you're good enough to kill it.

 

If you're considering killing the boss for xp, you might as well kill the real version so that you get gp and xp.

 

The only exception is if a boss is unprofitable to kill.

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