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Cowman_133

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All pets other than yours (including boss pets) will have their left click options removed compliments of mod daze here.

Your link is broken because it has "here" at the end (so it links to https://mobile.twitter.com/JagexDaze/status/613353377553104896here). So https://twitter.com/JagexDaze/status/613353377553104896 <- that link should work.

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All pets other than yours (including boss pets) will have their left click options removed compliments of mod daze here.

According to the reddit thread Mod Daze is one of the few that's willing to delve into the code to fix things when many others claimed they couldn't. I'm paraphrasing what was said, so don't rail me if it's wrong.


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Ninja teasersfor the week:

 

Quick-chat completionist progress:

 

CIRWE1fWgAAsXUi.png

 

 

F2p dungeoneering xp penalty removed:

 

CIRWE9YXAAEqLud.png




Maxed [February 14, 2012] | Completionist [October 25, 2012] | Trimmed Completionist [in Progress]

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As I predicted when 120 capes were released, and no one believed me, the next logical step would be them raising the skill caps to 120. It isn't happening any time soon, but they are hinting at it. Meh.

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As I predicted when 120 capes were released, and no one believed me, the next logical step would raising the skill caps to 120. It isn't happening any time soon, but they are hinting at it. Meh.

Beats 200mscape without actual milestone marker levels.



Maxed [February 14, 2012] | Completionist [October 25, 2012] | Trimmed Completionist [in Progress]

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As I predicted when 120 capes were released, and no one believed me, the next logical step would raising the skill caps to 120. It isn't happening any time soon, but they are hinting at it. Meh.

Beats 200mscape without actual milestone marker levels.

Debatable. Maybe if most of the skill chart wasn't loaded with empty levels as they currently are...

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ItsSuity TL;DL 079 - Raids Podcast

 

Note: Only mentioned things that weren't in TL;DW 077 - Q&A + Raids

 

Possible to do Raids with 80 stats and 80 gear

How you get to Mazcab depends on 'various outcomes' (ie WE3 results)

Grouping System 'ninja rework'

Players experienced with Nex, Araxxor, Vorago won't have too much difficulty with Durzag (Boss I)

Mod Deg guarantees you'll die on Boss II

Escalation mechanics - both Bosses get harder as the fight goes on

'Not a lot' of insta KO mechanics

Some mechanics require you to be in the right place at the right time

 

 

T90 tank gear:

 

Both sets have a set effect

Superior set has an additional set effect

Abilities

- Purchasable with reputation

- 4-5 tradeable abilities

- 2 of the abilities are very closely linked

Buyable reward with currency: Off-world POH location (Mazcab)

Second music track is 'mid-way' through Boss II fight

One part of the raid requires a minimum of 5 (physically impossible to do sub 5man Raids)

Boss II can be healed

More unique tradeable rewards

Achievements

- Raid achievements

- Boss II achievement: Almost kill the boss, heal it to full before killing it

- Titles

- Possible global broadcast for the harder achievements

A 'tragedy' will happen on the surface world

 

 

Looting explained:

 

Can loot each boss once every 48 hours

Must kill Boss I to be able to loot Boss II

If you haven't killed/looted Boss II within 48 hours you don't have to kill Boss I again unless you reset your progress (it asks you)

If you don't reset and keep attempting Boss II, you won't be able to loot Boss I until you reset

 

Image Gallery:

 

http://imgur.com/a/H5auq




Maxed [February 14, 2012] | Completionist [October 25, 2012] | Trimmed Completionist [in Progress]

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I'm not sure if someone really went into detail on how the forest will work on Mazcab, but I thought it might do some good to explain it further.

 

The forest is pretty much exactly like a dungeoneering floor except everything is dynamically generated. I'm guessing this means everything around the path is randomly placed. In dungeoneering everything is mostly static other than resources. The setting is much like temple trekking with different things to toy around with-in. The big difference between dungeoneering and Mazcab forest is the size of each generated area being somewhere around 20x20 or 30-30. Thats about 3x the size of a dungeoneering room. There will be ways to skill inside, things to earn and collect as well - including currency for the rewards.




Maxed [February 14, 2012] | Completionist [October 25, 2012] | Trimmed Completionist [in Progress]

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The Mazcab forest is also supposed to be unique to each world afaik.

 

Looks like Tirannwn on steroids.

 

 

 

As I predicted when 120 capes were released, and no one believed me, the next logical step would raising the skill caps to 120. It isn't happening any time soon, but they are hinting at it. Meh.

Beats 200mscape without actual milestone marker levels.

 

Debatable. Maybe if most of the skill chart wasn't loaded with empty levels as they currently are...

 

inb4 the skill rework is just filling up levels 99-120 :(

6Ij0n.jpg

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

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The Mazcab forest is also supposed to be unique to each world afaik.

 

Looks like Tirannwn on steroids.

 

 

 

As I predicted when 120 capes were released, and no one believed me, the next logical step would raising the skill caps to 120. It isn't happening any time soon, but they are hinting at it. Meh.

Beats 200mscape without actual milestone marker levels.

 

Debatable. Maybe if most of the skill chart wasn't loaded with empty levels as they currently are...

 

inb4 the skill rework is just filling up levels 99-120 :(

 

That would be a major blow to me. If max cape stayed at where it is now but they added another cape, like true max or something for 120's, that would be kinda fair. But I don't support raising all levels to 120.


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The Mazcab forest is also supposed to be unique to each world afaik.

 

Looks like Tirannwn on steroids.

 

 

 

As I predicted when 120 capes were released, and no one believed me, the next logical step would raising the skill caps to 120. It isn't happening any time soon, but they are hinting at it. Meh.

Beats 200mscape without actual milestone marker levels.

 

Debatable. Maybe if most of the skill chart wasn't loaded with empty levels as they currently are...

 

inb4 the skill rework is just filling up levels 99-120 :(

 

That would be a major blow to me. If max cape stayed at where it is now but they added another cape, like true max or something for 120's, that would be kinda fair. But I don't support raising all levels to 120.

 

 

Would also basically be unfeasible to reach for soo many players, even Trim is more feasible than 120 all skills =/. It ias nearly 15k hour (at high efficiency) investment in there alone, on top of making the money to train the skills.


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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I think having a true max cape would be beyond insane. Having true mastery capes would be ok. Keeping comp cape requiring the same reqs, but maybe have trim require one true mastery is fitting.




Maxed [February 14, 2012] | Completionist [October 25, 2012] | Trimmed Completionist [in Progress]

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The Mazcab forest is also supposed to be unique to each world afaik.

 

Looks like Tirannwn on steroids.

 

 

 

As I predicted when 120 capes were released, and no one believed me, the next logical step would raising the skill caps to 120. It isn't happening any time soon, but they are hinting at it. Meh.

Beats 200mscape without actual milestone marker levels.

 

Debatable. Maybe if most of the skill chart wasn't loaded with empty levels as they currently are...

 

inb4 the skill rework is just filling up levels 99-120 :(

 

That would be a major blow to me. If max cape stayed at where it is now but they added another cape, like true max or something for 120's, that would be kinda fair. But I don't support raising all levels to 120.

 

 

Would also basically be unfeasible to reach for soo many players, even Trim is more feasible than 120 all skills =/. It ias nearly 15k hour (at high efficiency) investment in there alone, on top of making the money to train the skills.

 

depends entirely on what they fill it with, it's possible that away from combat that whatever you gather/create that is above 99 has some seriously good xp, the same way that dungeoneering has far increased rates the higher you get


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The Mazcab forest is also supposed to be unique to each world afaik.

 

Looks like Tirannwn on steroids.

 

 

 

As I predicted when 120 capes were released, and no one believed me, the next logical step would raising the skill caps to 120. It isn't happening any time soon, but they are hinting at it. Meh.

Beats 200mscape without actual milestone marker levels.

 

Debatable. Maybe if most of the skill chart wasn't loaded with empty levels as they currently are...

 

inb4 the skill rework is just filling up levels 99-120 :(

 

That would be a major blow to me. If max cape stayed at where it is now but they added another cape, like true max or something for 120's, that would be kinda fair. But I don't support raising all levels to 120.

 

 

Would also basically be unfeasible to reach for soo many players, even Trim is more feasible than 120 all skills =/. It ias nearly 15k hour (at high efficiency) investment in there alone, on top of making the money to train the skills.

 

depends entirely on what they fill it with, it's possible that away from combat that whatever you gather/create that is above 99 has some seriously good xp, the same way that dungeoneering has far increased rates the higher you get

 

You're banking on them doing it really well, then?


All_My_Love.png Bun_Dem.png


 


max.png 50.png

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The Mazcab forest is also supposed to be unique to each world afaik.

 

Looks like Tirannwn on steroids.

 

 

 

As I predicted when 120 capes were released, and no one believed me, the next logical step would raising the skill caps to 120. It isn't happening any time soon, but they are hinting at it. Meh.

Beats 200mscape without actual milestone marker levels.

 

Debatable. Maybe if most of the skill chart wasn't loaded with empty levels as they currently are...

 

inb4 the skill rework is just filling up levels 99-120 :(

 

That would be a major blow to me. If max cape stayed at where it is now but they added another cape, like true max or something for 120's, that would be kinda fair. But I don't support raising all levels to 120.

 

 

Would also basically be unfeasible to reach for soo many players, even Trim is more feasible than 120 all skills =/. It ias nearly 15k hour (at high efficiency) investment in there alone, on top of making the money to train the skills.

 

depends entirely on what they fill it with, it's possible that away from combat that whatever you gather/create that is above 99 has some seriously good xp, the same way that dungeoneering has far increased rates the higher you get

 

You're banking on them doing it really well, then?

 

definitely! (after around 14 years of buffs and nerfs)


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The Mazcab forest is also supposed to be unique to each world afaik.

 

Looks like Tirannwn on steroids.

 

 

 

As I predicted when 120 capes were released, and no one believed me, the next logical step would raising the skill caps to 120. It isn't happening any time soon, but they are hinting at it. Meh.

Beats 200mscape without actual milestone marker levels.

 

Debatable. Maybe if most of the skill chart wasn't loaded with empty levels as they currently are...

 

inb4 the skill rework is just filling up levels 99-120 :(

 

That would be a major blow to me. If max cape stayed at where it is now but they added another cape, like true max or something for 120's, that would be kinda fair. But I don't support raising all levels to 120.

 

 

Would also basically be unfeasible to reach for soo many players, even Trim is more feasible than 120 all skills =/. It ias nearly 15k hour (at high efficiency) investment in there alone, on top of making the money to train the skills.

 

depends entirely on what they fill it with, it's possible that away from combat that whatever you gather/create that is above 99 has some seriously good xp, the same way that dungeoneering has far increased rates the higher you get

 

You're banking on them doing it really well, then?

 

definitely! (after around 14 years of buffs and nerfs)

 

lol. I'm not interested in 14 years of fixes


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Ninja teaser for the week... We already saw it coming:

 

CI0kl9HWsAAhse3.png




Maxed [February 14, 2012] | Completionist [October 25, 2012] | Trimmed Completionist [in Progress]

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So we can execute GE sales remotely now? Or just a new interface? And we're getting more slots in OSRS fashion? Seems like a bit more than a ninja update, but okay nice :P.


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

---

 

 

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My blog here if you want to check out my Times articles and other writings! I always appreciate comments/feedback.

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As I said on reddit, they need to make the inventory 4x7

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Runescape player since January 2005
Ego Sum Deus Quo Malum Caligo et Barathum


 

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No its the +2 ge spots for members... Who ever said having the GE remotely?




Maxed [February 14, 2012] | Completionist [October 25, 2012] | Trimmed Completionist [in Progress]

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Ninja teaser for the week... We already saw it coming:

 

CI0kl9HWsAAhse3.png

> that empty spot at the bottom right

that looks awful

  • Like 3

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Ex-Mod Ryan all over that interface

 

4pN9khM.png


6Ij0n.jpg

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

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I'm not going to lie they ould have easily slimed the interface to run it 2x4.




Maxed [February 14, 2012] | Completionist [October 25, 2012] | Trimmed Completionist [in Progress]

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Stop cramming shit in that terrible tabular layout dfoijrfsddgetrkgorsktelsgra.

  • Like 1

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