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Behind the Scenes - July 2015


Arceus

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Wait, there was (ever) good content that wasn't tied to combat ?

 

What about Prifddinas?

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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New ways to grind exp, don't really think that counts as content. Apart from the herblore boost (new potions) I can't think of anything useful in the Elf City.

 

And even those new potions are ONLY combat related (couldn't take make some sort of overload for skilling =/)

 

They've been doing it wrong most of the time - we don't need new ways to train, we need a reason ... most skills are just useless ... The difference between doing them and not doing them - a cape and some quests I guess.

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New ways to grind exp, don't really think that counts as content. Apart from the herblore boost (new potions) I can't think of anything useful in the Elf City.

 

And even those new potions are ONLY combat related (couldn't take make some sort of overload for skilling =/)

 

They've been doing it wrong most of the time - we don't need new ways to train, we need a reason ... most skills are just useless ... The difference between doing them and not doing them - a cape and some quests I guess.

 

What about the Perfect Juju potions?

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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What about the Perfect Juju potions?

They're not really comparable to the overload combo potions, are they? I mean, not saying they aren't useful, but it's such a small part of the update and Herblore's combat options are just so much stronger. Chance of extra harmony moss versus not dying instantly when the QBD uses a fire attack.
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Quests, minigames, D&Ds, etc. Enjoyable stuff.

 

Now it's all FIGHTING, GODS, ARMOR, WEAPONS, EXPLOSIONS, BOSSES, ERECTILE DYSFUNCTION, OVER COMPENSATION.

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Perfect juju mining potion and harmonised runite rocks!!!

 

The potion is fine, but the rocks - Mining is useless. The end goal of it is a rock for T50 gathering tools.*

 

You can literally remove it from the game, and almost no one will notice ... while you're at it you can remove more than half of the skills and no soul will even care ...

 

*Ofcourse this WILL change after Invention comes, but still that's a combat related skill as well.

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It's a sad state when the flat and utterly boring skills in WoW have more use in that game than our skills do in ours.

 

At some point a decision was made that the best in weapons, armor, and tools were to come from monster drops. That decision has never been reconsidered and has been an 800 pound gorilla sitting on the game's neck ever since.

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I've always felt the right formula is

1. Material1 is a monster-drop only item.

2. Material2 is a skiller-get item only.

3. Both of them are tradable.

4. Use them together with an anvil or something to combine them - get the item.

 

This way gathering is still useful, monster hunters get the unique drop and whatnot and the artisan part of the skills is useful as well.

 

They kind of missed part 1 ... and 4. (Yeah yeah I know you repair for less with 99 smithing but that's hardly the same)

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Now it's boss to make money, spend money on herblore, boss more, invest more into herbs, use pots to make more money, buy better armor and more leaves and dusts, kill more stuff. Oh, and become pedantic about some guys who walk behind you.

 

There's your precious damned end game people. Sounds marvelous. Absolutely spiffing.

Back after a 5 year TIF hiatus. Please don't mind me too much.

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The problem is that ultimately everything feeds back into combat. Skilling in itself is neither rewarding nor demanding, and developers cannot find a way to make it rewarding enough when balanced against the inputs and risk of bossing.

6Ij0n.jpg

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

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EoS, make skilling require puzzle solving to get resources, ezpz

ruins.png De_Elite_One.png


Inefficiency = fun. That's objective and can't be debated. Ever.

 

Blog to 200m in all skills.

Max cape achieved November 5th, 2011.

Completionist cape achieved December 29th, 2011.

Final Boss title achieved December 28th, 2014.

Trimmed completionist cape achieved November 7th, 2015.

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Mhm, except construction did your house. Crafting could've been for making pretty clothes or outfits, etc. Combat is important obviously. Now it's just the only thing they want to do. I'm hoping with Chris L going they'll lose a bit of their hard on for it.

 

The reason is, if they're going for this route, other games do bosses and raids so much better. I feel like my game will lose its uniqueness and get spanked in the process.

 

It's what made mini games and quests so important.

Back after a 5 year TIF hiatus. Please don't mind me too much.

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EoS, make skilling require puzzle solving to get resources, ezpz

yeah make everything like ceremonial sword smithing in the artisans' workshop, but what it's going to produce that's not combat gear?

6Ij0n.jpg

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

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EoS, make skilling require puzzle solving to get resources, ezpz

I would say cosmetic, but sadly we cannot infringe on Solomon.

 

Yes, skills did feed combat. You could also use silks to do games and stuff. Now it's all combat. And little else.

yeah make everything like ceremonial sword smithing in the artisans' workshop, but what it's going to produce that's not combat gear?

Back after a 5 year TIF hiatus. Please don't mind me too much.

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the problem is, unless its much better xp than afk training or it's at least 2m+ gp per hour, plenty of people would just ignore it anyway

 

i wonder what percent of time the average, none maxed, scaper spends doing things that they find fun rather doing what they don't enjoy to eventually get a cape

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Actually quite a bit of them do spend their time messing around and having fun. They tend to play rather on and off though, and you wouldn't see them at the "efficient" spots all that often - they either don't like it or don't meet requirements to get in. I don't get the feeling that the average low/med level RuneScape players (not that there are that many of them at this stage) are tripping over each other to max.

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

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The problem is that ultimately everything feeds back into combat. Skilling in itself is neither rewarding nor demanding, and developers cannot find a way to make it rewarding enough when balanced against the inputs and risk of bossing.

It'd be completely fine if skills fed into combat, as long as the products are actually useful. In fact, that's probably the way they should do it, considering how well it worked for herblore. The biggest issue right now is that combats are pretty much universally better at being gathering/production skills than the dedicated gathering and production skills; when they could instead have unique (and potentially untradeable/semi-tradeable) rewards that you will pretty much always need a healthy stockpile of.

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Would like to see some high level, muilti-step food that is untradable, and the best healing food in the game. Gunkan heals 2850 over time, but is tradable. Rocktail soup heals 2500 over time, and is tradable...

 

Something you can't trade and require multi steps (like potatoes) should heal up to 3500, and take considerable time to make.

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


 

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