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Dev Blog: QP master cape


helring

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I think that was the point - he was being sarcastic. But if you really want to push things, technically, I guess the argument is there. And while you are no longer forced to complete the quests to use those skills, they do provide a good introduction for a newer player.

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Druidic Ritual and Wolf Whissle unlock the herb and summon skills. They should add a requirement of 99 herb and summon to the quest cape /s

Hey, they are, although not level 99 but level 90 ;)

 

But seriously, livid farm makes much sense to me, it is something only gettable post-quest, not RNG-based (like dragon pickaxe), it is just a hell of a requirement.

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You know if the spells unlocked were something truly useful, and maybe they buffed up XP a bit, it might be slightly less annoying. Like maybe if you could give yourself some sort of boost like bonfires for casting a spell that stacks on top of everything else that already exists...there must be something they can improve or add.

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

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Whilst I agree livid farm could do with some work I think it's unfair to say it has nothing useful about it.

 

Repair Rune Pouches is a very useful spell for anyone doing actual rune running still.

North Ardougne Tele is gr8 for herb/farm runs for those without the elite cape.

Remote Farm has a number of solid uses.

Make leather can be a good shortcut if you craft via hides

Veng Group is useful in some combat stuff, even if not totall top end meta game,

Trollheim tele to the herb patch insanely useful.

 

Admittedly a lot of it loses its use if you are already maxed, but I think the issue is less that the spells aren't useful and more that the gameplay is soooo grindy and sooo long that it out weighs peoples desire to unlock useful content before they have to.

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group venge used to be the joke spell you used on warped gulega but now you can actually keep popping it for pretty good extra damage at Yakamaru

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

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Indeed, group veng is amazing at raids.

 

Additionally, disruption shield is very good, too. However you can't use it if you use mage, but it negates a single, non typeless hit... its pretty good I say

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Whilst I agree livid farm could do with some work I think it's unfair to say it has nothing useful about it.

 

Repair Rune Pouches is a very useful spell for anyone doing actual rune running still.

That and isn't blood rune running via the Abyss the fastest RC exp method now?

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Whilst I agree livid farm could do with some work I think it's unfair to say it has nothing useful about it.

 

Repair Rune Pouches is a very useful spell for anyone doing actual rune running still.

That and isn't blood rune running via the Abyss the fastest RC exp method now?

 

It is indeed, but it's probably going to take a while (if ever) to convert people from afk and easy runespan to clicking and running like hell for running runes :-D.

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

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I often times feel that the person who developed Livid Farm goes about the office trying to find ways to have their content included in stuff that way they can fight off the inner demons inside telling them how much of a personal failure they are for designing and implementing that piece of content.

 

At the end of that day J-mod when all is quiet do you still hear the lambs screaming?

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I often times feel that the person who developed Livid Farm goes about the office trying to find ways to have their content included in stuff that way they can fight off the inner demons inside telling them how much of a personal failure they are for designing and implementing that piece of content.

 

At the end of that day J-mod when all is quiet do you still hear the lambs screaming?

It was Mod Mark who designed livid.

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Livid Farm was developed by Tim C, who also did popular stuff like Barrows, Pest Control, While Guthix Sleeps, and Dominion Tower ... and unfortunately not so great stuff like Mobilising Armies.

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

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Whilst I agree livid farm could do with some work I think it's unfair to say it has nothing useful about it.

 

Repair Rune Pouches is a very useful spell for anyone doing actual rune running still. If you're running runes it takes all of half a second to stop at the mage in the center of the abyss

North Ardougne Tele is gr8 for herb/farm runs for those without the elite cape. I don't have the elite cape yet you still get 1 free teleport a day from hard cape, plus ardy lodestone is all of 4 seconds away.

Remote Farm has a number of solid uses. Indeed this can be useful, but if you're like me and pay farmers because you aren't willing to risk xp when you don't/can't check trees it's ok. for herbs it's definitely useful. 

Make leather can be a good shortcut if you craft via hides Portable crafters make this spell pretty meh now. If you plan on sitting at black dragons or whateverr all day and tanning as you get the hides so you can make them into stuff then alch them I guess it's ok

Veng Group is useful in some combat stuff, even if not totall top end meta game,

Trollheim tele to the herb patch insanely useful. I'll be honest I didn't even know people still went to this patch lol

 

Admittedly a lot of it loses its use if you are already maxed, but I think the issue is less that the spells aren't useful and more that the gameplay is soooo grindy and sooo long that it out weighs peoples desire to unlock useful content before they have to.

 

 

I often times feel that the person who developed Livid Farm goes about the office trying to find ways to have their content included in stuff that way they can fight off the inner demons inside telling them how much of a personal failure they are for designing and implementing that piece of content.

 

At the end of that day J-mod when all is quiet do you still hear the lambs screaming?

that's fairly aggressive. 

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I believe the large pouch lasts something like ~50 trips worth of ess? If that isn't long enough idk what is lol

The giant pouch lasts for less before it starts degrading for the first time. Also, the point is that repair rune pouch lasts longer. The rune pouch could last for 1000 trips, but repairing it to last for 1100 trips would still be longer.

 

Ardy lodestone is definitely more than 4 seconds from the herb patch. You're completely out of touch if you can't believe that people "still" use the Trollheim herb patch.

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

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They could easily make Livid Farm much more bearable by just making each spell cost a certain amount of points and allow the spells to be bought in any order. Buying a spell would cause points to decrease but each spell would cost roughly the same amount. Since there are 11 spells and they currently cost 850k points total, they could make each spell cost 77k points (850k/11). The activity would still take the same amount of time, but players would probably start working on it much earlier since they could buy the spells that will be useful to them whenever those spells are useful rather than having to work extra hard to buy a bunch of spells they don't want first.

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Whilst I agree livid farm could do with some work I think it's unfair to say it has nothing useful about it.

 

Repair Rune Pouches is a very useful spell for anyone doing actual rune running still. If you're running runes it takes all of half a second to stop at the mage in the center of the abyss

North Ardougne Tele is gr8 for herb/farm runs for those without the elite cape. I don't have the elite cape yet you still get 1 free teleport a day from hard cape, plus ardy lodestone is all of 4 seconds away.

Remote Farm has a number of solid uses. Indeed this can be useful, but if you're like me and pay farmers because you aren't willing to risk xp when you don't/can't check trees it's ok. for herbs it's definitely useful. 

Make leather can be a good shortcut if you craft via hides Portable crafters make this spell pretty meh now. If you plan on sitting at black dragons or whateverr all day and tanning as you get the hides so you can make them into stuff then alch them I guess it's ok

Veng Group is useful in some combat stuff, even if not totall top end meta game,

Trollheim tele to the herb patch insanely useful. I'll be honest I didn't even know people still went to this patch lol

 

Admittedly a lot of it loses its use if you are already maxed, but I think the issue is less that the spells aren't useful and more that the gameplay is soooo grindy and sooo long that it out weighs peoples desire to unlock useful content before they have to.

 

 

Kind just echoing what others have said but:

1) Repairing pouches lasts longer when done via the spell and is therefore more efficient as you spend less time repair them overall

2) Lode stone is more than 4 seconds away from the herb patch. Admittedly it is closer than the teleport spell, but when you are trying to do a herb run before juju runs out the faster teleport really matters, unless of course you are now investing in quick charges for lodes which does decrease the spells worth

3) It's great that you pay farmers, but in the meta game you shouldn't be a lot of the time which is where this spells use comes in.

4) True portables does dent some of this spells use, but then there is still ironman accounts and not everyone has or can be bothered chasing down portable.s

5) Anyone who is doing herb runs should be going to trollheim unless they are a complete idiot. It is a herb patch guaranteed to not die. Even of the suckiest of herb runs it guarantees you get some herbs and was 100% always worth using on every single herb run ever conceived even before the convenience of a direct teleport emerged.

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It might be aggressive, but only because of how truly awful a piece of content Livid Farm is and because at the time it was developed they should've known better.

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

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Actually, what about Livid Farm is so awful in comparison to other grindy skills like Thieving (Plunder, non-Prif Pickpocketing), Mining (drop iron, granite) or Agility (every course)? All of them share the same mechanic - they're all non-afk and require your undivided attention. Perhaps you could argue that Livid Farm requires far more iterations (40 hours as opposed to maybe 3 at iron), but the core gameplay is still pretty much the same.

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

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The activity itself is not bad, it's just that you need to do it for at least 45 hours in order to get to all the stuff ... and I am sure you can actually get more than one skill on 99 for that time.

 

Sure there are a lot of useful stuff in there but the question is - is it worth 45 hours ?

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Hmm. I hate quests, but a master quest that doesn't take hundred of hours of monotonous grind sounds fun. Time to start questing so I can be close to this when it comes out. Looks like 90 Base requirement for it tho with "All chest in A Broken Home"

Just wait for Mourning's Bend Part IV, which is where you play a colorblind gnome wearing a mourner's mask that covers most of your field of sight. The quest is the exact same thing as Mourning's End Part II, except backwards, and there's a time limit. It doesn't count as grinding though, because the puzzle changes every time you die or run out of time. So, that's cool.

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