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9/16/15 - DarkScape


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89 replies to this topic

#21
Arceus
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With the Legacy interfaces on it, it should look pretty similar, no?


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#22
Skull
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I don't know but I just logged in, tried to figure it out then gave up.

 

The last time I logged into the game Dungeoneering was a brand new skill.  2010ish I think.  OSRS looks pretty close to how I remember the game.

 

Is Legacy something I need to activate? (I honestly have not followed anything about the game for years.)


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#23
Arceus
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I haven't logged into DarkScape but I believe you can toggle the interfaces (not the combat system) between EoC and Legacy interfaces, probably under Gameplay settings or somewhere similar.


"Fight for what you believe in, and believe in what you're fighting for." Can games be art?
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#24
muggiwhplar
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This looks cool, I have no [bleep]ing idea how to play RS3 though, since it literally didn't exist when I quit playing. I'll probably mess around with it for like half an hour but I doubt it'll hold my interest for long.

Yeah I'm in the same boat as you. I don't see the point in investing any time into this since I'm not familiar at all with RS3. Just gonna stick to the Dead Man 07 version.

With the Legacy interfaces on it, it should look pretty similar, no?

Not really. EoC changed all of the equipment, spells, and monsters so I have no clue what the best gear is at any level anymore, or where the best places are to train, or what gear I should be aiming for or how to obtain it, etc. without having to do a ton of research on the wiki... As opposed to when 2007scape was first released I instantly knew what all the best gear and training spots and everything were since that's the version of the game I'd spent most of my RS career in. Similarly places like Al Kharid and Burthorpe are sorta unrecognizable. It's just a completely different game that I don't really have any interest in exploring.

I don't think very many people play RS3 for PvP, they mostly just want to grind skills and PvM. 2007 was sort of meant to cater towards PvP but sadly it's starting to head down the skilling and PvM path as well with the removal of AFK training and heavy emphasis on skilling/PvM updates

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#25
Ammako
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They should just have kept pre-EoC mechanics in place except adding abilities tbfh, instead of completely revamping everything for EoC. Maybe a few changes there and there to make the three combat styles more equal.

#26
Peever
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Meh.  Update has no appeal to me.  Nice to see a surprise for a change.  


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#27
Makoto_the_Phoenix
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Dammit.  The one thing that I never much cared for suddenly looks very interesting to me.  It may be worth giving this a try.

 

On paper, I feel like this was the motivation that PvP worlds were going for.  Probably the best thing to do here was to give it a clean slate and force everyone to start fresh.


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#28
Hajutze
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So, their solution for the ded pvp on RS3 is to create a new game for pvp lel.

 

Though I have to say the idea is good, forcing everyone to have a clean slate eliminates having someone with maxed gear camping noob spots.

 

Although in time it'll be unplayable for newcomers due to the big level gap. Hope they realize this and do something about it.

 

I do like the fact that the accounts are connected so no need to have a bunch of accounts to be able to do this. Now I wish they did something about RS3 PvP, most likely that duel anywhere thing they've mentioned seems to be a step in the right direction

 

I don't see that being a problem. New players can and should simply stick to low-risk areas until they get their stats high enough to venture farther out. There are level restrictions similar to the ones in the Wilderness so it's not like the entire map will just be a noob massacre.

 

However, there is one glaring flaw with this release: Legacy Mode. This honestly comes across to me as Jagex waving the white flag when it comes to EoC PvP. The fact that rather than releasing separate EoC and Legacy servers like we have for the live game they force everyone to use Legacy Mode shows how little faith they have in their own combat system when it comes to PvP. I hope this doesn't indicate that they've given up on balancing EoC for PvP combat.

 

 

Well the best places to train at low levels (AFAIK) are the trolls in the cave north of Burthorpe... and that cave is like a +/- 25 combat level difference. So whenever there were too many players hogging the trolls I'd just farm lower level players instead since they give more XP and they respawn right next to the cave entrance, ready to return for another whoopin' :lol:

 

The Lumbridge catacombs have no combat restrictions, so I'd just walk through there and mow down everybody in my path since it's better XP than killing the monsters inside lol.

 

At one point I was out of run energy from chasing so many noobs to their deaths. There was one guy left but he was running the wrong way in the catacombs, towards a dead end. So I was just slowly walking towards him like some kind of horror movie villain, till finally I caught up w/ him and killed him when he was backed into a corner. His last words were, "Why" :twisted:

 

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The best exp afaik is to just move respawn to Falador, get a partner and start attacking eachother. With so many guards you both die instantly, each getting the exp for killing the other ..



#29
cynder
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Wow what a surprise! I'm so stoked to see they have actually kept something secret until launch! 

 

I'm not a big pker but will definitely have to check it out. Acting as a merchant moving things around zones sounds pretty exciting! =D 


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#30
Maxingmck
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Glad to see they scrapped the idea of losing 7 levels upon death:

 

Also why cant I activate burth lodestone


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#31
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I came here to whinge about something but it seems that's already been done so hey im trying DS ok ty 


 

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#32
helring
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http://runescape.pod...cape-darkscape/  podcast on it. Apparently it wasn't that resource intensive, it took a couple devs a few weeks. Also explains why they managed to keep it silent, didn't have long to hype it.


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#33
Miss_Kozlov
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http://runescape.pod...cape-darkscape/ podcast on it. Apparently it wasn't that resource intensive, it took a couple devs a few weeks. Also explains why they managed to keep it silent, didn't have long to hype it.


Fair enough, but then I'm still at a lack of understanding why their output has been so lax for so long.
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#34
Maxingmck
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http://runescape.pod...cape-darkscape/ podcast on it. Apparently it wasn't that resource intensive, it took a couple devs a few weeks. Also explains why they managed to keep it silent, didn't have long to hype it.


Fair enough, but then I'm still at a lack of understanding why their output has been so lax for so long.

 

 

How else could they justify the loss of playerbase to the investors? "People aren't playing because you guys cut our resources for content creation" vs "we are out of touch"


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#35
Miss_Kozlov
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Actually I'm only going by the amount of employees they have now still being on par with recent years, but the steady decline of the volume of content as well as, in my opinion, the quality of content, I.e. concept, mechanics, graphics recycling, etc.
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#36
helring
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Actually I'm only going by the amount of employees they have now still being on par with recent years, but the steady decline of the volume of content as well as, in my opinion, the quality of content, I.e. concept, mechanics, graphics recycling, etc.

 

I think part of the problem is that they've been overly ambitious. They want better looking graphics, they want huge projects, etc. But they don't really have enough people for these huge projects, so they take up a lot of dev time and then fall short. The Tuska Event was a great example of this, that obviously took a lot of work, but was still lacking in so many areas because to fully do it right they needed even more. They could have done it simpler and either had it as a quest or had a relatively smaller event and done it well enough, but they stretched too far. Same with Mazcab I think. They could have just done a small area with Mazcab, added a boss or two, reduced the dev costs but still had the project work well and seem to be a quality project for what it was. But instead they expanded by adding a bunch of area and two villages where not much happens yet, so its less focused and kinda meh at the moment.

 

I'm hoping quality will go up when they drop back the number of updates since they won't feel rushed to at least put something out. We'll see how it goes though.


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#37
Miss_Kozlov
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Jagex: Ambitious, but rubbish

No wait, I think another group of Brits already use that..m
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#38
Troacctid
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We should call it RunScape, since banks and teleports are both nerfed.

#39
Lime_Mercury
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Dammit.  The one thing that I never much cared for suddenly looks very interesting to me.  It may be worth giving this a try.

 

On paper, I feel like this was the motivation that PvP worlds were going for.  Probably the best thing to do here was to give it a clean slate and force everyone to start fresh.

I completely agree. A hybrid of pure nostalgia and new mechanics. Like crack. I think I'm part of the target audience.


so there's this thread in p2p general called "the most annoying things ppl do on runescape" i am tempted to post "ya wen im cybering with a girl and they log off for no reason"

#40
Hajutze
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Any ideas how to access HAM hideout ? I have no pick lock option on it nor I can use lockpicks on it.






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