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King_Kazul

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  • Location
    Training something on World 74
  • Interests
    Computers, Etc.
  1. Although you may not know this I'll just point it out to you. You can run from any enemy. There is a safe spot for every creature in runescape. So say you cannot escape for 5 secs to let yourself come out of the combat cycle and have no negative effects for teleporting by my method, then it is probably too late to teleport anyway...
  2. You say it would be awful... do you have any reasoning behind this claim?
  3. For the failing to teleport when they need to, rings of life would be like an auto cast, they would not be affected (except for the fact that you get really tiny and could get shredded in an instant). And for emergency teleports with standard spells: I do not think that there is a single area in runescape, where an npc could attack you that you couldnt find a safe spot, or out run them for 5 secs... I dont think it would be that difficult at all. As a matter of fact there is already a preset time in which the effect would wear off. After the green/red bar above your head indicating you hp dissappears, all combat negatives disappear (except in the cases of holding, stats-altering and tele-block spells(although if your enemy teleblocks you there really aint much more you could do...))
  4. Well most evil chickens cant hit more than 5 or 6 if i remember correctly.... i dont think you'd have too much of a problem with that...
  5. This is my own original idea. I did not copy and paste from anyone else's work so do not do that to me. However if you come up with additions to this post in anyway feel free to tell me, and I will add them with credit to you. Back in Runescape Classic, telporting used to be a bit more difficult than it currently is. You would have to click teleport and then click "On Self" before you could tele port away that is. Another Issue that plagued the teleporters of RSC was that you could fail in casting your teleport spells and have to wait another 20 secs to attempt to cast again. I propose that we make teleporting difficult again by making it more realistic. Here are several key switches that could be made to make it real again. 1. Spell Failure. -With any combat spell, there is a chance for failure. I think this should be brought back, because realistically, who is going to be able to teleport properly while someone is hacking away at them with a battleaxe, or blasting them apart with magic spells. With spell failure, mages must be able to concentrate on their spells. Here is an example of how I could see it working. To make this work teleport spamming must be disabled or else they could just click non-stop until they manage to teleport. It would work into the combat system. it couldn't be used after recently hitting someone/thing. Here is my idea of a proper teleport equation for the circumstances: (Note: I came up with this formula. do not copy, paste, etc; i think it is worthless anyway. If you come up with a better formula show me and I will give you credit.) Varrock Teleport ([Magic Lv]+75)-([Most Recent Damage Taken]*8.5)= % Chance of Teleport Sucess. So say for example a mage has only 25 mage and they just got hit a 8 from a fire strike. They would only have a 32% chance of succeeding in their teleport spell. If they had 60 magic and just got hit a 10 by fire blast, they would have a 15% chance of teleporting, because they have a higher mage level, and the damage to magic ratio would be much lower. This would not work with teletabs as the principle of teleport is much different than a casted teleport. Pros: Would allow for more k0es as well as better fights. Cons: Would made strength pures something for teleporting mages to fear. This would upset the combat triangle (which really isnt that realisic anyway.) 2. Spell Cast Time -As mentioned above I think that teleporting should take an action turn. This is more or less self explainitory. If you have just hit someone then you must wait until your next hit to cast your teleport spell. For example. If you are melee and you click to cast teleport to varrock right as you hit someone you would have to wait until you would have otherwise hit again in order to attempt to teleport. This would also make you unable to hit someone as though you had just cast an offensive magic spell. This would work with teletabs because they are in your pocket, or backpack or whatever, and you need the time to reach in and take it out and smash it on the ground. 3. Teleporting Dangers. -Ok you've managed to wait for your turn in the combat cycle and you are going to be successfully teleported away. But when you shrink down to your tiny purple self you make a realization. My enemy is now 100*s bigger than I am and he is about to swing that very large sword at me before i make my way into the abyss. Ok story aside, there is a point in teleporting where you shrink down into a tiny stickman. However, for most of the battles i have seen, a player ussually gets one or two more shots at their enemy before they fully disappears. When they are tiny I believe that damage should be doubled but accuracy should be divided by 3. Also for mages or rangers who are shooting at their enemy, their last shot ends up following the fleeing player into the teleport. For mages this already happens but you get neither experience, and the player does not take damage. But you still hear whether your spell splashed or whether it made contact. This might work with teletabs as the principle of teleport is not very different than a casted teleport. Pros: more damage would be infliceted onto your target as they flee. Cons: The teleport spell would still work so if they died all of their stuff would be teleported to varrock, lumbridge, falador or wherever else they teleport. and this could make difficulties if they home teleported (POH, not the lv 0 spell). So for those of you who actually read this tell me what you think, give ideas, etc. ~Alex a.k.a. King Kazul
  6. Skills and drops im not gonna be getting for a long time. gl with your goals secret (though i came in second)
  7. I had proof of this once. I clicked to change from smach to slash on my rune 2h, the indicator changed and i thought little of it. switch to scim some time later and im stabbing the guy... hmmmmmm. I have a vid around somewhere. I caught it on vid, but i have no clue where it is maybe i will try to expose the bug again... I have finnally re-exposed the glitch. I believe that this bug is related to the bug described above. I have video proof of this bug. Anyone wishing to view may view it on YouTube here. so Myth confirmed ftw.
  8. Never!!! Oh, wait... nvm TPUM eats spam
  9. I had proof of this once. I clicked to change from smach to slash on my rune 2h, the indicator changed and i thought little of it. switch to scim some time later and im stabbing the guy... hmmmmmm. I have a vid around somewhere. I caught it on vid, but i have no clue where it is maybe i will try to expose the bug again...
  10. ^ 42*0.42857142857142857142857142857143 maybe... < Has wanted to be a rune smith since rsc yet still doesnt even have 60 smithing V Will have something witty to say about me.
  11. False: 7h15 p3r50|\| 15 /\/\0r3 1337 7h4|\| |_| \/\/111 3\/3r b TPUM wants to keep this game going
  12. 5/10 I Seen u every now and then, mostly in forum games forum... :P
  13. Rabbit Lv-2 is available in f2p, but we cannot kill it due to its location. Proff pic right here. Saw a yellow dot while i was rcing and went to check it out. Trees block ranged and mage but we could kill if they weren't there. It is the air alter if you want to check it out for yourselves. Edit, my bad, just saw the note at the bottom of the bestiary...
  14. PA Vs FF PA Wins Was a poor turnout for their side, but we had a good time nontheless... Iron Wars ftw Pure Annihilation Forums Rapid Share
  15. I this he should write a e-mail, or better yet a letter to them explaining his situation. I don't see any reason for Jagex to not respond to him at the least. Other than that I don't see any other options, telle him he can have a new character name :?
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