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Platinum_Myr

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Platinum_Myr last won the day on November 8 2013

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    Male
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    Oregon, United States
  • Interests
    Poetry, Fractal Art, Code Development, Science Fiction

RuneScape Information

  1. So basically, for the completionist cape I will have to kill each of those bosses once...? Ughhhh
  2. If you assume that someone has zero bonus xp, you could (maybe) determine how efficient it is to first obtain bonus xp in various activities and then perform the action, assuming no other method of earning bonus xp in that skill was used. But, this really isn't all that useful vs just using the standard model of assume zero bonus xp for all players as a base comparison.
  3. The problem with Revolution is that it just auto-fires abilities! (not very well, mind you). It doesn't actually solve the problem that most of the basics aren't even clever, they are just amped auto attacks. So just remove those, make auto attacks cycle through animations for them if you want, and add the few that need special timing and effects. Keep thresholds, and make ulimates feel, well... ultimate. Make auto attacks do more damage. Part of the problem with 100% ability spamming is lag, Runescape suffers a lot worse from lag than other MMOs I've played. Revolution suffers from a similar problem due to timing your own inputs, since you might end up triggering in the middle of when the ability fires so you miss a whole cycle (and it doesn't always seem to remember that you interrupted it!)
  4. I agree. It really should have been a fair bit slower so that we didn't have 100% ability spam.
  5. Anyone else notice: Maybe they finally fixed the Barbarian Assault defense role, so that the penance monsters won't run off after the wrong bait that is farther away..
  6. Alienware is flashy, but I don't find their build construction very satisfying, and also they do tend to overheat a bit.
  7. This is simple, given their standard designs for combat vs skilling Combat actually provides rarity Skilling does not You can't introduce an item via skilling in the normal method (ie: make it, and have it tradable) without reaching market saturation almost instantly. We don't have gathered materials that are difficult to obtain, so you can't slow it that way. This is a rather unfortunate design. They could change this by adding things like that skilling based boss, or other methods of making that actually take delay and rarity into the equation.. That is, items which you make for profit and don't provide any or very *very* negligible experience. (either in itself, or because it's too slow to make ot compete against "real" training methods)
  8. But it still counts as a shield for abilities, which.. isn't that useful, but Jagex. In addition, I think the other problem with hex is that abillities don't take into account the special effect for increasing damage to mage-heavy enemies, so only auto attacks get the actual boost which is the whole point of hex bow to begin with. Until abilities also take into account the hex bow's bonus there is really no point, unless they just make it stronger in general than the SSB.
  9. I think it's because of the length. If I understand it, this will take 32 weeks to finish the statue? That's a VERY long time for it to be impossible to have trimmed cape, vs the new skill which some people managed to reach 99 quite fast if they really "desired" to. The key difference is that you can train divination as much as you want, but you are limited at most from getting the statue completed one part per week. This is the key difference, even though it takes some time to train to a 99, it's not really the same as the statue, in my opinion.
  10. Sorry, my post sort of assumed we had already moved past the whole "requires 85 str due to quest to use, not just obtain" since that was pretty well covered. I was more referring to the general strategy of releasing mid level items from bosses those players can't fight. As long as they can trade for them, it helps create demand for an item, and allows higher level players the chance to sell it. It's not great, if the rate of drop is so rare that it's too expensive, and it can create barriers because to get the weapons you need you always have to already have better gear.. (if no one is willing to sell it)
  11. You can gain one black pearl per week for f2p, 2 for members.
  12. Gratz.. but you can just buy a 2nd cape... it's not *that* expensive.
  13. It's not *quite* 1/10, but it's close. The approximation of doing 1/20 and 1/20 = 2/20 = 1/10 is often a fatal mistake in probabilty math, but it's pretty close in this example.
  14. It actually is fine design, as long as the rate of earning those medium gear isn't so rare that it becomes expensive. It is a good way to create content for high lvls if the stuff you earn can feed the people below you. It just doesn't work well if you don't get new players.
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