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Quality of Play Suggestions

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Amascut
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Quality of Play Suggestions - Page 5 Empty Quality of Play Suggestions

Post by The Empty Lord Thu May 24, 2012 8:04 pm

First topic message reminder :

Tweaks to improve play.

Blast Furnace:
• Remove the need for a spade at the Blast Furnace; make "Add Fuel" a one-click action.
• Add "Cool Bars" as a left-click option to the Bar Dispenser when there is molten metal.
• Add a Castle Wars-eqsue toolbar down the side displaying the status of various components in the Blast Furnace.
• Add a "View Contents" option to the vat that tells you what ore and in what quantity you have placed in.
• Add a "Yes, and don't ask me again" option to un-noting ore. The worst that can come is that you mis-spend 1000 gold.
• The treadmill breaking will no longer effect the temperature. Alternatively, while someone is powering the treadmill the speed at which the temperature reaches green is sped up to compensate the fact when it breaks it screws everyone over. The guy who afks on the treadmill shouldn't screw everyone over by creating an extra break point.
• The un-noting, ramp and conveyor belt have been reworked. Ordan now stands beside a vertical conveyor belt (the type with buckets that go up and over the top) that is still cycle-operated. This buckets can be loaded manually, or you can right-click Ordan (Add Ore) to open an interface. The interface shows a screen similar to a trade with your entire inventory on the right and on the left is what you're putting in. At the bottom of the left side is the total cost of the transaction (if notes are used).

Barbarian Assault:
• The Penance Horn now doubles experience in Thieving (Pickpocketing) and Hunter (Checking Traps).
• Non-attackers will no longer have a left-click option to attack.
• Collecting from the Defender and Healer supplies will refresh the inventory. In that, it will clear all existing items and give you a fresh load. It's annoying when you don't use a lot of one thing, and because it gives you 1/3 of each you end up with less and less of what you need.
• The first time the Defender collects from the dispenser he will receive 1 hammer and 2 logs.
• The horn is now a tab that appears above the inventory (or adjacent to it in fixed screen). This displays the call-outs and the ability to call for the medic. This will allow players using the cannon to call, and attackers to call while being on the attack styles tab.
• Completely overhall the defender's job. Maybe make it so only they can fire the cannon. Their role is completely out done by the collector + anyone who fires the cannon.
• Players can now mark themselves as ready, and the next game will start instantly... like Dungeoneering.
• The team leader can stop the timer, should anything be needed.
• The team leader can now remove individual members from the team without having to use the scroll on another team members (currently the X only appears when inviting new people).
• The "shout" range now covers the enter cavern. Similar to in Dungeoneering, you can hear each other regardless of position.
• Players on your team will now be coloured while in the lobby.
There is now a "Matchmaking Pool" where you can select the roles you're happy to play, and then it will build teams automatically. The quickstart room now allows you to select all the roles you're happy to play, not just a single role.

Agility:
• You can now select the area (instead of only the rocks), to ascend the slope in Ape Atoll. Alternatively, this obstacle is replaced with something that looks like an obstacle (the amount of people who stand there for ages because they can't figure out why their monkey won't just walk...)
• You can now select the area (instead of only the skulls), to ascend the skull slope in the Werewolf ability course.
• The hurdles in the werewolf agility course will now automatically jump over each in succession, after only clicking on one.
• The ladder in the Barbarian course can now only be claimed on the correct side.

Farming:
• Watering potted plants now has an animation.
• Add the ability to "Check Health" for "Sickly-looking" and "Dead-looking" trees. Checking health at these stages will grant 25-50% of that fully grown tree. "You examine the tree for signs of disease and discover it has succumbed to disease/perished". Particularly for dead trees, given their cost and time invested. What's the point in calling it "Check Health" when it's obviously healthy; at the moment it should just be "Admire hard work".
• If a player is harvesting fruit/vegetables from their farming patch, the crops should automatically go into a basket/sack in the players inventory if it is empty or is only partially filled with the same type of crop.
• Pots with Compost, Seedlings and Watered Seedlings now have updated graphics. (See my handy work).
Quality of Play Suggestions - Page 5 Seed_s10

Herblore:
• Grimy Herbs now stack.

Thieving:
• Double and triple loot is now worth double and triple experience. If you're going to train agility you should be rewarded with a faster experience rate: not 50 extra gold.

Slayer:
• Slayer experience is now earned on-hit, similar to Constitution experience. That total experience per monster would scarcely change, but it feels better.
• Suggestion: Slayer masters will now offer you three choices for tasks (the amount not stated). The two choices a player does not select will remain options next time. Alternatively, "Choices" is a reward for 400-2000 Slayer Points.

Prayer
• Prayer points will not restore while in the bank, similar to hitpoints.
• Alternatively: Street Preachers (of various faiths) can be found in most of the major cities across RuneScape (excluding those with focal churches, usually near banks/busy parts of the place). By talking to them, or through a quick-select option, they will bless you grace/corruption/hope, etc, which completely heals you and restores all your prayer points.

HUD/Interface:
• Add the ability to close the bank screen via the ESC button.
• A price checker function should be added to the bank.
• The default left-click option on auras is now "Check Time". Neither Remove nor Activate are left click.
• Add a channeling bar for while casting the Lodestone.
• You can no longer click between the chat box and the chat filter box!
• You can now open multiple interface panes by holding Shift when selecting a second. The second pane will always appear to the left.
• You can view your BoB's inventory while the bank is open. Particularly, you can store.
• The Quest Menu is prone to forget which filters are active; when I have filtered it to only show the quests that haven't been finished, it will sometimes cancel out and show all quests when I log in, but at other times, it won't. It needs fixing so if a filter is selected, it stays selected.
• The emotes option now has the option to Filter, hiding locked emoticons.
• The Wicked Hood will now warn you if you attempt to teleport to the Law Altar with prohibited items.

Right-click quick-options:
• The Brimhaven Dungeon now has a right-click pay option on the door.
• The Shanty Pass is no longer an item, but rather something bound to the player. It costs 200 gold once, or free after the completion of the Prince Ali Rescue. After purchasing, passing through the pass will incur: "You flash your pass at the guard on your way through."
• Ali Morrisane now has a right-click option for each of his shops, or at least the active shop.
• A local gardener's stock should be accessible via right click, like an ordinary shop.

Quests:
• Your gravestone should you die in the Summer saga will now appear next to Summer, and not under her.

Miscellaneous:
• Remove the need to refill the Ectophial. Enough is enough, stop implementing precautionary measures and just remove the problem. "You pour some of the liquid on the ground, and remark over the vial remaining full".
• Add another purpose for Ecto-tokens. Perhaps as simple as allowing them to be traded for Prayer experience. I'd happily accept 1xp per token, but I can see 10 being fair.
• Ammunition currently ignored by Ava's equipment due to being "out of sight" will now be pulled toward the player. For example, if fighting Greater Demons in the Ogre Enclave: the arrows will collect on a single pile on the other side of the fence. This lessens the punishment for archer's using Telekinetic Grab, due to lessening the amount of ammunition that falls on its own.
• The Quest Cape of Accomplishment will now provide the bonuses of a trimmed skill cape. The total experience currently required to wear it is 20,452,885, which is 5mil shy of two 99s... but still, given it can't be trimmed, I feel this would be fair.
• Non-critical monsters/common bot targets have new "kill credit" logic. If a monster has been out of combat for 10 seconds the current "slayer" is cleared. As such, even if below 50% health, someone else can score the kill. Alternatively, they will rapidly heal to 60% of their maximum health before returning to their usual rate of healing.
• The Great Orb Project will now reward half the earned tokens if you quit early. You will not receive the base 60.
• Move the Varrock Lodestone to the east gate. It is currently the most inconvenient Lodestone in the game, from my experience (to the extent that the Edgeville Lodestone is more useful for accessing Varrock/GE). All other Lodestones are in close proximity to a bank, which this change would achieve. With 65 Agility, it would also rival the Ectophial for ease of access to Canfis/Slayer Tower. Alternatively, place it north of the Museum and add a tunnel shortcut under the wall nearby.
• Possibly: Add a Canfis Lodestone in the cellar that requires completion of one of the Myreque quests to uncover.
• Lamps from the Squeal of Fortune that are bound now provide more experience than those that are unbound.
• Keys can not be used from the Steel Ring without removing them from the ring (similar to items in the toolbelt).
• Players can no longer interact with pets that do not belong to them.
• The Ancient Cavern now has some net/harpoon fishing spots. There are also roots that grow on the walls that can be cut for normal logs.
• Small Obelisks can now be used to make scrolls (only scrolls).
• The Fairy Ring network will now tell you where you've teleport (at least the first time). To paraphrase, "You have added Misthalin: Edgeville to your log."
• Alternatively, the code-machine it's replaced with a map similar to the Lode Stone (with a list on the right of it showing places not on the surface). The map would only highlight those places found and does not indicate where unknown ones are. The wheels are at the bottom.
• If the player has completed the Nadir saga with 100%, they should be able to inform Ali the Wise of Moia and Bilrach.
• Remove the ability to chop trees in enclosed skilling areas, such as the Falconry. (As you did with Charm Sprites)
• A fairy ring has been placed near the Lighthouse.
• Runic Staffs in your inventory now have a left click option to cast the stored spell. Attempting to cast Alchemy on a Runic Staff will always fail and declared something fluffy/paradoxical such as "How do you plan to turn this to gold if this has been turned to gold?" (to prevent double clicking). The spell stored in the Runic Staff can now be cast regardless of spell book. This makes the Runic Staff particularly desirable for casting spells outside of the current spellbook - such as alchemy, or various lunar spells while using Ancients; or a combat spell while using Lunars.
• Regenerate is now a toggled ability. While toggled on, you will automatically drain adrenaline to heal while out of combat. This avoid potentially wasting one tick of adrenaline, but also saves room on the action bar.
• Ghost Penguins will no longer spawn at spawn spots already covered by regular penguins.
• "Cub Scouts" are a new pet that can be obtained (polar bear cubs). These can be stationed anywhere and will look out for penguins. They can also see ghost penguins. Up to four can be placed, and they will contact you if they spot a penguin (similar to Nature Amulet).
• In Dungeoneering, you can know mark doors are dead. This will put an X on the map.
• Players may bind one off-hand weapon/shield in addition to their current limit.
• Tears of Guthix can now be completed daily. Achieving 1 quest point or 100k experience is still a requirement.
• God Statues can now be completed weekly (achieving the chisel now requires helping him 8 times/minimum 8 weeks, changed from 3 times/minimum 3 months).
• Troll Invasion can now be completed weekly.

Website:
• Links in news posts will now retain log-in information.
• Players can customize the price tracker.



Dragons will no longer *always* drop dragonhide.

Each dragon only has a 20% chance to drop "dragonhide", a 40% change to drop "tatty dragonhide" and 40% chance to drop no hide at all.

With levels in Slayer, you reduce/remove the chance of getting no hide at all; and with levels in Hunter, you reduce/remove the chance of getting tatty hide. Think of it like "no longer burning food".

50 Slayer - Green dragons always drop hide. 50 Hunter - Green dragons always drop non-tatty hide.
65 Slayer/Hunter - Blue dragons
80 Slayer/Hunter - Red dragons
95 Slayer/Hunter - Black dragons
99 Slayer/Hunter - There is still a 4% chance of receiving tatty/no royal from Grotworms.

With regards to tanning, 3 tatty hides can be used to make 1 piece of leather. Non-tatty hide is still 1 to 1.

At 1 Hunter and 50 Slayer, Green dragons would 33% chance to drop non-tatty and 66% chance to drop tatty (as you've removed the chance to drop nothing).

This drastically reduces the supply of dragonhide, which would increase the value of the armor.


Last edited by 3mptylord on Thu May 02, 2013 2:25 am; edited 26 times in total
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Post by The Empty Lord Fri Jun 29, 2012 9:52 pm

Dragon78114 wrote:
3mptylord wrote:I reckon the xp rate remains unchanged. I'd say it takes around half an hour to get half an hours worth of double xp... So either you get 100% xp for an hour or 200% for 30 minutes. Same xp rate. Wink

more like double xp rate…because in an hour you'd get twice the normal xp by the rules of slope and beginning algebra.

I think you missed the part where I said it takes you half an hour to get half an hours worth of double xp... unless you've found an infinite source of double xp. Wink

Quality of Play Suggestions - Page 5 Xphour10
(Marvel at my paint skills).
Blue = Double XP; Orange = Barbarian Assault. Wink

If you only include the time actually training, then yes, it's double the xp rate.

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Post by MorbiusMonster Sun Jul 01, 2012 7:55 am

The Altar of Senntisten should have the power not only to switch Prayers to Ancient Curses, but also the Standard Spellbook to Ancient Magicks, seeing as the altar is of Azzanadra's construction and closer to Zaros than that in the pyramid. The Bandit Camp lodestone would still see use as it still reaches into the desert.

If a player is harvesting fruit/vegetables from their farming patch, the crops should automatically go into a basket/sack in the players inventory if it is empty or is only partially filled with the same type of crop.

A local gardener's stock should be accessible via right click, like an ordinary shop. It saves time rummaging around for plant cure.
"Do you want to buy something?" Yes
"Do you really want to buy something?" Yes...
"Do you want to buy the plant cure?" Yes!
"Are you really, really sure? It's the same price as last time." YES!
Farming doesn't need to be that simple or slow.
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Post by MorbiusMonster Sun Jul 01, 2012 8:14 am

I added some new ones.
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Post by The Empty Lord Sun Jul 01, 2012 8:42 am

Nice ideas.

Speaking of shops:
Ali Morsane (sp?) now has a right-click option for each of his shops, or at least the active shop.
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Post by MorbiusMonster Tue Jul 03, 2012 7:04 am

Here's another;

Arzonus shouldn't have to be such a fucking nuisance to want to keep up.
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Post by MorbiusMonster Thu Jul 05, 2012 7:08 am

A price checker function should be added to the bank.
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Post by MorbiusMonster Thu Jul 05, 2012 3:19 pm

The Lamps from the Squeal of Fortune, should be modified so that those that give exp to a pre-set skills should award a more generous exp ratio than a lamp that allows you to choose the skill. This balances out the prizes, so the lack of being able to choose a skill to reward is substituted for greater exp.

The quickprayers button, if not set to a prayer in the active roster, should function to turn off prayer.

The Quest Menu is prone to forget which filters are active; when I have filtered it to only show the quests that haven't been finished, it will sometimes cancel out and show all quests when I log in, but at other times, it won't. It needs fixing so if a filter is selected, it stays selected.

Some characters still retain old graphics and look out of place. A few digsite workers (one next to the winch), Ellamaria in Varrock, a monk of Entrana that holds a stick and the Choc-ice salesman still retain old stances. They just need freshening up.

When using a wicked hood teleport to the Law Altar, a forewarning should be given if the player is carrying a forbidden item they may be unaware of. This saves using up a teleport only to be thrown off the island.
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Post by MorbiusMonster Sun Jul 08, 2012 2:15 am

The steel ring should be added to the toolbelt and if the key is present on the ring, it should still be able to unlock the door without taking it off.
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Post by The Empty Lord Sun Jul 08, 2012 3:35 am

I always found that annoying. Even without adding it to the toolbelt, you shouldn't have to remove the key.

• When players requests a task from a slayer master they will be presented with three choices for monsters (the amount is not stated). The two choices the player do not select will remain options the next time they request a task, with only the chosen option being changed. Alternatively, "Choice" is a reward that is unlocked for 400-2000 Slayer Points (preferably less).

3mptylord: I need a new task!
Sumona: Let's see: Kurasks | Basalisks | Cave Crawlers
Sumona: Okay, your next task is to kill 164 Basalisks.
3mptylord: Thanks!

3mptylord: I need a new task!
Sumona: Let's see: Kurasks | Iron Dragons | Cave Crawlers
Sumona: Okay, your next task is to kill 79 Iron Dragons.
3mptylord: Thanks!
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Post by MorbiusMonster Sun Jul 08, 2012 5:39 am

Some objects require you to click the object to operate it. All fine and good, but some are thin or small, making them difficult to click. The general area should be selectable, not just the object. See skulls on agility slope.
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Post by The Empty Lord Sun Jul 08, 2012 6:31 am

Street Preachers (of various faiths) can be found in most of the major cities across RuneScape (excluding those with focal churches, usually near banks/busy parts of the place). By talking to them, or through a quick-select option, they will bless you grace/corruption/hope, etc, which completely heals you and restores all your prayer points. There is a 20 minute cooldown on this feature.

Those of the same faith will say "You are already blessed!" and those of other faiths will say "Come back to me when you're rid of that filfth"... or words to that effect (alternatively, 60 minute cooldown but it's unique to each preacher).

• Middle of the Grand Exchange
• Outside Edgeville Bank
• Near Falador Park
• Shanty Pass
• Outside Ardougne church
• Others

Personally I find altars too scarce and far apart, and there really needs to be a quicker way to heal up when you're miles away from combat without having to use food.
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Post by MorbiusMonster Sun Jul 08, 2012 7:36 am

3mptylord wrote:Street Preachers (of various faiths) can be found in most of the major cities across RuneScape (excluding those with focal churches, usually near banks/busy parts of the place). By talking to them, or through a quick-select option, they will bless you grace/corruption/hope, etc, which completely heals you and restores all your prayer points. There is a 20 minute cooldown on this feature.

Those of the same faith will say "You are already blessed!" and those of other faiths will say "Come back to me when you're rid of that filfth"... or words to that effect (alternatively, 60 minute cooldown but it's unique to each preacher).

• Middle of the Grand Exchange
• Outside Edgeville Bank
• Near Falador Park
• Shanty Pass
• Outside Ardougne church
• Others

Personally I find altars too scarce and far apart, and there really needs to be a quicker way to heal up when you're miles away from combat without having to use food.

Have one kicking about in the Bandit Camp, supporting Zaros.
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Post by Slayer Noir Sun Jul 08, 2012 7:39 am

Yeah, cause you're miles away from combat in the Bandit Camp...
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Post by The Empty Lord Sun Jul 08, 2012 7:58 am

Perhaps in Sophanem? To be honest, if there's a cooldown it wouldn't really matter if it was just in Pollnivneach. Most slayers need more health and prayer than one bar (like an inventory of food or prayer potions worth of health or prayer). These preachers are more to get you ready to go in without having to use some of the stuff you plan to use once you're there. Smile

Oh, and they'd cure poison. Smile
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Post by Slayer Noir Sun Jul 08, 2012 11:04 am

Here's one:

Places commonly used for power-training, where you drop all the items you get, now have NPCs who will buy the items from you cheaply, to avoid the inconvenience of dropping the items. Good places would include the Baxtorian Falls near the barbarian fishing hotspots and the falconry area in Piscatoris.
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Post by The Empty Lord Sun Jul 08, 2012 12:29 pm

The penguin hunting has a polar bear who will buy some of the penguins for 1 xp. But it's generally too inconvenient, just drop it.

What are you dropped at Baxtorian Falls though? The leaping fish are their own bait. Just gut them all and then use their guts to fish the next inventory. Tongue
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Post by MorbiusMonster Sun Jul 08, 2012 3:17 pm

A bank deposit box nearby the Falconry area, or an option where the remains are not collected when a falcon makes a catch. Or perhaps where you don't pick up the items, but you do pick up the falcon, when your inventory is full.
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Post by MorbiusMonster Mon Jul 09, 2012 1:33 am

Evil Dave's mother Doris, should be able to decant spices retrieved from the Hell-rats and be able to buy back the spices/empty shakers you don't need.
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Post by MorbiusMonster Thu Jul 12, 2012 3:08 pm

For reasons I cannot understand, a Small Smithing exp lamp awarded me more than a Medium Agility exp lamp, eventhough the skills were only three levels apart. Something's not right there.

If a player's agility level is high enough, they should have the option to "Check" an obstacle in a course to determine the success rate; the additional few seconds taken would help increase the chances of succeeding crossing the obstacle. The Wilderness Agility Course is a notorious one for needing this as the obstacles are more trouble than they are worth most of the time.

After completing the Undergroung Pass quest and starting Regicide quest, an NPC should be present in the Underground Pass who can help you pass the traps... for a fee each time of course (fee increases depending on the trap, 500gp for the rope swing towards the start, about 3000gp by the final stretch).
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Post by The Empty Lord Sun Jul 15, 2012 5:58 am

Enough is e-fucking-nough. The options to interact with other player's pets or familiars is now removed. Entirely. It's not that hard to put

if (owner != true)
{ visible = false; }
else
{ visible = true; }

... in the code.

Living Rock Creatures are a fucking PAIN to kill because of all the fucking prioritized familiars running around.
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Post by Dark Avorian Sun Jul 15, 2012 6:23 am

MorbiusMonster wrote:For reasons I cannot understand, a Small Smithing exp lamp awarded me more than a Medium Agility exp lamp, eventhough the skills were only three levels apart. Something's not right there.

Well. Let's do some math. Roughly speaking, XP requirements for one level to the next are simply a multiplication by a proportion, say L. L^7 is roughly equal to 2, so L is somewhere in the neighborhood of 1.1, meaning the XP needed to get another level is roughly 10% that needed total for the previous. Anyway. This means getting xp(Level+3) is about 35% greater than xp(Level). So, it's not that incredible...
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Post by MorbiusMonster Sat Jul 21, 2012 3:08 am

During Castle Wars and Soul Wars, familiars shouldn't appear in respawn areas; they should only appear on the battlefield.
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Post by MorbiusMonster Sat Jul 21, 2012 6:12 pm

We could do with a fairy ring closer to Lumbridge and another in the Wilderness.

More allotment plants. It's a pain trying to get higher levels when the only allotment crops available don't award enough.
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Post by The Empty Lord Wed Jul 25, 2012 3:10 am

Players will now receive experience equal to 10x the experience drop from the monster as a bonus for completing a standard slayer task. Alternatively, it could be a flat amount based on the slayer master (maybe 100-250x the basic points earned).
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Quality of Play Suggestions - Page 5 Empty Re: Quality of Play Suggestions

Post by The Empty Lord Wed Jul 25, 2012 3:38 am

The Ancient Cavern now has some net/harpoon fishing spots. There are also roots that grow on the walls that can be cut for normal logs.
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Quality of Play Suggestions - Page 5 Empty Re: Quality of Play Suggestions

Post by The Empty Lord Wed Jul 25, 2012 6:36 am

Small Obelisks can now be used to make scrolls (only scrolls).

Scrolls aren't really worth any experience (less than 1, isn't it?), so I don't see adding convenience to making scrolls being game-breaking to training. I was just doing some training and I ran out of swallow whole scrolls so close to finishing my slayer task, and had a spare bunyip pouch that I wouldn't need...
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