Quality of Play Suggestions

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Quality of Play Suggestions

Post by 3mptylord on 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).


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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If all good things come to an end then we're living in a world where evil wins. 

If there once was love then maybe something survived. If we find a single diamond in the rough then it's worth it. Through a thousand tears if there's one drop of love then it's worth it. 
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Re: Quality of Play Suggestions

Post by MorbiusMonster on Wed Aug 29, 2012 7:11 pm

Some objects, like seeds or logs, should list the level in which they can be used in their examine info.

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Re: Quality of Play Suggestions

Post by MorbiusMonster on Mon Sep 03, 2012 3:29 am

A fairy ring should be placed near the Lighthouse. From all directions, it's inconvenient to reach.
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Re: Quality of Play Suggestions

Post by MorbiusMonster on Fri Sep 07, 2012 8:53 pm

Doors should have a "Force Open" option that will prevent them from automatically closing for longer. You need a specific strength level to do this.
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Re: Quality of Play Suggestions

Post by MorbiusMonster on Sat Sep 15, 2012 4:23 pm

The responsiveness of Tears of Guthix needs to be improved so that the player moves away from tears quicker.

At the same time, players should have the option to run during the Tears of Guthix mini game, but this option can cause tears to spill from the bowl.

Experience gained per tear should be based on how many quests have been completed, rather than on the level they award experience for.

Experience lamps and tomes of knowledge awarded from random events should be revamped so they award more exp to keep in line with the amounts given away by Squeal of Fortune. Since random events have become rarer lately, the experience gained should be worth about the same as those given away via spins.

Spin tickets should be a prize from random events.
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Re: Quality of Play Suggestions

Post by MorbiusMonster on Mon Oct 08, 2012 5:56 pm

Citizens on Miscellania and Etceteria should be able to tell you your approval rating by right clicking or posters could be put around which will be under different conditions depending on your approval rating (i.e vandalized if it is low or well kept for when it is high).

Nex should drop Ancient Bones when defeated.
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Custom Spellbook

Post by MorbiusMonster on Wed Mar 27, 2013 9:06 pm

Players with the correct magic level can compile together a custom spell book. To compile together a custom spell book, players must have the following;

  • 10 levels greater than the spells they wish to write into the book.
  • 16 Spell book pages; 4 teleportation, 4 combative, 4 skill and 4 mandatory (these are all rewards from the Mage Training Arena)
  • A book cover (these can be crafted)
  • The appropriate quests needed for the spells being compiled.
The Mage Training Arena offers pages for the custom spell book as rewards in their respective areas and 16 (4 of each) are required.
The custom spell book works in a simple way, players can compile together spells from different spell books and eliminate the ones that aren't needed. A custom spell book allows for up to 8 combat spells, 8 skill spells and 8 teleport spells (much more limited than most other spell books - Home teleport is not included). In order to write the spells down, players need to have 10 levels greater than the level requirement for that spell to bind it to a page in the book (level 90 spells or greater cannot be bound). All abilities are retained.

In addition to that, if players wish to use spells from Ancient of Lunar Spellbooks, they will require Temple at Senntisten and Dream Mentor respectively and have Azzanadra or Baga Yaga tune the pages to accept the chosen spell.
Once assigned, the book will replace the standard spell book when default Lunar or Ancient spell books are inactive. The only way to reset the spell book is for it destroyed at the Wizard's Tower by one of the head wizards, resetting to defaults. Once destroyed, the custom spell book is irretrievable and must be compiled again.
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Re: Quality of Play Suggestions

Post by 3mptylord on Sat Mar 30, 2013 6:14 pm

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.




Fletching can now cut Wood, Oak, Willow, Maple, Yew and Magic staffs and battlestaffs. Staffs are the equivalent of bows; battlestaffs are the equivalent of shieldbows. Elemental orbs can be attached to these staffs. The naming convention would be Oak Staff (Air) or Oak Battlestaff (Air). The requirement to imbue staffs with elements would be Runecrafting levels (perhaps the RC level for the rune + the WC level for the wood).

While made from magic logs, "Magic Staves" are called Mystic Staves.

Drop tables would be adjusted so that Mystic Staves are only dropped by things that would drop rune items, or magic bows, or black dragonhide, etc.

All existing staves and battlestaves would be changed into Wood Staves (or, just "Staff"). Mystic Staves would remain Mystic Staves.

These staves require levels 1-70 magic.




Fix the bug where it is not possible to charge the Runic Staff (or, at least, I'm unable to do it - the instructions say right-click on the spell, but there is no right-click option).

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.

ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
If all good things come to an end then we're living in a world where evil wins. 

If there once was love then maybe something survived. If we find a single diamond in the rough then it's worth it. Through a thousand tears if there's one drop of love then it's worth it. 
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Re: Quality of Play Suggestions

Post by 3mptylord on Sat Mar 30, 2013 6:24 pm

The ability to make combo-staffs would be nice.

Perhaps Zaff can now sell "Sturdy Orbs" instead of Battlestaves. You can only buy 10 a day, or something. These can be "Charged" twice using the Charge Orb spells to make combo-orbs. You can "learn" how to do this either from the Mage Training Arena or Runespan. Perhaps Sturdy Orbs is another thing players can make from Robust Glass.

Maybe make it so that orbs can be wielded as off-hand weapons, as they are; as well as being joined onto staffs.

The ability to make a non-tradeable omni-staff with 90+ Runecrafting would be swell, also.

To be honest, remove the Charge Orb spell and make using the Obelisks require runecrafting levels.

ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
If all good things come to an end then we're living in a world where evil wins. 

If there once was love then maybe something survived. If we find a single diamond in the rough then it's worth it. Through a thousand tears if there's one drop of love then it's worth it. 
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Re: Quality of Play Suggestions

Post by 3mptylord on Sat Mar 30, 2013 8:44 pm

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.




Momentum now uses the adrenaline bar, but fills it with "green" representing current momentum. Your damage increases based on current momentum. Regenerate now works with Momentum as well as Adrenaline.

ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
If all good things come to an end then we're living in a world where evil wins. 

If there once was love then maybe something survived. If we find a single diamond in the rough then it's worth it. Through a thousand tears if there's one drop of love then it's worth it. 
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Re: Quality of Play Suggestions

Post by 3mptylord on Mon Apr 01, 2013 1:52 am

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).

ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
If all good things come to an end then we're living in a world where evil wins. 

If there once was love then maybe something survived. If we find a single diamond in the rough then it's worth it. Through a thousand tears if there's one drop of love then it's worth it. 
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Re: Quality of Play Suggestions

Post by 3mptylord on Mon Apr 01, 2013 3:56 am

In Dungeoneering, you can know mark doors are dead. This will put an X on the map.

ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
If all good things come to an end then we're living in a world where evil wins. 

If there once was love then maybe something survived. If we find a single diamond in the rough then it's worth it. Through a thousand tears if there's one drop of love then it's worth it. 
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Re: Quality of Play Suggestions

Post by 3mptylord on Wed Apr 03, 2013 8:52 am

Option 1: 2-handed equipment now takes up two binds.
Option 2: Players can bind an off-hand item in addition to their current limit. This effectively increases the bind limit by 1, but it's restricted to off-hand items.
Hybrid Option: If you place a 1-handed item in your equipment set, you can bind an off-hand item for free (doesn't count toward your limit).

Increase the bind pool size by 2/4.

Offhand includes shields.

ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
If all good things come to an end then we're living in a world where evil wins. 

If there once was love then maybe something survived. If we find a single diamond in the rough then it's worth it. Through a thousand tears if there's one drop of love then it's worth it. 
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Re: Quality of Play Suggestions

Post by MorbiusMonster on Wed Apr 03, 2013 5:26 pm

When a subscription is active, a message will appear on the lobby screen telling you how many days you have remaining - like it used to.
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Re: Quality of Play Suggestions

Post by 3mptylord on Wed Apr 03, 2013 7:54 pm

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.

ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
If all good things come to an end then we're living in a world where evil wins. 

If there once was love then maybe something survived. If we find a single diamond in the rough then it's worth it. Through a thousand tears if there's one drop of love then it's worth it. 
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Re: Quality of Play Suggestions

Post by MorbiusMonster on Sat Apr 06, 2013 4:46 pm

There shouldn't be any high scores for the Old School servers. That way some of these stupid puritans can shut the hell up about being better than everyone else.
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Re: Quality of Play Suggestions

Post by Dark Avorian on Sun Apr 07, 2013 1:30 am

Because you're being so much better than them?
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Re: Quality of Play Suggestions

Post by MorbiusMonster on Mon Apr 08, 2013 5:58 pm

No, because they're twats.
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Re: Quality of Play Suggestions

Post by Dark Avorian on Tue Apr 09, 2013 7:22 am

Isn't your insistence on lambasting everyone who dares play 007scape just as imbecilic and immature as anyone bashing EOCscape?
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Re: Quality of Play Suggestions

Post by MorbiusMonster on Tue Apr 09, 2013 6:16 pm

No, mine argument is based on logic of the properly tried comparison, their attitudes are purely ignorant and petulant.
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Re: Quality of Play Suggestions

Post by Dark Avorian on Wed Apr 10, 2013 9:39 am

Riiiiight... because you are the omniscient being before whom all is quantified and weighted with exquisite precision. Who can with the glimpse of but an instant objectively compare any two objects in the multiverse and see which is superior. All bow before the all-judge.

In case you didn't catch it: I'm saying you are not qualified to judge their choices. You are not them. Neither you nor they have the right to proselytize.
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Re: Quality of Play Suggestions

Post by Jeeves on Mon Apr 15, 2013 6:00 pm

Glad to see y'all are just how I left you. Very Happy
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Re: Quality of Play Suggestions

Post by 3mptylord on Fri Apr 19, 2013 9:58 pm

Yup Wink

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If all good things come to an end then we're living in a world where evil wins. 

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Re: Quality of Play Suggestions

Post by 3mptylord on Wed May 01, 2013 10:15 pm

I'm sorry. If this starlight event has prove anything - it's how shit mining is.

There's what, 200 members worlds? Less? So that's 200 players who can train mining at the good location at any one time? It's like firemaking and the good places where you can walk west forever.

Rocks are now like trees. Done. Sorted.

If this would massively increase the amount of ore - double the experience and add a 40% chance of destroying the ore (like Dungeoneering). Perhaps make ores last a fixed amount of time once someone has started mining - so people with higher mining levels can get more out of it during that time. Perhaps make that time scale with how many people are in that world. So coal rocks last 20 seconds in an empty world, or 60 seconds in a full world. *shrugs* I don't know numbers.

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If all good things come to an end then we're living in a world where evil wins. 

If there once was love then maybe something survived. If we find a single diamond in the rough then it's worth it. Through a thousand tears if there's one drop of love then it's worth it. 
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Re: Quality of Play Suggestions

Post by 3mptylord on Wed May 15, 2013 12:49 pm

Mixes still require two-dose potions to make but now grant 3 uses, up from 2.

Roe-mixes will heal 4% of your maximum health and caviar mixes will heal for 6% of your maximum health, changed from 40 and 60 health respectively.

Mixes are now flagged as potions instead of food and will not interrupt combat.

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If all good things come to an end then we're living in a world where evil wins. 

If there once was love then maybe something survived. If we find a single diamond in the rough then it's worth it. Through a thousand tears if there's one drop of love then it's worth it. 
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Re: Quality of Play Suggestions

Post by MorbiusMonster on Fri May 17, 2013 4:18 pm

There should be a spell that can be used to restore burnt food to a raw state, provided you have the right cooking level to restore it just right.
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Re: Quality of Play Suggestions

Post by 3mptylord on Mon May 20, 2013 2:45 am

Nice! Pleased

The Fountain of Heroes now has a left-click option to charge all Dragonstone jewellery.

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If all good things come to an end then we're living in a world where evil wins. 

If there once was love then maybe something survived. If we find a single diamond in the rough then it's worth it. Through a thousand tears if there's one drop of love then it's worth it. 
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Re: Quality of Play Suggestions

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