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 3mptylord on Wed Jun 20, 2012 10:15 pm

You can now open multiple interface panes by holding Shift when selecting a second. The second pane will always appear to the left.

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Re: Quality of Play Suggestions

Post by 3mptylord on Wed Jun 20, 2012 10:36 pm

I wish herblore on the mainland was more like Dungeoneering. Except the dose strength of things like Prayer potions, which are frankly weak in Dungeoneering, but the selection and how you can mix everything is good. I want a thieving potion! >=[

――――――――――――――――
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 Jun 20, 2012 10:37 pm

Omg.

You can no longer click between the chat box and the chat filter box! Rage

――――――――――――――――
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 Jun 20, 2012 11:31 pm

I also think that Mage armour should be crafted as well. At the moment, only Range and Melee armour can be made, the first through tanning and the second through smelting. We need some more uses for looms as well, so the two should come into use, with Farming being one of the other skills needed to grow the materials for the cloth.

Fine cloth would require a quest to weave from Ancient Cotton, only growable in Morytania.
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Re: Quality of Play Suggestions

Post by 3mptylord on Wed Jun 20, 2012 11:32 pm

Tailoring has long since been requested. Wink

Not sure that a quality of life suggestion though. More a suggestion.

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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 Dragon78114 on Thu Jun 21, 2012 6:12 am

I think you do get double and triple xp for having a multiple pick. It comes in at times like for a knight three 83's
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Re: Quality of Play Suggestions

Post by 3mptylord on Thu Jun 21, 2012 6:13 am

I haven't... I've been at the knights for AGES. I only get one xp tick, so far as I've seen. I've not confirmed the xp counter though.

――――――――――――――――
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 Dragon78114 on Thu Jun 21, 2012 6:18 am

I lok at my counter all the time.



3mptylord wrote:Pickpocketing a knocked-out victim is now worth 4 times the experience and twice the regular loot. However, you can only loot once per knock-out.

Currently you can bug it and get two pickpockets per knock-out, but it's really timing dependent and against things with 5 click options it's really annoying. Also, he got up while pickpocketing and I did the conventional pickpocket... it's worth the same xp. Why am I knocking out? It takes like 5 times longer to get up to two "safe" pickpockets...

If you're upset about clicking, chill; most of thriving is spamming the mouse. You also get very good xp already from menaphites and the advanced pickpocket trainer. Menaphites have a very high stun damage (with no good food source) and with the KO, you essentially nullify all damage
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Re: Quality of Play Suggestions

Post by 3mptylord on Thu Jun 21, 2012 7:03 am

Except that they deal the same damage if the knock-out fails, and you only get two "safe" loots while they're knocked out... so for all the extra effort, you get the same experience rate. I'm not complaining about the clicking: I'm complaining that you get no real reward from it. I just spammed clicked Ardougne Knights.

――――――――――――――――
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 Dragon78114 on Thu Jun 21, 2012 9:22 am

Well a times 4 bonus is a little extreme. Maybe a chance for a 1.5x pickpocket xp bonus? Menaphites already give so much xp, it would seriously unbalance the system.
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Re: Quality of Play Suggestions

Post by 3mptylord on Thu Jun 21, 2012 10:50 am

The bank now has a Quick Redraw function, to instantly withdraw a selection of items? Grin

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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 Slayer Noir on Sat Jun 23, 2012 3:39 am

Just thought I'd say I love these ideas. Sadly have none of my own to add right now...
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Re: Quality of Play Suggestions

Post by Dragon78114 on Sat Jun 23, 2012 8:51 am

3mptylord wrote:The bank now has a Quick Redraw function, to instantly withdraw a selection of items? Grin

You can already withdraw x of an object, so what do you mean? Like withdrawing a super set at once? They need one of those to exchange with the clerks btw...
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Re: Quality of Play Suggestions

Post by 3mptylord on Sat Jun 23, 2012 8:58 am

I mean withdrawing a whole inventory of a mixture of items... Tongue

Such as: 14 Buckets and 14 Infernal Ashes; or 9 Vials, 9 Herbs and 9 Secondaries; or a Super Set, Inventory of Food and Emergancy teleport.

*shrugs*

That's entering the realms of suggestion. Smile

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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 Dragon78114 on Sat Jun 23, 2012 9:01 am

but to do that, then you would probably have to put some areas in the bank designated for certain objects to be withdrawn immediately Wink
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Re: Quality of Play Suggestions

Post by 3mptylord on Sat Jun 23, 2012 10:30 am

*shrugs*

I was just thinking a "Set Quickdraw", similar to quick-prayers. Wink

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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 Sat Jun 23, 2012 8:58 pm

The Penance Horn now works on Thieving (Pickpocketing).

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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 Dragon78114 on Sun Jun 24, 2012 10:54 am

lol; upset that pickpoketing is taing too long? Tongue
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Re: Quality of Play Suggestions

Post by 3mptylord on Sun Jun 24, 2012 12:19 pm

No. The Fighter Monkies are actually really good xp... better than most skills have (that you can't pay for). Their fail rate is stupidly low, their loot is stupidly good, and their xp is 320 a go...

While yes, Thieving is taking its time, I only meant it because there doesn't appear to be any Thieving xp boosts. Most other skills so far I've had the option to do things to earn myself extra experience. But thieving has no urns, no sacred clay tools, no gilded alter, etc. Penance Horn seemed a good place to stick it, although urns could work too... Sacred Clay Gloves?

Hunter would make a good addition to the Penance Horn too, actually. They're all click-intensive or forced-loner skills. Aside from certain locations, only one person can effectively mine; before Bonfires, firemaking was better trained somewhere secluded by yourself; Hunter has exclusive use of the trap hotspots; Thieving is so click intensive it's hard to even chat at the same time...

Firemaking is now a bad example, but bonfires aside they're all skills that almost punish you for wanting friends. Wink

――――――――――――――――
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 Slayer Noir on Sun Jun 24, 2012 6:43 pm

3mpty is right. Though slower xp overall most people prefer to use one just because it feels less grindy. A dull click intensive skill like thieving would benefit from it
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Re: Quality of Play Suggestions

Post by 3mptylord on Sun Jun 24, 2012 9:36 pm

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

――――――――――――――――
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 Thu Jun 28, 2012 8:32 pm

You can now use Small Net on Rope (or vice verse) to create a Net Trap.

Releasing hunter creatures (such as Red Salamanders) now has the Use-X interface (like with potions, bolts, arrows, etc). The default is to Release 1 (so you can't accidentally release all your chinchompas), but you can scroll to All.

――――――――――――――――
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 Dragon78114 on Fri Jun 29, 2012 5:56 pm

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.


Nevertheless, the monkeys seem to give fantastic xp. I need to pick their damn pockets, but I haven't done Do No Evil and I want to so badly, but I currently cannot afford 64 construction and 68 crafting. >.>
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Re: Quality of Play Suggestions

Post by MorbiusMonster on Fri Jun 29, 2012 6:57 pm

On the emotes menu, it should, by default, only show unlocked emotes. Emotes that are locked can be viewed by selecting "Emotes (All)".
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Re: Quality of Play Suggestions

Post by Slayer Noir on Fri Jun 29, 2012 9:23 pm

^
Hate having to scroll through endless loyalty emotes that I'll never own to see the stuff I want
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Re: Quality of Play Suggestions

Post by 3mptylord on 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


(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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Re: Quality of Play Suggestions

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