Homecoming Apocalypse Discussion
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Gladzosaurus Rex
Zectiox
MorbiusMonster
Handeath
Dragon78114
Sir Kandarin
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Blackpsych
Blaze FF8
Ruy112
Dark Avorian
TATORZ
The Empty Lord
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Homecoming Apocalypse Discussion
First topic message reminder :
Each guardian within the quest is to be treated as a miniquest in itself, not merely a task within a quest. Storylines and such may be miniquest specific. Such as Malak, the creature you fight my not actually be the Guardian; combat isn't even necessary, as with Raunton.
Jaldraocht, the Desert Beacon
• Blood, guarded by Malak the Vampire. || Leaches health.
• Shadow, guarded by Damis the Shade. || Zaps attack skill.
• Ice, guarded by Kamil the Knight. || Freezes target.
• Smoke, guarded by Fareed the Warrior. || Poisons target.
• Illusory, guarded by Adyna the Harlequin. || Conjures false targets.
• Ash, guarded by Dherok the UNDECIDED. || Wilderness || Zaps defence skill.
• Moss, guarded by Raunton the Snake-tongue. || Draynor || Decays food.
• Occlusive, guarded by Adyna the Harlequin. || UNDECIDED || Disorientates target.
• Bark, guarded by Colossus the Ent. || Unknown || Splinters target.
• Gust, guarded by Ragnos the Dragon. || Crandor || Conjures projectile shield.
• Bone, guarded by Xercus the Lycan. || UNDECIDED || Leaches run-energy.
• Venom, guarded by Weaver the Cryptspider. || Wilderness || Diseases target.
• Tar, guarded by Ramesh the Tarbeast. || Dorgesh'kaan || Slows target.
• Magma, guarded by Zenerka the Sorceress. || Karamja || Burns target.
• Facade, guarded by Adyna the Harlequin. || UNDECIDED || Conjures a proximity shield.
• Miasmic, guarded by Zuriel the Warlock. || UNDECIDED || Zaps attack speed.
• Mud, guarded by Arandar. || Arandar || Zaps strength skill.
• Fog, guarded by Thrip the Banshee. || Mort Myre || Blinds target.
• Thorn, guarded by Eirwyn the Songstress. || Tirannwn || Entangles target.
• Static, guarded by Thorg the Giant. || Taverly || Conjures a conductor/statics the target.
• Flesh, guarded by Neurosha the Fleshling. || Varrock || Zaps constitution.
• Soul, guarded by UNDECIDED. || UNDECIDED || Leaches prayer points.
• Sand, guarded by Yantos the Strykewurm. || Kharidian Desert || Stalls target.
• Mind, guarded by Adyna the Harlequin. || UNDECIDED || Aggravates target.
• Stone, guarded by Drystan the Fallen King. || UNDECIDED || Conjures melee shield.
Colour key:
Jagex, 3mptylord, Blaze FF8, Dark Avorian, Dragon78114, Handeath, Ruy112 and Tatorz.
Rambling;
Some of the planning on Adyna the Harlequin
Ancient Spellbook
Homecoming ApocalypseMany lives were spent during the war erasing Him from memory; desecrating His name and burning the remnants.
Stories from the time before Guthix speak of an Age of Darkness and that a matrix that was constructed to conceal the shadows; to imprison them and the filth that dwelt within. Though the matrix has remained sealed since, the feuding lords would not risk otherwise. And so efforts were made to conceal the matrix and prevent the empty rising. Keys scattered. Locks disguised. The shadows would forever be His prison.
But more than the likes of the light dwell within the unblinking darkness.
Each guardian within the quest is to be treated as a miniquest in itself, not merely a task within a quest. Storylines and such may be miniquest specific. Such as Malak, the creature you fight my not actually be the Guardian; combat isn't even necessary, as with Raunton.
Jaldraocht, the Desert Beacon
• Blood, guarded by Malak the Vampire. || Leaches health.
• Shadow, guarded by Damis the Shade. || Zaps attack skill.
• Ice, guarded by Kamil the Knight. || Freezes target.
• Smoke, guarded by Fareed the Warrior. || Poisons target.
• Illusory, guarded by Adyna the Harlequin. || Conjures false targets.
• Ash, guarded by Dherok the UNDECIDED. || Wilderness || Zaps defence skill.
• Moss, guarded by Raunton the Snake-tongue. || Draynor || Decays food.
• Occlusive, guarded by Adyna the Harlequin. || UNDECIDED || Disorientates target.
• Bark, guarded by Colossus the Ent. || Unknown || Splinters target.
• Gust, guarded by Ragnos the Dragon. || Crandor || Conjures projectile shield.
• Bone, guarded by Xercus the Lycan. || UNDECIDED || Leaches run-energy.
• Venom, guarded by Weaver the Cryptspider. || Wilderness || Diseases target.
• Tar, guarded by Ramesh the Tarbeast. || Dorgesh'kaan || Slows target.
• Magma, guarded by Zenerka the Sorceress. || Karamja || Burns target.
• Facade, guarded by Adyna the Harlequin. || UNDECIDED || Conjures a proximity shield.
• Miasmic, guarded by Zuriel the Warlock. || UNDECIDED || Zaps attack speed.
• Mud, guarded by Arandar. || Arandar || Zaps strength skill.
• Fog, guarded by Thrip the Banshee. || Mort Myre || Blinds target.
• Thorn, guarded by Eirwyn the Songstress. || Tirannwn || Entangles target.
• Static, guarded by Thorg the Giant. || Taverly || Conjures a conductor/statics the target.
• Flesh, guarded by Neurosha the Fleshling. || Varrock || Zaps constitution.
• Soul, guarded by UNDECIDED. || UNDECIDED || Leaches prayer points.
• Sand, guarded by Yantos the Strykewurm. || Kharidian Desert || Stalls target.
• Mind, guarded by Adyna the Harlequin. || UNDECIDED || Aggravates target.
• Stone, guarded by Drystan the Fallen King. || UNDECIDED || Conjures melee shield.
Colour key:
Jagex, 3mptylord, Blaze FF8, Dark Avorian, Dragon78114, Handeath, Ruy112 and Tatorz.
- Status effects (all would have a screen border to graphically represent it):
- Freeze: binds the afflicted.
Poison: damages the afflicted per second.
Blind: obscures afflicted's screen.
Splinter: afflicted's attacks recoil.
Disease: zaps afflicted's skills.
Slow: afflicted is halted, then slowed.
Burn: damages the afflicted per action.
Disorientate: afflicted's movement is randomized.
Entangle: afflicted is halted, then damages the afflicted whilst moving.
Conductor/Static: afflicted's defensive stats are reduced/afflict's foes receive damage multipler.
Stall: afflicted is halted periodically.
Aggravation: afflicted attracts recurve damage.
Rambling;
- Spoiler:
- The miniquests as a whole make up six chapters; the conclusion to Desert Treasure, the four beacons, and an ultimatum.
In each of the four beacon chapters there will be a particularly difficult boss and a legendary item (and, possibly, a curse spell - but they may just all be unlocked at the end).
Thorg's Axe, melee weapon.
Robert's Strongbow, ranged weapon.
Dragonhead Gauntlets, multi-class weapon (lol, the guantless aren't armour).
So, do we have armour? Or a magic weapon? Magic does kinda have the whole spellbook... the only other thing left really is prayer, defence and summoning.
I mean, we could have several new familiars based on the enemies... sandworms ftw? So they're covered. We could make the beacons recharge prayer with a 50% boost (since they were originally an entrance to the gods' guild, we might as well still make them godly). All that's really left now is defence. But which class? Maybe Magic, since Melee and Ranged have god-armour for the old gods; "Ancient Robes", to match the Ancient Staff. That way, it's magic and defence! And I think the difficulty of this quest matches the difficulty to obtain Bandos' and Armadyl's... kinda.
The Dragonhead Guantlets is two-handed weapon. Their design is of two Dragonheads... only of dragons more similar to Draco from Dragonheart (the film; the shape is less slender/snake-like... and more bulky). These would be like huge caricature fists! The melee attack is obvious; the ranged attack has it spit ash; and the magic attack fires small bursts of dragonfire (basically a more yellow fire blast/wave).Requires level 70-90 in all classes, and is like the Salamander (only better).
Fog Robes (Magic and Defense, Fog Guardian)
Dragonhead Gauntlets (universal weapon, Ash Guardian)
Thorg's Axe (melee weapon, Lightning Guardian)
Robert's Strongbow (ranged weapon, Gust Guardian)
Spells... all of them (magic weapon, All Guardians)
Familiars, a few new ones. (summoning, Specific Guardians)
Prayer boost at beacons (prayer, Quest Completion)
Some of the planning on Adyna the Harlequin
- Spoiler:
- She could create a duplicate version of Brimhaven dungeon, only, magical. And instead of chase the ticket, chase Adyna.
Then a chamber of mirrors, only the reflections in the mirrors are somewhat alive. In that, if you try to walk through, ouch! Even if the reflection is of you! The reflections should also beckon you, like; "Here, come this way!"
The final fight would be direct, only, as well as any other attacks, she'll make use of the Illusory curse. She will only use it periodically, but it has a somewhat altered effect to that which players will be able to use. When Adyna uses Illusory, she stops attacking. All her duplicates will swarm you, like in usual multi-combat, including Adyna, all appearing to be attacking you... but you'll receive no damage. If coding must, you'll have loads of 0 splashes, else, it'd be invisible nothing (this is so it's still treated as combat). When you select one of the replicas, or the real, as a target, it will retaliate and do real damage. If you choose the real Adyna, all replicas disappear, if not, only that copy does. The spell wears off itself after about 30 seconds.
With the player version of the spell, the replicas are incapable of damage entirely. If you attack a clone, it vanishes, wasting the attack (since RuneScape uses a turn-based combat system). The user of the illusory spell can either peg it, or stay and fight. Now normally, the highest hitting target attracts the auto-retaliate feature; so you'd pick out the caster if he stayed. However, Illusory's fake attacks trick the system into thinking they are all hitting random high-damage (though
you'll lose no health). So your player would randomly shift around attacking random ones, never the caster.
Ancient Spellbook
- Spoiler:
You may only have two of the four chapters open at any one time. When
you pray at ones respective altar, you will be given the choice as to
which you wish to replace. The teleports and curses are open exempt to
any chapter, though the curses are PVP only (excluding Castle Wars and
Duel Arena).
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Segment one contains the battle spells.
Segment two contains the teleportation spells.
Segment three contains the curse spells. PVP only (not PVP-world only, there's a difference).
You can reposition a segment by dragging it's divider bar (up or down).
X1 orders the spells by element.
X2 orders the spells by level.
All five chapters are graded between 1 and 5; and when the player chooses their chapters, the spells will be alternated, such as; Smoke, Ash, Shadow, Sand, Blood, Stone, Ice, Bone, etc. Aside from spells in the lowest and highest grade, all spells would have two possible levels (depending on which chapter they are paired with).
Last edited by 3mptylord on Sun Mar 27, 2011 2:44 am; edited 28 times in total
Re: Homecoming Apocalypse Discussion
Who visits Kharazi Jungle anyway?
Ruy112- Partisan
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Dark Avorian- Templar
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Age : 30
Location : Within the hallowed halls of the mighty, those known only as nobles.
Ruy112- Partisan
- Number of posts : 1623
Age : 30
Location : Denmark
Re: Homecoming Apocalypse Discussion
...um idk...I just like it there...
Dark Avorian- Templar
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Age : 30
Location : Within the hallowed halls of the mighty, those known only as nobles.
Dark Avorian- Templar
- Number of posts : 3550
Age : 30
Location : Within the hallowed halls of the mighty, those known only as nobles.
Re: Homecoming Apocalypse Discussion
um, why release it one at a time. I know that'll be easy for everyone- but still people will complain that they can't complete the quest and can't have the cape for a couple of months- Jagex isn't ready for that!
Dragon78114- Partisan
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Location : Annandale-On-Hudson, New York
Re: Homecoming Apocalypse Discussion
It wouldn't be required for the cape, or should it be? If it's required so should all miniquests... but then, it would ruin the point of them being hidden/behind the scenes.
Wouldn't it be cooler for new ancient spells to be leaked into the game? People can ogle at the people using them who, obviously, would refuse to let on how they got them. It'll be the miniquest of miniquests - and, due to the many Quest Complete screens, you'd never know if you've truly finished it. But it's worth sticking around... for the final reward. Unfortunately, the thought of it being a miniquest might make it difficult as there isn't a quest npc - who was suppose to be Azzanadra. So... unless he contacts you? Maybe when you pull your head from the first mirror he'd appear?
Wouldn't it be cooler for new ancient spells to be leaked into the game? People can ogle at the people using them who, obviously, would refuse to let on how they got them. It'll be the miniquest of miniquests - and, due to the many Quest Complete screens, you'd never know if you've truly finished it. But it's worth sticking around... for the final reward. Unfortunately, the thought of it being a miniquest might make it difficult as there isn't a quest npc - who was suppose to be Azzanadra. So... unless he contacts you? Maybe when you pull your head from the first mirror he'd appear?
Re: Homecoming Apocalypse Discussion
I'd like it better if it was just a mysterious question mark on the quest list released hidden behind another update
Dark Avorian- Templar
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Age : 30
Location : Within the hallowed halls of the mighty, those known only as nobles.
Re: Homecoming Apocalypse Discussion
Too easy to spot. There should be a Journal that stores miniquest information - but nothing appears until it has begun.
Re: Homecoming Apocalypse Discussion
Make it give no quest points (maybe trim quest cape) and just be little asterisk next to desert treasure
Dark Avorian- Templar
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Age : 30
Location : Within the hallowed halls of the mighty, those known only as nobles.
Re: Homecoming Apocalypse Discussion
Nawh, not even a little asterisk next to Desert Treasure - that too is too easy. Both the Curse of Zaros and the Shadow Sword were completely hidden, it's fun showing off what so few know exist.
Re: Homecoming Apocalypse Discussion
make it trim the quest cape though
Dark Avorian- Templar
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Age : 30
Location : Within the hallowed halls of the mighty, those known only as nobles.
Re: Homecoming Apocalypse Discussion
Nawh, I don't want mine trimmed - no, I can't wear it at the moment, but I didn't want it trimmed when I could and I didn't support any ideas to have it trim-able. There is also no reason for Homecoming Apocalypse to reward a trimmed Quest Cape.
Re: Homecoming Apocalypse Discussion
well there should be some way of showing that you have completed the whole thing
Dark Avorian- Templar
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Age : 30
Location : Within the hallowed halls of the mighty, those known only as nobles.
Re: Homecoming Apocalypse Discussion
Yeah, augments. And... it would be required for the yet to be released sequel. It should remain hidden until required, so players are like... "What, how long has that been out?!" or "What, I thought I finished it!".
Re: Homecoming Apocalypse Discussion
yeah but that doesn't seem noticeable
Dark Avorian- Templar
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Age : 30
Location : Within the hallowed halls of the mighty, those known only as nobles.
Re: Homecoming Apocalypse Discussion
i mean the augments...not the start
It's hard to notice that the ghostly robes miniquest exists, but it's easy to see that somebody did it
It's hard to notice that the ghostly robes miniquest exists, but it's easy to see that somebody did it
Dark Avorian- Templar
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Age : 30
Location : Within the hallowed halls of the mighty, those known only as nobles.
Re: Homecoming Apocalypse Discussion
"...that's my point." was in response to what you said (based on how you meant it).
The augments is just one example of a reward you only get at the end and not during. There doesn't need to be anything obvious. Besides, I think trimming the quest cape would be an unfair means of symbolising the completion of Homecoming Apocalypse... it means you have to tarnish the only cape that doesn't have a trim (with a trim) for the sake of letting other people know you've completed it. It's not even that noticeable compared to players using Ancient Magick embedded melee and ranged weapons.
The augments is just one example of a reward you only get at the end and not during. There doesn't need to be anything obvious. Besides, I think trimming the quest cape would be an unfair means of symbolising the completion of Homecoming Apocalypse... it means you have to tarnish the only cape that doesn't have a trim (with a trim) for the sake of letting other people know you've completed it. It's not even that noticeable compared to players using Ancient Magick embedded melee and ranged weapons.
Re: Homecoming Apocalypse Discussion
I'd just like there to be some item that you can wear to show that You have comleted the whole thing
Dark Avorian- Templar
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Age : 30
Location : Within the hallowed halls of the mighty, those known only as nobles.
Re: Homecoming Apocalypse Discussion
...
augmented weapons work?
augmented weapons work?
TATORZ- Forum Mod
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Age : 30
Location : USA
Re: Homecoming Apocalypse Discussion
That doesn't seem like a clear symbol to me
Edit: It's like the distinction between, oh look that guy has what might be an off color whip...he might have finished HA or my eyes might be tricking me, vs. oh he's wearing a rune palte...he's finished dragon slayer, or oh look he's wearing clear robes,
Edit: It's like the distinction between, oh look that guy has what might be an off color whip...he might have finished HA or my eyes might be tricking me, vs. oh he's wearing a rune palte...he's finished dragon slayer, or oh look he's wearing clear robes,
Dark Avorian- Templar
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Age : 30
Location : Within the hallowed halls of the mighty, those known only as nobles.
Re: Homecoming Apocalypse Discussion
Upgraded clearly visible ancient staff?
Ruy112- Partisan
- Number of posts : 1623
Age : 30
Location : Denmark
Re: Homecoming Apocalypse Discussion
... Homecoming Apocalypse isn't a quest and something so obvious as being able to wear a plate body would be... well, too obvious. Although, in comparison to the platebody, I don't see how augmented equipment wouldn't suffice. The point of a miniquest is that it is hidden... you can't tell someone who has completed the Lair of Tarn Razorlor, you can barely tell if someone has completed the Shadow Sword, and I don't think there's anything at all Hopespear's Will.
Furthermore, I do not want something that is indecisively obvious as that would ruin the point of a hidden quest. I don't want players to know when they have even completed the quest, let alone other people. The lack of closure increases the impact this quest would have... even the augments wouldn't be certain of complete unless you know that they are unobtainable otherwise.
Furthermore, I do not want something that is indecisively obvious as that would ruin the point of a hidden quest. I don't want players to know when they have even completed the quest, let alone other people. The lack of closure increases the impact this quest would have... even the augments wouldn't be certain of complete unless you know that they are unobtainable otherwise.
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