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Quality of Play Suggestions

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

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 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 May 25, 2012 8:33 pm

And I can't think of any more for the time being. XD
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Post by MorbiusMonster Fri May 25, 2012 9:15 pm

I agree with a lot of this. I personally think that we should also have an option to be able the have personalised GE rates charts. Say we're a purveryor of all kinds of goods, like summoning ingredients for instance, we want to keep an eye on what is remaining steady, what is rising and what is falling, before we go out on killing sprees for ingredients.

The Camulet is another useless piece of jewellery, what's the point of it save for one or two quests? With the Bandit Camp lodestone, all purpose of it has been made obsolete, save for the granite mines, which aren't that useful anyway, save for summoning. It should either be given another use, because it sits in my bank taking up space.

Also, building materials. Why so high in price? I want to build a house, not go bankrupt! Our more skilled construction players should get a discount, considering how loyal we've been to the companies that supply us. Also, perhaps an easier way to break it to the servants gently that we just want rid of them? Finally, why is marble so damn expensive? From what I hear, marble is made from materials similar to limestone, surely mining it should yeild some chance that a tiny bit of marble is found somewhere...
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Post by The Empty Lord Fri May 25, 2012 9:25 pm

Build the Cramulet. Wink
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Post by MorbiusMonster Fri May 25, 2012 9:27 pm

But what seriously is the point of the Camulet anyway? Even if it is built into the Cramulet, it does little of anything.
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Post by The Empty Lord Fri May 25, 2012 9:31 pm

What's the point in the Catspeak? Its only real purpose is one or two quests. Other pets can be spoken to with the Summoning skill. Or the ghostspeak? The only time I find I need it is to get to Dragontooth Isle for penguins because apparently he thinks I'd have any other reason to speak with him.
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Post by Slayer Noir Fri May 25, 2012 9:31 pm

I have problems with a few of these... The Varrock lodestone is meant to be inconvenient. They all are. The idea is that the other teleport methods don't become redundant.

And construction is supposed to be a money sink. Making it cheaper devalues the skill rather than makes it more convenient
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Post by MorbiusMonster Fri May 25, 2012 9:42 pm

Construction is worthless, you can't really use it anywhere.
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Post by The Empty Lord Fri May 25, 2012 9:44 pm

I sort of get your point, although I don't fully agree with it.

• Ardougne's lodestone is far more convenient than the actual teleport location: for farming runs, fish flingers, closeness to a bank, etc.
• Lumbridge and Falador's lodestone is within spitting distance of the actual teleport, so I've not really got anything to say.
• Bandit Camp fully replaces the need for the Camulet.
• Lunar Isle fully replaces the need for the enchanted lyre, as you now have a teleport nearby to Rellekka as well as convenient for switching spellbooks.
• Burthorpe's replaces the need for the Games Necklace.
• Taverly's adds a new teleport location that doesn't so much replace anything, but is incredibly convenient.
• Edgeville replaces the need for both the Lunar and Ancient teleports, the Amulet of Glory, and is the quickest teleport to the GE bar the relocated-Varrock spell.

Ardougne, Lumbridge, Falador and Varrock are the only ones that replace a standard spell, but only Varrock's is at all inconvenient.
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Post by Slayer Noir Fri May 25, 2012 11:28 pm

This is why a lot of people didn't like lodestones. Like I said, they were meant to be less convenient. They didn't really succeed.

And Morbius, if construction is a worthless skill, the solution is not to make it easier to train, it's to make it more rewarding.
You're in the wrong place: https://suggestionteam.forumotion.net/t985p10-construction-rewards-a-la-resource-dungeons#25818
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Post by The Empty Lord Fri May 25, 2012 11:31 pm

I was initially apprehensive about lodestones for the same reason I'm sure people are annoyed. But it wins so many points for cheap-laziness. The only thing it really influences is the law rune market: because let's be honest, how one person gets around has no influence on any other player.

Well, unless they make all of them inconvenient, Varrock needs to be more convenient. Wink
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Post by The Empty Lord Fri May 25, 2012 11:35 pm

Anyway, you said "a few": what others? Smile

The lodestone was the only one I really felt prepared to justify. The others are just personal opinions having recently done the relevant activities...
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Post by Slayer Noir Fri May 25, 2012 11:44 pm

The one about the dungeoneering rewards. It takes away player choice and would make them easier to get than they otherwise would be. I don't like that - there's nothing wrong with the current system in my opinion
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Post by The Empty Lord Fri May 25, 2012 11:45 pm

Well it's nice to know I've encountered at least one person who likes the dungeoneering reward system. Pleased
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Post by Slayer Noir Sat May 26, 2012 1:45 am

The only thing wrong with it is the minuscule chance of having enough tokens for something when you unlock it. And while that is a little daft, it has no real negative impact on the game - you could raise the unlock levels to match but it wouldn't do anything other than look less silly.
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Post by The Empty Lord Sat May 26, 2012 1:48 am

There's also the feeling that you're being punished for wanting a low levelled reward, as you've just put yourself out affording high-level rewards.
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Post by Slayer Noir Sat May 26, 2012 1:53 am

By the same logic, all rune equipment should be given out for free so that people can afford dragon equipment... It's opportunity cost, you can't have everything, you make choices.
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Post by The Empty Lord Sat May 26, 2012 1:54 am

But buying rune isn't opportunity cost. Not only can the money to buy it be earned by any means; but you can also make it and obtain it by many means. It also has a persistent worth as it can be sold and alched after you're finished with it. Dungeoneering rewards not only cost significantly more than the effort required to be able to use them, but the you only earn the currency through dungeoneering: you cannot sell it back and if you lose it you have to buy it again.

I would go as far as comparing it to the Smithing skill in that by the time you can make Rune you're most likely beyond the point of ever needing it. But if that analogy doesn't really work. This would be like if rune armour could only be obtained from smithing, and required 40 smithing to be equipped.


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Post by Slayer Noir Sat May 26, 2012 1:57 am

Well perhaps that's a better solution?
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Post by The Empty Lord Sat May 26, 2012 2:02 am

Hm?
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Post by Slayer Noir Sat May 26, 2012 2:04 am

The option to sell stuff back?

Or, just do more dungeoneering if you want more rewards?
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Post by The Empty Lord Sat May 26, 2012 2:05 am

My point is that I have to do more dungeoneering just to buy any rewards.
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Post by Slayer Noir Sat May 26, 2012 2:07 am

So it's difficult to get rewards from dungeoneering. It's meant to be because most of them are really powerful

Perhaps your freebies should be entirely new items?
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Post by The Empty Lord Sat May 26, 2012 2:13 am

Most of the non-combat rewards barely trump auras. Things like the herbicide just save you the effort having to pick up, clean and drop herbs. They aren't exactly endgame items that would devastate the game if everyone could obtain them with minimal effort. The issue is that most people want the chaotic equipment, and so the "level 25 dungeoneering requirement" becomes 80+ dungeoneering requirement because that's what it takes to afford two rewards.

I can't overly be bothered to argue over it though. We've already repeated ourselves, so we're at the point where we're arguing for the sake of it. You like the system; I don't.

While it might seem fine at level 85 when you obtain tokens much faster than you level: it's incredibly demotivating at my level.

Fine, change the level requirement. Maybe if I didn't know that I'm suppose to have been awarded this at level 25 but can't buy it until 49 I wouldn't mind; and that there are actually multiple things I want that were available at level 25, but I'll need level 80 to afford all of them. Oh, and don't even mention the non-level 25 awards.

Actually: remove the dungeoneering level requirement entirely. Make them only require tokens.
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Post by The Empty Lord Sat May 26, 2012 8:18 am

Oh yeah, Al Kharid lodestone is far more useful than Amulet of Glory. Smile
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