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Quality of Play Suggestions

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Amascut
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The Empty Lord
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Quality of Play Suggestions - Page 8 Empty Quality of Play Suggestions

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

First topic message reminder :

Tweaks to improve play.

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

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

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

Farming:
• Watering potted plants now has an animation.
• Add the ability to "Check Health" for "Sickly-looking" and "Dead-looking" trees. Checking health at these stages will grant 25-50% of that fully grown tree. "You examine the tree for signs of disease and discover it has succumbed to disease/perished". Particularly for dead trees, given their cost and time invested. What's the point in calling it "Check Health" when it's obviously healthy; at the moment it should just be "Admire hard work".
• If a player is harvesting fruit/vegetables from their farming patch, the crops should automatically go into a basket/sack in the players inventory if it is empty or is only partially filled with the same type of crop.
• Pots with Compost, Seedlings and Watered Seedlings now have updated graphics. (See my handy work).
Quality of Play Suggestions - Page 8 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 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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Post by The Empty Lord Wed May 22, 2013 3:09 am

The Fairy Ring Coder will now remember the last code you used.
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Post by The Empty Lord Fri May 24, 2013 1:03 am

Using a sapling on a farming patch will automatically refill the plant pot. No more having to refill it manually.
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Post by MorbiusMonster Fri May 24, 2013 7:53 am

Did I mention skill based objects having a minimum skill requirement listed in the examine info? (i.e. Erzille seed - Plant in a vine herb patch (level 58 Farming required).) That would make everyone's life so much easier!
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Post by MorbiusMonster Mon May 27, 2013 4:37 pm

Make a beverage that boosts agility;

"You drink the brew and feel the need to strut your funky stuff."
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Post by MorbiusMonster Thu Jun 06, 2013 10:01 pm

I feel that the storyline and integrity of the game lore risks serious compromising as a result of recent updates. Therefore, some new requirements need to be implemented.
The World Wakes should require;
  • Branches of Darkmeyer
  • The Chosen Commander
  • The Firemaker's Curse
  • Ritual of the Mahjarrat
  • The Void Stares Back

Rather than just as optional requirements for the additional rewards.
Similarly, the God Emissaries should have varying requirements;
  • The Saradomin, Zamorak and Godless emissaries should require no additional quests.
  • The Bandos emissary should require Goblin Diplomacy (since Bandos isn't normally part of contemporary human religion).
  • The Zarosian God emissary should require Dig Site Quest or Desert Treasure (Zaros was all but erased from human knowledge, so for him to be completely unknown in the Dig Site quest, but for entire factions in human society knowing him without the quest, makes no sense).
  • The Armadylan God emissary should require Temple of Ikov. (Similar story to Zaros, his following was limited and it should perhaps be quiet until the quest is completed)
  • The Seren emissary should require Regicide (The elves won't return to mainland Gielinor until the Well of Voyage is clean, so obviously Seren is still unknown)
  • The Sliske emissary should require the World Wakes (if Sliske isn't a god until he kill Guthix, why should he have an emissary before the World Wakes calling him a god?).

Also, dialogue or verbatim referencing to Guthix being dead should be locked until the quest is complete.


Last edited by MorbiusMonster on Thu Jun 06, 2013 10:38 pm; edited 1 time in total
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Post by The Empty Lord Thu Jun 06, 2013 10:17 pm

Given that the Zarosian emissiary is clearly Zaros himself, it should require Temple of Senntistein (sp?). Wink

The only requirement (other than Zaros) should be The World Wakes. These Emissaries aren't based on the player's experience of the word, but the world's story progressing. Just because when we started playing Bandos was this unknown god doesn't make him an unknown god anymore. Guthix is dead, the gods are returning, and a war is coming.

This progression of the world's story is why The World Wakes doesn't have any requirements. Jagex wanted as many players as possible (within reason) to complete the quest and know that the world is moving on. If you start any of the optional requirements after the quest it tells you that they are legacy stories that occurred chronologically prior to The World Wakes.

I would personally opt for a system more similar to the Fremennik Sagas if I were going to render old quests obsolete. You can still do the quests, but they are presented as stories/recollections and on the "real world" the areas look as they do after the quest.
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Post by MorbiusMonster Fri Jun 07, 2013 2:38 am

I just feel that, without the other quests complete, it makes no sense.

The Mahjarrat appear rejuvenated, those that were imprisoned are free and many of the guardians know who you are, even without meeting you.

It would only make sense if the quests for "World Guardian" title were compulsory.
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Post by The Empty Lord Fri Jun 07, 2013 5:44 am

Making unfinished potions will now grant the same experience as cleaning the herbs. At the moment you get 1 xp making any unfinished potion - but any repetitive task that requires a high skill level shouldn't reward so little experience (bar summoning, for obvious reasons).

I can't believe I get more herblore experience an hour just cleaning herbs than actually making potions (profitable/free experience, anyway).
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Post by The Empty Lord Sun Jun 09, 2013 2:17 am

Supercompost still implements a minimal yield of 5.
Amulet of Nature grants (specifically): "5% chance to receive an additional crop from allotment and herb patches."
Magic Secateurs still grants 10% chance.
Scroll of Life now also grants: "10% chance to receive an additional crop from allotment and herb patches."
Greenfingers still grants a 3 / 5 / 7 / 10 % chance.

These effects all stack additively.
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Post by The Empty Lord Wed Jun 12, 2013 1:54 am

The GE now has a "Buy As Many" options.
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Post by MorbiusMonster Wed Jun 12, 2013 4:52 pm

Non members can now craft chaos runes.
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Post by MorbiusMonster Wed Jun 19, 2013 4:14 am

Yay! We can attach hatchets and picks  up to dragon to toolbelts now!
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Post by MorbiusMonster Mon Jul 15, 2013 8:30 pm

The time invested in Evil Trees is not nearly rewarding enough when you compare it to other Distraction and Diversions. It should be better rewarding.
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Post by MorbiusMonster Sat Jul 20, 2013 5:02 pm

Now with the introduction of emissaries of Sliske, Seren and the Godless, there should also be god books for each of them as well.
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Post by MorbiusMonster Wed Jul 31, 2013 6:56 pm

Orts should not spawn when you are skilling with a full inventory.
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Post by MorbiusMonster Wed Jul 31, 2013 7:37 pm

Clicking the "Recharge" function on recharge gems will automatically recharge your pendants and skill clothing. If more than one is present, it'll open an interface as to what you want recharging. At the moment, the "Recharge" option is purely obsolete and just gives you a secondary examine info.
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Post by The Empty Lord Sun Aug 11, 2013 4:52 am

Many slayer items, such as the Rock Hammer, have been added to the Toolbelt. In addition, there is now a "Miscellaneous ability" section which has things such as "Dig" (for spades) and "Smash Gargoyle" (for Rock Hammers, which becomes redundant when you buy the slayer perk). This removes the need to still keep copies of the items in addition to the ones kept in the toolbelt. 

MorbiusMonster wrote:Orts should not spawn when you are skilling with a full inventory.
 Neither should fucking divine tears. Angry
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Post by The Empty Lord Mon Aug 12, 2013 2:01 am

Social Slayer - You can now invite someone who hasn't got a task to become your cooperative partner. Your partner will not receive the task you are on, but will be able to assist you. This is functionally the same as when one player finishes a task first (due to one player being out of range for a period of time).
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Post by The Empty Lord Tue Aug 13, 2013 2:20 am

Constitution can now be trained up to level 120. 

If you look at Dungeoneering objectively, players *have* to train beyond 99 in order to obtain most (if not all) of the rewards. Thus, it makes sense to show a players progress beyond level 99 (as most players do not regard experience as a true motivator - merely the level).  But the same is true for Constitution. Training Attack, Strength, Ranged, Slayer and (possibly) Magic is very likely to exceed 99 Constitution. Thus, it would be appropriate to show a players progress beyond 99.
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Post by The Empty Lord Tue Aug 13, 2013 5:12 am

Empty Vials, Vials of Water and Clean Herbs now stack.

 Many tertiary ingredients should probably stack too.
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Post by The Empty Lord Tue Aug 13, 2013 2:36 pm

Cutting granite is now worth experience (in either crafting, mining or construction).
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Post by The Empty Lord Thu Aug 15, 2013 1:48 am

The Fairy Ring log book can now be ordered by recently used - with the most recent appearing at the top.
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Post by The Empty Lord Fri Aug 16, 2013 6:45 am

Clue Scrolls can now be prized from Bird's Nests. They will very in difficulty from easy to hard, scaling with your woodcutting level. 

There is now a chance to "catch" a "Bottled Note" while fishing. Inside the bottle will be various "common loot" in noted form; easy-to-hard clue scrolls that scale with fishing level; and trapped water sprites, which will reward you similar to fire sprites.

While mining there is a chance to unearth a "Casket", the same ones that you can find while net fishing. The rewards from caskets has been adjusted (gems more common; you can now get easy-to-hard clue scrolls; etc), and will now scale somewhat with your fishing/mining levels.
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Post by MorbiusMonster Fri Aug 16, 2013 5:08 pm

Free Players will no longer receive members items on the Squeal of Fortune. Since free players can still get spin tickets, it is unfair for them to not be able to use their daily spins because they get a members items of all rarities and the only options they have are sign up to membership to claim it or throw it away.
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Post by MorbiusMonster Fri Aug 16, 2013 5:11 pm

The Lobby should also list how many days left of membership a player has as opposed to just showing membership subscription as still being active. It's annoying trying to log in when you don't know how long a subscription you have left.
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