Have the two guys on the towers randomly (no more than once per hour and always lasting for 5 minutes) fire a thin non graphic intensive ray at a random beacon area (specifically where the beacon is). Allies in that area are affected depending on what is constructed there at the moment. Allies refers to allies of the god firing the ray. The ray will hit the top of the structure and cause the symbol of the runescape gold to appear above it for the 5 minute duration.
Nothing constructed there:
+Allies gain 10% boost to damage output and construction rate is 1.2x (reward rate is doubled). Allies gain 500 energy boost if they are in the area when the effect first starts.
Allied Faction Banner:
+Allies gain 15% boost to damage output and construction rate is 1.2x (reward rate is doubled). Allies gain 500 energy boost if they are in the area when the effect first starts.
Allied Combat Monolith:
+Allies gain 20% boost to damage output and construction rate is 1.2x (reward rate is doubled). Allies gain 500 energy boost if they are in the area when the effect first starts.
Allied Spider Hole:
+Spawn 4 spiders which will last until killed or the boost ends that will attack like ambushers (even if enemy pvp is off). Construction rate is 1.2x (reward rate is doubled). Allies gain 500 energy boost if they are in the area when the effect first starts.
Allied Divining Siphon:
+Allies take 20% less damage and construction rate is 1.2x (reward rate is doubled). Allies gain 500 energy boost if they are in the area when the effect first starts.
Enemy Faction Banner:
+Allies gain 10% boost to damage output and demolition rate is 1.2x (reward rate is doubled). Allies gain 500 energy boost if they are in the area when the effect first starts.
Enemy Combat Monolith:
+Allies gain 15% boost to damage output and demolition rate is 1.2x (reward rate is doubled). Allies gain 500 energy boost if they are in the area when the effect first starts.
Enemy Spider Hole:
+Spawn 2 spiders which will last until killed or the boost ends that will attack like ambushers (even if enemy pvp is off). Demolition rate is 1.2x (reward rate is doubled). Allies gain 500 energy boost if they are in the area when the effect first starts.
Enemy Divining Siphon:
+Allies take 15% less damage and demolition rate is 1.2x (reward rate is doubled). Allies gain 500 energy boost if they are in the area when the effect first starts.
This should make it appear as though the two tower guys are more active and grant bonuses which could help take down or construct towers.
In addition, the 500 energy would be unpredictable but I suspect the rewards seekers would probably state whether a world has had the effect trigger yet so as to maximize likelihood of being on a world where the effect hasn't occurred yet.
A Runescape Fans!A Runescape Gold Fans!
Monday, December 30, 2013
Wednesday, December 18, 2013
Accommodations not met runescape
As I chose to fight for my long time god Armadyl, I found that the tower was not as nice as I expected.
First off, Bandos and Armadyl are runescape gold; Which is practically royalty plus more. So why are these towers so mediocre? They should be bigger, better, and badder than what Jagex has given them.
As I have not been inside the Bandos tower, I cannot make requests on your behalf sir and madam Bandosians.
Number 1.) Too many people have been loitering inside of the base of the tower. Due to the small circumference and poorly placed stairway, bank, Quartermaster, and record keeper moving around is not worth the effort.
So a wider, flowing tower is most definitely needed.
Also to add to this is that you cannot step directly next to the war map. So more unused squares on the map, more cramped feeling.
Number 2.) A resting/hangout area should be included on the exterior part of the tower. Perches would be the best form of relaxing as we are taking in the culture of Armadyl and his Avian-ness.
Also complementary bird seed, and worms shall be provided to heal wounded Armadylean Warriors. (Thank you for your service!)
Number 3.) Armadyl though being a bird like creature is on a branch... A BRANCH! He is a GOD, not some average old bird you see in the wild.
Better seating arrangements should be met to keep Armadyl more ergonomically relaxed. Bandos has the right idea by sitting on a throne like seat.
Demands shall be met to build a throne that will comfort him without him crushing his wings.
Number 4.) Certain rules should be posted on a sign before entering the camp.
No jokes about Fried Chicken. Big corperations like KFC have been slaughtering billions of avian species, most commonly chickens, yearly for decades now and is a serious issue among birds of all kinds.
Also, twitter will not be of use because of stereotypes regarding birds as well. Not all bird tweet.
First off, Bandos and Armadyl are runescape gold; Which is practically royalty plus more. So why are these towers so mediocre? They should be bigger, better, and badder than what Jagex has given them.
As I have not been inside the Bandos tower, I cannot make requests on your behalf sir and madam Bandosians.
Number 1.) Too many people have been loitering inside of the base of the tower. Due to the small circumference and poorly placed stairway, bank, Quartermaster, and record keeper moving around is not worth the effort.
So a wider, flowing tower is most definitely needed.
Also to add to this is that you cannot step directly next to the war map. So more unused squares on the map, more cramped feeling.
Number 2.) A resting/hangout area should be included on the exterior part of the tower. Perches would be the best form of relaxing as we are taking in the culture of Armadyl and his Avian-ness.
Also complementary bird seed, and worms shall be provided to heal wounded Armadylean Warriors. (Thank you for your service!)
Number 3.) Armadyl though being a bird like creature is on a branch... A BRANCH! He is a GOD, not some average old bird you see in the wild.
Better seating arrangements should be met to keep Armadyl more ergonomically relaxed. Bandos has the right idea by sitting on a throne like seat.
Demands shall be met to build a throne that will comfort him without him crushing his wings.
Number 4.) Certain rules should be posted on a sign before entering the camp.
No jokes about Fried Chicken. Big corperations like KFC have been slaughtering billions of avian species, most commonly chickens, yearly for decades now and is a serious issue among birds of all kinds.
Also, twitter will not be of use because of stereotypes regarding birds as well. Not all bird tweet.
Monday, December 16, 2013
Gamerluck To celebrate the coming of 2013 Christmas
Gamerluck To celebrate the coming of 2013 Christmas, we prepare the following surprises to all our supporters, for thanking all of you in past time.
Big sale one:
15% Price off for RS Accounts
For all runescape accounts, you will have 15% price off, you will have a special price from our live chat service. So when you are ready to buy the runescape accounts, remember to contact us for discount issue.
Big sale two:
Publicize our site on twitter & facebook, win free runescape gold
As long as you make a post on your twitter or facebook about gamerluck good review, you will have free runescape gold. You just need to give us your twitter or facebook link, after we verify, we will trade you gold.
Big sale three:
Free coupon code give away to get discount
During the Christmas big sale, you can use following discount code: gamerluck, halloween, skygq000
Big sale four: Recommend your friends to buy gold on our site, win free runescape gold. As long as you get your friend order successfully on our site, you will have 100K runescape 2007 gold.
Gamerluck Team
08, Nov, 2013
Big sale one:
15% Price off for RS Accounts
For all runescape accounts, you will have 15% price off, you will have a special price from our live chat service. So when you are ready to buy the runescape accounts, remember to contact us for discount issue.
Big sale two:
Publicize our site on twitter & facebook, win free runescape gold
As long as you make a post on your twitter or facebook about gamerluck good review, you will have free runescape gold. You just need to give us your twitter or facebook link, after we verify, we will trade you gold.
Big sale three:
Free coupon code give away to get discount
During the Christmas big sale, you can use following discount code: gamerluck, halloween, skygq000
Big sale four: Recommend your friends to buy gold on our site, win free runescape gold. As long as you get your friend order successfully on our site, you will have 100K runescape 2007 gold.
Gamerluck Team
08, Nov, 2013
At Runefest there was an Insider Session called
At Runefest there was an Insider Session called "Ideas for the Future". The first part of the session was from Mod Jack who talked of skilling reworks for Summoning, Contruction, Mining, Smithing and runescape gold Agility.
This thread will outline what he told us. However remember this is not guaranteed to happen. This is what Jagex intends to do currenty but does not mean this will be the end result.
Construction
Instead of having rooms of a fixed size on a grid we would be able to make rooms of various size and shapes and place furniture where we wanted it within a plot. Walls, furniture, skilling equipment. This allows you much more freedom when designing your house.
Want to take the houses out from a pocket dimension and bring them into the world. There will be plots scattered throughout the world. There would be around 20 of them and you would be able to own and build on 5 or 6 of these.
Houses will be displayed in a similar way to farming patches where you only see your own houses in the plots you own and either your friends or random players houses in the remaining plots runescape 2007 gold.
Instead of training by destroying and creating furniture Jagex intends for you to build entire houses and gain xp by doing that. The way it would work is an NPC would want a house built by you and would give you certain specifications and you would have to build that house for them in one of the plots and then you'd sell the house to the NPC.
Summoning
Jagex wanted summoning out with the Evolution of Combat. They want it to be viable as a high level combat skill though it is not only a combat skill.
Training summoning would not just be about making pouches but using the familiars themselves.
As you use the familiars to train your summoning skill they themselves would level up and become more useful. The idea with that is to give more choice in which familiar you use at certain levels.
They want to diversift the familiars so you are not just using the same familiar for everything even if it is the highest level familiar it would be better in different situations.
Agility
Jagex want to remove run energy as it doesn't add anything to the game. They cannot get rid of run energy until they replace run energy with something better.
Ideas they are looking at to replace run energy are things like your agility would speed up your make-x for example and speed up how fast you go through your inventory in some way. Perhaps by working like Varrock armour while smithing. Either that or speeding up your teleports though there are thematic challenges to overcome there.
Both these ideas keep the main benefit of run energy which is that it speeds up skilling but is a bad mechanic overall and one they want to remove.
Want more things like shortcuts, areas and dungeoneering resource dungeons where there are things around the world that you can make use of or get some form of reward for etc. With 99 agility for example you may be able to climb the Grand Exchange to show off.
As for the training they want to make it less repetitive and more varied but will not force a more varied training method.
Mining and Smithing
A level squash is wanted to make the levels of mining and smithing make more sense so you are using those skills at the same levels you would be using the equipment made by those skills at.
After the squash new tiers of metals would be added in. As you cannot make dragon itself you would be working with the metal itself and use the techniques they used to make something similar to dragon.
In the 70s they intend for equipment infused with god energies to be uncovered. The metal will be called Necronium. You find this rusted equipment, do some smithing and they become as powerful as barrows.
Smithing has the problem of producing far too many items to be used. You will therefore be able to improve your smithing by combining 2 iron swords for example to make a +1 ironsword up to a maximum of +5 which would be called a masterwork. Each level should give you around 1 masterwork which would be useful.
To avoid rendering drops useless they will start at the +5 level but will be able to be combined by smiths with masterwork items to make even better items. This keeps both combat drops and smithing valuable.
In mining the squashing would be the same. They want to do away with drop mining by placing more deposits for mining. The skill would be rebalanced to take this into account as would smithing.
Want to add a variety of pickaxes to make mining more strategic where you pick where to mine and what pickaxe to use. However they will not change the nature of the skill.
As new tiers won't be added immediately they want to find a way to reward high level miners and smithers until they are added. They have not worked out what this is yet.
If this works well it would be used as a model to rework other skills.
There was also some lore talk about the God Wars and god energies and battlefields being infused by those energies and then those being found in the sixth age and the Dragonkin creating dragon equipment long ago but using their techniques.
This thread will outline what he told us. However remember this is not guaranteed to happen. This is what Jagex intends to do currenty but does not mean this will be the end result.
Construction
Instead of having rooms of a fixed size on a grid we would be able to make rooms of various size and shapes and place furniture where we wanted it within a plot. Walls, furniture, skilling equipment. This allows you much more freedom when designing your house.
Want to take the houses out from a pocket dimension and bring them into the world. There will be plots scattered throughout the world. There would be around 20 of them and you would be able to own and build on 5 or 6 of these.
Houses will be displayed in a similar way to farming patches where you only see your own houses in the plots you own and either your friends or random players houses in the remaining plots runescape 2007 gold.
Instead of training by destroying and creating furniture Jagex intends for you to build entire houses and gain xp by doing that. The way it would work is an NPC would want a house built by you and would give you certain specifications and you would have to build that house for them in one of the plots and then you'd sell the house to the NPC.
Summoning
Jagex wanted summoning out with the Evolution of Combat. They want it to be viable as a high level combat skill though it is not only a combat skill.
Training summoning would not just be about making pouches but using the familiars themselves.
As you use the familiars to train your summoning skill they themselves would level up and become more useful. The idea with that is to give more choice in which familiar you use at certain levels.
They want to diversift the familiars so you are not just using the same familiar for everything even if it is the highest level familiar it would be better in different situations.
Agility
Jagex want to remove run energy as it doesn't add anything to the game. They cannot get rid of run energy until they replace run energy with something better.
Ideas they are looking at to replace run energy are things like your agility would speed up your make-x for example and speed up how fast you go through your inventory in some way. Perhaps by working like Varrock armour while smithing. Either that or speeding up your teleports though there are thematic challenges to overcome there.
Both these ideas keep the main benefit of run energy which is that it speeds up skilling but is a bad mechanic overall and one they want to remove.
Want more things like shortcuts, areas and dungeoneering resource dungeons where there are things around the world that you can make use of or get some form of reward for etc. With 99 agility for example you may be able to climb the Grand Exchange to show off.
As for the training they want to make it less repetitive and more varied but will not force a more varied training method.
Mining and Smithing
A level squash is wanted to make the levels of mining and smithing make more sense so you are using those skills at the same levels you would be using the equipment made by those skills at.
After the squash new tiers of metals would be added in. As you cannot make dragon itself you would be working with the metal itself and use the techniques they used to make something similar to dragon.
In the 70s they intend for equipment infused with god energies to be uncovered. The metal will be called Necronium. You find this rusted equipment, do some smithing and they become as powerful as barrows.
Smithing has the problem of producing far too many items to be used. You will therefore be able to improve your smithing by combining 2 iron swords for example to make a +1 ironsword up to a maximum of +5 which would be called a masterwork. Each level should give you around 1 masterwork which would be useful.
To avoid rendering drops useless they will start at the +5 level but will be able to be combined by smiths with masterwork items to make even better items. This keeps both combat drops and smithing valuable.
In mining the squashing would be the same. They want to do away with drop mining by placing more deposits for mining. The skill would be rebalanced to take this into account as would smithing.
Want to add a variety of pickaxes to make mining more strategic where you pick where to mine and what pickaxe to use. However they will not change the nature of the skill.
As new tiers won't be added immediately they want to find a way to reward high level miners and smithers until they are added. They have not worked out what this is yet.
If this works well it would be used as a model to rework other skills.
There was also some lore talk about the God Wars and god energies and battlefields being infused by those energies and then those being found in the sixth age and the Dragonkin creating dragon equipment long ago but using their techniques.
Saturday, December 14, 2013
To recap what we had this past runescpae year
The rs gold package benefits for 2014 have been released. And they're awful compared to last year.
To recap what we had this past year:
12 months RuneScape membership.
10% discount in Solomon’s General Store.
An extra daily Squeal of Fortune spin (for a total of three).
Paladin armour and helmet, sword and shield.
Priority access to all RuneScape closed betas in 2013.
2000 RuneCoins.
A range of special cosmetic items.
Entry into a prize draw to win a trip for two to Jagex HQ (Cambridge, UK)*.
Quarterly Premier Club newsletter, packed with information and offers.
365 spins and 2000 rune coins made the package worth it all on their own. Throw in 12 months of membership and for *75 you have one hell of a good deal.
This year, the price was jacked up to 86.50, and yet the package is far less generous than last year.
This is the info shown about the Gold Package in 2014:
12 months RuneScape membership.
10% discount in Solomon's General Store.
Bonus Loyalty Points: 150,000
An extra daily Squeal of Fortune spin (for a total of three).
Exclusive Pet: Piggles the flying Pig
Exclusive Pet: Commander Porkins
VIP World access (EN only)
Exclusive Q/A's
VIP Chat Badge
VIP Forum Badge
2013/2014 Promotional Items
The big difference is that this year we aren't getting exclusive Beta access (probably because Jagex isn't planning on special Betas), and instead of 2000 runecoins we're getting 150k Loyalty Points. And we're getting some visual cues to show we're richer irl than everyone else in the game chat and the forums. Woop dee doo.
And Jagex has determined that this is somehow worth $11.50 more.
It isn't. Compared to last year, this year is awful. 150k loyalty points is the equivalent of about 400 runecoins. That is 1/5 of what we got last year. That removes $40 of value from the package.
If you're going to jack the price, Jagex, make it worth while. You haven't. There is no improved quality to this package compared to the last one.
To recap what we had this past year:
12 months RuneScape membership.
10% discount in Solomon’s General Store.
An extra daily Squeal of Fortune spin (for a total of three).
Paladin armour and helmet, sword and shield.
Priority access to all RuneScape closed betas in 2013.
2000 RuneCoins.
A range of special cosmetic items.
Entry into a prize draw to win a trip for two to Jagex HQ (Cambridge, UK)*.
Quarterly Premier Club newsletter, packed with information and offers.
365 spins and 2000 rune coins made the package worth it all on their own. Throw in 12 months of membership and for *75 you have one hell of a good deal.
This year, the price was jacked up to 86.50, and yet the package is far less generous than last year.
This is the info shown about the Gold Package in 2014:
12 months RuneScape membership.
10% discount in Solomon's General Store.
Bonus Loyalty Points: 150,000
An extra daily Squeal of Fortune spin (for a total of three).
Exclusive Pet: Piggles the flying Pig
Exclusive Pet: Commander Porkins
VIP World access (EN only)
Exclusive Q/A's
VIP Chat Badge
VIP Forum Badge
2013/2014 Promotional Items
The big difference is that this year we aren't getting exclusive Beta access (probably because Jagex isn't planning on special Betas), and instead of 2000 runecoins we're getting 150k Loyalty Points. And we're getting some visual cues to show we're richer irl than everyone else in the game chat and the forums. Woop dee doo.
And Jagex has determined that this is somehow worth $11.50 more.
It isn't. Compared to last year, this year is awful. 150k loyalty points is the equivalent of about 400 runecoins. That is 1/5 of what we got last year. That removes $40 of value from the package.
If you're going to jack the price, Jagex, make it worth while. You haven't. There is no improved quality to this package compared to the last one.
Thursday, December 12, 2013
What the point of runescape combat lvl
What is the point of Combat Level?
What is the point of training?
In the BTS you said that you will be damage scaling higher level and lower level players to make the fights more fair.
What is the point of us higher levels training to be really strong so you can nerf us down, or buff up a low level runescape gold player?
We need a sense of achievement. If we trained to be super strong we should plow over anyone who is weaker and only be challenged by other high level players.
I know you want it to be fun for everyone but I feel like you are constantly devaluing us people who trained hours on end for max combat just so a person with half the stats can kill us. Which is already possible because the armor and weapons affect most of the battle more than our stats do.
I don't think low levels are being buffed, it's just the high levels being nerfed. You still have access to more abilities and they will still have a hard time hitting through high-end armor. Think of it this way: Their low constitution level limits how much LP they heal per bite, and it isn't much of a fight if they are healing 500s while you are smashing 2000s. The fight will still be pretty one-sided, but at least they will be able to go through a few pieces of food before being struck down.
They didn't say anything about scaling down familiars. Let's see what the newly updated steel titan can do.
What is the point of training?
In the BTS you said that you will be damage scaling higher level and lower level players to make the fights more fair.
What is the point of us higher levels training to be really strong so you can nerf us down, or buff up a low level runescape gold player?
We need a sense of achievement. If we trained to be super strong we should plow over anyone who is weaker and only be challenged by other high level players.
I know you want it to be fun for everyone but I feel like you are constantly devaluing us people who trained hours on end for max combat just so a person with half the stats can kill us. Which is already possible because the armor and weapons affect most of the battle more than our stats do.
I don't think low levels are being buffed, it's just the high levels being nerfed. You still have access to more abilities and they will still have a hard time hitting through high-end armor. Think of it this way: Their low constitution level limits how much LP they heal per bite, and it isn't much of a fight if they are healing 500s while you are smashing 2000s. The fight will still be pretty one-sided, but at least they will be able to go through a few pieces of food before being struck down.
They didn't say anything about scaling down familiars. Let's see what the newly updated steel titan can do.
Monday, December 9, 2013
This month is all about your runescape suggestions
This month is all about your suggestions! 'Can we have these features?' you asked runescape gold. 'Can you do something cool with the Barrows Brothers?' Oh boy, have we delivered…
D&D Tracker
This month we'll be adding a brand new way of tracking the important daily, weekly and monthly Distractions and Diversions all over RuneScape. Gone will be the days of wondering when you can next go and raid a sinkhole, thwart troll invasions, build statues, chop down an evil tree or perform amazing feats of acrobatics at the circus - just check the D&D Tracker!
This new tracker can be seen in the Adventures interface on the Minigames tab. You’ll be able to see quickly which activities you can replay now, or how long it will be until they reset. You'll even be able select your favourite D&Ds and keep them together in one handy list!
As a launch-week treat, we will be handing out daily rewards in the form of replay tokens which you’ll be able to pick up from the challenge Quartermaster in Burthorpe. Each day you’ll be able to earn a token to reset a daily activity of your choice, plus a random replay token for one of the other glorious D&Ds!
It’s something you have suggested as an in-game feature for a while now, and - as you know - we are keen to give you exactly what you want. Hopefully that will give you a few less things to worry about while taking on those vicious Barrows Brothers.
Buckets of Improvements
Talking of your suggestions, we’ve been busy combing the forums, fan sites, YouTube, and wading into the primordial soup of creation to find a fantastic bunch of improvements to the game. These are all things you’ve told us are important to you… so we’re adding them to the game.
This list really is huge, but here are some of our favourites:
The ability to clear any slot via the cosmetic overrides (so you can choose whether or not to display any of your worn equipment slots in non-PvP areas).
The ability to add notes to individuals listed on your Friends and Ignore lists.
A funky new log-in animation.
Graphical improvements to a selection of emotes.
New achievements for your adventurer’s log.
A new “beam of light” animation when you get a drop worth over 1m.
Milestone fireworks when hitting achievements over 99, like reaching 25m XP.
Activated auras will ignore “deposit all” in the bank.
Drag-and-drop mouse movement in the bank and beast-of-burden inventory, allowing easier bank sorting and inventory management.
We will also be making a large improvement to the Coinshare System. We're making these changes because the current system is forcing the price of certain items to behave differently than the “real” market, and we're confident that our upcoming changes will solve these economic issues. Stay tuned for more information!
We are also making some big upgrades to the world map. We know it’s sometimes slow and difficult to use, so were making it faster to load and more responsive. We’re also adding some new region labels to help you find the content you’re looking for!
Barrows – Rise of the Six
In the past, we have gone back and revisited older boss monsters - graphically improving them, adding hard modes, refreshing drop tables - but we decided none of that was enough for our favourite and most replayed bosses in the game. They deserved something bigger, badder, tougher - something worthy of the brothers. And Sliske was happy enough to oblige.
Since the start of the Sixth Age, Sliske has been busy playing with his new-found powers. Tinkering around with the Shadow Realm is fine for a hobby, but after irritating Gielinor’s most powerful beings, he’s in need of a little more muscle. Lucky for him, then, that he's got Gielinor’s finest Third Age warriors on his side.
Yes, that’s right. The Barrows Brothers are back - tougher than ever - and this time they're working as a team, waiting to take on groups of four adventurers hungry for a beating! They have a wealth of new abilities, tactics and a truly horrifying new capacity to deal damage. To keep things interesting, the brothers fought every day will change; meaning you'll have to stay on your toes and adapt your tactics . You didn’t think it would be easy, did you?
Rewards for this brutal exchange of might vs wight include full set of deliciously spiky level 90 melee power armour. You’ll also be able to earn fantastic new level 90 shields for all three combat types - check them out below!
In a strange twist of fate - no doubt caused by some strange combination of Sliske's magic and some graphics artists who like a challenge - we’ve even managed to create a range of strangely cute barrows pets. Look forward to them terrorising your local bank soon!
Solomon's Store
Just in case you wanted to look pretty while visiting Death, Solomon’s got a few new items to cheer you up! Wrap yourself up in a timelessly stylish mummy outfit, don two new showpieces from our talented artists -the Ogre Infiltrator and Drakewing (complete with awesome wings) outfits - and coo at the cuteness that is our unicorn companion pet, as requested by you on the forums.
D&D Tracker
This month we'll be adding a brand new way of tracking the important daily, weekly and monthly Distractions and Diversions all over RuneScape. Gone will be the days of wondering when you can next go and raid a sinkhole, thwart troll invasions, build statues, chop down an evil tree or perform amazing feats of acrobatics at the circus - just check the D&D Tracker!
This new tracker can be seen in the Adventures interface on the Minigames tab. You’ll be able to see quickly which activities you can replay now, or how long it will be until they reset. You'll even be able select your favourite D&Ds and keep them together in one handy list!
As a launch-week treat, we will be handing out daily rewards in the form of replay tokens which you’ll be able to pick up from the challenge Quartermaster in Burthorpe. Each day you’ll be able to earn a token to reset a daily activity of your choice, plus a random replay token for one of the other glorious D&Ds!
It’s something you have suggested as an in-game feature for a while now, and - as you know - we are keen to give you exactly what you want. Hopefully that will give you a few less things to worry about while taking on those vicious Barrows Brothers.
Buckets of Improvements
Talking of your suggestions, we’ve been busy combing the forums, fan sites, YouTube, and wading into the primordial soup of creation to find a fantastic bunch of improvements to the game. These are all things you’ve told us are important to you… so we’re adding them to the game.
This list really is huge, but here are some of our favourites:
The ability to clear any slot via the cosmetic overrides (so you can choose whether or not to display any of your worn equipment slots in non-PvP areas).
The ability to add notes to individuals listed on your Friends and Ignore lists.
A funky new log-in animation.
Graphical improvements to a selection of emotes.
New achievements for your adventurer’s log.
A new “beam of light” animation when you get a drop worth over 1m.
Milestone fireworks when hitting achievements over 99, like reaching 25m XP.
Activated auras will ignore “deposit all” in the bank.
Drag-and-drop mouse movement in the bank and beast-of-burden inventory, allowing easier bank sorting and inventory management.
We will also be making a large improvement to the Coinshare System. We're making these changes because the current system is forcing the price of certain items to behave differently than the “real” market, and we're confident that our upcoming changes will solve these economic issues. Stay tuned for more information!
We are also making some big upgrades to the world map. We know it’s sometimes slow and difficult to use, so were making it faster to load and more responsive. We’re also adding some new region labels to help you find the content you’re looking for!
Barrows – Rise of the Six
In the past, we have gone back and revisited older boss monsters - graphically improving them, adding hard modes, refreshing drop tables - but we decided none of that was enough for our favourite and most replayed bosses in the game. They deserved something bigger, badder, tougher - something worthy of the brothers. And Sliske was happy enough to oblige.
Since the start of the Sixth Age, Sliske has been busy playing with his new-found powers. Tinkering around with the Shadow Realm is fine for a hobby, but after irritating Gielinor’s most powerful beings, he’s in need of a little more muscle. Lucky for him, then, that he's got Gielinor’s finest Third Age warriors on his side.
Yes, that’s right. The Barrows Brothers are back - tougher than ever - and this time they're working as a team, waiting to take on groups of four adventurers hungry for a beating! They have a wealth of new abilities, tactics and a truly horrifying new capacity to deal damage. To keep things interesting, the brothers fought every day will change; meaning you'll have to stay on your toes and adapt your tactics . You didn’t think it would be easy, did you?
Rewards for this brutal exchange of might vs wight include full set of deliciously spiky level 90 melee power armour. You’ll also be able to earn fantastic new level 90 shields for all three combat types - check them out below!
In a strange twist of fate - no doubt caused by some strange combination of Sliske's magic and some graphics artists who like a challenge - we’ve even managed to create a range of strangely cute barrows pets. Look forward to them terrorising your local bank soon!
Solomon's Store
Just in case you wanted to look pretty while visiting Death, Solomon’s got a few new items to cheer you up! Wrap yourself up in a timelessly stylish mummy outfit, don two new showpieces from our talented artists -the Ogre Infiltrator and Drakewing (complete with awesome wings) outfits - and coo at the cuteness that is our unicorn companion pet, as requested by you on the forums.
Sunday, December 8, 2013
Voicing my opinions regarding runescape bonds
Hello fellow Runescapers,
Voicing my opinions regarding bonds. This is a bit late, however, I feel it is desperately needed to shed some light on the Runescape Bond dilemma.
Thread Intentions:
The intent of this thread is provide analysis on bonds, as well as cover criteria Jagex mods and other community informants may have been unable to address or adequately communicate.
Think of it as an in depth analysis of Jagex’s FAQ
The Lesser of Two Evils...
Over the past few weeks, bonds have greatly upset the Runescape community and I believe that this is largely do to an extreme misunderstanding of the content’s initial and long term purpose. There are two “evils” this thread addresses in regards to bonds. One of them, the update itself (as in evil according to the community) and the other being, the gold farming/illegal purchasing dilemma. I believe that Jagex realizes there’s no *one button” they can push to solve the gold farming dilemma and this is a step forward towards economic stability. Bonds are the lesser of two evils for the future of Runescape and before criticizing this thread, I would please ask that you read it in it’s entirety.
Why are bonds the lesser of two evils?
Bonds provide a remedy ( not total solution ) with an internet transaction approach to the issue. Why? Let’s analyze!
What gold farming does -
Inundates the Runescape Economy with runescape gold to levels of unimaginable comparison. Not to mention this is done through a single and or multiple processes that break numerous Runescape legal terms and conditions. Additionally, Jagex never intended for there to be Trillions of free roam gold circulating through the Runescape Economy and it is evident with this update. These companies advertise in-game, thus encouraging mass - rule breaking by not only themselves,but other players as well.
What bonds will hopefully accomplish -
Bonds provide a Money sink - Most players do not understand that for this effect to work, months and months of “cash sinking via this update” must occur for economic stability to gradually
return. As well as provide other noteworthy ( but more obvious ) benefits in further sections of this thread...
Now wait… I know what you are all thinking, How is Jagex Not selling gold by selling bonds?
Technically speaking they are not selling gold. Why? they are selling credit that can be used in several ways.one of which is to be traded to another player for an agreed upon value or for free.
But wait… How are they not selling gold if most of the players who purchase bonds sell them in the Grand Exchange/ other players and receive millions of gp almost instantaneously?
Technically speaking, they are selling membership credit/spins/rune coins/runefest tickets. Whether or not a player decides to sell the bond for gold, gift it for free to a friend, or spend it on membership credit/spins/rune coins/runefest tickets is completely up to the discretion of the player.
Why is this better for the community?
1. Membership can be obtained by people who could not afford it with “in real life” funds.
2. Membership can be offered to players in countries that can not purchase cards or have no other means of payment.
3A. The attempted money sink might benefit activities we enjoy such as increasing prices on resources we obtain through skilling, player killing and monster drops. This might make it easier to purchase bonds in game since players can make money faster than current rates.
3B. This also means many players could potentially get free membership, so long as bonds circulate through the game. As more players purchase bonds - just like any other resource - the more you introduce of something into the game and the more the demand decreases - the cheaper the item will be to purchase- this results in future prices for bonds being (hopefully) quite low.
4. Spins - Players can now purchase spins with in-game funds.
5. Runefest tickets Players can now buy runefest tickets for gold within the game, but could never afford with real life funds. This will hopefully provide for a much more diversified group of Runefest attendees!
6. Rune Coins - Players can now buy rune coins for items they want within the game, but could never afford with real life funds.
7. Lastly the circulation of bond money ( as stated by Jagex Mods ) is gathered from within the game and remains in the game, no new funds are spontaneously allocated to the seller of the bond.
How does this help the long term health of the game?
This aspect is where I have to agree with the community. I believe that the “gold tax” will not adequately sink the gold fast enough compared to the rate in which it is injected into the game. I honestly do not even believe the gold sink will come close to countering injection rates if the numbers Jagex presented to us are true. Temporarily I believe it will stall gold farming progressio. In the long run, I believe that too many bonds will be circulating through the game, and many players will already have recurring membership via bond or exterior payment, that the gold sink will decrease in effectiveness. Despite this, I still trust that Jagex has thought this through and will take into consideration additional methods to counter the gold injection dilemma.
Lastly - We have been begging for solutions as a community:
“Beggars Can’t Be Choosers…” I am sure many of you have heard of this saying before and it is certainly true with game content. We beg for updates and counter content to make this game interesting as well as prevent unfair advantages and foul play, so who are we to complain when they spend hours attempting a solution that does not quite meet our preferences? Think of the solution from their
Now you decide, is it more evil to support illegal companies trashing the integrity of this game, or our Moderators for attempting a solution to one of our, if not the, most important issue. We complain daily about rs gold injections and do nothing about it, except post unnecessarily rude threads. Lets work together to help our community and provide constructive feedback rather than endless rants!
Voicing my opinions regarding bonds. This is a bit late, however, I feel it is desperately needed to shed some light on the Runescape Bond dilemma.
Thread Intentions:
The intent of this thread is provide analysis on bonds, as well as cover criteria Jagex mods and other community informants may have been unable to address or adequately communicate.
Think of it as an in depth analysis of Jagex’s FAQ
The Lesser of Two Evils...
Over the past few weeks, bonds have greatly upset the Runescape community and I believe that this is largely do to an extreme misunderstanding of the content’s initial and long term purpose. There are two “evils” this thread addresses in regards to bonds. One of them, the update itself (as in evil according to the community) and the other being, the gold farming/illegal purchasing dilemma. I believe that Jagex realizes there’s no *one button” they can push to solve the gold farming dilemma and this is a step forward towards economic stability. Bonds are the lesser of two evils for the future of Runescape and before criticizing this thread, I would please ask that you read it in it’s entirety.
Why are bonds the lesser of two evils?
Bonds provide a remedy ( not total solution ) with an internet transaction approach to the issue. Why? Let’s analyze!
What gold farming does -
Inundates the Runescape Economy with runescape gold to levels of unimaginable comparison. Not to mention this is done through a single and or multiple processes that break numerous Runescape legal terms and conditions. Additionally, Jagex never intended for there to be Trillions of free roam gold circulating through the Runescape Economy and it is evident with this update. These companies advertise in-game, thus encouraging mass - rule breaking by not only themselves,but other players as well.
What bonds will hopefully accomplish -
Bonds provide a Money sink - Most players do not understand that for this effect to work, months and months of “cash sinking via this update” must occur for economic stability to gradually
return. As well as provide other noteworthy ( but more obvious ) benefits in further sections of this thread...
Now wait… I know what you are all thinking, How is Jagex Not selling gold by selling bonds?
Technically speaking they are not selling gold. Why? they are selling credit that can be used in several ways.one of which is to be traded to another player for an agreed upon value or for free.
But wait… How are they not selling gold if most of the players who purchase bonds sell them in the Grand Exchange/ other players and receive millions of gp almost instantaneously?
Technically speaking, they are selling membership credit/spins/rune coins/runefest tickets. Whether or not a player decides to sell the bond for gold, gift it for free to a friend, or spend it on membership credit/spins/rune coins/runefest tickets is completely up to the discretion of the player.
Why is this better for the community?
1. Membership can be obtained by people who could not afford it with “in real life” funds.
2. Membership can be offered to players in countries that can not purchase cards or have no other means of payment.
3A. The attempted money sink might benefit activities we enjoy such as increasing prices on resources we obtain through skilling, player killing and monster drops. This might make it easier to purchase bonds in game since players can make money faster than current rates.
3B. This also means many players could potentially get free membership, so long as bonds circulate through the game. As more players purchase bonds - just like any other resource - the more you introduce of something into the game and the more the demand decreases - the cheaper the item will be to purchase- this results in future prices for bonds being (hopefully) quite low.
4. Spins - Players can now purchase spins with in-game funds.
5. Runefest tickets Players can now buy runefest tickets for gold within the game, but could never afford with real life funds. This will hopefully provide for a much more diversified group of Runefest attendees!
6. Rune Coins - Players can now buy rune coins for items they want within the game, but could never afford with real life funds.
7. Lastly the circulation of bond money ( as stated by Jagex Mods ) is gathered from within the game and remains in the game, no new funds are spontaneously allocated to the seller of the bond.
How does this help the long term health of the game?
This aspect is where I have to agree with the community. I believe that the “gold tax” will not adequately sink the gold fast enough compared to the rate in which it is injected into the game. I honestly do not even believe the gold sink will come close to countering injection rates if the numbers Jagex presented to us are true. Temporarily I believe it will stall gold farming progressio. In the long run, I believe that too many bonds will be circulating through the game, and many players will already have recurring membership via bond or exterior payment, that the gold sink will decrease in effectiveness. Despite this, I still trust that Jagex has thought this through and will take into consideration additional methods to counter the gold injection dilemma.
Lastly - We have been begging for solutions as a community:
“Beggars Can’t Be Choosers…” I am sure many of you have heard of this saying before and it is certainly true with game content. We beg for updates and counter content to make this game interesting as well as prevent unfair advantages and foul play, so who are we to complain when they spend hours attempting a solution that does not quite meet our preferences? Think of the solution from their
Now you decide, is it more evil to support illegal companies trashing the integrity of this game, or our Moderators for attempting a solution to one of our, if not the, most important issue. We complain daily about rs gold injections and do nothing about it, except post unnecessarily rude threads. Lets work together to help our community and provide constructive feedback rather than endless rants!
Wednesday, December 4, 2013
Instead of spending the first 2 hours hacking away at trolls and runescape cows
Firstly, to be clear I am advocating an immediate removal of this intro to the game (until it can be re-made a lot better). I am not saying there should not be an opening introduction. Just that this one damages the runescape gold game more then anything else.
1) Take a slower pace to start with. Familiarize the player with the lobby. And then some of the basics of movement and view control. Show them what some of their icons do. But don't information shotgun them in a environment so stimulating that they are not likely to absorb any of it.
2) Give the player the opportunity to involve themselves. to take interest in and make a conscious investment in an NPC or situation they can observe. Even if nominal offer them a clear and visible reward from the start. But, don't make it seem like they are dropping in on the last climactic moments of a movie they were not there for the rest bulk of.
3) Don't start the player off in a situation that they have to go along with. And, through out the development of something they choose to get involved in, give them a few clear opportunities to opt out of finishing that content at the moment (just like with virtually any quest you have made). At the very least make sure the ways out you've provided work for everyone.
4) Seriously consider doing some real cinematic work. Start trying a lot harder to make this look like it isn't a game built over more then a decade. more then brand new features and reworking core mechanics. What i really feel the game needs in order to progress is bringing a lot of the old content in-line with the new. You have some really old models and textures that break the aesthetics of the game when side by side with the new stuff. And, if anything gives the game a feeling of poor graphical quality. and perpetuates the stereotyping of browser based gaming. It's that. Things looking like they are from different worlds, but placed right next to each other.
This ran longer then I thought it would (posting over from word pad). However, I do have a few more things to say on this.
But, starting in on that part. Something Aristotle said: "Quality is not an act. It is a Habit."
If this is to be believed (and coupled with what we know of habit forming). Then, a seemingly on the fly and rushed job (like this intro comes off as), is a break down in good habits. And, in-so-much also a break in level of quality expected.
And, as it seems to have been a compulsion...well compulsory behavior is the first step to developing a habit. In this case potentially bad habits.
Now, I think the rest of the tutorial pretty much, is fine. though it could do with a little more motivation like saying "hey! did you know you have a tool belt by which you can permanently equip some basic but frequently used items?" little next button in the prompt and "visit some of the skill tutors to the south to get the accessories you will need to fully equip it!"
That would be something more of an immediate clear goal by which the new player can benefit themselves. And, it's a tie in to getting them interested in the skills available.
Instead of spending the first 2 hours hacking away at trolls and cows. they might try something a little more involved this way.
Also there could be few more important things mentioned right up front. Like how to re-allocate combat experience (most frequently asked question I have seen). Or toggle auto-retaliate. Or searching the map, setting a map marker, following it, and clearing it. That kind of stuff.
1) Take a slower pace to start with. Familiarize the player with the lobby. And then some of the basics of movement and view control. Show them what some of their icons do. But don't information shotgun them in a environment so stimulating that they are not likely to absorb any of it.
2) Give the player the opportunity to involve themselves. to take interest in and make a conscious investment in an NPC or situation they can observe. Even if nominal offer them a clear and visible reward from the start. But, don't make it seem like they are dropping in on the last climactic moments of a movie they were not there for the rest bulk of.
3) Don't start the player off in a situation that they have to go along with. And, through out the development of something they choose to get involved in, give them a few clear opportunities to opt out of finishing that content at the moment (just like with virtually any quest you have made). At the very least make sure the ways out you've provided work for everyone.
4) Seriously consider doing some real cinematic work. Start trying a lot harder to make this look like it isn't a game built over more then a decade. more then brand new features and reworking core mechanics. What i really feel the game needs in order to progress is bringing a lot of the old content in-line with the new. You have some really old models and textures that break the aesthetics of the game when side by side with the new stuff. And, if anything gives the game a feeling of poor graphical quality. and perpetuates the stereotyping of browser based gaming. It's that. Things looking like they are from different worlds, but placed right next to each other.
This ran longer then I thought it would (posting over from word pad). However, I do have a few more things to say on this.
But, starting in on that part. Something Aristotle said: "Quality is not an act. It is a Habit."
If this is to be believed (and coupled with what we know of habit forming). Then, a seemingly on the fly and rushed job (like this intro comes off as), is a break down in good habits. And, in-so-much also a break in level of quality expected.
And, as it seems to have been a compulsion...well compulsory behavior is the first step to developing a habit. In this case potentially bad habits.
Now, I think the rest of the tutorial pretty much, is fine. though it could do with a little more motivation like saying "hey! did you know you have a tool belt by which you can permanently equip some basic but frequently used items?" little next button in the prompt and "visit some of the skill tutors to the south to get the accessories you will need to fully equip it!"
That would be something more of an immediate clear goal by which the new player can benefit themselves. And, it's a tie in to getting them interested in the skills available.
Instead of spending the first 2 hours hacking away at trolls and cows. they might try something a little more involved this way.
Also there could be few more important things mentioned right up front. Like how to re-allocate combat experience (most frequently asked question I have seen). Or toggle auto-retaliate. Or searching the map, setting a map marker, following it, and clearing it. That kind of stuff.
Sunday, December 1, 2013
Runescape PVP incentives
I remember a time when the wilderness was a populated, thriving area in the game.
Throughout the wild, one area stood out as the most popular runescape gold by a long shot, and this area just happened to be north of Edgeville, within level 5 wild.
Now, this area didn't offer some huge xp bonuses, and it did not offer any sort of wealth gain (other than what the player was wearing). There were no nearby resources, no reason for any players to congregate in this area.
Yet, every day thousands of players crowded the wild north of Edgeville. Why?
Because that is what they enjoyed doing. They simply enjoyed the thrill of pitting themselves against another player.
Nowadays people (including Jagex) seem to think we need more incentives in the wild to revive PvP. If you have not realized this yet, this idea is logically flawed.
Take warbands for example. Sure, there are some more people in the wild, but they're not there to PK; they are there to get the rewards (and don't even act like those 4 warband "pk clans" are even relevant, because they're not). Likewise with any incentive you may add, people will populate the wild to achieve that incentive, not to PK. Though this may falsely seem to bolster the "PvP community" after quick thought you can realize it doesn't (notice how these types of updates would not have any effect on the current dead PvP minigames).
The only way to fix the current PvP community (or lack thereof) is to make PvP more enjoyable. Get players in the wild with the purpose of PKing, not bribed by xp or runescape 2007 gold. Obviously, whether the EoC is better or not, players do not enjoy PvP anymore. That is what needs to be changed.
Until there are players in the wild with the purpose of player killing, the PvP aspect of the game will remain dead.
Throughout the wild, one area stood out as the most popular runescape gold by a long shot, and this area just happened to be north of Edgeville, within level 5 wild.
Now, this area didn't offer some huge xp bonuses, and it did not offer any sort of wealth gain (other than what the player was wearing). There were no nearby resources, no reason for any players to congregate in this area.
Yet, every day thousands of players crowded the wild north of Edgeville. Why?
Because that is what they enjoyed doing. They simply enjoyed the thrill of pitting themselves against another player.
Nowadays people (including Jagex) seem to think we need more incentives in the wild to revive PvP. If you have not realized this yet, this idea is logically flawed.
Take warbands for example. Sure, there are some more people in the wild, but they're not there to PK; they are there to get the rewards (and don't even act like those 4 warband "pk clans" are even relevant, because they're not). Likewise with any incentive you may add, people will populate the wild to achieve that incentive, not to PK. Though this may falsely seem to bolster the "PvP community" after quick thought you can realize it doesn't (notice how these types of updates would not have any effect on the current dead PvP minigames).
The only way to fix the current PvP community (or lack thereof) is to make PvP more enjoyable. Get players in the wild with the purpose of PKing, not bribed by xp or runescape 2007 gold. Obviously, whether the EoC is better or not, players do not enjoy PvP anymore. That is what needs to be changed.
Until there are players in the wild with the purpose of player killing, the PvP aspect of the game will remain dead.
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