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    Saturday, April 11, 2020

    RuneScape I made my fiancee guess the skills based on the icons

    RuneScape I made my fiancee guess the skills based on the icons


    I made my fiancee guess the skills based on the icons

    Posted: 11 Apr 2020 01:51 PM PDT

    I can't believe i'm saying this, but Archaeology needs to be gated behind -some- content.

    Posted: 11 Apr 2020 05:49 AM PDT

    I tend to go on rants and write novels, so i'll try to keep this concise.

    Archaeology needs a requirement, for multiple reasons.

    The first is that without one we're truly inviting some negative things into the game:

    -Already, we're seeing bots with literally no xp in any other skill but 50+ archaeology. Yes there are alts that are similar, not as worried about them.

    -Like dungeoneering, Archaeology is mostly self-contained/supported in terms of locations, materials, etc (you don't need to make/get the majority of them from an outside source). For this reason, a brand new player that stumbles upon it without having experienced much else may mistakenly form a paradigm that it represents the entirety of the game.

    The second reason that it needs a requirement is that it just makes sense in the context of other skills, whether that be a quest, or otherwise skill requirement similar to invention- Crafting is a skill in this game, and by having varying levels of crafting ability you would assume the implication of different levels of skill.

    Divination is a sort of pariah in its own ways, and here we have a new skill chock full of mysterious discoveries from the past- this is essentially what divination tried to be. Why not spin them together in a way that helps revitalize the former?

    Or just the digsite quest...

    submitted by /u/muzau
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    On todays episode of old accounts I never used...

    Posted: 11 Apr 2020 10:52 AM PDT

    Should.. Should we tell them? Also, what the heck happened to their head?!

    Posted: 11 Apr 2020 08:44 AM PDT

    Can clicking on a compass piece bring up the restoration interface instead?

    Posted: 11 Apr 2020 03:12 AM PDT

    Petition for ASIA/SEA servers

    Posted: 11 Apr 2020 03:42 AM PDT

    I am currently residing in Singapore and have been playing Runescape for a fair amount of time. However, one thing that i have never gotten into before was high level PVM due to the consistently high pings (200+) even on the best servers available to me.

    Here are some reasons that hinder my PVM experience:

    - Inability to execute high level PVM skills - Higher death rates due to sudden lag spikes - Inefficiency due to slow kill rates - Poor gaming experience due to high ping 

    Other consequences of high ping:

    - Occasional client crashes - Inefficiency in click-intensive activites - Overall game satisfaction decreased 

    I see that Jagex has 100+ servers and the popular regions will have dozens of servers available to play on. I can also see that many of those servers often have low populations of <30 people. While i get that Jagex had claimed that maintaining a server at the Asia/ South East Asia is expensive and not cost effective, what i don't get is how they are still maintaining such low-populated servers. Is it not possible for Jagex to shut down some of these servers in order to start up a new server in the Asia region? I believe that a considerable portion of Runescape players come from Asian countries (sadly i don't have any data to back this up) and if Jagex could start up a server in that region, it would really cater to the player base's needs and improve people' s satisfaction.

    submitted by /u/Qingy23
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    Can Someone Explain this?

    Posted: 11 Apr 2020 12:03 PM PDT

    So I was banking for Vyres when I loaded this preset at the bank. (Pictured below) After loading I got the message "You have items equipped in the wrong slots. You have 1 minuet to remove them manually". I couldnt find anything incorrect so I went about my screen frantically looking. After 1 minuet I got the message "Oh dear, youre dead" and teleported to death from the bank directly. I payed death and nothing further came of it. Loading my preset a 2nd tome did not yeild this message.

    https://i.gyazo.com/71d296fff2fe3e84b2a06dc18e143bc1.png

    https://i.gyazo.com/6577c11821da1f9e99ef715febdf3dfd.png

    Edit: Just remembered that this is the first time I loaded the charming imp or the seedicide in preset. Havent used these before.

    submitted by /u/ThatOneEngineer
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    Found this old promo trial membership card from ~2009.

    Posted: 11 Apr 2020 03:20 AM PDT

    PSA: Ancient Summoning doesn't count for Summoning challenges

    Posted: 11 Apr 2020 02:23 PM PDT

    I thought I might kill two birds with one stone and wait for a Summoning daily challenge to make some of the new pouches, but unfortunately neither creating the contracts or binding a creature with them count towards it, which is a bit disappointing. So if you're holding onto a challenge until you get Ancient Summoning, don't bother.

    submitted by /u/EntropysEntrails
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    Oh :(

    Posted: 11 Apr 2020 08:25 AM PDT

    Relic effects on buff bar

    Posted: 11 Apr 2020 05:31 AM PDT

    Can we get the active relic effects on the buff bar?

    Would be nice to see what % increase my damage is while using the Berserker's Fury for example.

    submitted by /u/ThomasCMH2
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    The Compass told me to dig here, I'm sure it's safe..........right?

    Posted: 11 Apr 2020 12:54 AM PDT

    Change the teleport interface of 99 dungeoneering cape to that of the hoardstalker ring

    Posted: 11 Apr 2020 05:24 AM PDT

    The 99 dungeoneering cape perk is nice and all, but having to click the 'More...' option up to 2 times for certain teleports just seems clunky when we already have a teleport interface with the hoardstalker ring, which lists every resource dungeon teleport in a single interface window, without having to click a 'More...' option to select the destination you want.

    submitted by /u/Hacksaw140
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    Loot from getting four imcando pieces...

    Posted: 11 Apr 2020 06:50 AM PDT

    Fix the walls in the stormguard citadel to stop obstructing views. [GIF included]

    Posted: 11 Apr 2020 02:15 PM PDT

    So, the walls in the buildings are super tall that I have to move my camera around every time the time sprite moves just so I can click the next excavation spot. It would be really cool if this wasn't an issue and view would not be so obstructed so easily. I split screen because I like to do other things while playing arch and I find this to be very unnecessarily annoying. A fix I can think of is the same thing you did for trees, making your character always visible, can be applied to stormguard buildings (exclusively) and hide the walls or beams altogether.

    https://imgur.com/a/FbeUeLX

    Pls. Fix this.

    before you tell me to zoom in until the walls are hidden, that hides the excavation spots and i cant just quickly click between them. it's just all in all very annoying.

    i'd rather not make my game screen bigger either bc this is the perfect size for my interface and everything i have designed for my gameplay.

    also. i found a lot of other people i have been excavating with find this annoying as well.

    idk. maybe i bitch too much.

    submitted by /u/xSansaStarkx
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    A lore player's perspective on quest-locking Archaeology

    Posted: 11 Apr 2020 02:22 PM PDT

    Warning: this is going to be a long post, so please bear with me.

    tldr: we need to introduce brand new, lower level storylines that do not rely on previous stories in order to solve the conflict between accessibility and lore integrity. In this light, Archaeology feels like a missed opportunity. It should have introduced completely new storylines at low levels instead of continuing existing Mahjarrat/God storyline at levels as low as 5 and Vampyre storyline at as low as 42. These digsites could have been better introduced as high level digsites requiring their respective quests.

    There has been some discussions going on about archaeology having absolutely no quest requirement to start since the skill's release. Some players have felt that for such a lore-heavy skill, quests should be a prerequisite to access the digsites or even the skill itself. The same issue has been going on for quite a while regarding Sixth Age quests that have little to none requirement for Fifth Age quests. I myself feel the same, although I think it is perfectly justifiable to make content as accessible to low level players as possible. There is nothing wrong with accessibility: but the current solution (situating the game world in the Sixth Age, assuming Fifth Age story as background) is not perfect.

    So what should have been done? I think this ties into a larger problem with the direction that lore content has been going into since the start of Sixth Age: that is, almost every piece of lore content has been building on storylines that already have a large body of content before it. This means that in the end, the requirement will just stack higher and higher.

    There is an analogy here to the "elitization" of PvM content here. As every new boss is billed as the next "strongest" boss in game, it has been becoming harder and harder for new players to get into it since T90 went from a luxury to basically being an entry requirement. The same thing has been going on with lore content. In the same way T90 weapon has become a requirement, quests like RoTM, RoB, or Endgame, which was supposed to be the highest level lore content, has now become the entry requirement to make sense of any new story content.

    So what is the problem here, in terms of archaeology? The basic problem is that Kharid-Et is unlocked at a mere level of 5 and Everlight at merely 42. You cannot reasonably expect a new player to have completed either Temple of Sentisten or RoB at these levels. At the very least, Everlight should have been the level 70 digsite, not the Citadel. At least then, you could more reasonably expect a new player to have finished RoB by the time they unlock the site.

    But even more fundamentally, the problem is that both of these sites tie into already existing storylines. Archaeology could have been an opportunity to introduce brand new storylines at low levels that do not require previous knowledge of existing storylines at all. These new storylines could then be continued in future quests that have archaeology as an requirement. Instead, all we got are continuations of storylines that are already bloated with content.

    Let me use an example of what could have been done with archaeology progression to illustrate what I mean. The level 5/20 digsites are just placeholders so relax if you don't like the particular storyline.

    • Level 1: Reworked The Dig Site Quest, serves as a tutorial, awards xp to level 5
    • Level 5: Founding of Lumbridge digsite
    • Level 20: Founding of Asgarnia/Pre-Asgarnia human village digsite
    • Level 40: Infernal Source
    • Level 60: Stormguard Citadel
    • Level 75: Kharid-Et (unlocked by Temple at Sentisten quest, which already has requirements in the 60s for other skills)
    • Level 85: Warforge! (unlocked by The Mighty Fall quest, which already has requirements in the 70s for other skills)
    • Level 90: Everlight (unlocked by River of Blood quest, which already has requirements in the 80s for other skills)
    • Future Quest exploring the relationship between the Shattered Worlds Abyssal Temple and the founding of Lumbridge: level 30 Archaeology Requirement
    • Future King Vallance/Asgarnia quest: level 50 Archaeology requirement
    • Future Quest in Infernus/Demon/Zamorak storyline: level 70 Archaeology Requirement
    • Future Quest Rite of Passage: level 75 Archaeology Requirement

    A scheme like this would keep the accessibility of the skill to new players, while still continuing old storylines in a way that makes sense. New players will not be greeted by NPCs that they literally know nothing about, being confused by all the dialogue which would actually put off their interests in the lore. The skill itself would also be better integrated with other aspects of the game.

    So the takeaway is that not every piece of lore content has to or even should continue existing storylines. I believe archaeology represents a really exciting new direction for storytelling for the game: it would be even better if new storylines, not just continuations of old ones, were introduced in this novel way.

    submitted by /u/1ryb
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    Why am I receiving Daily Runecrafting challenges even though I have it blocked?

    Posted: 11 Apr 2020 10:11 AM PDT

    First Level 3 Firecape!

    Posted: 11 Apr 2020 03:43 AM PDT

    Fix t92 set effect and upkeep costs.

    Posted: 11 Apr 2020 05:53 AM PDT

    With the current powercreep and new perks, maybe it's time to finally add some set effects to the t92 sirenic and tectonic sets.

    I'd even take a copy paste from CFTMW. Or at least the degrade options for Slayer/reapers.

    PS: I'd also like to be able to repair my armour above 100% so I don't have to keep watching it from 10% all the way to 1% just because I don't like throwing away moneys. Tyvm.

    submitted by /u/Great_Minds
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    Uh... that doesn't look right...

    Posted: 11 Apr 2020 12:12 PM PDT

    oh god how do i cure something this sickly

    Posted: 11 Apr 2020 03:11 PM PDT

    Can we please get at least a little bit of interface customization on mobile? There's way too much going on in the middle of the screen

    Posted: 11 Apr 2020 01:49 PM PDT

    This Egg thief plummeted to his death immediately after spawning, apparently

    Posted: 11 Apr 2020 03:40 PM PDT

    Digging this smithing update. Just getting back in love afl skills.

    Posted: 11 Apr 2020 12:44 PM PDT

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