RuneScape TL;DW 480 - Making of Archaeology |
- TL;DW 480 - Making of Archaeology
- XP drop from turning in just over 4k pylon batteries
- Inquis staff and spear drop rate nerf, the worst way possible.
- Jagex, the Inqusitor's staff and Spear tip drop nerf is meant to be to reduce alts flooding supply while rewarding mains with attentive gameplay. A simple change would be to only roll when your focus hits 100%. That way, people can't afk at 0 focus on 10 accounts and watch TV for free.
- QOL suggestion: Make the sticky fingers relic work for the desert phoenix
- Great, now where's our fix for alts taking up material caches?
- OSRS player here that just started player RS3 yesterday, and wow.....
- My first hours in runescape
- Can we get a refresh on the Rare Token Store?
- Jagex, could we break down damaged artifacts into materials so they're not useless after a certain point?
- Merchers win, Ironmen lose
- Jagex: Put Resource Caches in Resource Dungeons
- Regarding the Eldritch issues at Nex
- Had us in the first half not gonna lie
- PSA: Speak to Acting Guildmaster Reiniger after completing a qualification (Associate, Professor etc) to claim up to 14 of each Archaeology boost item for FREE
- All I needed was the bowl. Now I'm stuck with 12 extra artifacts.
- So when are the easter eggs littering the trees going to be cleaned up?
- The wilderness: A fun experience working as intended.
- The Expansion that never was
- #RSHotfix: The drop rates of the Inquisitor Staff pieces and the Spear of Annihilation tip have been reduced.
- Oh, how relevant
- An open secret from a 15 year veteran of Runescape.
- Suggestion for Inquisitor/spear tip drop
- Interestingly enough, hill giants haven't gotten a graphical rework in quite a long time.
- Now that Staff/Spear pieces are hotfixed, when will we see 3-item excavation RNG get fixed?
TL;DW 480 - Making of Archaeology Posted: 21 Apr 2020 01:55 PM PDT HotfixInquisitors staff piece:
Spear of Annihilation tip:
Other Archaeology has a whole is still being monitored.
Intro - Deciding on a Skill
Validation process
Deciding on the skill Top 5/6 skills occurred during the summer months of 2018.
Demos and DevelopmentImages are pulled from an internal group chat which is why they aren't cropped the best. Playable Demo
Demo Dig site - Vault of Hereditas? (Kharid-et) Made a short playable demo of all the aspects of a dig site in order to get feedback and showcase the idea.
Core Loop - Cleaning items
Jmod FocusWhile Ryan was putting interfaces together Rowley was designing content on dig sites (mysteries).
Design Progress
EnvironmentsGeneral
Kharid-et - Initial layout was larger and had shortcuts which were removed as they felt unnecessary. Infernal Source - Infernal Source internal part was to look like an eye of Dagon from above. Everlight - Originally was going to be known as Farlight
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XP drop from turning in just over 4k pylon batteries Posted: 21 Apr 2020 10:17 AM PDT
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Inquis staff and spear drop rate nerf, the worst way possible. Posted: 21 Apr 2020 07:58 AM PDT The spear and staff pieces were already pretty rare but now they made them rarer. the problem with this is this punishes normal accounts who train the skill and makes it so people with alt farms still benefit. even worse so is that you can get duplicate staff pieces which screws irons. The nerf should have been a level requirement such as 107 to get staff pieces or some quest like the one for curses. please rethink this change and make it so normal accounts don't get punished for the dumb mistake that was making level 3s with 12 arch able to get it. *check comments for my proper suggestions* [link] [comments] | ||
Posted: 21 Apr 2020 11:18 AM PDT | ||
QOL suggestion: Make the sticky fingers relic work for the desert phoenix Posted: 21 Apr 2020 01:34 PM PDT I was curious and tried to apply the sticky fingers archaeology relic for gathering phoenix feathers today, but it didn't work. I know "grabbing feathers" may not be exactly the same as pickpocketing, but it effectively works the same (you get thieving exp) and it would be a great quality of life improvement that would not be overpowered. [link] [comments] | ||
Great, now where's our fix for alts taking up material caches? Posted: 21 Apr 2020 08:34 AM PDT The staff fix is a shitty solution that hurts legitimate players to solve a problem caused by alts parking themselves when the pylon goes off. For once, can Jagex fix the cause, not just the symptom? If people want to play on an iron and normal account simultaneously, that's perfectly fine, but it's absurd that someone can use a mule account to gather materials or energy for extra money while doing something else. Besides, all this nerf does is increase the number of accounts that people with alt farms need to run. Given the AFK nature of excavating, I'd imagine it's not too much more difficult to double/triple your alts if you're using 2-3. So in the end, this just screws over normal players. Then again, more alts = more members. [link] [comments] | ||
OSRS player here that just started player RS3 yesterday, and wow..... Posted: 21 Apr 2020 12:21 PM PDT THE GAME IS BEAUTIFUL. I created an ironman because I'd heard RS3 Ironman was actually pretty fun, and I have to say I'm blown away so far. I put the game in legacy mode and it feels like I am playing RS2 in the 2009-2011 era. I havn't played RS3 since OSRS was released, and I had very low expectations coming into it. It has been so addicting and enjoyable so far. Iron man on RS3 is some of the most fun I've had on Runescape in ages. The graphics are great. The cities, trees, water; it's all so beautiful. I know OSRS players are pretty negative towards this community, but the game isn't that bad at all! [link] [comments] | ||
Posted: 21 Apr 2020 04:55 AM PDT
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Can we get a refresh on the Rare Token Store? Posted: 21 Apr 2020 07:37 AM PDT
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Posted: 21 Apr 2020 11:20 AM PDT As an iron especially, I go through the sets, but have many leftover artifacts that are useless; I also don't want to waste materials restoring most of them. Instead of destroying a bunch of artifacts, it'd be cool if they had some use, like breaking them down for materials you'd find from the same excavation spots. [link] [comments] | ||
Posted: 21 Apr 2020 09:48 AM PDT
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Jagex: Put Resource Caches in Resource Dungeons Posted: 21 Apr 2020 12:46 PM PDT One of the most important parts of Dungeoneering is the perks and rewards unlocked through the skill (and the rewards store). Most of the other skills can benefit from Dungeoneering in one form or another, but so far the only interaction with Archaeology is with the creation of the Abyssal Gatestone, which just uses Arch to benefit RC. In short, there's not too much interaction happening between the two skills. But there can and should be! Resource dungeons have long rewarded players with exclusive skilling spots, giving reduced competition over limited resources. Back before the M&S Rework, the Dwarven Mine and Mining Guild dungeons were the place to go if you were mining popular ores (looking at you, coal, also runite). Putting material caches in them would be more in line with the idea of having those dungeons be properly rewarding, and would benefit regular players and BTWs alike. Pros:
Cons:
Here are some ideas for placement:
And so on... [link] [comments] | ||
Regarding the Eldritch issues at Nex Posted: 21 Apr 2020 06:30 AM PDT
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Had us in the first half not gonna lie Posted: 20 Apr 2020 08:39 PM PDT
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Posted: 21 Apr 2020 07:35 AM PDT I had no idea this was a thing until I was idly going through the chat options just now. At Guildmaster I was able to claim 14 of each item (monocle, tea etc), which is 7 hours of boosts with the Master outfit. That's equivalent to over 58000 chronotes, and will make a significant difference to your training. [link] [comments] | ||
All I needed was the bowl. Now I'm stuck with 12 extra artifacts. Posted: 21 Apr 2020 09:09 AM PDT
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So when are the easter eggs littering the trees going to be cleaned up? Posted: 21 Apr 2020 12:53 PM PDT | ||
The wilderness: A fun experience working as intended. Posted: 21 Apr 2020 02:52 AM PDT It all started when a few clan mates and I decided we needed some divine energy. We gathered at cursed energy, and after hopping worlds a few times we stumbled across the holy grail of ironman energy-gathering. The banker Edmond was directly in the middle of all the cursed wisps. Upon finding Edmond, we immediately started heralding the good news to irons high and low. We guested in clan chats, and posted in discords "W35 cursed energy event. The banker is being held." Very quickly we amassed a gathering of around 50 irons in the wilderness. The group of irons was very diverse, ranging from level 3 skillers to 1st-page archaeology racers and everyone inbetween. The only thing we had in common is that we were all irons, and we were all gathering cursed energy. During the early stages of the event, the wildernesses rewards were plentiful and its predators were scarce. Many of us were trying out the new divination relic and were obtaining rates of up to 20k cursed energy/hr. For the first 3 hours of the event, we only saw a couple of pkers. Upon seeing us, the pkers either left immediately or learned what it felt like to be piled by a dozen Tier ~75 weapons at once. Large amounts of energy were gathered during this time period, with very little risk because the banker was being held nearby for convenient depositing. At this cursed energy event there was one particular iron of note, Gecu. He was the first ironman to 120 archaeology, and one of the two irons in a good position to reach 200m archaeology first (the other Iron's name is Kibbium). Unfortunately, Gecu's position as first on the highscores did not serve him well during this event. He was pked twice by a few lucky AGS specs from an ironman AGSer. At first the AGSer's actions were confusing; why would he pk a fellow ironman? The AGSer only had a 2 word explanation for his actions: For Kibbium! Gecu's misfortune (combined with an inability to eat food, pray, or surge when attacked) caused him to retire from the event a bit early. Unfortunately for the rest of our group, warbands had just started. And with warbands, came a significant increase in pking activity. The pking activity increased gradually. Sporadic pkers increased from a few per hour, to 1 every few minutes. These pkers were dealt with efficiently. 20 or so irons had cheap weapons that could be used to pile pkers. A few had teleblock, and the rangers were efficient in using their binds. Altogether it was a very successful strategy for repelling a lone pker. The real trouble started when the pkers gained coordination and started gathering at the wilderness lodestone to attack all at once. Luckily, someone was able to warn us of the impending wave of pkers, so irons were able to bank much of their energy gathering gear and replace it with food and potions and combat familiars. 20 ironman who were inexperienced with pvp clashed against 10 pkers. People on both sides died, but the superior numbers of the ironmen won the fight. Everyone was excited at the victory and optimistic by their ability to repulse the pkers. We had won! Unfortunately, after that heated clash, most pvp gear was banked and everyone resumed their normal energy gathering. This meant that in the following clash a few minutes later the pkers won. The wilderness volcano was a graveyard filled with dozens of bones of former cursed energy gatherers. The ironmen force was defeated. From that point onwards things shifted from energy gathering, to a for-fun pvp event. The next hour was filled with battles back and forth between the ironmen and the pkers, with each side winning a fair amount. Overall the cursed energy event was a blast from start to finish. TLDR; Lots of ironmen gathered at cursed energy. They gathered energy quicky, and were well rewarded. Pkers came, the rewarding energy flow was halted, and it was replaced with an impromptu pking war with perhaps a dozen people on each side. Many people had fun. This is the wilderness working as intended. [link] [comments] | ||
Posted: 21 Apr 2020 06:34 AM PDT
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Posted: 21 Apr 2020 07:51 AM PDT
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Posted: 21 Apr 2020 06:28 AM PDT
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An open secret from a 15 year veteran of Runescape. Posted: 21 Apr 2020 11:50 AM PDT Many players get turned off or burnt out from grinding during Runescape. There's a trick to keep some of the spice alive during the long hours of chopping ivy, harvesting wisps or making fires. Talk. One of the most common complaints I see about Runescape is it isn't a social MMO. This is not the case at all. If you go to an area where a lot of people are skilling, and you just start talking about whatever 4/5 times you will find that social element you're looking for. It's also worthwhile to join a clan where people are chatty, maybe pass up that nice maxed out citadel for the smaller friendlier community that's more active. It's not hard I promise! Some of my favorites, while fishing, "does something smell fishy to you guys?" boom conversation started. The magical social element is just a pun away! [link] [comments] | ||
Suggestion for Inquisitor/spear tip drop Posted: 21 Apr 2020 08:23 AM PDT Make it so you only roll for it when you reach 100% focus, so people can't just run alt/bot farms to get the pieces escavating 1 spot. Can also potentially make it so you can only get the staff piece at the 107 spot and pylon just increases the drop chance at that specific spot, although when alts reach that level the only thing this does is make it so new accounts can't farm the staff pieces along with the non afk requirement. Just feel like focus should be made more important to the skill as well. edit : stream just confirmed that the drop rate is rare af outside the 107-114-118 spots. once you are in the 107 + spots, they scale depending on the spot. so the 114 spot has a better rate for pieces than the 107 spot, and the 118 has the best rates for pieces. they are all increased by the pylon for staff piece chance. So pretty good would like the focus change though but we'll c. [link] [comments] | ||
Interestingly enough, hill giants haven't gotten a graphical rework in quite a long time. Posted: 21 Apr 2020 02:21 PM PDT
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Now that Staff/Spear pieces are hotfixed, when will we see 3-item excavation RNG get fixed? Posted: 21 Apr 2020 09:47 AM PDT On excavations that yield 2 possible items, you are likely to receive the other item. However for 3 possibility hotspots, item #3 does not receive this. This means you end up with 20/20/10 instead of 16/17/16. [link] [comments] |
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