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    Thursday, July 9, 2020

    RuneScape (Suggestion) Replace Runespan altar tabs with wicked hood tokens

    RuneScape (Suggestion) Replace Runespan altar tabs with wicked hood tokens


    (Suggestion) Replace Runespan altar tabs with wicked hood tokens

    Posted: 09 Jul 2020 07:44 AM PDT

    I was bored so I created Thor and Captain America! What do you guys think?? :)

    Posted: 09 Jul 2020 02:07 PM PDT

    Gatherer's Hub; Like War's Retreat But For (Gathering) Skillers

    Posted: 09 Jul 2020 07:35 AM PDT

    As the title says, the Gatherer's Hub (no lore friendly name yet) functions like the PvM hub of the game. It is chock-full of QoL features for skillers, catering specifically to gathering skills: Mining, Fishing, Woodcutting, Farming, Hunter, Divination, and Archaeology.

    Main Features

    1. Four locator-based portals
    2. A single skilling node for each of the skills (except hunter) that depletes and has a cooldown
    3. Divine locations randomly popping up like in the gorajo hoardstalker dungeon
    4. One click teleport, accessible from any spellbook
    5. A currency (Gatherer's Mark) that can be earned by performing daily tasks and accepting supply contracts (think of the Arc contracts)

    HOWEVER these are all not immediately accessible. When the player first enters the hub, it is in a state of ruin and has barely any features. The player must slowly rebuild the hub by providing the supplies to restore it.

    Locator Portals

    • A portal can be rebuilt by using locators on it. The first portal has to be rebuilt with 5 inferior locator, the second portal with 5 poor locator, and so on. Because a player cannot have more than 1 locator at a time, the player has to create a locator, use it at the portal, then create another.
    • Any portal can be attuned to any resource within their skill level. For example, attuning the portal to runite ore will make the portal teleport you to a random runite rock spot. It will not teleport you in Wilderness locations and quest-locked locations, unless you have done the quest.
    • Additionally, you can attune the portals to wisp colonies, material caches, big game dinosaurs (by tier). Reattuning the portal from the same skill (ex: willow to maple, elder to magic) is free; reattuning from one skill to a different skill costs 75k coins.
    • The portal consumes charges that is specific to the skill. 1 teleport will cost a specific amount of charges based on the tier of the resource. For example: teleporting to a bronze/tin rock consumes 1 mining charge; teleporting to a banite (t80) rock consumes 8 mining charges.
    • The player can acquire the charges by depositing gathered resources to a nearby machine. Deposited resources can't be withdrawn. For a simpler example, let's use mining resources again. 1 bronze/tin ore deposited in the machine will be converted to 1 mining charge. Woodcutting and fishing have messier tiers so I'm going to skip them for now lul
    • For material caches, 1 archaeological charge is equivalent to 50 chronotes. All material caches consume the same amount: 1 arch charge.
    • For big game dinosaurs, 1 hunter mark = 5 charges. The machine will have an interface where you can convert your hunter marks for this purpose. T1 dino consumes 1 hunting charge, T2 dino consumes 2 hunting charge, T3 dino consumes 3 hunting charge.
    • For wisp colonies, 100 divine energy = 1 charge, multiplied by tier.

    Skilling Nodes

    • Skilling nodes function like a portable spot of resource that last until depleted.
    • They have a 2 hour cooldown, per node, after being depleted.
    • Each node can be upgraded by buying with Gatherer's Mark, with a corresponding level requirement. After upgrading, the player can downgrade and upgrade back cost-free.
    • Mining node: lasts for 10-30 ores, amount of material goes down as tier goes up. Mining is twice as fast.
    • Woodcutting node: lasts for 10-40 logs, same as above
    • Fishing node: lasts for 10-40 fishes, same as above
    • Divination node: lasts for 25 memories, each memory gathered is treated as if it was converted to experience AND energy at the same time. No chance for enriched memories.
    • Farming node: acts as a farming patch, lasts for 5 harvests and is unaffected by juju farming potion. Experience is doubled.
    • Archaeology node: acts as an excavation spot, lasts for 1 artefact. Materials are automatically stored like using a porter. Focus and precision are doubled.

    Supply Contracts and Gatherer's Marks

    • There are two types of contract: daily and regular. These contracts are random and simply require you to gather a specific resource to be given to the hub. For example: "chop x amount of elder logs".
    • Daily contracts award more marks and will automatically teleport the resource as you gather. It also rewards the player with an additional 20% of the total experience gained while gathering.
    • Regular contracts can be taken indefinitely. The player must gather the resources themselves and hand it over to the contract giver. It also rewards the player with an additional 7.5% of the total experience gained while gathering.
    • The player will only be given contracts that their skill levels will allow.
    • For archaeology contracts, the player will be required to hand in restored artefacts from a specific excavation spot. They will be given full chronotes when handing in.
    • Regular contracts can be rerolled for a small amount of marks. Daily contracts are rerolled with 10 vis wax.
    • Like Marks of War, there is a cap on how much Gatherer's Mark can be made from regular contracts (1k every hour). It should take the player around 4-6 level 80+ contracts to reach the cap. After this, doing any more contracts will only result in the bonus experience given at the end.
    • Gatherer's Marks are mostly used for upgrading the hub (the one click teleport, randomly spawning divine locations), including rebuilding the shop where the rest of the marks can be spent.
    • Gatherer's Marks can be used to buy elite skilling outfit fragments for Woodcutting, Fishing, Mining, Hunter, and Divination. 2500 marks = 3600 fragments.
    • Consumables than can be bought: untradeable stone spirits (yields triple ores instead of double), signs of porter, rare farming seed pack, bundles of decorated urn (r), box of random arch materials (equivalent to 2h of research, without artefact), deep sea fishing boosts.

    Whew that's pretty much it. I'd love to hear what you guys think, which parts are okay and which seem OP.

    submitted by /u/DforDragoz7
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    Corporeal Beast should get a graphical rework.

    Posted: 09 Jul 2020 02:20 PM PDT

    Bank space/presets and action bars should be unlockable with loyalty points.

    Posted: 09 Jul 2020 03:12 AM PDT

    Even if it were to be really high priced i see no reason except absolute greed for these not be unlockable with loyalty points as an alternative. If you think about it finacally, you're still paying for loyalty points and it could be another incetive to buying yearly premium club so that instead of buying auras for the loyalty points you recive, you can buy bank space/presets or actions bars instead. And if someone with 1 million leftover loyalty points haven't bought these "services" with real money/bonds all these years of playing, they're likely not gone, so why not throw them a bone and to the rest of community.

    submitted by /u/fatrix12
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    Can this PLEASE get fixed... These notifications are so annoying showing 5 times -_-

    Posted: 09 Jul 2020 10:55 AM PDT

    Just Hit 10 Years Without Taxing my Citizens

    Posted: 09 Jul 2020 06:27 AM PDT

    Last Login: 3402 Days Ago

    Posted: 09 Jul 2020 04:40 AM PDT

    Just a thankyou to the community and this game in general. I returned after about 9-10y away. I thought I had lost my account forever, but I managed to spend a few hours guessing emails and names until I finally found it. I couldn't believe it, I log in and I just see "3402 Days Ago - "Welcome Back". I was just laughing, to think of all the things that had happened to me in life, the insane sht I went through, a whole piece of my life, even finished HS with a degree, and yet here was RuneScape, the same as it always was, welcoming me back as if I never left. I was super excited with returning and I got to do all the things I never had the chance to when I was like 10-11. Been just under a week now and I defeated the Vampire in Draynor, finished collecting The Mask Pt. 1-5 (Dragith Nurn), stole from the Varrock bank with Telekinetic grab, and I finished all the F2P quests, and I slayed the Dragon ;-; (Elvarg) I've made some awesome friends so far and the community has been nothing but helpful. One person gave me a batwing kit for free to help me with magic, 2 random people gave me 2.5M out of nowhere. And none of them would let me pay them back and they didn't want anything, so I gave them tea and cake 😅. I've made some awesome friends and my next goal is to level up and get membership. I'll probably go dungeoneering too. I just wanted to thank everyone, I really enjoy this community. I know that some people prefer OSRS or EOC or just different tastes. But for me I enjoy it all, in a world where everything's changing, I get the rare chance to relive a piece of my childhood in the present. So thanks for making this community what it is ❤️

    submitted by /u/BroadOne
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    Higher Level Artifacts Should Give More Classic Components

    Posted: 09 Jul 2020 09:06 AM PDT

    It seems kind of silly how the meta for gaining classic components is camping a level 5 excavation spot. The reason it is the meta is because the artifacts give the same amount of classic components as the higher level (up to 70) artifacts, but require far fewer materials to restore. Therefore, i propose one of 2 things:

    1: As the artifact level gets closer to 70, the chance to receive classic components gradually increases to around 60%

    OR

    2: The number of components scales with the artifact level:

    Artifact Level Classic components
    1-20 5
    21-35 7
    36-48 8
    49-65 11
    66-70 13

    All numbers are just an idea, but this would be really nice QOL

    submitted by /u/NaqlRs
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    Had my Lucky chaotic crossbow in an odd slot in my inv. Paid for the repair and thought it had disappeared. Had a mini panic attack.

    Posted: 09 Jul 2020 10:09 AM PDT

    You wanted it back, so here it is who cares if it gets nerfed. Enjoy my money making guide. This time its here to stay.

    Posted: 09 Jul 2020 12:16 PM PDT

    A small achievment I hit this week. I'm 168m Div xp. 31m hunter xp. And no Hunter pet.

    Posted: 09 Jul 2020 06:20 AM PDT

    Reminder that the ROTM end fight is still bugged and you cant damage NPC’s

    Posted: 09 Jul 2020 10:51 AM PDT

    Is the powerburst potion rework still coming?

    Posted: 09 Jul 2020 03:39 AM PDT

    I can't remember exactly when, but about 6 months ago now there were talks about changing powerburst potions. Jagex said something along the lines of atleast making them not share a cooldown with adrenaline potions, and potentially changing some of the completely useless ones, like the summoning powerburst

    I was pretty excited about this because I thought it would be a small change that wouldn't take too long to do, but it's been quite a while now, so I mostly just wanted to either try to remind jagex that this is still a thing, or possibly get a confirmation on if it was shelved or not

    submitted by /u/DustyTurboTurtle
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    Buff seren prayers

    Posted: 09 Jul 2020 02:25 AM PDT

    Teamwork protection and soul link are not used at all(they are rather very restrictive in their use anyway)

    Increase soul link's effective area to 7 or 8 squares. Currently, it is unknown if soul link damage transfers are reduced through damage reduction before being split(It was first noticed four years ago and I do not think there has been word of it since. Also, it would seem as the split damage is registered as hard typeless(not reduced by the other players effects, like reflect). It also does not seem to work with masterwork gear(the damage being halved and slowly released as a bleed).

    Make it register as soft typeless and let it work with MS armour.

    Teamwork protection requires a team of five or more to be fully effective and they must be inconveniently(mostly impossibly) close. It is very situational yet it is very weak and not even worth using at all over protection prayers. In teams, it should be better than curses.

    Increase the protected damage to 10% so that with five players, 50% damage reduction and 5% damage reflection is possible. Note that at least 5 must be using it or it is not worth using at all. Increase the area of effect to 10 squares. In most situations, it is just not possible(even deleterious) to be so close.

    Allow them to be used in minigames such as castle wars, soul wars, and stealing creation. Minigames in particular are content where teamwork is the goal or is supposed to be advantageous. It is a waste that these are barred from use.

    submitted by /u/HeionK
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    New-ish player question

    Posted: 09 Jul 2020 03:32 PM PDT

    Hey all, recently got into RS3 with after a friend told me to play (about a month ago) and recently hit 99 ranged. We ran a ton of ED3 leveling up plus he gave me some gold to start with. Currently, I have a Noxious Bow, Ranged Cape, full Pernix set, Amulet of Souls, and Ring of Death. I want to start being more self-sufficient instead of leeching off him, so I want to start bossing and doing slayer a bit more.

    My question is, I currently have 192M gold. Is there anything I should be prioritizing? I've seen a good amount of people say noxious bow is kind of trash compared to something like dual ascension crossbows? Should I be saving up for a set of those or should I prioritize something else?

    Also, somewhat off topic, how does one go about finding/joining a clan?

    submitted by /u/Sylsunflare
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    Add Cape of Legends teleport to the spell book

    Posted: 08 Jul 2020 08:31 PM PDT

    The Cape of Legends teleport should be added to the spell book similar to other capes with teleports. A good example of a similar item doing this is the Skeletal Horror teleport from the Bonesack (e). I might submit this to the dojo if others here think this is a good idea.

    submitted by /u/Kezaraux
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    Oh, it's beautiful

    Posted: 08 Jul 2020 04:04 PM PDT

    After clicking Collect All, escape no longer closes the Grand Exchange window

    Posted: 09 Jul 2020 03:37 PM PDT

    Sometimes, when I use the GUI escape doesn't close it. Then I have to click the X button with my mouse which wastes a perfectly good second that I could be wasting on something else.

    I did some testing and confirmed it happens after clicking Collect All.


    Replication steps:

    1. Open the GE and insta-buy an item

    2. Click the listing manually and claim the items

    3. Hit escape. This WILL close the grand exchange window

    4. Open the GE and insta-buy a second item

    5. Click the "To Inventory" button in the bottom right corner

    6. Hit escape. This will NOT close the grand exchange window.

    submitted by /u/Ajreil
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    While we are on the topic of buffing spells, make Storm of Armadyl great again!

    Posted: 09 Jul 2020 08:41 AM PDT

    Pre eoc this spell was meta, both PVP and PVM.

    This was my favorite era of the game.

    Can we please restore this spell to its former glory? (Or at least make it a viable option to use)

    submitted by /u/R_a_x_i
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    R/unexpectedrunescape

    Posted: 09 Jul 2020 08:43 AM PDT

    (Blood Khopesh) Blade animation needs to be brighter like Blood drygores.. its barely visible when compared

    Posted: 09 Jul 2020 04:13 AM PDT

    A Glitch in the Matrix

    Posted: 09 Jul 2020 03:49 PM PDT

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