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    RuneScape This Week In RuneScape - 03/08/20

    RuneScape This Week In RuneScape - 03/08/20


    This Week In RuneScape - 03/08/20

    Posted: 03 Aug 2020 05:46 AM PDT

    ProTip Tuesday - 04 August

    Posted: 03 Aug 2020 05:09 PM PDT

    ProTip Tuesday is a bi-weekly thread in which you can share your RuneScape tips and tricks.

    Help out your fellow redditscapers with advice for bossing, skilling, money-making, or any other part of the game.

    Past ProTip Tuesday threads

    submitted by /u/AutoModerator
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    Ah, the good ol' Jagex humour is back

    Posted: 03 Aug 2020 05:56 AM PDT

    I cant be the only one

    Posted: 03 Aug 2020 04:44 AM PDT

    Hey Jagex, are we 100% sure "Double XP Live" is the smartest way to brand this

    Posted: 03 Aug 2020 07:08 AM PDT

    DXP "Live" name caused confusion last time, and it's bound to happen again.

    Posted: 03 Aug 2020 06:57 AM PDT

    TH combat dummies being stackable gives it a pay2win advantage over invention-craftable dummies

    Posted: 03 Aug 2020 06:15 AM PDT

    Dummies are used when bossing for building adrenaline and at places like hardmode Vorago, you actually use as many as 10 dummies per kill. In smaller teams, it's a significant strain on inventory space. Having a stackable option means that people can mitigate that strain by playing treasure hunter, which is an unfair advantage.

    Please implement one or more of the following to fix this:

    1) Make TH dummies non-stackable (i.e. only skilling dummies stack) AND/OR

    2) Make TH dummies craftable by in-game means, rather than just via treasure hunter AND/OR

    3) Make invention-crafted combat dummies stackable in inventory as well AND/OR

    4) Make TH dummies deployable only in areas that are not boss encounters nor wildy/PvP.

    Option 2 might be a stretch because these TH dummies also give high rates of combat XP and thus making them craftable can cause other problems.

    submitted by /u/wyldrs
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    Perfect timing, thank you!

    Posted: 03 Aug 2020 09:08 AM PDT

    Bearhead From Mountain Daughter to Provide Teleports to Mountain Camp

    Posted: 03 Aug 2020 02:54 PM PDT

    Thank you Jagex, A step in the right direction to hide stupidly large familiars

    Posted: 03 Aug 2020 06:35 AM PDT

    The magical barrier teleports you

    Posted: 03 Aug 2020 07:04 AM PDT

    Help please, accidentally world hopped on a legacy world only, now cannot revert my settings back even when on EoC only World 66. Client restart won't even fix this.

    Posted: 03 Aug 2020 02:16 PM PDT

    Hey! Rs3 Story Mode Ep. 2 is here!

    Posted: 03 Aug 2020 10:05 AM PDT

    Literally unplayable.

    Posted: 02 Aug 2020 11:20 PM PDT

    feels so good making your own armor +3, i love smithing in this game

    Posted: 02 Aug 2020 05:43 PM PDT

    Anyone got a pet earlier? Or am I the luckiest noob alive?

    Posted: 03 Aug 2020 07:18 AM PDT

    Feeling nostalgic, so a 2009 look for you

    Posted: 03 Aug 2020 05:49 AM PDT

    Make Invention Combat Dummies stack in your inventory similarly to TH Combat Dummies

    Posted: 03 Aug 2020 02:15 PM PDT

    Feel like this would only make sense honestly, even if it's just for the sake of consistency.

    submitted by /u/God_Savitar
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    Me and the boys had a pretty wild hour at Vindicta

    Posted: 03 Aug 2020 02:52 PM PDT

    DXP weekends have become so convenient with all the improvements, they really need to be 6 months apart to keep them special.

    Posted: 03 Aug 2020 12:36 PM PDT

    We now seem to have DXP weekend at a quarterly fashion which before it was a 6 month span.

    • This was good in getting unfavorable or expensive skills leveled up, but caused people to be up excessive hours and stressing over getting the most XP gain per tick.

    DXP weekend was made to have a timer that only counted down when you were in game, at least until the end of the 10 day marathon.

    • This is super beneficial because it didn't force people to stress so much.

    Now the pause button has been included.

    • The good is that the xp gains is so much at a leisure pace, which is super great for stress levels!

    Now the problem. It eliminates the "magical-ness" of the XP weekends. They are too frequent and over-powered to be as frequent as they are. We need to reduce them to being twice a year. It is getting more and more where players will just hoard up for a month or two and then get all their skilling in during these now quarterly DXP weeks.

    With DXP being 10 days long, in-game only timer with the pause feature, 99% of the community should always get a chance to get a lot of gains.

    submitted by /u/Narmoth
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    Review of all non-virtual 120s (from someone with comp and 120 arch)

    Posted: 03 Aug 2020 08:03 AM PDT

    Since 120 herb and farming came out I think we can expect more 120s in the future, although it'll probably be in 2021 at the earliest. From that perspective, I want to look at all 120s currently in the game and see what they did right and wrong. I'll be including 120s that released as part of a skill release like dg, since for a new player it doesn't matter if it released as a 120 or as a 99. I'll also only be looking at 100-120, not lower levels even if they were introduced at the same time.

    Dungeoneering (April 2010):

    • Training the skill: While it might have been fine on release, the dungeoneering skill feels rather slow for the effort you put in, especially solo.
    • Rewards: This is where the skill has really suffered. Originally, the tokens only came from dg so higher level = more tokens. However, now token farming is the best way to farm tokens and the only real reward from 100 to 120 is the edimmu dungeon and maybe the level 100 dungeon. Could either use more rewards, or a balance update.
    • Overall: Dungeoneering was fine on release, with 99-120 feeling like a continuation of 1-99. However, I think it doesn't stack up very well today due to the introduction of sinkholes and token farming.

    Invention (January 2016):

    • Training the skill: Although your rates don't go up, due to the "elite skill" xp curve this doesn't feel like a big problem (although a level 99 variant of the tools like hammer would be nice to add somewhere in the 110 area).
    • Rewards: Although the extreme invention potion undermined the blueprint rewards a little, I think the general idea of higher level = better perks still works. Good number of rewards in the 100-120 area.
    • Probably the best 120 skill in the game, mostly because of the elite skill xp curve.

    Slayer (June 2017, original January 2005):

    • Training the skill: Every good task has been unlocked by 104, and at that point you're only missing the best variant of 2 (edit: 3) tasks. We really need more tasks in the 110-120 area.
    • Rewards: Although there's a couple high gp tasks, I think we really need more bosses too. At this point, magister is the only boss in 100-120 slayer and the key mechanic makes killing him a gamble for some players.
    • Overall: On release this was really bare. Lost grove and Anachronia helped a little, but they're not enough.

    Herblore (November 2019, original February 2002):

    • Training the skill: The xp per hour is fine, my primary issue is that vuln and sticky bombs now dominate training the skill from the moment they're unlocked to 120 (and primal extract+1 if you're bad at money making). I think a cheap potion in the 110-115 area could help.
    • Rewards: Good reward distribution, although the +1 recipes feel like too small a boost and are mostly there to fill the 1 unlock/level requirement. Blessed flask can use a buff.
    • Overall: I'm not the first to point out blessed flask needs a buff, but I think jagex did a way better job than with slayer. Could still use a few more rewards to feel complete.

    Farming (November 2019, original July 2005):

    • Training the skill: Farming probably was the easiest to balance, but it's still done well. If you train as intended (primal fruit runs + dino pof) you'll regularly unlock new things. My only issue is that outside that you don't unlock anything for tree runs (understandable without 120 wc) or original pof.
    • Rewards: Some of the animal perks are a little underwhelming, but overall there's enough useful ones and the increased produce is nice for money making. I think the number of produce can go up more to bring down the cost of pvm supplies even.
    • Overall: Lacks variety somewhat, but done really well. Probably my favourite 120 in the game atm.

    Archaeology (March 2020):

    • Training the skill: The xp curve is super smooth but feels appropriate at high level. Good rate of unlocking new excav spots. My only disappointment is a lack of mysteries at high level. Mqc already requires 119 anyway so I don't understand why the last meaningful mystery is at 107.
    • Rewards: Good number of them, but 100-111 has only 1 relic and it's not a particularly good one (although not the literal worst). Relics are a good system for rewards, but if future artefact weapons are introduced they should function like the spear (which is good by itself, but becomes bis with a pvm drop) more than the staff (goodbye sos).
    • Overall: Well thought out but some areas could use more. I don't think a 120 needs new unlock every level and arch shows how to do that without being as boring as slayer, or inv on release.

    As a conclusion, I think Jagex has done a good job with the 3 most recent 120s and invention (although it was bad at launch), but slayer and dungeoneering could use more love. I am optimistic for future 120s and skills based on the recent direction.

    Late edit: If Jagex wants some actionable feedback for the next 120(s): put in a variety in the training methods/spots so we're not doing exactly the same thing for 12 levels, put in enough rewards and spread out those training methods and rewards over the full range of 100-120 levels.

    submitted by /u/Ik_oClock
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    Lore Q&A - Call for questions!

    Posted: 03 Aug 2020 11:39 AM PDT

    Hey all,

    Tomorrow's stream will be a lore Q&A, so if you have any questions for the the various members of our Lore Council please put them down below (and up-vote your favourite)

    You can expect an appearance of some of your favourite Jmods: Mod Chaose, Mod Jack, Mod Raven, Mod Rowley!

    See you all at 16:00 Game Time on twitch.tv/runescape

    submitted by /u/JagexPoerkie
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    I feel like the Elite Dungeon fixes could've been done better

    Posted: 03 Aug 2020 06:26 AM PDT

    Love the new combat dummy picture.

    Posted: 03 Aug 2020 06:11 AM PDT

    Double XP Time Pause is going to be so helpful.

    Posted: 03 Aug 2020 06:24 AM PDT

    Archaeology bots are out of control.

    Posted: 02 Aug 2020 09:13 PM PDT

    So I've been training Arch for the past week, and I estimate I've encountered at least a hundred accounts with low totals levels at mid-high level caches. Right now as I'm typing this, I'm watching an account with an iron mattock at lvl 72 arch farming cobalt blues.

    submitted by /u/NewGroundZero
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    Combat dummies dropped on ground upon log-in

    Posted: 03 Aug 2020 06:13 AM PDT

    I had alot of dummy packs in bank before updade and all of them were converted into one item and more than 300 of them weren't even in my bank but when i logged in they dropped on ground under me so if i haven't noticed i would lost all of it. SURE i saw the update and understand that they were converted but why did most of them end up dropped on the ground and not in my bank with the rest of them?

    submitted by /u/PandaJasson
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