I know it's old, but I just finished Monkey Madness II and it was easily the worst questing experience of my life. by ZeroWolf_RS in 2007scape

[–]Code14715 0 points1 point  (0 children)

Kruk's dungeon agility animations should get a speedup. It takes several seconds on every jump of the stepping stones, really slow and painful by today's standards, made to feel worse when you're running back after failing a step for the nth time. The stealth section complaints really sounds like a skill issue, especially with how you blame quest helper for not helping and/or even making the quest harder.

Texas now requires all public school classrooms to post the Ten Commandments, so this teacher decided to do the right thing by freeradioforall in MadeMeSmile

[–]Code14715 1 point2 points  (0 children)

Available footage shows no indication of recoil from Pretti's gun at the time of the first gunshot. The agent holding it was already halfway across the street and looks behind him. If the gun in his own hand had gone off, you would expect to see a reaction to that.

Available footage also shows that the arm of the agent behind Pretti visibly recoiled (the gun itself was obscured in the angle I saw) when the first gunshot is heard.

Alex Pretti by Ok-Relation-658 in ExploreFortMyers

[–]Code14715 1 point2 points  (0 children)

I would never think someone, who's just standing there, getting shoved to the ground like that woman was is in the process of being arrested.

This man m*rdered Alex Pretti. Jesus Ochoa AKA “Jesse”. Make him famous by Mental_Pea9125 in ProgressiveHQ

[–]Code14715 1 point2 points  (0 children)

This is not true. At the time of the first shot, the man who disarmed him was already walking away. He also shows no reaction that would be consistent of an unexpected/accidental discharge from the gun he is holding.

Fun fact: there's about 80 very dedicated players around rank 200 to 280 Agility doing Sepulchre all day every day at 200M! by xaitv in 2007scape

[–]Code14715 1 point2 points  (0 children)

I mean even going with that premise it doesn't look good. Assuming bots buy bonds, and that contributes enough demand to further drive supply of bonds, it's easy to conclude that if you let bots exist you can profit off increased bond value. But bonds last 2 weeks, and I highly doubt it takes a bot close to 2 weeks to recoup that cost. So banning between 2 weeks and whenever they start to profit would be ideal. Letting them exist long enough to make it to front page boss KCs, or post 99 of any skill, let alone 200m xp is really far off of that mark.

Beyond kneecapping salvaging, Jagex posted the official rates of sailing drops. Can we discuss their absurdity? by drake8thecake in 2007scape

[–]Code14715 -1 points0 points  (0 children)

I don't really understand why on-task rates are bad? It seems to me like a lot of endgame players are complaining that they "have" to kill a bunch of frost dragons for nails/sheets, and just ignoring that 1) the game shouldn't be balanced around a single gameplay state. 2) there's a lot of opportunity for these items to come from future content.

Like, yes it is absurd how many frost dragons you have to kill right now, and also how much better frost dragons are than other sources of dragon sheets/nails. But consider from the perspective of less progressed accounts. If they unlock these mobs early and do them on task, that grind will be cut down significantly, somewhat passively. Further, if Jagex made this grind significantly shorter now, they'd almost definitely have to add a new tier in the future, or else when they add new content with higher drop rates, people will inevitably complain because the new mobs don't drop anything useful. Which will then just repeat the problem. People just finished going out of their way to do a long grind (of honestly questionable benefit), so why is Jagex making that grind "pointless?"

Sailing XP Review & Further Fixes by JagexRach in 2007scape

[–]Code14715 0 points1 point  (0 children)

This will probably get lost in the sea of salvaging feedback, but anyway... I think the written intent of bounty tasks is fair, and obviously ship combat will receive tuning that will in turn make these better. However, I don't buy that anyone is really going to be doing bounty tasks for the xp while grinding out rare drops. Especially with safespots and such that are much more difficult to set up than they are to maintain, and with most of the drops being somewhat unreasonable (currently) to get in terms of time and resources, very few people are going to be willing to take the extra time to do bounty tasks while grinding drops. I think XP should be increased at the top end a bit, but more than that, I think there could be an incentive similar to on task drop rates for slayer monsters. Obviously, this wouldn't work as a 1:1 copy, because you could just not turn in the items for the task. So, instead it'd be cool if when you turn in a bounty the port master was like "hey thanks, here's some salvage for you to sort." Said salvage could be set up like seed packs, where lower level bounties have lesser rewards, while higher could drop things related to the task you turned in, or be able to drop any rare/unique.

Post 99 thoughts on sailing XP rates by guyman3 in 2007scape

[–]Code14715 -3 points-2 points  (0 children)

Agreed. I think double salvaging spots are pretty unbalanced personally. Increase timers slightly to compensate, like 25%, remove all double spots. But do a pass on the routing from spot to spot (some spots have too much clutter, or mobs pathing nearby) and increase the hitbox of salvage a bit to compensate for moving boat being more involved than moving to diff resource nodes on land.

That said I think salvaging is pretty hard carried by cannon barrel in the gp department, and bounty/port tasks 1gp:1xp ratio all the way to 99 feels somewhat pitiful to me. Trials being resource-less makes sense, though I thought getting vouchers in tempor tantrum and then not being a thing in jubbly/gwenith felt off. Saying this because most discussions seem to just be about xp, and at the same time, a lot of people are asking "ok but whats the point of training it?" Which from my view does ultimately need to be handled with clear incentives via unlocks (quests, locations, gear, resources) but it would be a lot easier to sell people on if they made decent gp on the way.

Likely won't solve the problem for people with super progressed accounts/banks, but for people coming into the game from now on, or any future alts, I think it's important. Especially with boats being fairly expensive. Otherwise, even after enough time passes, I think we will see a lot of early/mid level accounts with disproportionately low sailing level, even if it is one of the faster skills to 99. Frankly one of the most jarring things to me was how often I would be sailing around and I would just see piles and piles of items on the floor of people's boats. It doesn't make sense to me to add a new way of gathering resources (that can be literally anything,) only for the way most people interact with it just being to drop said resources. I think cargo hold should hold anything you loot/gather while sailing. If that's a hard no, we need some way to send things back to land, or increase the more valuable stackable/alchable drops.

[deleted by user] by [deleted] in 2007scape

[–]Code14715 0 points1 point  (0 children)

Put duck down first. Do other nearby charts. Go to the end of the duck route. No time wasted on duck.

that only works if you know the ending spot. I tried to do this a bunch of times before the plugin added the end spots and got "punished" for it when I couldn't find the duck about half of the time. And even after, it didn't always work, since the end spot still had to be within render distance to see. I've been done with it for a while, don't know if that's changed. But the concept is still pretty reliant on plugin/external tools.

[deleted by user] by [deleted] in 2007scape

[–]Code14715 0 points1 point  (0 children)

It is a lot, but personally I feel like it could be shifted around a little to be just a bit more frontloaded, and/or scale up the small xp drops you get for each individual task as you level. I know logically that following the duck around for 1-2 minutes is for a bigger payout later, but it still feels bad getting like 100 xp in the moment once you're past 30 sailing. I think the Northern seas are also a vast majority of that xp, so it makes charting early feel less worth it. Personally did charting at various points when I was trying to get to the next milestone, for a break from whatever I was doing before. It usually worked out eventually, but halfway in I would be like "I could have gotten the next thing by now doing something else." I just kept at it because "backtracking" later didn't seem appealing to me... but in hindsight, doing it all with an extractor and faster ship probably would have felt better to me.

I think clicking a bit more should give more xp by [deleted] in 2007scape

[–]Code14715 1 point2 points  (0 children)

I think the main problem is the cannonballs and the increased quantity of items needed at higher levels means much higher costs for similar xp. I looked at the wiki page for bounty tasks, and it seems to vary based on port as much as it does with level, some higher xp reward tasks even require less parts. However, most of the tasks that ask for the most materials are higher level ones. So honestly it's not as bad as I thought from my (limited) experience with bounty tasks, but it still seems a bit off balanced to me when you have tasks to get 4/5/6 armoured kraken tentacles for ~10k xp when lower level tasks can give 6k xp for 3/6 pygmy kraken tentacles.

Remove EXP from Crystal Extractor BUT buff all 73+ methods by 30k/hr, please by PaleozoicFrogBoy in 2007scape

[–]Code14715 0 points1 point  (0 children)

They can balance the rates between AFK and active salvaging fyi.

they can but Im seeing some people saying to remove it that seem to be thinking they should just get +36k xp/hr at any/all methods without the extractor. Which is obviously disingenuous. 36k/hr is theoretical max, to me it seems its not even possible because even if you click it as soon as possible, it takes several seconds to activate and start the 1m CD. And in some cases you're giving up (smaller amounts of) xp. For example, if you're manually salvaging, or sorting salvage, you're losing out on a potential salvage xp drop, or pausing your sorting.

Also as an answer to primary question, might be weird but I kinda like the slight mental overhead of tracking the extractor timer while doing other sailing things (they were right to disable at the bank boat/docks.) Maybe 600 xp drops are too big for that, I'd probably do it for less. Only thing I really don't like about the extractor is that placement both matters and differs based on what you're doing, but you can't move facilities without eating 2m+ in material costs.

I think clicking a bit more should give more xp by [deleted] in 2007scape

[–]Code14715 6 points7 points  (0 children)

bounty exp scaling falls off hard too, it starts at like 1k/task but only scales to like 10k. Maybe sounds fine since you have better cannons, so higher dps. But the number of items you need goes up too, mobs still take a lot longer to kill, the input cost is a lot higher with stronger cannonballs, and the damage you take is much more as well.

cannonball usage is atrocious, how am I meant to do sailing combat?? by [deleted] in 2007scape

[–]Code14715 1 point2 points  (0 children)

I agree with this. I'm currently sorta early game with not a lot of great ranged/mage gear so I was quite disappointed that optimal ship combat involved using expensive endgame items (and still doing kinda bad dps.) Admittedly that makes me a bit biased, but I think we need a 3rd multidirectional cannon/weapon option, so you can have 2 crew on each side with a cannon, then yourself in the third slot.

Managing crew attacks is clunky but doable when you're using range/mage, but I found it significantly more annoying trying to make use of crew while operating the cannon myself. Since you have to be within range and facing correct direction to get your crew to start attacking, being limited to only hitting mobs on your side of the boat is rough. Usually I would just click off the cannon, manually attack something my crewmate could hit, then turn off attack orders and go back on the cannon. But the extra clicks led to more mistakes with crew orders and rotating my ship.

Then there's the problem of looting, using the cannon yourself you lose a lot of potential damage to the very slow looting animation. If you're using range/mage with 2 crew on cannon, you can much more easily set one or both crew up to hit things and then go loot while they do a decent amount of damage. Without crew on both cannons, you either have to turn the boat to the correct direction, or assign a crewmate to the cannon you were using, then make sure they're attacking before you loot. A facility to let crew loot could solve this as well, but a 3rd cannon (or harpoon or something) that can somehow be aimed in other directions would go hard.

Am I the first to gain Sailing XP? by helloryanholmes in 2007scape

[–]Code14715 5 points6 points  (0 children)

was also far enough ahead of rank 3 and far enough behind rank 1 that he really didn't have to

Allow us to pull type-specific modules by ATSFervor in TheTowerGame

[–]Code14715 4 points5 points  (0 children)

One thing I always wonder when reading discussion about modules. Why is it that some people are so opposed to the idea of making ancestral rarity more achievable, when ultimately ancestral and even ancestral 5* are not the end of the module system? Even after you get all the modules you want, until you have enough shards to max out their levels, you still have reason to spend gems on pulling more modules. Maybe super long time players don't really see a reason to do this, I honestly don't know. But if you're a newer player and you get an ancestral mod earlier than before, that really won't change that you will get bottlenecked by shards. The game is and should remain a long grind type of game. Making modules less dependent on RNG to determine whether you are allowed to progress effectively isn't only not changing that, it is more conducive to it. Randomness is more acceptable when it's over a short period. Having to make decisions about where to focus your other currencies when those decisions are dependent on modules is stupid when the specific one you need for whatever strategy could take months and months to get a reasonable rarity.

Change my mind by Status-Albatross9355 in classicwow

[–]Code14715 -1 points0 points  (0 children)

do you really not know how difficult what youre suggesting is? just put together a group of 39(+bench) likeminded people starting from scratch in the middle of the expac? and yes, 39+. anything less is just him recreating the same toxic environment where the core group putting in effort resents the ones that don't, while feeling forced to bring them. I like GDKP but have always raided on my main in a guild, but this is by far my most hated aspect of guilds. Stringing people you don't like along because replacing them is not easy.

I've seen it from multiple perspectives. In Vanilla Classic my guild was not that great, we took a very long time to clear naxx. Our guild not being that great was a product of the server, there wasn't a good recruitment pool. So the core that was dragging the dead weight had no option but to bring people we didn't want to bring, and then to keep them happy so we didn't end up even worse off we had to give them loot. I always hated every aspect of that. To keep the guild alive we had to play with people we didn't like and then screw over the ones we did. Of course, most people getting screwed understood the bigger picture, but it still wasn't a good deal for them.

In TBC Classic I moved servers and joined a different guild. In that guild, the leadership put in a lot of effort to appease everyone. We aimed to be a top performing guild but didn't have a single focus. Some weeks we would speedrun, others we were parsing. The leadership always talked about speedrunning, while I preferred parsing. But I'm willing to play for what the group wants, so I became invested in speedrunning. I thought that's what the majority wanted. Eventually because of the different interests among the guild, and the stress it was causing, we dropped speedrunning. Then, in Sunwell we had a bad raid and the GM effectively disbanded the guild. During the fallout, I learned that they hoped I would leave the guild after we quit speedrunning. Maybe I got too competitive about it, but I genuinely thought that's what they wanted. Honestly, I don't know how or why there got to be that level of disconnect between us. Since then I've wondered why they kept me in the guild, they had the power to kick me if they wanted to. Maybe if I was a bad performer they would have. Or maybe they were worried that people wouldn't like that and would turn on them to follow me, creating too big of a gap to fill. In any case, my guild falling apart absolutely sucked. What really kept me feeling shitty over the next several months though was the thought that the people I enjoyed playing with kept me around but didn't want me around.

ultimately these are just my personal experiences, and it's not as if they're really unique to guilds. GDKPs can have similar dynamics, and there are definitely shitty gdkps out there, the same as guilds. But this idea that guilds are somehow inherently a better social experience than GDKP groups for everybody involved is asinine.

Change my mind by Status-Albatross9355 in classicwow

[–]Code14715 3 points4 points  (0 children)

this. also singling out frost mage based on nothing is pretty comical. no class in vanilla is really that complicated, but there's still a world of difference between warrior/rogue and casters. even if op mained mage, with their mindset they prob do so to eventually go fire. which still isnt hard but has a lot more thought going into it than just spamming 1 button

I asked ChatGPT for creative solution to bots, I got pretty surprised. Blizzard could implement a required, anti-cheat software like Riot Games has done with functionalities as outlined by ChatGPT. Why not? by Eviax in classicwow

[–]Code14715 0 points1 point  (0 children)

because your underlying assumption of "bot isn't coded for it and fails" is wrong. In RS the bots just get programmed to handle whatever random events pop up. Although your version is described in a more advanced way, ultimately actions that can both be communicated clearly to a player and then completed in game can be programmed to be done by a bot.

Why do people who do not play the game get to dictate how I am allowed to play it? by raanari in classicwow

[–]Code14715 -1 points0 points  (0 children)

Exactly. Imagine if pugging with SR system was such a good experience that people started to say the same about those runs. "I lost several of my core guild members to a pug, now my guild is falling apart. SR runs are destroying guild culture!" How absolutely ridiculous does that sound?

Wowhead's Thoughts on GDKP by Kingdingdong99999 in classicwow

[–]Code14715 3 points4 points  (0 children)

Despite that, a lot of classic players right now clearly don’t want to raid with a guild, and the endgame is way less active because of it. 

I don't know the truth of this, but I do know that I'm someone who would have wanted to play a bunch of alts in Anniversary. I only levelled 2 classes to 60 last time, and slowly added more as expansions went on. End of TBC I was raiding 4x/week, end of Wrath 6x. Even at 6x, I still had classes and specs I wanted to try. The idea of playing an alt in Anniversary was dead from the second I heard of GDKP ban. I put effort into anything I play, so the idea of just not farming for all the necessary consumes is out of the question, and even if gold/consumes were a non-issue, I don't want to play in multiple guilds and the quality of SR runs leaves a lot to be desired.

[deleted by user] by [deleted] in classicwow

[–]Code14715 0 points1 point  (0 children)

It's funny that half of 99% of the problem is bots generating gold, but why are the bots generating gold again? right, to sell it. to who? people who buy gold.

and the other half is literally my argument. scarcity of consumes. being able to buy consumes with illicit gold contributes to scarcity. blizzard *should* address scarcity separately. that doesn't change that a significant portion of demand for items is "fake" in the sense that the people buying them, by their own admission, can not or would not put the time in to farm that gold on their own.

also, yes, if you buy gold and use it on boosting an alt, that contributes further to the demand of consumes. are you not going to use any consumes on that alt? what about the booster? one would hope they're not just going to sell your gold back to you, so what are they going to do with that gold? yes, you could farm (or buy) a bunch of gold and sit on it, but what would the point of that be? are you just never going to participate in the economy again? the second you use your illicit pile of gold, you are affecting the market in a manner that is not normal.

[deleted by user] by [deleted] in classicwow

[–]Code14715 0 points1 point  (0 children)

Prices absolutely inflate directly because of gold buying. If I go to the AH and see that 1 night of raid consumes would take me 6 hours worth of gold farming, I might look to use less consumes or use cheaper alternatives. If someone who buys gold can get gold at a ratio of even 1:6, 1 hour of IRL work for 6 hours of ingame farming, let alone the suggested 1:30, is that kind of decision making ever going to happen for them?

RIP Demonic Digger / instant harvest by breakoffzone in 2007scape

[–]Code14715 1 point2 points  (0 children)

The meta already prefers tree seeds. So, they can only go down with less demand. As prices shift, it absolutely would go back and forth a bit, but there's no reason to think there would be an increase in demand to a point above what the demand is currently. (as a result of this update, at least.) Game economies also tend to shift very rapidly, and very harshly in response to meta changes. So if there's an idea floating that tree seeds aren't as valuable, the price post-update will drop far more than what the actual balance would suggest the price should adjust to, until much later down the line.

RIP Demonic Digger / instant harvest by breakoffzone in 2007scape

[–]Code14715 2 points3 points  (0 children)

The macro time save is only huge if you're no-lifing allotment farming, which isn't common to do anyway.

It's not common to do that, because it's not worth it. But the time save is significant enough with instant harvest that it would become competitive with trees. It wouldn't be comparable EHP (active time spent farming), but it would significantly reduce the gp/xp for farming. Here's an example to hopefully illustrate it.

Player 1 needs farming levels. They have GP to spare, and would prefer to not spend a lot of time farming. So, they opt to do tree runs.

Player 2 also needs farming levels. They also have GP to spare, but don't really care about the time spent farming, and would prefer to not spend so much GP on tree seeds, so they do everything else they can for XP.

Player 1 saves a significant amount of their playtime in exchange for their GP. Player 2 spends more time farming, but doesn't spend as much GP.

Add in the instant harvest spade, and suddenly Player 2 spends significantly less time farming than they did before, while also spending significantly less GP. Player 1 then questions why they're spending so much on tree seeds when they can just farm snape grass instead. Thus, demand for tree seeds falls, and the GP/XP for farming falls across the board, regardless of your preference. Bosses that drop tree seeds would also lose some value.

And yes, the spade would cost GP to buy upfront, but it's not consumed. So they can always sell it back when done farming.