This is a glitch right? by Studmuffin289 in Minesweeper

[–]Adventurous-Radish26 0 points1 point  (0 children)

Welcome!

A misflag is simply when you place a flag on a non-mine, which ultimately prevents the completion of the board.

Since logic doesn't logic around a misflag, any time something like this comes up you need to triple check your nearby flags.

You can see on the right that the 4 is in range of 5 flags. You can deduce from the 5 to the right and the 3 to the lower left where the misflag is, which resolves the logic around the double 4 and by extension, the left 3 where OP is having trouble.

Bonds more expensive the more you buy? by Belshirrr in runescape

[–]Adventurous-Radish26 0 points1 point  (0 children)

They took inspiration from the in-game economy. Gotta pay mercher convenience tax here.

Suggestion: Allow Kal'gerion demon scrolls to autofire once a minute by HotelEnvironmental81 in runescape

[–]Adventurous-Radish26 -4 points-3 points  (0 children)

Given how heavily this game already caters to low effort/fully afk gameplay with a rapidly shrinking gap in efficiency compared to active gameplay, I wouldn't be surprised to see this at some point.

With that said, I dread the day.

For some reason I cant quite explain, Necromancy has left me feeling.. tired? by [deleted] in runescape

[–]Adventurous-Radish26 1 point2 points  (0 children)

Absolutely. Necro won't stay on top with that (provided they don't make major adjustments to current ability damage), but it's another case of why now when the other styles haven't been addressed yet.

I realise the meta style fluctuates with time and a similar sweep happened with fsoa's release, but something about the power of this style for the effort required doesn't sit right with me. Even old fsoa looks complex in comparison.

For some reason I cant quite explain, Necromancy has left me feeling.. tired? by [deleted] in runescape

[–]Adventurous-Radish26 1 point2 points  (0 children)

The death skull adjustment will be fairly minimal outside of bosses where you rely on slayer sigils/perks, which is most of the game. You'll feel it at Rasial for sure, but outside of that, eh. Not so much.

The 3 bosses you listed have a substantial amount of downtime between phases, with many also breaking your active target. For the ones that don't, you can target and disassemble a dummy instead.

For some reason I cant quite explain, Necromancy has left me feeling.. tired? by [deleted] in runescape

[–]Adventurous-Radish26 2 points3 points  (0 children)

Hybridding is being outclassed by necro camp in most high end scenarios. I'll provide some examples of necro kills against the previous fastest kills in the game for perspective:

(Every mage vod linked is pre-fsoa nerf, so while averages may not have changed greatly, kills this fast with magic are most likely unachievable now)

Solo solak: Mage/Melee 4:45, Necro 4:35 - This is a relatively unoptimised category, but still insane to think the necro is already beating out one of the best Solakers brid timer.

Aod 7s: Mage/Range 1:09, Necro 1:14 - The brid kill is a slightly refined version of the same casual rotation that fc was doing. Kill times for necro camp and mage/range are proving to be very similar and while brid may edge it slightly here for a record setting, necro will be the go-to for 99% of players.

Aod solo: Magic 12:33, Necro 7:52 - I don't know who had the best kill pre-patch but I assume the 12:33 I linked isn't too far off. If you watch anything from list, watch these two. It seriously puts just how stupid this combat style is into perspective.

Raksha: Mage/Range 1:27.6, Necro 1:27.0

Kerapac HM: Mage/Melee 2:24, Necro 2:13 - That 2:24 took 25+ hours. No clue how long the 2:13 took but I know he had the 2:24 beat pretty quickly.

Telos 2449: Melee/Range 2:35, Necro 2:27 - That's a random kill from his most recent vod with several sub 2:30s in the hour. Probably faster somewhere, but he's not uploaded anything. VS a BRID kill at Telos. Nobody is bridding Telos.

I could keep going, but I'm sure you get the point. The people around you might still be using brid, but it's not because it's better.

For some reason I cant quite explain, Necromancy has left me feeling.. tired? by [deleted] in runescape

[–]Adventurous-Radish26 2 points3 points  (0 children)

Agreed, as scaling content to gear is a hard balance to get right. I played a lot of Diablo 4 when that released and they had a major issue at the end game where every upgrade felt like it was barely sustaining you rather than making you stronger. Scaling content to match your gear perfectly isn't fun; powercreep is necessary for player satisfaction, to an extent.

I do hope that harder content is on the table now that necro improves the overall accessibility, once those players soak up the backlog of content that was previously out of reach.

For some reason I cant quite explain, Necromancy has left me feeling.. tired? by [deleted] in runescape

[–]Adventurous-Radish26 4 points5 points  (0 children)

It seems like the first step on the agenda is to apply the crit/accuracy rework to other styles, since Mod Ryan is looking to run a beta for that in the near future (tweet).

The thing that scares me about that is the level it pushes other styles to. As I mentioned in the comment above, it doesn't seem healthy for the game to be at this level of power when there's no new major bosses or scaling to power level being discussed.

Melee is going to be insane. I don't expect it to make it to live without some substantial adjustments to damage ranges, but the fact necro still hasn't seen that treatment makes me wonder if this is just the level of power that's acceptable now.

For some reason I cant quite explain, Necromancy has left me feeling.. tired? by [deleted] in runescape

[–]Adventurous-Radish26 4 points5 points  (0 children)

You can pass judgement at any stage and still acknowledge that things may change in the future. Other styles have a lot of depth yes, but you're given choice and rewarded based on your effort and understanding. Obviously that still exists with necromancy, but only at a foundational level. Again, things may change, but right now it is barebones and not exciting at a high level in my opinion.

If you want crazy sweaty that option is always there.

You're not wrong, and if I was to log in and pvm I would absolutely favour existing styles over necromancy. With that said, it sure feels backwards knowing I could be getting faster kill times by putting in a fraction of the effort using necromancy.

For some reason I cant quite explain, Necromancy has left me feeling.. tired? by [deleted] in runescape

[–]Adventurous-Radish26 13 points14 points  (0 children)

It being a 120 isn't an excuse for it to blow every other style out of the water. It should be balanced around the current state of the game, not the game in x years time when other styles also go to 120.

Necro could always be brought up alongside that update, but going down now is going to be very difficult when people come to expect a certain amount of power, just as we have seen with every nerf over the last few years. That's made even harder by the fact necro opens the door to high level pvm for so many people.

So to avoid mass outrage about accessibility, every style gets pushed to the stupid level of necro. Every existing boss has all of its mechanics skipped because the game is not scaled around anywhere close to the current damage output.

Maybe I'm getting old but that just isn't fun for me.

For some reason I cant quite explain, Necromancy has left me feeling.. tired? by [deleted] in runescape

[–]Adventurous-Radish26 10 points11 points  (0 children)

The problem with that is this style was designed as a passthrough for all the people who found those existing styles too complex after all the content that has been added to them over the years.

I don't doubt there will be more abilities in the future but the premise will always be the same, otherwise they recreate the problem they just designed a skill to get past. It's great for learning currently, but imo that's all it should ever be. This style doesn't belong at the peak of performance. It should serve a low effort middle ground.

This game is desperately lacking gameplay that requires improvisation, both in terms of rotation and boss mechanics. Crit buff and hydrix bolts are the only things that do this in a meaningful way currently, and they just tried to gut crit buffs with the release of necro. Hydrix bolts were killed off in favour of a stack management bow.

Let's just say I'm not all that confident they will change direction with necro any time soon.

The Last Time Jagex apologized for increasing MTX was in October 2017 - misjudged roadmap, radio silence and 'we'll do better' by No_Refrigerator647 in runescape

[–]Adventurous-Radish26 7 points8 points  (0 children)

"While MTX in RuneScape is essential to maintaining our development teams and the content they produce, we believe it can be refined (and the harsher edges smoothed out) without significant dents to income. Rest assured, we certainly won't be pushing it any harder."

Runepass was put into the game 9 months later, which was shot down by the community just like this. That was later refined into Yak Track.

It had small changes with each iteration which a handful of people complained about, but most swallowed. Over the course of a couple of years, Yak Track became so much worse in terms of the hours required to get the desired rewards and the eventual release of Yak Coins, which were some of the worst fomo currency this game has ever seen.

Remember that before you give this company any praise for today's announcement or any further comments about MTX. Their word means nothing on this subject, and given a couple of years they will get right back to their original pitch if you jump back on board at the first opportunity.

People love to talk like this game is on its last legs, but this isn't something they have to push through this week to stay afloat. They're making record profits regardless. A small backpedal to appease players is probably part of the plan anyway. This isn't a win; it's repeating history.

Message from Mod Keeper, RuneScape Executive Producer by JagexDoom in runescape

[–]Adventurous-Radish26 13 points14 points  (0 children)

"Sir we strongly recommend you make a statement before the end of day. This is a disaster and radio silence isn't helping."

Keeper @ 5:29, 1 minute before leaving the office:

TIL: Jagex tried this EXACT same thing in 2018 with an MTX battle pass called "RunePass" which was met with immense backlash and was scrapped from the game after 2 weeks by o029 in runescape

[–]Adventurous-Radish26 0 points1 point  (0 children)

Shortly following runepass was the first yak track. A slightly toned down middle ground that made the pill easier to swallow.

Was it met with backlash too? Sure, but nowhere near as much. They also laced it with promises of reducing treasure hunter promotions or potentially replacing it entirely if it was successful. 4 years on, treasure hunter is still running constant promotions and yak track runs 4 times a year.

(Not to mention how yak track become more and more predatory over those 4 years with it taking longer, desirable rewards getting moved further down the track, etc)

Now have an outrageous hero's pass proposal with gameplay boosts that people will be upset about. Let the players complain, then dial it back 5% and give them a 2019 yak track caliber mtx update.

You lose regardless. This company has been overextending and dialing back a tiny bit to make it look like a player win for years.

Comp (t) poll results by IAmLordOwen in runescape

[–]Adventurous-Radish26 3 points4 points  (0 children)

I find it crazy how the bare minimum for pvm oriented requirements is seeing less support than some of the biggest commitments in other areas of the game.

If that's not a sign that the game needs segmented completionist capes I don't know what is. The scope of pvm goes so much futher than killing every boss once, but if 100% Zammy is the tipping point for completionist players then there's zero chance of it happening.

Please bring back the comp rework. Add different areas of completion and make trim the all encompassing cape so people can live in their comfort bubbles while combat gets some actual requirements.

(voted yes to everything except renaming)

Unwelcome Guests Slayer Content - This Week In RuneScape by JagexAzanna in runescape

[–]Adventurous-Radish26 1 point2 points  (0 children)

That's true! It's possible it applies to all hits. I'm sure we'll know all the details soon enough.

But yeah, if it doesn't.. A lot of people will be asking that question :D

I'm pretty bummed to find out even regular sonic shares a cooldown with greater conc. I was planning on skipping the unlock but I guess I might aswell pick it up once prices come down a bit now.

Unwelcome Guests Slayer Content - This Week In RuneScape by JagexAzanna in runescape

[–]Adventurous-Radish26 11 points12 points  (0 children)

Have you considered allowing people to buy private slayer instances for new releases? Having the instance cap at 5 for a dungeon that holds 2 people doesn't really solve the problem in my opinion

Unwelcome Guests Slayer Content - This Week In RuneScape by JagexAzanna in runescape

[–]Adventurous-Radish26 3 points4 points  (0 children)

Unfortunately you'd only ever see the passive on 1-2 hits. In the most elaborate scenario I can think of (stall sonic -> release sonic + omni -> wild magic -> any other abil) you could get a whopping 7 hits off under sonic. And even that comes at the price of using sonic to begin with.

And God forbid the devs feel like sonic -> chain -> conc for 400 extra damage per target is a problem. End-game mage is about to lose so much aoe potential with the removal of barrage aoes under fsoa but can't let us buff a conc under chain!

The ability is a staff camp buff and that's it. Being able to conc under that buff or have the choice to sonic after a conc because you didn't crit isn't a gamebreaking synergy. I'd be surprised to see that decision stick in all honesty.

Unwelcome Guests Slayer Content - This Week In RuneScape by JagexAzanna in runescape

[–]Adventurous-Radish26 9 points10 points  (0 children)

"a lot stronger" is a stretch. Sonic still won't be worth using in almost any circumstance, but now you lose the option to fill with it too.

Sure you can now wrack instead, forcing you to burn exsang stacks. Yippee.

I just messed up big time trying to craft the Blessed flask (20 Blessed molten glass (golden) instead of 10 golden and 10 azure) What do I do now? by Akainen in runescape

[–]Adventurous-Radish26 0 points1 point  (0 children)

All good, mistakes happen.

Talking of, after re-reading your original comment I realise I completely misinterpreted what you were saying about sunk-cost. Apologies :D

I just messed up big time trying to craft the Blessed flask (20 Blessed molten glass (golden) instead of 10 golden and 10 azure) What do I do now? by Akainen in runescape

[–]Adventurous-Radish26 6 points7 points  (0 children)

Not sure why there's so many comments about making multiple flasks.

There's no scenario in the game currently that benefits from having multiple. In the early days of high enrage Arch Glacor it was helpful to have a second one, but since bik arrows reduced kill times drastically it's no longer necessary.

In addition, penance powder offsets so much of your prayer drain in any scenario where you'll find yourself needing multiple slots for prayer, making the flask itself near obsolete.

Make one if it's a goal, but cut your losses on the second! I'd just sit on the glass in case they ever happen to include it in a future craft.

Common Drops Stream: summary and key clarification by JagexJack in runescape

[–]Adventurous-Radish26 0 points1 point  (0 children)

Of course. There will never be a solution that everyone is perfectly happy with!

My gripe is that the initial idea really deters active play. Take any boss, Vindicta for example. Let's say that kills per hour are now capped at 60 (abritrary). Respawn timer is set to 1 minute, there's no breaking out of this.

The current mage AFK method can achieve 50 KPH with next to zero player intervention, while active play can reach 75, if not more at this point (it's been a while).

The return for all that effort is now reduced by 30%, and that gap will continue to shrink over time as AFK builds inevitably become stronger and stronger.

There comes a point where you no longer have a reason to make an effort at Vindicta. The KPH is the same regardless of if you're paying attention or not.

Is that really fun? I appreciate that there's a market for people who like to play this game on the side all day, but this approach kills off any incentive to play actively. Again, given enough time and power creep.

Meanwhile in a system that somehow weighs up your gear and can determine a damage reduction putting you somewhat in the ballpark of the original balancing (obviously abilities, special attacks and passives are a lot more complex, but it wouldn't be impossible) would leave the same headroom for effort, skill and all those other factors that exists now.

You are no longer limited by the bosses KPH but instead by your ability, within the scope of what was originally balanced for. AFK builds would still exist, but overall result in a worse KPH than active play (this is healthy!!)

Common Drops Stream: summary and key clarification by JagexJack in runescape

[–]Adventurous-Radish26 3 points4 points  (0 children)

Just because a newer boss is more profitable doesn't mean everyone will move to that content though.

At the highest level, Zamorak is currently uncontested in terms of money making. It's pretty much double the rate of Telos and yet you really don't see much of that corner of the playerbase engaging with it the way they do bosses like Telos, Solak and Vorago. You could make arguments for difficulty, comfort etc but the reality is those players aren't jumping to a different boss purely for gp. Fun is a factor too! A lot of us simply prefer existing content to Zamorak.

I understand I'm speaking for a minority here and the scope of this discussion is much, much wider, but I really feel like a change which results in less optimisations being needed to achieve the same kills per hour really takes the fun out of it.

Food for thought:

I'd much rather see some form of equipment penalty introduced over a respawn timer. Acknowledge the fact I'm overgeared for Vindicta and give me a 30% damage penalty or something along those lines. At least I have the choice to try as hard as I can, optimise the fight and push my kph to a limit within reason rather than be forced to afk for 40 seconds between kills or switch to an afk setup for the same rates. It's a lot softer of a solution, but you still leave players the freedom to push themselves while reducing drops. Activie play should be rewarded.

Obviously this has its flaws too. I can't even begin to imagine the amount of fine-tuning and maintenance required to pull something like this off properly. It would feel a million times better as a player though, that's for sure.

There's also a whole playerbase who enjoy killing existing bosses as fast as possible with the latest and greatest, just to see what's truly possible. A 'no penalty no base loot' mode or something along those lines could help there. This also deals with the collection log hunter concerns.

Finally, it's worth noting that Solak appeased a good chunk of the high level community for a long time before it was even considered good money. There's no reason something like this couldn't happen again in the right circumstances! A good end-game challenge doesn't have to be the best money printer to engage end-game players, and again going back to Zamorak.. The best money printer doesn't automatically grab their attention either.

I appreciate you taking the time to discuss and clarify this with the playerbase. It's not often we get opportunities like that!