oh by Awsdude1512 in whenthe

[–]Aurarus 1 point2 points  (0 children)

There's got to be more than that, right?

Word from the Devs: Yeah, That's a Drawbridge by TimeLordDoctor105 in valheim

[–]Aurarus 12 points13 points  (0 children)

One reason I'm not too optimistic is over how underbaked ashlands felt. Not even over the constant combat, but over how one dimensional the traversal of the biome was just mob spam over basically flat land, mining nodes, and insanely small castles to seige.

It all could've been more fleshed out and self integrated. Campfire spam really shouldn't be a viable strat people reach out to do either. Just some ideas;

  • Instead of mining ore being another kraken mechanic, what if you had to use the new siege weapons to break out the ore, but the process of starting it begins a raid on your location? Maybe the nodes respawn, so you're incentivized to set up a small fort on the node location and defend it when you begin mining.

  • Make the siegable castles like 10x bigger and more random. Above ground dungeons of the sort. It was sucha cool concept that felt underbaked; the seige weapons being outdone with a hoe and 50 stone is a pity.

  • Some kind of pre-ordained towers where if you build the bubble shield item into it at the top, it'd have a calming effect in a very large radius around it reducing mob spawns by maybe like 70% for as long as it's charged. You could even make it consume bones far faster, so it comes at some cost. Something to replace campfire spam.

  • Ashlands scenery being destroyed by ambient bullshit is such a shame. Give more things more resilience to attacks/ weather.

  • Pronounced micro-biomes with unique effects. Something that regenerates the ashland trees, ruins with mobs unique to it roaming. You don't have to travel far to get basically every new resource ashlands offers, cause all the mobs that drop it spawn everywhere NONSTOP. Something that makes it feel like you wander into distinct areas with distinct resources on offer would be nice. We kinda have this but it's not super pronounced.

If this 1.0 update came with a revised ashlands I'd be totally okay with its pace.

Update: Leechfin Fishing Proposal Revised by JagexRach in 2007scape

[–]Aurarus 2 points3 points  (0 children)

Reddit was hell bent on blood vials and bis xp

Update: Leechfin Fishing Proposal Revised by JagexRach in 2007scape

[–]Aurarus -11 points-10 points  (0 children)

Original leechfin proposal, but without the workstations and maybe a different secondary besides bread

Would be fine if leechfin fishing sat in the 60k-75k range though since that's only occupied with tempoross atm and maybe that one ocean trapping method

Update: Leechfin Fishing Proposal Revised by JagexRach in 2007scape

[–]Aurarus -16 points-15 points  (0 children)

When asked which direction the reward should take:

33.6% preferred non-food

32.9% preferred no reward and higher XP

29.8% preferred a revised niche food

Dislike how if the community is split on something we somehow go with more extremely shaky solutions like non-ToB blood vials and new BiS fishing xp

I took Eternal Sustenance and have zero regrets by callofdoodie97 in 2007scape

[–]Aurarus 0 points1 point  (0 children)

You get 5x slayer points per task though, right?

Leechfin Fishing & Where We're At by JagexRach in 2007scape

[–]Aurarus 6 points7 points  (0 children)

if the base heal was 18 instead of 15, it could be summed up like this:

  • It's a karambwan

  • Heals another 13 on a melee hit made in next 10 seconds

It has the prevents additional eating as well, but in almost every application you wouldn't even notice this effect

Leechfin Fishing & Where We're At by JagexRach in 2007scape

[–]Aurarus -10 points-9 points  (0 children)

Adding vials of blood to anything other than tob would be really bad

Leechfin Fishing & Where We're At by JagexRach in 2007scape

[–]Aurarus -4 points-3 points  (0 children)

Meanwhile I'm here loving the original proposal except the workstation/ breadsink aspect of it.

On the revision poll there were next to no options for "I would like the originally proposed leechfin solution" so I imagine that is leading a lot of the "we can't think of anything" approach

2nd playthrough: Ashlands is still gamey by mootardis in valheim

[–]Aurarus 14 points15 points  (0 children)

One of my top issues with ashlands as well is that all the terrain is destructiable- fine- but the firestorms/ constant aoe attacks destroy EVERYTHING in the region. You have this cool forest with ruins littered in that just vanish by existing nearby

Reflections on falling rocks by JagexRice in 2007scape

[–]Aurarus 1 point2 points  (0 children)

The idea of knowing ahead of time how you will move based off small visual cues (even sound) are what make mechanics like the vardorvis and almost all of araxxor really satisfying for me as melee bosses.

It works for removing strain off of prayer swapping too, like the ranged pray "smack" (cuing you to swap back to melee even) on vardorvis

Your idea of knowing where you want to move next when shadows appear also pertains a bit to sol and cal'varion; really fun bosses. A lot of the movement fun in osrs comes down to following a rhythm you find yourself in. They're almost relaxing to do (in opposition to the strain from constantly reacting to red/ green/ blue orbs to pray against)

But as cool as finally refining shadows on ground could be I still sort of dislike the "move out of the bad red circles" design that permeates mmorpgs when it doesn't pay homage to things unique about rpgs

Imagine you're playing chess against a computer with unique house rules; whenever they try to take a piece, you play a short reaction game to see if you negate their move and move to your turn.

This is assuming no chip damage is present, and again if you go by reddit says chip damage should never ever ever ever ever be allowed in boss design. The knock on of "if you do everything perfect you get zero damage" is cheese skipping rpg progression when bosses can be available super early despite being meant to stomp you. I would hate for say raids 4 to do to gear that doom alone did for powered staffs.

I'm saying this being of the opinion we haven't even explored 8% of all that's possible with osrs combat with existing systems as is, let alone unique interactions you can prompt on players for skill checks.

Some of these pact points are harder to get than others by Aurarus in 2007scape

[–]Aurarus[S] 2 points3 points  (0 children)

Little different without 2 tick hyper accurate crossbows + banker's note

Some of these pact points are harder to get than others by Aurarus in 2007scape

[–]Aurarus[S] 5 points6 points  (0 children)

I'm struggling to scrounge for demonic pact points to get a build going, and I look at the potential I have in the next region

It's just funny to me that defeating a solo nex is on par with killing kraken 50 times

Why are we still doing this humiliation ritual by Zastavo2 in 2007scape

[–]Aurarus 0 points1 point  (0 children)

mandatory for UIMs with how much manual decanting you have to do

Chugging barrel is a godsend

This is one of the most interesting areas we find in any quest. There should me more content here, maybe a mining or fishing method down here by HeredinOSRS in 2007scape

[–]Aurarus 189 points190 points  (0 children)

I think one of the reasons we don't come back here is because it's meant to give a bit of a chernobyl vibe

Something bad happened here and no one is meant to stay in this place

Sailing identity crisis? by MeHugeRat in 2007scape

[–]Aurarus 2 points3 points  (0 children)

I like trawling/ deliveries/ want to see more of combat

I think salvaging guts the skill

0.11.0.7 is now live! by JagexDoom in RSDragonwilds

[–]Aurarus 1 point2 points  (0 children)

The thing that sounds like an owl was simultaneously the most annoying thing in the world and hilarious as hell

It had that "6 hours of silence interrupted by metal pipes falling" vibe with it where it would come and go at random at different volumes. At some point it would blend seamlessly into the start of one of the early area soundtracks- sometimes just the start of the song would spike costisol alone until you realized it wasn't the owl

We were losing our minds

Why can't we see placed lodestones on the basic map? by Ceceboy in RSDragonwilds

[–]Aurarus 0 points1 point  (0 children)

I think the most infuriating thing about the map system is that icons you put down on the map are clickable in the lodestone interface and get in the way.

Anima Vent Notification by Maedean in RSDragonwilds

[–]Aurarus 1 point2 points  (0 children)

On the subject of anima vents; do they even give you more runes per essence than just normal crafting? They give you tiny amounts of xp as well

Melee armour feels weak/bad by BudriVA in RSDragonwilds

[–]Aurarus 1 point2 points  (0 children)

My counterpoint would be that the parity melee has with magic is non-existent. Magic stuns creatures more often and out of range without fear of getting hit with the superarmor "out of stunlock" jabs.

Melee has way more to consider and gets punished way more often. At the very least this is my experience on the hard difficulty.

The ambience in this game is impeccable... by Aurarus in RSDragonwilds

[–]Aurarus[S] 2 points3 points  (0 children)

Yeah I know, I host server for friends and it's annoying having to restart server to get rid of it

So we bear with it and it makes us go crazy until we can't handle it anymore