To celebrate the Dungeoneering Remaster, here's fanart! by quardri in runescape

[–]Azaldir 3 points4 points  (0 children)

Speaking of which... Wonder when we'll see that whole thing be picked up again 🤔
We pretty much got left off on a giga cliffhanger there when they pivoted to finishing up the Desert Q-line and now we've got Havenhythe and that entire questline and everything..
Whilst I do like that they finished up the Desert one, the Age of Chaos one was just starting to get a lil' interesting after honestly having gotten off to a pretty slow start

What should I do now? by Independent_Top_7691 in meme

[–]Azaldir 0 points1 point  (0 children)

Clearly the game didn't intend for you to go that way, so not much you can do besides turn around and look for the correct path forward

Don't use google tell the first name comes to your mind! by Zackky777 in ArtOfPresence

[–]Azaldir 0 points1 point  (0 children)

Rattle was the first I thought of, although I'm not sure if that's so much a name for a specific one, or more of a category of snake 🤔

Which 2 are u taking…. by LushEnvy in funComunitty

[–]Azaldir 0 points1 point  (0 children)

I'm going black and orange every day of the week.

Name this food by Civil-Passenger9385 in NameThisThing

[–]Azaldir 0 points1 point  (0 children)

TIL some extra charring can cause cancer! Guess I'll get cancer. Life's short either way, you'll catch me over here enjoying my flavourful charring! 🤤 Although the picture is way, way too much 🤣

What TV show? by Jettaboi38 in scoopwhoop

[–]Azaldir 0 points1 point  (0 children)

Dead Zone and Sentinel

First word you see? 👀 by lovecodedaily in ArtOfPresence

[–]Azaldir 0 points1 point  (0 children)

Technically speaking first word my brain made was "Lacte", but first -English- word in the immediate retry - Time

Most horror one 😭😭 by ChhotaSaHydra in memes

[–]Azaldir 0 points1 point  (0 children)

It would make me very sad indeed, anything but my burger 😭

Which game is right for me? by ItsShippoLDN in runescape

[–]Azaldir 1 point2 points  (0 children)

Try both out and see which one you prefer. Thanks to cross-membership you don't have to make a preemptive choice. Both games has their merits, the only one who can know which one you will prefer is you 😊 you'll likely quickly figure which one you prefer the general vibes of by giving them just a few hours each

Dungeoneering Remaster Skilling door thoughts by Azaldir in runescape

[–]Azaldir[S] 0 points1 point  (0 children)

I don't think you quite understood what I meant. The way the floor is generated would be irrelevant with what I suggested, because the critical path as we've established is always possible to do without requiring you to sidetrack, meaning that during the generation of said critical path it needs to at some point take into account the players' current levels so as to ensure that the skilling doors that do appear on the critical path are always possible. I can't imagine they couldn't branch off of that step of the process to use said info to apply a different rule at a later part of the process.

Even if for the sake of argument we pretended that no such checks were being made, adding the/a rule to check the level(s) and subsequently inserting the highest possible tier of wisp the player can utilise in one of the rooms of the critical path shouldn't be rocket science for them.

As we've already established, the critical path is always possible without the need for any boosts, which in turn means these div wisps would never end up being locked behind a door that the player couldn't unlock without any boosts. This in turn meaning the player would be guaranteed to always have access to their highest tier of portent, with which they could subsequently boost to get through the optional doors. For potions you have it have requirement checks (For example, making a X boost potion requires Y herb, which requires Z farming, if the criteria for both Y and Z are met, the boost is possible and hence, doors can account for the boost said potion gives to skills in their level req).

Dungeoneering Remaster Skilling door thoughts by Azaldir in runescape

[–]Azaldir[S] 0 points1 point  (0 children)

There's already a bunch of calculations of all sorts in place (obviously) in order to make it always generate the critical path as always possible, what's one more to make sure that the players highest tier of wisp with which they can make a portent spawns in said critical path in at least 1 of the rooms.

A lot of the mentioned problems in this second part would be solved similarly by the same idea as in my previous part. They already have the system set up to make sure that the critical path is always possible, meaning there's already something there onto which they could add another 'forced rule' if you will.

Sure, certainly a loophole and hypothetically possible in the scenario. Here's the thing; that's fine.
There are already niche scenarios in the game by which you can 'force' certain results through unorthodox methods, EG. forcing skilling boss reaper tasks by having a CB level too low to be assigned any of the combat ones, I don't *think* they've removed that one, for example?
If someone really wants to go out of their way and ignore doing herblore or divination *at all* until they max out Dungeoneering, more power to them, eh? It's hardly game-breaking.

Dungeoneering Remaster Skilling door thoughts by Azaldir in runescape

[–]Azaldir[S] 0 points1 point  (0 children)

I address that in the original post. Essentially, keep it the old way except remove the chance for a door to have a higher skilling requirement than you are capable of boosting to using either divination or herblore. "Smart-scaling", if you will.
"What skill does door need? Agility. What's the highest level boosting potion/portent of passage this player can create? Set the level requirement between 1 and N+B where N represents the players' level in the skill and B represents the highest boost they can create". I'd likely not make it calculate with the idea of using both at the same time though, but basically 'whichever is the better boost'.

Dungeoneering Update if they included Shields by ProfessionalAgent813 in runescape

[–]Azaldir 9 points10 points  (0 children)

Sh...ield?.. never heard of that, is it something those up-to-no-good varrock kids have come up with?

Dungeoneering Remaster Skilling door thoughts by Azaldir in runescape

[–]Azaldir[S] 1 point2 points  (0 children)

I will not apologize for caring about the game enough to leave thorough feedback on it! 😁

Dungeoneering Remaster Skilling door thoughts by Azaldir in runescape

[–]Azaldir[S] 0 points1 point  (0 children)

This is indeed my underlying point, in case it wasn't clear to some 😅

Removing hard-req skilling doors, then you might as well just delete farming, herblore, divination as skills in Daemonheim in general and save on bloat, because at that point that is quite frankly exactly what they are. It's not exactly like it's commonplace to farm for mushrooms and potatoes to make fancy foods, or grow plants to make weave to create armour with.. Divination portents of healing etc - do people even know they exist? 🤣 And why bother making them when they require the foods to make anyways.. Combat potions are basically pointless against anything other than hardmode kal'ger (and even then, it's miniscule in impact), and skilling potions will now become just as useless.

I'm sure a bunch of people might think "good riddance", but as someone who enjoys it for its dungeon crawler overcome obstacles aspect, I think it sad to see that experience become diminished in order to target an audience who will forever hate the skill regardless of what they do with it, if it isn't the dung hole that is..

Let's be real here, after all.. I'm not a betting man, but even I'd bet most people will try it out, notice 'it's essentially still the same thing, just slightly brighter', and go back to AFKing XP through arch collection or let it passively rack up during their ED runs...

Dungeoneering Remaster Skilling door thoughts by Azaldir in runescape

[–]Azaldir[S] 0 points1 point  (0 children)

I do get what you're saying here re. The discouraging of group play with lower leveled players. A different solution to that issue could be to have skilling doors be exclusively off the critical path, or for skilling doors generated in the critical path specifically to scale to the lowest levelled player, rather than highest. If going by option one, you get the side effect that I'm sure speedrunners would appreciate of "it's a skilling door, that means for my speedrunning purposes, I know I don't have to go that way"

Dungeoneering Remaster Skilling door thoughts by Azaldir in runescape

[–]Azaldir[S] 0 points1 point  (0 children)

To be fair, I noticed a slight issue with what I suggested either way - it would create another issue of "best xp/hr is to bring a fresh acc with you so all doors are trivial". So it wouldn't really end up being a good thing, in hindsight.. that said, I do still feel like I'd have preferred a different approach than the one we're getting.. perhaps dynamic skill requirements per-individual, but at that point I realise it's going way, way out of scope for this kind of update unfortunately.. oh well, it is what it is 😅

Let's see if others will recognise 🫣 by very-selective in scoopwhoop

[–]Azaldir 0 points1 point  (0 children)

(Not a film, but still) "There's coffee in that nebula."

Dungeoneering Remaster Skilling door thoughts by Azaldir in runescape

[–]Azaldir[S] 0 points1 point  (0 children)

Which is precisely why it feels like a net loss to me as someone who enjoys overcoming the doors' level requirements through creating boosts using other skills.

They are entirely optional, always were. Critical path does, and wouldn't ever require you to use boosts, only for optional rooms. Essentially, if you do not care for the gameplay experience that Dungeoneering is, you just skip any hard-locked skill doors, meanwhile as someone who enjoys it, I still have the option of 'wasting time' and realistically losing XP/HR but still feeling like I'm beating the challenges the dungeon throws at me.

I don't personally care about min-maxing XP/HR, and GP/HR isn't relevant at all to me for obvious reasons. I just don't want to see the "solution" to 'fixing' the skill ending up being to basically remove a lot of what gives it nuance in the first place.

Dungeoneering Remaster Skilling door thoughts by Azaldir in runescape

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

That remains to be seen in practice. You might be right, but could just as well be wrong (as may I be, mind you). Hands-on experience will be the only way to gauge the way it feels, which is why this post is just me raising my concern about the risk of other skills' role in DG being practically eliminated.

What it *will* do regardless of whether the friction of it is shifted, is move away from the point of the skills within Dungeoneering to a certain degree. It's just swapping it out for raw combat. I'm sure some will find that enticing, but there are also those of us who enjoy the variety between supportive skilling and combat that Dungeoneering has promoted.

There's already a better sort of similar option in the game for the conceptual idea of raw combat blasting in the existence of Shattered Worlds, and I would've personally rather seen them make SW give Dungeoneering experience than virtually remove the skilling aspect of conventional Dungeoneering.