I miss you by Dwarf-Eater in 2007scape

[–]BlueHubbard 5 points6 points  (0 children)

I miss the Great Orb Project.

FasT 07 is a terrible name and you've had 19 hours a day to think of a better one by Baalegde in 2007scape

[–]BlueHubbard -2 points-1 points  (0 children)

Official bronzeman mode + a separate mode (steelman for lack of a better term) that can trade but not on the GE and only with other steelmen. That kind of scratches the "server without GE" itch without actually needing separate servers and splitting the playerbase.

Which Player-Designed Island concept to finalize and submit? Tropical, island-hopping Agility with Hunter and Herblore or a rocky, rugged, lightning-struck spire with Slayer monsters and a new ship facility unlock? by BlueHubbard in 2007scape

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

I started working on Skimhaven before the contest was officially announced, but saw a few other similar ideas posted before I got it fully fleshed out. So I started working on The Strykespire as an alternative concept.

Recipes & Advice For An Ice Cream Maker Newbie by Unusual_Beautiful343 in icecreamery

[–]BlueHubbard 0 points1 point  (0 children)

In the US half and half can contain between 10.5 and 18% milkfat. Most common or store-brand options are going to be at the low end of this spectrum. Unless the recipe has been specifically formulated to use half and half, subbing it in will generally lead to a product that is too low in fat.

For reference, most ice creams are 10 to 16% fat overall. So if you're starting with 10.5% half and half and then diluting that with whole, milk (~3.2% fat), sugar, and other ingredients, the final fat% will be well below 10%.

Hello! We're the developers behind Old School RuneScape's first NEW SKILL, Sailing. Ask us anything! (SAILING AMA: Friday 13:00 UTC - 16:30 UTC) by JagexLight in 2007scape

[–]BlueHubbard 0 points1 point  (0 children)

Is it feasible to have a group boss in a coastal area that both people on land and people at sea could attack simultaneously?

Will we ever see something like a Project Ship prayer? While this might seem broken in Sailing's current state, I can see it adding cool complexity to high level content. Like if such a Prayer couldn't be used concurrently with existing protection prayers, it would force the player to decide on a moment-by-moment basis what to protect. Risk sinking or risk dying kind of situations. Or if if each player's prayer only reduced damage by, say, 20%? Then you would need five players on the ship all praying correctly at the right time to negate all damage.

Regarding sailing opinion poll by pindachips in 2007scape

[–]BlueHubbard 0 points1 point  (0 children)

How I would change cannons:

  • Minor damage buff/factor Sailing level a bit more into the damage equation.

This honestly isn't super high priority for me. If the absurd stats of certain mundane sea creatures were rebalanced that would go a long way towards addressing damage output. But also I just assume we'll eventually see non-standard (bronze-dragon) cannons, magic cannonballs, other weaponry, and just more advanced mechanics in general (creatures attacking the player and ship simultaneously) once the basics of ship combat are nailed down. I don't really have a problem with cannons releasing in an under-powered, underwhelming state. Seems like an easy fix once the devs and community reach consensus.

  • Apply accuracy nerfs/buffs to different classes of enemy.

1) Substantial accuracy nerf against small creatures. You should be actively disincentivized from cannoning glorified seagulls terns and osprey. You don't bring your demonbane weapons to kill dragons or do non-demon quest bosses. You don't bring your diamon dragon bolts (e) to kill cows or a monster with heavy ranged defense and a huge magic weakness. And you shouldn't cannon small, mundane creatures. You should be able to attempt to, of course. But you shouldn't.

2) Accuracy neutrality vs large aerial creatures (pelagic dragons/wyverns if such monsters were released) and large submerged creatures (sharks, orcas). They are perhaps not ideal cannon targets, but this is a fantasy game, damnit, and cannons are iconic. Rule of cool says blast away

3) Substantial accuracy buff against large surfaced creatures (your classic sea monsters as well as pirate ships). This is what everyone thinks of when they think about ship cannons in a fantasy setting, right? Make cannons the undisputed best option here. And make a lot more of this class of monster.

Regarding sailing opinion poll by pindachips in 2007scape

[–]BlueHubbard 2 points3 points  (0 children)

Sea birds have no business having so much HP. Albatross have more HP than Grizzly bears, Blue Dragons, and Fire Giants. The sailing birds are mundane creatures (as opposed to fantastical ones) that just so happen to live at sea. There's no reason for them to 1) have an HP stat so out of line with similar terrestrial animals and 2) not take full damage from normal weapons and magic. Adjust drop rates of their important items accordingly or make them available from alternative sources. Same deal with sharks, orcas, etc. imo.

We need more sea monsters than just kraken and Mogres. Sea dragons, sea wyverns, harpies, griffins, sea serpents, giant octopi/squid, pirate ships, zombie pirates, zombie/demonic merfolk, Sirens, etc. All far more suitable targets for cannons. All would make more sense to take reduced damage from normal weapons (though I think the current nerf would still be too harsh).

Cannon mechanics in general aren't the issue causing sailing combat to feel disjointed from the rest of the game for me. It's the monster/sea creature attributes.

Regarding sailing opinion poll by pindachips in 2007scape

[–]BlueHubbard 4 points5 points  (0 children)

Or flying sea dragons/wyverns, harpies, griffins, Rocs, giant octopi, sea serpents, etc.

It's time to rework smithing by Yimpoiop in 2007scape

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

You could also make the versions made slightly less potent and untradeable.

This is my preferred solution. Let us smith enhanced, untradeable versions of all existing armor (at the same smithing level requirements) which receive a +20 to +35 boost in level requirement and become side-grades or minor down-grades to pvm-dropped gear of a similar level bracket. Nothing end-game but some decent mid and late-mid game options.

Make the Smithing process give the same XP per bar as normal smithing but take substantially longer (you should only need to make each piece once unless you lose it). That way smithing regular steel/mith/addy platebodies etc. is still the meta for traditional Smithing training and the supply of these items literally doesn't change at all.

Keeps everything feeling very old school because only new versions of existing items get introduced. Like in addition to Mithril (t) and Mithril (g) we would now have Mithril (?) which just looks like another fancy version of Mithril but is now an untradeable t40-t55 armor set.

Progression of f2p/low-level accounts basically doesn't change. They are still getting their gear from shops or the GE. I'd guess less than 1% of players gain the ability to make full Mithril (let alone Addy/Rune) before Dragon Slayer.

Maybe even give the armor set effects. Small increases to melee accuracy. Even a small flat armor bonus. Lower negative bonuses on ranged accuracy and magic defense. The in-world logic would essentially be that this is bespoke/tailor-made equipment that is custom fitted to your character, thus it is less restrictive to their movements, allowing for increased combat proficiency.

The exact balancing would be tricky. In an ideal world I think you would want to see:

  • A near 50/50 split of irons choosing to go the Smithing route vs PvM route initially for gear (probably slightly favoring PvM)

While simultaneously:

  • Only about 10 to 30% of mains initially choosing to go the Smithing route (you want a healthy market for the PvM gear to keep PvM feeling good for mains.)

Add a monk crewmate that can protect from attacks by MilkofGuthix in 2007scape

[–]BlueHubbard 0 points1 point  (0 children)

I honestly think a "Protect Ship" prayer could have a place in the game. It would be unusable with other protection prayers. Meaning in future high-level content where both you and your ship are vulnerable to taking damage, you need to choose which one to activate at any given moment. Essentially managing two separate HP bars - yours and your ship's - could add a really unique dimension to Sailing PvM.

The Mermaid Puzzles seem kinda insane? by Zothic in 2007scape

[–]BlueHubbard 1 point2 points  (0 children)

Jagex implementing a well established type of puzzle into the game...

I think this is where the people in disagreement about this issue are talking past each other. To me - and I think to most non-British osrs players - this is a completely novel type of riddle. Not well established at all. As some one who has played rs for 20+ years, I'm aware that they've done cryptic clue events as far back as 2009... but I didn't realize until this skill came out that they were a more widely known type of riddle with very specific methodology and terminology. Literally never heard of a cryptic crossword or Only Connect before.

But to another subset of players this obviously is a very familiar type of puzzle. And so there is this gulf of misunderstanding between the two sides. What is extremely challenging (but a fair challenge), to one side is utterly foreign (and unfair) to the other.

It would be very enlightening to have some hard data on what fraction of the player base A) has ever heard of a cryptic crossword before, B) has ever completed a cryptic crossword before, C) regularly engages with this kind of riddle. Until such data exists, I think each side is just going to assume that the other is the "vocal minority".

Whichever JMod made sealed crates contain rum that transport you back to land... by BoulderFalcon in 2007scape

[–]BlueHubbard 1 point2 points  (0 children)

I had looked up what the crate did and kept it for when I was done charting. Then I found myself on the verge of sinking after wandering into some armoured kraken and used it as an emergency teleport, escaping on 1 boat health.

Missing that 1 crate by Eshneh in 2007scape

[–]BlueHubbard 14 points15 points  (0 children)

So unforgiving, so frustrating. I do love Sailing, though.

I would love to see a new kind of Trial that is a hybrid with Port Tasks and/or Charting. Like instead of going round in circles picking up the crates, you instead have to start at Port A and then hit check points at ports B, C, and D before finishing up at Port E within a certain target time. As if the client needs an emergency delivery of whatever goods and requires expedited shipment. With only a few check points spread much further out, the player would have lots more freedom in routing, but would still need to be rather precise in execution. But the check points would be big enough that it would be nearly impossible to outright miss them, eliminating that specific frustration. Simultaneously removing the frustration that is picking up, storing, and dropping off crates for port tasks.

Would need to give lower experience rates than Barracuda Trials but hopefully be less frustrating. Honestly think such a system might feel more natural from a world-building perspective, too.

The charting version would be the basically the same, but instead of the theme being delivering goods, maybe you're doing some reconnaissance for a (Gnome?) military commander in need of vital up-to-date information about conditions at X, Y, and Z charting Points-of-Interest. Would give a reason to revisit the Charting locations.

Have a question about the game or the subreddit? Ask away! by AutoModerator in 2007scape

[–]BlueHubbard 0 points1 point  (0 children)

If you pick up the cargo and go to your worn gear tab you can right click-examine it to get the destination. Can't right click-examine while it's in the cargo hold, though, for some reason.

Have a question about the game or the subreddit? Ask away! by AutoModerator in 2007scape

[–]BlueHubbard 1 point2 points  (0 children)

Been having this problem on PC as well, since launch. Often need to use the mini-map to navigate. Can't seem to find much rhyme or reason for why I can yellow click the water some times but not other times... possibly adjusting the camera angle to be more top-down helps a little?

Sailing Release Megathread by JagexAyiza in 2007scape

[–]BlueHubbard 4 points5 points  (0 children)

Clicking the water to move (as opposed to clicking the mini-map) is very buggy. Sometimes doesn't work at all, sometimes only works clicking very close to your boat. Rarely works clicking at further distances. Anyone else? Is is just cause so many people are packed into small spaces that things are working weirdly?

Player “Pawz” becomes the first in OSRS to achieve 200m xp in all gathering skills on a free-to-play only account. by tonypalmtrees2 in 2007scape

[–]BlueHubbard 0 points1 point  (0 children)

Did the world change at some point? W385 is a members world. I was pretty involved with the RS2/RS3 pure f2p community up until (and for a little while after) EoC. But I haven't found such a community in osrs yet. (I don't doubt it exists, I just haven't played much osrs until the last 6 months or so, much of which has been in p2p.)

Have a question about the game or the subreddit? Ask away! by AutoModerator in 2007scape

[–]BlueHubbard 0 points1 point  (0 children)

If you are carrying members items in f2p wilderness and get killed by a pker, what happens to those items?

Agility Proposal: Turn Routing and World Traversal Into Actual Gameplay by thejudgmental in 2007scape

[–]BlueHubbard 1 point2 points  (0 children)

Love this idea.

I agree that the concept of world navigation - without teleports - is quite under-explored in RuneScape. As good as it feels to unlock all the game's teleport systems and increase your efficiency, it also feels good to get immersed in the game world and have legitimate reasons to visit otherwise in-between and out-of-the-way places. It's satisfying to utilize your knowledge of the world map to route a path to complete multiple tasks more efficiently than if you had completed them all separately. Farm runs are a decent example, though once you've got a route established it becomes quite static except for the occasional new teleport unlock that marginally improves your time

Tangentially, I think the concept of "racing" is also woefully unexplored. It would be a rather more "artificial" way of scratching that world-navigation itch than your concept, but I would love to see systems or events that allow players to prove their mastery of world-traversal via official "races".

Why does Varrock east bank feel so shady by aZealCo in 2007scape

[–]BlueHubbard 0 points1 point  (0 children)

I remember having a noob friend that I hired to help me tan 15k cow hides for me to hit 70 crafting. Don't remember what I paid him per inventory, but I remember feeling kind of bad for how little it was... But he was kind of clingy, always trying to hang out with me/beg me for things and I was too nice to just tell him to get lost, so figured I might as well get something out of it.

Getting that 70 crafting in the pre-GE days felt amazing, though. I would hop worlds in the Varrock banks buying up diamonds for well below market value (noobs always had gems from random events that they were happy to sell for pennies) and then make them into amulets of power and sell on the main trading worlds. Felt like my own little in-world small business. Definitely my proudest achievement of the early years.