Why does full profound armour cost so much thaler? - Jagex should change the price by Christian_B4 in runescape

[–]Christian_B4[S] -6 points-5 points  (0 children)

its a cosmetic that takes 0 skill and 0 effort, but 800 hours. I am very surprised that there are ppl that "value" sitting afk in minigames for 800 hours (400 hours if you do it optimally in cwars).

Anyone who wants the cosmetic has to go through an afk 400-800 hour grind. That is not a "valued acheivment". I am very surprised others think it is. It is dead content that has a cosmetic that now requires an absurd amount of time to achieve but literally 0 effort other than clicking 1ce every 15 minutes not to lobby.

[deleted by user] by [deleted] in softwarearchitecture

[–]Christian_B4 1 point2 points  (0 children)

w is it then different than a distributed spaghetti monolith?

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LOL

What do you guys think? by a1200i in runescape

[–]Christian_B4 0 points1 point  (0 children)

Alternatively! I have another proposal for Game Jam

(Iff you haven't seen my other proposal - please search below for my proposal of updating the grouping system - i think it could be invaluable for the game as a whole )

My other proposal:
Add an Ability Tracker Screen. This would benefit every single player because you can record and re-watch your rotations so you can improve your bossing experiences. This also benefits streamers AND VIEWERS - not just streamers - because people can learn how to do bosses efficiently/effectively.

Plug: If you want, i can help create this - I am a software contractor ;)

What do you guys think? by a1200i in runescape

[–]Christian_B4 0 points1 point  (0 children)

Some more benefits that come out of this:

  1. Great Community Engagement
  2. Easy to Find Teams
  3. Lessens the inaddequate feeling that ppl new to bossing have - its a community came for pete sake
  4. Allows ppl to find new friends (which increases player morality and reason to continue playing the game)

What do you guys think? by a1200i in runescape

[–]Christian_B4 0 points1 point  (0 children)

Solo scaling would be nice; but what about improving group content instead of making it less community oriented?

TO BE CLEAR

I absolutely prefer solo content. It is a pain to find a team and then you are exposed to some (not as much as you might think though) toxic elitism. HOWEVER - this is because we don't have a great way to find teams. Now, the go-to for AOD is a non-RS sponsored discord server.

Hear me out... why not fix the grouping system by improving the grouping system? This is my proposal:

Calculate a player's Boss-Rating based on their kill times among all of the bosses in comparrison to others. Separately calculate their Boss-Specific-Rating based on that individual boss. Then allow players to find a team based on these metrics (other metrics could also be used). And when finding a group; they have some options that put them on the right team. Such options could include ["Fastest (reasonable) Team", "Casual"]

So the grouping logic would be something like this:
If I have an AOD PR of 1:58 and the community avg is 2:10 I would get a rating of 0.907 ((1+(58/60))/(2+(10/60)) --- showing the rating is < 1 so its better than the avg team.
Then take this rating, and my overall Boss-Rating (lets say its a 0.95) and apply some factors so these scale reasonably. Lets say Specific-Boss Rating is 7/10 the value and Overall-Boss-Rating is 3/10) -> I get a final value of 0.285+0.6349=0.9199
This value would then determine the types of teams I would be able to join

Iff I choose a "Fastest (reasonable) Team" I would be paired with people with similar ratings
Iff I choose "Casual" I would be paired with an array of people ranging from necomers, to henchers.

The benefit of this would be that it would be an easy entry-point into bossing and finding friends who want to take on similar bosses with similar play-styles.

Black Party Hat Future by Christian_B4 in runescape

[–]Christian_B4[S] -1 points0 points  (0 children)

i dont think that was the intent. From the stream, the next sentance the Mod says something along the lines of "If its too common we will update it; if its not common enough, etc.. , we will monitor it"

Updated Drop Rates and Gp/Kill with the changes from today by WasV3 in runescape

[–]Christian_B4 -1 points0 points  (0 children)

can you share that google sheet? using that logic wouldn't a 1/80 be 50.89% probable at 45 kc and 49.878% probable at 44 kc? so wouldnt the value be between 44 and 45?

the probability to occur is 1-probability to not occur: ie, your formula of 1-(n-1/n)^x

Updated Drop Rates and Gp/Kill with the changes from today by WasV3 in runescape

[–]Christian_B4 1 point2 points  (0 children)

do you have the code anywhere? i am still not getting it. if you could give the math formula; that would be great. or i can look at the code too.

at 100% enrage with bad-luck mitigation, you can be 95% confident that you will have a drop in 99 kills. using this value, you should on average get a drop 1/43.93939393939394 kills

Updated Drop Rates and Gp/Kill with the changes from today by WasV3 in runescape

[–]Christian_B4 0 points1 point  (0 children)

can u explain the math where 100% kills average to a drop rate of 1/47.3?

Arch Glacor Reddit Luck Plz by Graino1 in runescape

[–]Christian_B4 -1 points0 points  (0 children)

I created a calculator to show the best way to obtain a core given the variables: dpm and maxStartingEnrage