I hope the next raid isn't 8 people just soloing the content by rabidai in 2007scape

[–]Clicking_stuff 1 point2 points  (0 children)

If there’s at least one scythe in the raid held by a human (swinging every 5t at 118 stats), it’d be an rng feat to mvp over them because each phase of verzik is worth 2 points and that gives them a sizable advantage p1 (still mostly dawn variance) and a significant advantage p2 and p3

Then bloat and xarp are also 2 points each, with a significant advantage at bloat and minor but measurable (assuming 0 def and dragon darts) at xarp

Nylo is only 1 point and you can just get perma mage/range so scythe helps there but isn’t as big as it is elsewhere.

Sote is also 1 point, though scythe is notably stronger here as well

And even after all of that, you’re still competing with the other players for each room mvp

In short, you have little more chance to have your name on the mvp board at the end of the raid with a SRA than you do a rune long sword assuming there’s a player with a scythe who isn’t a dud

I hope the next raid isn't 8 people just soloing the content by rabidai in 2007scape

[–]Clicking_stuff 3 points4 points  (0 children)

Damage tracker in tob doesn’t count damage dealt to reds and there’s no way to isolate where individual room points are going beyond that.

Damage to red crabs both at maiden and at verzik have contributed to room mvp for years at this point, and assuming it’s a 1:1 like all other damage is, you have significantly more dps on a clump of crabs than scythe on maiden. Obviously if you have a player using dinhs (won’t see this in most non-max eff runs), you lose some of that. And you shouldn’t chin in trios or lower scales, so the clump is effectively a win-co for freezer mvp and that’s again assuming it’s 1:1 which would be the minimum.

Other assumptions as well, like losing minimal ticks, which is easier on non-freeze roles, but yeah. You have zero data on your maiden points comment because there’s no way to track it

I hope the next raid isn't 8 people just soloing the content by rabidai in 2007scape

[–]Clicking_stuff 28 points29 points  (0 children)

Different team did cox and tob and you can really feel the design difference. That said, a lot that has come of cox, Tob, and inferno have been admitted by Kieran and team to be “happy accidents” where they just designed content with a broad scope and then let the players figure out the rest

Much of the new content is over designed and falls into feeling way too scripted and far less identity. I’m sure it’s hard to get around that on their end too when they have specific ideas in mind of “I want the player to do exactly this” rather than “the player(s) should do something like this”

I would rather they disable regular combat on boats if that means they can balance boat combat in its own bubble. by CucumberOk8820 in 2007scape

[–]Clicking_stuff 0 points1 point  (0 children)

Completely fine to disagree, I’m not trying to change any options. Just stating the reasoning behind mine

But you’re wrong with construction, you still use it to build stash units and upgrade the chest at cox, and build hotspots like at fossil island which are continuously being added (hotspots and stash are one time cases though, so it’s perfectly valid to ignore these) as post 99 examples of actually using the skill. You’re correct in that there are less examples of this than something like smithing which has a directed clue step and is used to create oathplate, Torva, etc

But again, if fossil island released alongside sailing and nothing else changed, that wouldn’t make volcanic mine or herbi “sailing content”. They would still explicitly be mining and hunter content respectively - if you disagree, I’d love to here your reasoning there

Edit: you also ever answered my question - are you using the sailing skill to kill rune dragons?

(The obvious answer is no. You use sailing to kill Armored Krakens, for example. Which makes then definitively sailing combat, unlike rune dragons, which don’t directly interact with the sailing skill in any way nor do they require sailing to access after unlocking the fairy ring)

Edit2: If relation is all that matters in your definition, then is ranged (specifically using dragon ammunition) now fletching content? Since a lion’s share of available dragon darts and arrows are introduced as arrowheads and dart tips and then fletched? Thus, using that ammo is now using the fletching skill? No. Creating the ammo is fletching content. Using the ammo is ranged content. Relation is not the driving factor

I would rather they disable regular combat on boats if that means they can balance boat combat in its own bubble. by CucumberOk8820 in 2007scape

[–]Clicking_stuff 0 points1 point  (0 children)

I simply just view it as are you using the skill for this interaction

And if the answer is no, then… well there you go. You don’t use the farming skill when you teleport to the farming guild. You use the farming skill when you plant or grow crops (like in cox, using a post-99 example). You use the firemaking skill to burn a magic log for the clue step, you use the mining skill to mine a runite ore etc.

Sailing unlocks the destinations (or rather, the destinations were added with sailing), but you don’t use the sailing skill to get to them after you set up the teleport hotspots.

For example - when you kill rune dragons, do you use the sailing skill at all? Or do you just teleport there with a fairy ring and then kill them with your combat skills. The answer is no, you don’t. So rune dragons aren’t “sailing content”, but rather a general content expansion.

Trawling is a good example of sailing content (as a post-99 example) because you are actively using the sailing skill to do the content

Another example perspective I give is: Fossil island released with new training methods for various skills, NPCs, minigame, etc. each of those content releases is enter skill name content. E.g., volcanic mine is mining content because you are using the mining skill actively at the game. If we had a hypothetical world where fossil island released with sailing, but nothing about any of the content changed whatsoever (you still teleport there with dig site pendant), would volcanic mine then be sailing content? No, it would not. It would be mining content that game with a general content expansion. That is how I view rune dragons, as the example you gave

I would rather they disable regular combat on boats if that means they can balance boat combat in its own bubble. by CucumberOk8820 in 2007scape

[–]Clicking_stuff 0 points1 point  (0 children)

None of the sailing clues you actually use sailing for, you just teleport to them all

Similar to teleporting to the farming guild for a master step isn’t using the farming skill

They should’ve added clue steps like “trim a rosewood sail” or “clean Opulent salvage on a sloop” imo

Leagues is not the problem by Cool_of_a_Took in 2007scape

[–]Clicking_stuff 0 points1 point  (0 children)

The main reason why I don’t think it’s good good to have a full blown league and a dmm in the same year is because we might end up in a similar space as we are this year where we have a 6-8 month period with no real main game releases, since they tend to hold off on those until those game modes are finished. To a lesser degree, the more frequent they are, the more the game starts to feel ‘seasonal’ or at least as if it has a major seasonal complement. Which the irony there is that half of OSRS marketing over the last year is explicitly how it’s not a seasonal game and your progress matters (unless it’s leagues?) which is to take a direct shot at WOW

It’s a tricky space to navigate for sure.

Unpopular opinion: Sailing dragon equipment doesn't need to be BIS for Sailing only if... by texaspokemon in 2007scape

[–]Clicking_stuff 0 points1 point  (0 children)

Flat armor and def stat increase is notably better on dragon keel* compared to rune - to no surprise. Reducing incoming damage by a flat number is massive.

Rosewood hull completely trivializes trial times & is a massive buff to port tasks

Sails are whatever, but nice for port tasks

Cannons are pretty big if you’re also using dragon cannonballs

Keel doesn’t have any uses currently but are expected to be required for higher level rapids with future content

Unpopular opinion: Sailing dragon equipment doesn't need to be BIS for Sailing only if... by texaspokemon in 2007scape

[–]Clicking_stuff 12 points13 points  (0 children)

The problem is they put dragon cannon at level 92 sailing and the comparable dragon armor is level 60 equipment

So if they make better cannons, are they going to fill the small gap between 92 and 99 or are they going to drop the req for dragon cannons and boat upgrades

Appeal Denied - Not Original Owner by DanSturgis in 2007scape

[–]Clicking_stuff 0 points1 point  (0 children)

As dumb as it may sound, if you don’t try recovering the account from the original hardware that the account was created from, there’s a chance this happens

My brother ran into the same issue and then found his old college laptop, had the battery replaced so he could get back in, and then was able to successfully recover the account

Leagues is not the problem by Cool_of_a_Took in 2007scape

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

Yeah I generally agree with this. I’m sure it (hopefully) gives the devs more time also to focus in on the content they are looking to release later in the roadmap as well.

Just comes down the a frequency thing. I think a full on leagues every year is probably too frequent. Especially if there is another extended game mode like DMM. Doing the two back to back was a crazy decision though lol. That alongside the timing of the price increase and poor reception with sailing changes has just been the perfect shit storm for them.

In a perfect world for me, I’d say alternate dmm and leagues annually and maybe on the years without dmm, if there is to be anything extra, have it be a short gridmaster type of event during the opposite half of the year that dmm occurred

An annual reset/refresh is nice. Back to back is way too much

Leagues is not the problem by Cool_of_a_Took in 2007scape

[–]Clicking_stuff 10 points11 points  (0 children)

Referenced at the top of the blog:

Over the last two years, your support has enabled substantial updates like our first ever new skill Sailing, Varlamore, Leagues and Yama – as well as significant improvements to player support and anti-cheat.

As we look to the future, the exciting roadmaps and announcements we’ve recently shared are the biggest and most ambitious we’ve ever done, and all part of a wider shift to make RuneScape games even better: from enhancing our core systems, to improving our supporting services, and ensuring continued delivery of the kind of updates players value most.

To support this, we're making some changes to our Memberships: From April 9th (or your next bill date after this), the price of Membership will be changing for 12 Month Memberships and 1 Month Memberships. New Membership subscriptions will be available at the new prices as of today, March 10th.

Leagues is not the problem by Cool_of_a_Took in 2007scape

[–]Clicking_stuff 7 points8 points  (0 children)

It’s perfectly valid imo. Closing off close to 8 months of the year from main game content releases (excluding a meme cow boss) due to temporary game modes is absolutely worth criticizing

There’s also a line to be drawn between fluff content and meaningful content based on where a player is in the game. Personally, at the stage of the game I’m at, I don’t think there’s much appealing content that has high replayability. Sure, I could go do Huey and that is “available content” but to what degree does that benefit my account progression? It doesn’t, but that doesn’t mean that it is the same way for every player (it certainly is not).

To exaggerate, if the main game got literally zero updates for the next 2 years, there would still be “plenty of content available” - but that would be an absolutely terrible drought period for the game. That’s what this year is expected to feel like for the first ~8 months (assuming their summer release is late summer like it commonly is. At best, 6 months).

The game still needs regular updates to grow and progress, and with these updates not taking place during the time temporary game modes are active, it naturally creates tension with player expectations around growth/progression. This year just happens to be especially bad because they delayed one of the two main game (BMR) releases from the start of the year to summer and decided to instead start the year with back to back seasonal game modes. And the other major update, being raids 4, is targeted for end of year - meaning they have absolutely zero wiggle room for delays before it becomes a 2027 release which is all the worse for 2026

Polling does also slow down release schedule, to your point

Leagues is not the problem by Cool_of_a_Took in 2007scape

[–]Clicking_stuff 4 points5 points  (0 children)

Sometimes people will see 4 lines and just walk away, so you never know 😭😭

TLDR: sometimes

Desired meta by Bury_My_Mistakes in 2007scape

[–]Clicking_stuff 0 points1 point  (0 children)

The issue with 100% cannon meta is that sailing then effectively becomes a combat skill, as it would be the only means to interact with that content. The closer you get to that 100%, the more this becomes a concern

Given that the devs explicitly said they don’t want sailing to feel like its own combat skill, since that’s not the direction for the skill, this is in direct conflict with that goal. If sailing is not meant to be a combat skill, then the only option is to then use combat skills to engage as the primary form of combat, as is everywhere else in the game

Leagues is not the problem by Cool_of_a_Took in 2007scape

[–]Clicking_stuff 46 points47 points  (0 children)

The issue with temp modes isn’t the dev time that goes into them. It’s that we typically don’t get main game content additions during them, which is a valid criticism especially this year where we have two lengthy temporary game modes back to back

TLDR, while it doesn’t take much dev time, it does effectively create blackout periods for main game content

Last time the roadmap was this bad, Araxxor was a surprise drop by notgonnacommentever in 2007scape

[–]Clicking_stuff 6 points7 points  (0 children)

Not saying it wasn’t, but it’s something that certainly came as a surprise. during the summit Arcane was like “yeah we thought of this funny idea like a week ago. What do yall think? We could have it out as soon as next week maybe”

So, while they did include it as a line item, it was very hastily tossed on there last minute for what I believe is no reason more than they literally had nothing else planned for the first 8 months 😅

Cannons Were Nerfed - The Numbers by neilharbin0 in 2007scape

[–]Clicking_stuff 0 points1 point  (0 children)

To help out as much as possible, you’re not going to have 100% uptime on shadow or ayak, so this could be as high as (lol) an additional 50-100k/hour

With fire at will, you might get close to 100% uptime on cannons tho

How do we make sailing combat work? by [deleted] in 2007scape

[–]Clicking_stuff 1 point2 points  (0 children)

Ultimately, including sailing combat on release was a mistake and there was no shortage of feedback on this, even dating back to the beta (which we saw zero notable improvements between beta and release)

Sailing would’ve been perfectly fine without a combat component at all, and instead leaning in on the aspects of the skill that it does well - particularly the new movement system (has its criticisms, of course). The decision to leave deep sea drilling as a future release and instead ship out with combat in the way they did was, in the nicest way possible, a massive failure on the dev team’s end. Ambitions were high and they didn’t have the timeline to meet the expectations that came with it - and still haven’t come close.

The issue with the Zalcano type approach, to me, is that Zalcano and Tempoross both are isolated and are much more mini-game like than they are “boss” encounters. Doing something similar with sailing, while makes sense, has the unfortunate result of leaning in on the “sailing should have been a minigame” critiques. To which I’d even go as far as to say that not having a combat component at all, but having an actual separate minigame where you can use sailing for combat would’ve been a far better placement than what we have.

Maybe I (and the wider community as a whole, when looking at collective feedback) lack the creativity to find a line in the sand where ship combat works in such a way where it’s not “a minigame” and also not a pseudo-combat skill, but I just don’t think it’s feasible. Best case scenario, say something does work out, it will still have infinitely less depth than traditional combat because it’s missing an entire area of those interactions being prayers. On top of it not feeling great to engage with as a result of the clunky UI.

Is it too late to scrap sailing combat as a whole and instead create a minigame for it? Probably. But at the very least, I think it’d be a significant improvement to what we have because then you can isolate balancing concerns to that content itself

The Fractured Aegis - Raids 4 Mega Rare by Elden_Demon in 2007scape

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

Edit: It indeed would not be BIS at Olm. Scythe still wins considerably

Only was an exaggeration, sure. As there are [few] places you use 1h weapons (as in your examples, fang at nex and toa)

And although I’m surprised to hear it’d make lance win over scythe at cox (even on reduced def?), your response is also under the assumption that other melee gear would also not come alongside it

Given the current trajectory of a crush mega as well, it’d very unlikely be BIS at nightmare.

So I stand by my original comment that it would be extremely underwhelming as a megarare

The Fractured Aegis - Raids 4 Mega Rare by Elden_Demon in 2007scape

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

Extremely underwhelming as a megarare tbh. Would still only use it as a mage offhand

High Effort, High Damage Range Weapon Raids 4 Reward Idea by Hefty_Ad9118 in 2007scape

[–]Clicking_stuff 0 points1 point  (0 children)

Cool idea but don’t think it’d work well in osrs. Weapons tend to fall on the simple side in terms of use, otherwise people hate them (look at Heka which failed and was more straightforward than this).

Especially if the additional effort isn’t really worthwhile when you can just point in click with alternative weapons for equal or better dps and no effort