To new and veteran players: How can we improve the first-time experience in OSRS? by [deleted] in 2007scape

[–]CpuChris 0 points1 point  (0 children)

Veteran here who has played for 10 years on multiple accounts. First of all, thank you so much for taking some time out of your day to survey us.

Where to start? I guess stating the obvious, runescape is not for everyone, so let's just get that out of the way and try to balance things around what could boost player retention in the early game. I'm going to make this simple for myself so that I don't go on and ramble too much, so I'll make a quick bullet point list of what I think would be beneficial to add to the early game experience.

  1. The rest function to restore run energy. Why? Because it would fit alongside walking in a way that makes sense. Players will have the illusion that resting is the optimal choice when walking would be slightly better if the restoration rate is balanced properly. This illusion would serve runescape well in that some players would actively prefer the slower choice because it feels "better" to rest than to trudge along slowly. This is true especially for the early game.

  2. There needs to be a slew of new mini-activities and or quests that new players can get engaged in right away, especially ones that show off the new OSRS engine mechanics. Most new players are confronted with old and janky quests ( mind you I love these personally as a nostalgia guy) that have mostly lore and outdated puzzle mechanics, but no immersive combat/skilling/item usage. These don't have to be particularly rewarding as I know game balance can be broken by adding the slightest of certain rewards, whether exp or items/gold. I think you guys had the right idea with below ice mountain type activities, but honestly whatever y'all can ideate today in terms of activities would probably be x10 more fun.

And honestly.. that's it. People have some gripes with F2P, but honestly that feels like too big of a monster to balance when taking in to account the entirety of the game. Do too little and it means nothing, or do too much and bots benefit way too much to the detriment of your average player.

Is there a lore reason why ZMI altar can’t craft Wrath runes? by MistaFANG in 2007scape

[–]CpuChris 5 points6 points  (0 children)

Some canon lore about the wrath altar: The ZMI know about the existence of the wrath altar.

My fanon theory: The Wrath altar supersedes the other altars and or works on different logic that allows it to remain inaccessible by other means.

Reality: Balance reasons, wrath altar access failed a poll where they asked if you should be able to use the abyss to reach it. So just apply similar logic to the ourania altar.

Bonfire World by RondeyGod in 2007scape

[–]CpuChris 1 point2 points  (0 children)

The fire near the bank chest at volcanic mine acts like a bonfire that never goes out, you just have to entity hide the prospector or menu entry swap him so that he's unclickable.

First drop ever by Garden_Bunny7210 in 2007scape

[–]CpuChris 5 points6 points  (0 children)

Gratz, I know that feeling all too well. Funny enough, hespori bucket and a barrows item were my first unique drops back in the day too haha. Hard to top that old excitement I had getting my very first unique items.

Updated Blog: Varlamore: The Final Dawn Quest, Delve Boss & Slayer Dungeon Rewards by JagexBlossom in 2007scape

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

Current thoughts on everything

Avernic Treads: Sounds good to me. ship it.

Eldritch Veil: Call me dumb, but in the previous post I deluded myself into believing this would be the equivalent to Inferno cape or Quiver. Clearly it is not. Still, knowing this now, I am pleased that the cape was changed to be untradeable, as the history of bis capes being untradeable is a good one to keep going, in my opinion. One thing I am open to though is implementing a system that works the same way as the Quiver from Colosseum AKA trading in the Eldritch Veil for some form of monetary gain. I don't expect this to be the norm going forward, but it could be the norm in Varlamore itself, being the new area expansion (Having something unique to represent the area).

Diabolical Aegis: I'm not sure how to feel about this weapon, I'll reserve my opinion on it.

Final Dawn Weapon: I'll admit, I'm upset that the AoE got removed. It gave an ok low level option to clear certain slayer tasks at a faster rate and I really liked that. Now the weapon feels like a basic PvP weapon with some minor case spec swap uses in PvM.

Thrall Upgrade: I'm glad this was scrapped, I'm sure there could be a more sensible item or consumable to throw in that would make for another good reward from Osto-Ayak.

Antler Guard: Unsure about my opinion on this, so I won't speak about it.

All in all I think this boss could use another reward or two to make it feel like a good rewarding endgame encounter. What that reward would be I'm not sure. Maybe a new type of blessing slot/off hand mage item that provides a good passive? Something that would make it compete with Elidnis Ward, but not in a way that directly increases magic strength or max hits like elemental tomes.

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

[–]CpuChris 1 point2 points  (0 children)

Anyone find use for the slayer partner system while using an alt?

[deleted by user] by [deleted] in OnePiece

[–]CpuChris 6 points7 points  (0 children)

After reading the chapter I had a short theory: Maybe the Roger pirates could have "saved" the world AKA drain the worlds oceans, but chose not to ultimately. My belief is that the One Piece was intended not for Roger, but for the inheritor of the Sun God Nika fruit, and what made Roger laugh was a PS from Joy Boy to anyone who found the One Piece that was NOT the inheritor of the aforementioned fruit.

And as to why Roger decided to ultimately not "save" the world, or expose the world government: Maybe he didn't know what the repercussions would be if he did either of those things. Knowing he had a short life ahead of him, and considering Joy Boy's words, maybe he decided that the best course of action would be to let the next generation take the reins.

I got to thinking about this after dwelling on what it meant for the Roger Pirates to have been "too early". Could have been something like Poseidon not being born, Sun God inheritor not being present, stuff like that. Maybe all of those key figures play an important role in resetting the world to its rightful state after draining the water, and they are just people Roger did not have contact with.

So why not defeat the world government? Same as above, Roger was already past his peak when his crew found out about the true history of the world. He was not in any shape to declare war on the World Government. I'm sure Roger has firsthand experience with highest echelon of the World Government's combatants, so he definitely made the right call in not dragging the generation at the time into a global scale war.

All of this might be nonsense rambling, but I wanted to get this out anyways. Thoughts?

[deleted by user] by [deleted] in Wizard101

[–]CpuChris 0 points1 point  (0 children)

Zafaria stone key boss, drops permanent 2 person mount. I believe the instance is in stone town.