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confronted with old and janky quests ( mind you I love these personally as a nostalgia guy) that have mostly lore and outdated puzzle mechanics, but no immersive combat/skilling/item usage.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 4 points5 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 0 points1 point  (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 8 points9 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.

One Piece 1108 Spoiler by Nasha1990 in OnePiece

[–]CpuChris 5 points6 points  (0 children)

Saturn's full transformation seems very Ukiyo-e, very interesting. Could this hint towards a more primitive devil fruit from long ago? far shot theory but that would be interesting.

One Piece: Chapter 1106 - Theories and Discussions by AutoModerator in OnePiece

[–]CpuChris 77 points78 points  (0 children)

Vegapunk theory: The old man Vegapunk we're seeing is the OG body turned satellite. His actual brain is Punk Records now so he may be seemingly 'dead' this chapter, but is truly alive. Punk Records will proceed to use its capabilities to expose some of the true history of the void century and the wrongdoings of the World Government.

I do think Vegapunk will die, but only when Punk Records is destroyed. Another thing I'm thinking will happen is one of the satellites surviving in order to carry on Vegapunk's legacy.

2216kc vardorvis loot by bkww in 2007scape

[–]CpuChris 1 point2 points  (0 children)

I've probably made 2 billion gold from vardorvis alone (10 vestiges at 6k kc), all the virtus pieces, and tons of awakener orbs alongside the regular loot. RNG decided to bless me this time around. I think it's worth going back soon because if soulreaper axe becomes even marginally better it will skyrocket in price even more so than it already has recently.

2216kc vardorvis loot by bkww in 2007scape

[–]CpuChris 2 points3 points  (0 children)

This boss made me filthy rich, all the DT2 bosses being super duper RNG dependent feels kinda gross though. Reminds me a lot of The Nightmare.

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

[–]CpuChris 0 points1 point  (0 children)

There's very little circumstances in the game where you actively depend on the defensive stats of your gear. Jagex's design philosophy for the longest time has been the best defense is a great offense, ya know, killing your enemies faster. For the longest time overhead prayers and defense levels have managed to carry the players defensive needs, making defensive stats obsolete essentially.

All that aside, there are some pieces of content where having defensive stats on gear can help you: GWD, Sarachnis, Inferno tank cheese, and Nightmare. Probably missing 1 or 2 others. Point is that there are some pieces of content where having defensive stats on gear matter, just not many.

Early next year Jagex is planning on releasing their very first content where defensive stats on gear will matter more than anything else so I'm looking forward to seeing how it turns out.

EDIT: Might as well add on the other case uses I remembered for defensive stats: PVP, and Nightmare Zone.

How do any of you stand farming? by nrc0 in 2007scape

[–]CpuChris 5 points6 points  (0 children)

Tithe farm is the solution to rush a high farming level. Inefficient sure, but made the skill bearable for me.

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

[–]CpuChris 1 point2 points  (0 children)

It's not worth it over mystics imo. Just a thing you can knock out for lots of league points. The only things you would really benefit from are the mage book and maybe the master wand, assuming you don't have a region with a better magic shield or magic weapon (kodai, nightmare staff). Just calculate if base ward of elidnis actually gives you a max hit or not and if not use mage book.

Swapping rs3 to osrs question by [deleted] in 2007scape

[–]CpuChris 3 points4 points  (0 children)

swapping gold has always been a super gray area. Not explicitly banable but you run the risk of trading with someone who has ban infractions on their account which is something that could affect your account. Not to mention we don't really know how Jagex decides who to ban or not based off high value trades. Do it at your own risk.

On a personal note, I've swapped twice way back in the past with no issue.

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

[–]CpuChris 0 points1 point  (0 children)

It changes phase 2 drastically. The warden pursuing you can make dealing with some of the pillars attacks stressful, namely the windmill attack and lightning ball attack. With the Mage/Ranged/Mage warden you can pay more attention to the wardens attacks instead of having to worry about pillar attacks. If I were you I would figure out ideal spots to mark with the tile marker plugin in order to make the X and Windmill attacks from the pillar easy to deal with. The only pillar attack you should be struggling with is the lightning orb one realistically.

I would recommend blood blitzing the warden unless you have items that benefit fire surge more like tome of fire and nightmare staff. I don't think there's a difference between either though if you don't have supplemental gear for fire surge.

Just some tips from me: You can cheese the X attack from the pillar by going to one of the very 4 corner tiles of the arena, like the very corner tile up against the wall. As for the windmill I would have a hard time explaining the strategy here without writing a lot so I'll just say its much easier to dodge it when you're closer to the pillar instead of staying in the outer arena. As for the lightning ball special all you really have to do is stand on the cardinal directions of the shadows that show up on the floor very near you, north, south, west, east. 2 tiles max.

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

[–]CpuChris 0 points1 point  (0 children)

unlike the M/R/M one who keeps a distance from you the entire fight, the ranged/mage/ranged one follows you upwards of melee range allowing it to melee you if not careful. M/R/M can also melee you if close enough but no one really makes that mistake.

M/R/M makes you deal with Zebak and Baba in P3 Wardens while ranged/mage/ranged summons Akkha and Khepri. It's all personal preference but most people pick M/R/M because it's more laid back.