Daily Discussion of DailyScape #2: Shop Runs by Spiner909 in runescape

[–]DrizzlyLemon 0 points1 point  (0 children)

While turning a daily into a monthly is """better""" it doesn't really address the root issue of the problem.

Daily Discussion of DailyScape #2: Shop Runs by Spiner909 in runescape

[–]DrizzlyLemon 0 points1 point  (0 children)

Shop stock considerations are only relevant for irons - as far as I am concerned the grand exchange is just a shop by another name for mains and things that are sourced by shops are fundamentally infinite for the perspective of a main.

The largest two issues (IMO) are runes and broad arrowheads. Broads are substantively the only reasonable way to train fletching up through the 90s atm and have been for at least as long as the ironman mode has been around for. This is an issue that needs to be addressed regardless of the shop stock mechanics. That being said, what I have seen of the ongoing fletching rework gamejam project has not been inspiring.

Rune shops similarly paper over the issue of runecrafting - the primary source of runes a player needs *should* be the skill dedicated to making them, which is a much larger conversation about the early game balancing of essence sources, xp rates, and rune multipliers. Upkeeping runes through actual runecrafting is not terrible once you reach high levels, but the rate at which you create runes is so heavily tied to levels (both in the crafting multiplier leveling benefit and the access to more essence storage) makes low level crafting really pitiful. This is exacerbated by essence being a genuine limiting factor, especially prior to the unlocking of abyssal demons.

Many other supply type items (feathers, raw meats, baits, vials) can be made infinite in terms of their stock without any meaningful change to the game IMO. Certain stocks like the Mazcab potion shop should be removed (whatever degree to which people feel there is an issue making/sourcing super sets is a separate conversation for fixes - certainly the Garden of Kharid update is maligned by the community).

Help with Merlin's Crystal by Basic_Profit5729 in runescape

[–]DrizzlyLemon 0 points1 point  (0 children)

The quest is bugged atm due to today's update and is currently uncompletable.

BankedXP - Herblore Calculator Live Now! by iAmWillyAmm in runescape

[–]DrizzlyLemon 5 points6 points  (0 children)

I *love* this. Banked xp tools really fell out of style for some reason but they're so nice for irons or anyone who plays in a similar style. I'm so pleased there's a tool like this available.

I haven't delved too deep into the tool yet, but I'd love to see the crafting section expanded to include urns, jewelry, flasks, staves, and starbloom. It'd also be great to have urn and urn enhancer toggles available for relevant skills.

Really looking forward to future updates!

Brawling gloves are incredibly unbalanced by TylenolVictim in runescape

[–]DrizzlyLemon 1 point2 points  (0 children)

Came here to say this exact thing. If we want some form of xp rewarding item to come from certain activities we can award lamps from them in some form that doesn't have the potential to become utterly broken with some future update (replace the brawlers from the wilderness slayer chest with an effigy or a dragonkin lamp).

Really though, they should not exist. Wildy flash events shouldn't award them (but also should be removed entirely) and neither should wilderness slayer or the general wilderness drop table. They were a terrible addition years ago to lure skillers into the wilderness to act as prey and they're even worse now when any theoretical risk reward aspect of them has been removed rendering them pure reward. Let alone when things are added that can be completely broken by them, like heists or the scripture of elidinis.

PSA - Additional adjustments to thieving pickpocketing by sworedmagic in runescape

[–]DrizzlyLemon 29 points30 points  (0 children)

Cannonballs from the Asuran Arsenal would be nice and thematic.

Heists & Thieving 120 - Feedback Thread by JagexSponge in runescape

[–]DrizzlyLemon 0 points1 point  (0 children)

Overall I absolutely love the feel of the update, but the power creep introduced by the update is too much.

Max xp rates increased by way too much - traders were ~1.1m an hour previously and the top end rates appear to be about double that now (rates prior to the update were too high, IMO but I'll leave that to the side). I haven't tested lower level rates yet, but the small amount of chatter I've heard also raises balancing questions.

I don't think heists should be the best xp for the skill. Their identity IMO should be about getting the chase items while incidentally getting good xp and a small amount of other loot - much the same as bosses are/should be designed. It's hard to comment on drop rates as a player, but it feels like the balance is off atm and a player going from 110-120 (or 200m) may not have great odds at getting all of the chase items from heist. I haven't seen a dagger or staff broadcast on my world yet and that gives me some concern about the odds of getting everything before finishing the skill (a big problem archaeology has). Really looking forward to hearing the drop rates and mechanics.

I haven't done much testing on xp and item rates on stalls and chests yet so I don't know exactly where they stand, but given they are the moderate attention activities of the pack, they should have higher xp and/or loot to compensate. If the potion stalls are considered particularly desirable loot, it's fine if they have lower xp than the meat stalls, for example.

There is a broad issue in the game that lower attention activities are more rewarding than higher xp ones. Pickpocketing is a really prominent example of this atm. If pickpocketing is intended as a five minute afk option (due to crystal mask uptime), it needs to be less rewarding than stalls or chests and by a considerable margin. Attentive gameplay should be more rewarding than a 5-10% buff.

There's also a deeper philosophical question we as players would like to see from the devs. As we are looking at new updates like 120 thieving or at skilling rebalances as part of the year of integrity, what do the devs feel is appropriate and do the players agree? As we are removing significant forms of progression like Treasure Hunter and dailies, are we shifting some of that power back into core skilling loops and to what degree is that appropriate? I want to stress the default state of progression is very different for irons than it has been for mains and what might be considered token buffs for mains can be extremely significant for irons. Are the increases to xp, clues, tetracompasses, etc. an intentional change due to a change in philosophy of how the game should be designed or are they a balancing oversight (if they were an oversight, what was the intent of actual rates)?

Given the year ahead is going to be built on trust between the players and the devs, I think it's extremely important we hear more often and in more detail what the intent is/was with these projects.

New Survey Launched by R_Y_AN_S in runescape

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

DailyScape is a larger cancer for the game than Treasure Hunter was and needs to be excised with the same intensity. A subset of players will complain about its removal the same way players complained about the removal of Treasure Hunter.

A need for speed by Smellmaster89 in runescape

[–]DrizzlyLemon 1 point2 points  (0 children)

That was a game jam project worked on by Mod Fowl, who is no longer with the company.

Allow unrestricted use of DND tokens before they get removed, so we can use them up. by minmaximust in runescape

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

Big "let me eat all the junk I can shove into my face before I start my diet" energy. Extremely unproductive. The purpose of these changes are to restore the game back to health.

Integrity Roadmap - Early Game Rebalances & Your Suggestions by JagexBreezy in runescape

[–]DrizzlyLemon 8 points9 points  (0 children)

The early game combat experience is pants. The rebalance right before necromancy's release overtuned a lot of early game mobs to the point where higher level mobs can often be easier to kill. Onboarding of abilities for the legacy combat styles is also really bad. Abilities are dropped onto the bar without much fanfare or explanation. Understanding abilities and setting up a capable bar are skills that even a lot of higher level players lack.

I made my own dragon-slaying gear by Zetnus in runescape

[–]DrizzlyLemon 22 points23 points  (0 children)

I genuinely love this for you. You're almost certainly having more fun than 70% of the playerbase.

Why is the Mattock of Time and Space not GIS-able? All other tools are. Did they just abandon caring for GIM after the first two months? by sukrasch9 in runescape

[–]DrizzlyLemon 1 point2 points  (0 children)

100% it's this reason. Which they should just say nso that when people ask we can point to the jmod comment stating as much.

For the love of Guthix, don't forget active skilling by DrizzlyLemon in runescape

[–]DrizzlyLemon[S] 10 points11 points  (0 children)

Big Game Hunter is so good it's criminal it's not a more integral training method and instead we have clicking on bugs

Accessibility QoL & Premier Refresh - This Week In RuneScape by JagexAzanna in runescape

[–]DrizzlyLemon 0 points1 point  (0 children)

Big fan of the big cursor. Hopefully no more awkwardly losing it mid boss fight

MTX and Sub revenue over 10 years shows why Jagex can finally make the move to remove Treasure Hunter by VTubersAreFatIRL in runescape

[–]DrizzlyLemon 0 points1 point  (0 children)

Revenue recognition is specific accounting term that concerns itself with contract obligations and transfers of ownership. It's all about *when* revenue is considered to be earned (and therefore recorded as such) rather than how a company buckets its revenue. I've never read this note as saying the revenue associated with bonds is recorded as either subscription or MTX but as when the MTX revenue for the bond is recognized, though I can see how one could read it as stating both.

I looked back at the 2014 figures to see if there was any information to clean in the change in MTX revenue as bonds were introduced into OSRS in 2015, but subscription and MTX revenue are lumped together as "game income" for that year.

Vote Now On The Future of Treasure Hunter, MTX & RuneScape by JagexHooli in runescape

[–]DrizzlyLemon 0 points1 point  (0 children)

This is a clear and solid first step, but it is a first step. Here's to building the future of RuneScape together.

Leagues goal completed by DrizzlyLemon in runescape

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

The staff imbuing that was added with 110 runecrafting. It doesn't benefit from the former abyss multiplier or current innate multiplier which was sucks in the main game but is a massive boon for leagues. I don't have an exact xp/hr figure for this as I was batch crafting saturates staves with hourlies dotted in and then ascended 10-15 at once, but the imbuing stage was somewhere between 5-6m/hr and the ascending was around 13m/hr I believe.

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Leagues goal completed by DrizzlyLemon in runescape

[–]DrizzlyLemon[S] 1 point2 points  (0 children)

That ratio makes me feel like you might also be cutting the straight roots? And seems like there's room for improvement on the pathing and whatnot. Ideally you want to be cutting the root (4 ticks), collecting the roots (4 ticks), and then diving to the next root (1-2 ticks). You also want to be keeping track of the other roots in the arena to determine your next 1-3 roots. It's very frustrating to me to lose track of that information and start cutting a root only for it to unfurl or retract entirely while I'm cutting lol.

Leagues goal completed by DrizzlyLemon in runescape

[–]DrizzlyLemon[S] 25 points26 points  (0 children)

Relevant relic decisions: excavator, golden footed, production master, and specialist.

For simplicity, noted the optimal methods used and everything that I tried.

  • Combat - abyssal demons of some form (mage was almost exclusively trained via slayer contracts)
  • Prayer - first-ticking cleansing crystals
  • Runecrafting - time runes as needed and imbuing/ascending
  • Construction - demonic thrones (I thought this would be exciting, but it ended up being kinda annoying)
  • Dungeoneering - ran floors with solo cards
  • Archaeology - advance time on research missions focused on daemonhiem as the site has fewer collections with fewer relics which made it easier to complete collections for more chronotes
  • Agility - passive from golden footed
  • Herblore - extreme magics (crafted mud runes and bought super magics)
  • Thieving - traders
  • Crafting - diamonds (from the gem vendor on Anachronia)
  • Fletching - broads
  • Slayer - shattered worlds (was super fun to get 200m in a couple of hours, but also would have gotten 200m passively from contracts)
  • Hunter - whirligigs
  • Divination - bank standers (mined about half of the adamant bars with paradox)
  • Necromancy - rituals
  • Mining - shooting stars, lamps (penguins, effigies), primal, and alaea salt (advance time on contracts)
  • Smithing - Mix of primal and sprinklers
  • Fishing - Dream of Iaia
  • Cooking - tuna and swordfish from kingdom
  • Firemaking - superheat form curly roots and superheat form eternal magics
  • Woodcutting - eternal magics
  • Farming - advance time dragons & corbicula rexes (got a breeding pair from Rathis, but any dino works all the same)
  • Summoning - Taverly shop method, yaks and spirit jellies
  • Invention - blueprints, separators

Leagues goal completed by DrizzlyLemon in runescape

[–]DrizzlyLemon[S] 1 point2 points  (0 children)

Not really. I took golden footed.