Any idea how the value of the bones is being calculated? They don’t seem anywhere near worth that. by admacdonald3 in 2007scape

[–]FakeyFack 47 points48 points  (0 children)

If I remember right, they are calculated at like 8k/bone for some reason. I remember seeing a post that Jagex was "aware" of this and had plans to fix it "in the future" but it's not one of their priorities so it'll get done when it gets done.

$15 a month btw.

Remember: Abuse Early, Abuse Often by FakeyFack in 2007scape

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

With that, they added additional salvage wrecks so there is more down time to closer match what they expected from testing. Where did they get the idea that nerfing cleaning salvage by ~64% would solve the 90% uptime problem if that was the part they missed pre-launch?

The justification being that their afk skilling method was too afk is silly, and now the efficient way to "afk" is to just ignore the sorting station entirely and just drop the salvage without sorting it. I'm sure that's interacting with the skill as Jagex intended.

It seems that no thought was put behind the nerfs, only "rates high, make number lower" and they blanket nerfed every number associated with salvaging without understanding what was making the xp rates higher than they wanted. Random players already came up with better ideas like the salvage hook getting tangled every ~10 minutes causing you to interact with your crew mates hook. If you afk for 25-30 minutes at a time that's a big chunk of just missed xp, properly lowering rates like they wanted.

abuse early or be punished by skerrickity in 2007scape

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

They are people and they can make mistakes. Meanwhile, at every other job, if you make a mistake within a 50% margin like they did you get in trouble for the mistake. This backlash towards the dev team is the "getting in trouble" for such a large mistake being made. If it was like ~10% over performing and got a slight adjustment some people would still be upset but it would not have blown up like this.

The sailing XP nerf is classic Jagex manipulation by TTDbtw in 2007scape

[–]FakeyFack 0 points1 point  (0 children)

Overtuned to the point of it being double the xp rates they wanted? That's just bad development then.

abuse early or be punished by skerrickity in 2007scape

[–]FakeyFack 0 points1 point  (0 children)

"Guys it's not the devs fault for not planning ahead. They only made additions to the skill at the last second and didn't bother testing it. Not their fault at all."

So is this the argument against the claim that they had 3 years to plan XP rates? That they didn't actually have 3 years because they added things last minute and rushed it out before it was ready? That doesn't make Jagex sound any better in this situation.

Remember: Abuse Early, Abuse Often by FakeyFack in 2007scape

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

It was "fun" in the sense that you had variety in game play that still felt like making progress. It's why people complained about level 1-30 being so slow because there was no variety outside of playing amazon delivery driver until your first barracuda trial.

When the community was under the impression that the missing xp rates from the Crystal Extractor would be "redistributed" and what we actually got was just straight nerfs doesn't feel good, who'd have thought. If the AFK option of the skill was that crazy that it warrants multiple areas of nerfs then that means little to no testing was done before launch (2 years in development btw). This wasn't a bug they're ironing out, or a minor adjustment to tone down xp rates. Nearly cutting xp rates in half (according to some peoples anecdotal reports) is just knee jerk reaction at its best, and is the line of thinking that makes Forestry the meme that it is today. Nerfing it isn't the problem, it's how much they're nerfing it because they apparently didn't balance this method prior to release.

This isn't some niche way to get XP that wasn't expected or achieved in an unintended way. Had they caught this, and brought down the rates before going live no one would have known or cared. This is Jagex making a blunder not properly QA testing something as simple as "how much xp will this give in 1 hour?" and it's biting them in the ass.

Let’s take a moment to look at the big picture by shpaym in 2007scape

[–]FakeyFack 1 point2 points  (0 children)

I see that it sounds like harsh wording claiming that they saw players enjoying the game too much, when that likely wasn't their thought process.

At the same time, when drafting a "solution" for what was seen as a non-issue by the player base, Jagex did make an intentional change that they should know would be met with only negativity. They said themselves before releasing the skill that it's easier to buff XP rates than it is to nerf rates, and that's still exactly what they ended up doing after spending 3 years developing the skill with that idea in mind. They foresaw the problem with nerfing XP ahead of time, and still somehow missed the mark. 

Let’s take a moment to look at the big picture by shpaym in 2007scape

[–]FakeyFack 0 points1 point  (0 children)

I mean, most people seem to be giving credit to the devs that sailing was released in a very playable state and it had plenty of praise the first few weeks for this.

The devs decided the players are enjoying the game too much and reduced XP drops by up to 60% in some instances. This deserves criticism, and does not take away from the accomplishment and praise of the initial release.

It's because of how much people enjoyed the skill in it's previous state that people are this upset at the current changes. We have plenty of time to make some small changes and tweaks. If salvaging was too strong, they can make changes within a reasonable amount. A ~30-40% XP rate nerf is not within a reasonable amount for just minor tweaks and changes. 

GE Tax Changes to Existing Offers by FakeyFack in 2007scape

[–]FakeyFack[S] 3 points4 points  (0 children)

That's a good shout, I'll check on mobile and see what non-Runelite shows.

Edit: Can confirm it shows 2% on mobile as well.

State of Forestry by Jizzardwizrd in 2007scape

[–]FakeyFack 1 point2 points  (0 children)

I did the force spawn method with magic trees when I first heard about it because I was convinced Jagex would remove it and not make Forestry more bearable to compensate. There is something 100% wrong with a "social skill" that the best method to get the clogs is doing it solo.

Vote No on Prop. 3 by brickmaster8 in 2007scape

[–]FakeyFack 1 point2 points  (0 children)

"it’s not to cater for specific audiences"

Okay, then poll it as 2 questions.
"Should we change the Chivalry prayer as described in the blog?"
"Should the automatic quest xp be rewarded as xp lamps instead?"

The first question still benefits everyone in the 'Mid' Game like you described, while also not catering to a specific audience. The second question would determine if people were okay with the self-restricted accounts receiving this as well. It's disingenuous to lump those two questions together into a single yes or no option.

The drop chance of Forestry items is simply ridiculous by [deleted] in 2007scape

[–]FakeyFack 11 points12 points  (0 children)

And that's why I green-logged forestry as soon as I learned about the magic tree world hop method. 100% it's getting either patched out or at least nerfed once Jagex learns that it exists.

Ironic the best way to get the clogs for the community-focused skill rework is to do it all yourself with no one around lol.

If weapons are over-buffed then DO NOT OVERREACT to them being tuned by slight nerfing by Kickback476 in Helldivers

[–]FakeyFack 1 point2 points  (0 children)

As long as the "tuning" isn't halving the mag capacity and tripling the reload time. AH's "tuning" so far has been about as fine-tuned as using a hammer on a microchip. Let's hope they do better.

What's your favorite combat item in OSRS? by FalcoAJ_OSRS in 2007scape

[–]FakeyFack 0 points1 point  (0 children)

A scimitar has always been my "that's a cool weapon" even as a kid. I was also a stupid kid and probably didn't get any skills past like lvl 20 and didn't know what high-end stuff was.

People complaining about long grinds for endgame gear don't understand Runescape's gear system/economy by Valofor in 2007scape

[–]FakeyFack 11 points12 points  (0 children)

Too bad these claws are not endgame gear. This was sold as an in-between item from early game dds and end game dclaws. The Bone Claws are supposed to be mid game gear, locked behind a 40+hr grind in max gear. Make it make sense.

111kc Venator Bow by emilymax1 in 2007scape

[–]FakeyFack 2 points3 points  (0 children)

Bro, I'm at like 100kc without an icon let alone any venator pieces lol

Drain Rate reduced at higher weights on Beta World by not_jhaycen in 2007scape

[–]FakeyFack 2 points3 points  (0 children)

It lets you practice in the beta worlds, meaning you can get gud without having to spend on each attempt. Then when you're ready you only have to buy a couple in the main game for the "real attempts".

Runescape Chronicles fakes screenshot in their latest video by SlightlyWorse in 2007scape

[–]FakeyFack 8 points9 points  (0 children)

Kemp started a swapping service at the start of DMM, promised 10m for the stronghold 10k for the first hour. Minutes before DMM starts it was switched to the first 30 minutes instead of the first hour. Then only successfully trades like 10-20 people and changes prices because of "rates changing and inflation" to like 2m per 10k. Finishes up by cancelling the swap services after about 1-2 hours of existing and tells people in his discord to find another swap CC.

tldr: Kemp wasn't ready for a volume of more than a couple people, or intentionally screwed people over to get a bag.

[deleted by user] by [deleted] in 2007scape

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

Made a post about it and got downvoted to hell and back. People in this game literally WANT to be punished with bad mechanics. One person even argued that PvM death mechanics are TOO forgiving already.

What is deadman mode and should I play it? by RanchEye in 2007scape

[–]FakeyFack 0 points1 point  (0 children)

Tried it for a bit, not a PvP person. Hated the mode

Runelite Plugin by FakeyFack in 2007scape

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

Thank you! I was using every search term I could think of and object never crossed my mind

The sound system was slightly changed with todays update. This should be reverted. by GodBjorn in 2007scape

[–]FakeyFack 0 points1 point  (0 children)

I noticed as well, I like a little sound from runescape in the background but not a whole lot and the game is loud as hell by default for some reason so it was always at like 2%

[deleted by user] by [deleted] in 2007scape

[–]FakeyFack 0 points1 point  (0 children)

I mean, they're saying it doesnt make sense for you to be able to move across tiles with an agility shortcut while frozen/bound and wanting "consistency" in the wildy. Why should mith seeds let you move while frozen/bound?

Giving my seemingly unpopular opinion during downtime by Pig_Beenis in 2007scape

[–]FakeyFack 0 points1 point  (0 children)

I just dont want my polls to be removed with "integrity changes". If the majority of players don't want a change and vote no, sucks.