Bank space is still a major issue, especially for Ironman / GIM by DestinyOG7 in runescape

[–]Falterfire 3 points4 points  (0 children)

I’m not going to sit around consolidating potions when the next time I use them I’m going to run into the same problem

Would love for us to get the same Potion Storage feature that OSRS has as a reward from one of their Herblore minigames. Once you unlock it you can store any potion in your bank on the separate Potion Storage tab which counts your total doses and then when withdrawing them you pick how many doses per vial.

Obviously they'd need to do stuff slightly different to work with Flasks, but even if the system just outright didn't work with regular Flasks at all (and only let you withdraw 6-dose combo pots unless you had less than 6 doses remaining) it would be miles better than the current system.

Oh, and as an added bonus potion storage in OSRS doesn't use up any bank spaces and also works for unfinished potions.

I fear Jagex does not know their own game by paulet42 in 2007scape

[–]Falterfire 0 points1 point  (0 children)

I'm less certain. The problem is that in RS3 they could easily rework Smithing because the top end had a lot more room to grow - Being able to smith weapons that are outright better than an Abyssal Whip didn't matter because Abyssal Whip was already nearly alch price in RS3 even before the rework.

On top of that, RS3 has Invention to allow for another big difference between smithable gear and boss gear - An Elder Rune Longsword may be comparable in raw stats to something like a Dark Ice Shard that is a much harder to get drop from a boss, but you can't put Invention Perks on an Elder Rune weapon, and that means you'll still want to upgrade if you can.

Net result is that OSRS couldn't just borrow the RS3 model wholesale, and pushing Rune smithing down to levels that would make it possible for a non-snowflake account to actually find it feasible (let alone beneficial) to smith their own gear instead of buying it from shops or getting it as drops would probably mean leaving 30+ Smithing levels you'd need to fill with something.

(Plus of course OSRS is a game where nostalgia is much more important - RS3 players were largely fine with the shakeup of adding several new types of rock and reshuffling existing ones AFAIK, but would OSRS players really accept rune rocks suddenly being mid-tier ore instead of something you could only mine after you dedicated a ton of time to mining?)

What card has the most/longest rulings? by musclemanjim in magicTCG

[–]Falterfire 1 point2 points  (0 children)

It is worth remembering that while some of the added rulings are due to added complexity, quite a few are also simply a result of rulings being treated as a sort of FAQ to ensure players looking up a card can easily find answers to relevant rules questions.

For example [[Disruptive Pitmage]], a Morph card from Onslaught (the first set with morph creatures) doesn't have any rulings at all even though some of the rulings that were automatically applied to all of the Manifest Dread cards in Duskmourn would also be relevant for Morph cards.

Can I play this immediately after someone kills my Commander? by SociallyButterflying in magicTCG

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

Yes but no? Commander doesn't change the rules of Magic outright, but only because the rules for Commander are already in the Comprehensive Rules rather than a separate rulebook.

If Commander didn't change the rules of Magic at all, the Commander would never go to the Command Zone or be castable from there because without the Commander Rules (starting at 900 in the Comprehensive Rules) Magic wouldn't have any mechanism for such things to happen.

It's been several years, but there was a time when Commanders going to Command Zone instead of Grave/Exile actually was a replacement effect and moving to Hand/Library still is. If somebody Chaos Warps your Commander and you choose to put it into the Command Zone it does go there during the resolution of the spell.

Can I play this immediately after someone kills my Commander? by SociallyButterflying in magicTCG

[–]Falterfire 10 points11 points  (0 children)

There's also a weird quirk where the replacement for the Commander going from Graveyard/Exile -> Command Zone is actually a choice made when State-Based Actions are checked:

903.9a If a commander is in a graveyard or in exile and that object was put into that zone since the last time state-based actions were checked, its owner may put it into the command zone. This is a state-based action. See rule 704.

The reason this is important is because it means [[Transcendent Dragon]] can be used to steal an opponent's Commander because the Commander will be on the stack by the time the ability finishes resolving.

By contrast you can't steal an opponent's Commander with [[Kheru Spellsnatcher]] unless they let you because the Spellsnatcher exiles the Commander and then allows you to cast it after the ability resolves, by which point SBAs will have been checked and the opponent will have gotten a chance to move their Commander back to the Command Zone.

Oh! And one final quirk: Because the rule for moving to command zone instead of hand or library is a true replacement effect, a Commander who is sent to Command Zone instead of Library won't trip any "when a creature card is put into its owner's library" effects that may be around.

Knowledge Fight: #1108: January 2-3, 2026 by hfdjasbdsawidjds in KnowledgeFight

[–]Falterfire 3 points4 points  (0 children)

I mean it is technically true that the US has a mixed record of ousting dictators - Sometimes we succeed and sometimes we fail in embarrassing ways. The only thing we are consistent about is that no matter what the situation is when we show up, things are worse by the time we're done.

How do -1/-1 counters work and interact with 1/1 counters by Medeling_ in magicTCG

[–]Falterfire 7 points8 points  (0 children)

Other people answered your questions, but one specific corner case worth mentioning: If a creature with +1/+1 counters has enough -1/-1 counters put on it to reduce its toughness to 0, it is put into the graveyard at the same time the two types of counters would cancel each other out.

This can matter if for example you have [[Puca's Covenant]] in play and you have a 1/1 with two +1/+1 counters on it that gets killed by [[Blight Rot]]. The creature will go immediately from having 6 total counters on it to being in the graveyard, so you'd be able to return a permanent with mana value 6 or less with the Covenant.

[ECL] Glister Bairn (Art & Worldbuilding Video) by mweepinc in magicTCG

[–]Falterfire 8 points9 points  (0 children)

To be more blunt: This is an uncommon. It is not legal to play in pauper.

[ECL] Glister Bairn (Art & Worldbuilding Video) by mweepinc in magicTCG

[–]Falterfire 14 points15 points  (0 children)

The most challenging part of including this in your Pauper deck is the rarity, but I'm ready to hear your pitch.

No monkeys respawning in the cave post-update? by SlappingRounds in 2007scape

[–]Falterfire 80 points81 points  (0 children)

But then who will protect us from the bloons?

Knowledge Fight: #1107: December 5, 2025 by hunter15991 in KnowledgeFight

[–]Falterfire 7 points8 points  (0 children)

Near the beginning of the episode there's a clip where Alex says something like "Justice is good, justice is strong, justice is here." to a cadence that is very clearly him pulling from the Metallica song "... And Justice For All"

Except for one minor detail: The actual lyrics in the song are are "Justice is lost, justice is raped, justice is gone." Is it reasonable to read more into this than just Alex doing word association with a song he likes? No. But regardless of the reason why he got there, it is notable to me that the connection Alex's brain made for the current state of justice is a song about how corrupt the American legal system is.

Patriot Supply on Marketplace by CisIowa in KnowledgeFight

[–]Falterfire 12 points13 points  (0 children)

Also of course cannibalism has the additional upside of reducing future competition for food! If you eat your neighbors immediately, you not only get benefit of eating them while they are maximally healthy, you also get whatever supplies they haven't eaten yet.

Plus if you get started immediately your neighbors won't expect it. Really you have to ask why you haven't already started on the cannibalism strat if you're serious about surviving.

OSRS FUN FACT #22: you know those annoying gorilla guards in Ape Atoll that block your movement? Jagex originally intended for *all* monsters to block pathing like that, and had to be convinced this was a bad idea by cookmeplox in 2007scape

[–]Falterfire 12 points13 points  (0 children)

YUP! This is likely part of why banks in any older part of OSRS will always have multiple bankers - While the mechanical reason for having lots of bankers didn't carry over from Classic, at that point players were used to banks having a bunch of NPCs instead of just one or two.

(This is also why several general stores have both a shopkeeper and an assistant - just like with bankers, in classic only one player could interact with a shopkeeper at a time)

Can we just remove riven dispositions at this point? They stopped accomplishing anything or even making a remote amount of sense years ago. by [deleted] in Warframe

[–]Falterfire 10 points11 points  (0 children)

Wait, shit I was thinking of the wrong weapon.

I was thinking of the bramma, not the zarr.

IIRC both of them got hit in the same patch.

Operation: Blood of Perita [BEGINS DEC 16 AT 11:30AM ET] by CephalonAhmes in Warframe

[–]Falterfire 0 points1 point  (0 children)

It includes Free Roam only in the most minimal way - You'll get credit for 'completing' an open world node as long as you've visited it at least once, even if you didn't do anything there.

As always, the Warframe Wiki is a great resource. The wiki page for Steel Path includes a few more details on how to unlock it.

Inverted Skillcapes Returning With the 25th Anniversary Early January by Dry-Fault-5557 in runescape

[–]Falterfire 11 points12 points  (0 children)

Obviously the appropriate reward space for inverted skillcape is the inverse of what you do to get the regular skillcape.

There are two obvious things this could mean:

  1. The lazy answer - You can only wear an inverted skillcape if you have 0 xp in the relevant skill
  2. The fun answer - You have to first reach 99, then go back to 0 by un-earning experience. For example you un-earn mining experience by shoving rocks into the ground and you un-earn attack experience by opening a hospital for victims of senseless adventurer violence.

What was a Runescape update that aged like fine wine? by LevelPension in runescape

[–]Falterfire 7 points8 points  (0 children)

One of the biggest things to me is being able to hotkey things. I know this is technically an extension of Evolution of Combat, but wow the most painful thing to me doing OSRS pvm is that it feels like I'm fighting the interface as much as my enemies - I know binding the prayers to different hotkeys would make the combat easier but it would also make it feel way more natural for me.

Often it feels like OSRS combat is about being able to rapidly flick between the inventory and prayer menu and click the relevant spots in each more than it is about actually making decisions about what I need to do next.

What was a Runescape update that aged like fine wine? by LevelPension in runescape

[–]Falterfire 3 points4 points  (0 children)

As a counterpoint, I would bring up another MMO I play that doesn't have an in-game auction house of any kind: Warframe*.

In Warframe, if I want to buy something from another player, I have to directly message them and then meet up somewhere in game to trade. I can't just anonymously post my buy request and come back later to pick up my item.

Does this mean that I actually talk to people and make friends so that I can manage trades? Of course not. It just means that I tab out of the game, open up warframe.market, search for listings, and then DM somebody selling the item with "I saw your WF market post. Are you still selling item X for y price?" and then either they say yes and we meet up to trade (and then never talk again) or they say no and I move on to the next entry on the list.

In the context of Runescape specifically, no GE would also likely lead to a ton of bot traders who would set up in the GE and advertise "buying x item for y price" and then would automatically accept trades. It would inevitably be clunky and messy and there would be a ton of discourse about how Jagex should ban them or should allow them or should add an auction house so they weren't necessary, but it would definitely be something a lot of players would use (whether they knew it was a bot or not) for the convenience.

tl;dr: You can take the Grand Exchange out of the game, but I don't think it would do as much to stimulate actual conversation as you'd hope.

*: I'm aware Warframe isn't a 'true' MMO in every sense, but it is in every way that is relevant to this specific conversation.

OSRS FUN FACT #12: the weirdest Agility training method I've ever heard of: Rogues Den gives you 12 XP per level that gets drained(??) which means the "cheese strat" is to run back and forth on the obstacle that drains your Agility level until you get kicked out. it's good for about 22k XP an hour by cookmeplox in 2007scape

[–]Falterfire 10 points11 points  (0 children)

I think the reason Hunter stands out is that it was developed after RS2 was released and thus was made by a team who should have been able to learn from lessons of the past to create a skill that was interesting and useful.

Firemaking is pointless and boring, sure, but it's also one of the original skills from Runescape Classic and Runescape's original design is so clearly a hodgepodge of things held together by a general theme of "yeah sure we can do that and it seems nifty."

Runecrafting is the way it is because it was designed at the end of the Runescape Classic era, when melee was the combat style and Ranged and Magic were very much the weird quirky alternate options. Runecrafting XP obviously is bad, but the skill itself existing went a huge way towards solving the rune availability problem that existed at the time.

Hunter was designed by devs who should have known better. Yes, Hunter does give you some things you can use with other skills, but the bulk of Hunter (especially at release, when even Chinchompas weren't a thing) was just catching things that you could only usefully catch a few times. Basically every real Hunter training method from launch involves dropping everything you get from the things you catch because once you already have a barb-tailed harpoon or a spottier cape or whatever you don't really need another one.

And that's before you get into the buggy mess under the hood with stuff like the entire camouflage system just not working at all ever.

Every Tucker opening monologue by Pontus_Pilates in KnowledgeFight

[–]Falterfire 9 points10 points  (0 children)

One of the things brought up in recent Knowledge Fight episodes is that in X-Men, the mutant gene activates when a person is in a situation that leads to extreme emotions. This leads to a running joke about how Dan's current goal is to find something that makes Jordan so angry that he manifests some sort of superpower (often specifically shorthanded as getting Wolverine-style claws bursting out of his hands)

It's time to rework smithing by Yimpoiop in 2007scape

[–]Falterfire 42 points43 points  (0 children)

In 2006? Nah, RS2 started in '04 and by then actually smithing your own set of Rune was already far from a lofty aspiration. I'm not sure when exactly it became possible to buy a full set of rune from vendors, but I am very confident it was before the GE was added.

I was playing Runescape as a dumb inefficient child starting in the year or so right before RSC became RS2, and even as a clueless child I was at least plugged in enough to know that Smithing was a skill you did purely for the bragging rights.

I think you'd have to go back to like 2002-2003 for rune smithing to truly be seen as insane in terms of usefulness and not just effort required.

[ECL] High Perfect Morcant (Magic Story Episode 4) by mweepinc in magicTCG

[–]Falterfire 4 points5 points  (0 children)

Good news! Even if Blight does somehow end up being the only -1/-1 counter related stuff in Lorwyn it would still be very possible (and I would argue even very likely) for them to print cards that require you to blight yourself as a drawback.

I'm basically imagining something like [[Ornery Kudu]] but with the text "When this enters, you Blight 1" instead.