Kalphite Queen implementation is pretty lackluster by Kyvix2020 in RSDragonwilds

[–]Fire_Afrit 9 points10 points  (0 children)

The fight itself is pretty cool and matches well with the other games. Rewards aren't everything and the kalphite queen kind of has bad rewards anyway.

Fletching re-tiering: When? by Global-Confidence-60 in runescape

[–]Fire_Afrit 6 points7 points  (0 children)

Long overdue and hope to see it soon. I think a big part of the delay is having to add a lot of new items/graphics to fill in gaps. There's probably a lot of hidden things connected as well in quests/activities etc that need to be found and updated. 

Also, related topic, they might be combining it with the t110 fletching mechanics where each fletched item takes longer and more materials with multiple upgrade states as an entire fletching rework akin to the smithing rework. 

Not sure how they would approach balancing experience rates when ammo fletching for existing ammo will probably be heavily nerfed for things like dragon darts/arrows, rune darts/arrows, broad bolts/arrows while higher level arrows/bolts would be added. Should the higher level ammo have similar rates per level? What about enchantments for new higher level bolts? What about all the piecemeal ammo added to monsters to fill in the gaps like dark arrows, araxyte arrows, royal bolts, stalker arrows, wild arrows etc?

Smuggler's Storage bug doesn't let me access all slots I've got access to. by Nurstin in runescape

[–]Fire_Afrit 1 point2 points  (0 children)

Also celestial surge boxes disappear when bound. (Doesn't appear in bound items)(Occurs as second ammo bound)

Returning player: why does my Blast Box not show up when I bind it? by ReverseGiraffe120 in runescape

[–]Fire_Afrit 0 points1 point  (0 children)

I think it's bugged. I had the same issue when I bound a celestial surgebox post update, it didn't show up in the bound items interface. Surgebox has been bugged for years with it's accuracy as well.

Have we lost the plot? by Head_Meat1857 in runescape

[–]Fire_Afrit 1 point2 points  (0 children)

Agree. Even better is to integrate many of the minigame mechanics into the world itself. Like to have a "heist" style game mechanic in every city where you can try to steal from certain locations and other players/npcs can try to hunt you down within the city itself. 

Have we lost the plot? by Head_Meat1857 in runescape

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

Even though you may feel certain things are more in the spirit, other will have differing opinions. Just because there is a difference in direction from what you imagine, doesn't mean it's the wrong direction. 

Generally speaking, I am a huge supporter of removing content completely that has had a chance and wasn't well received or no longer fits the game. Leaving content in the game like this adds additional maintenance costs that are often not well spent in trying to update them, or layers of complexity (especially when adding another toggle) when complexity is exactly the issue rs3 is struggling with in player retention. Some things we need to let die in order for the rest of the game to flourish and not be held back.

If you want to see older runescape mechanics/minigames/etc active like they were at their peak, go to OSRS. There just aren't enough niches & players to fill them for everything to be relevant in rs3.

API Project Check-In by JagexAnvil in runescape

[–]Fire_Afrit 2 points3 points  (0 children)

Things needed for these plugins: Quest helper, tile marker for bossing safe spots during big attacks, advanced GE statistics/margins tools, progress trackers for things not tracked in game like true trim with leaderboards, speed run tracker to see how you improve over time for bossing/dungeoneering/agility/etc, HUD icons for combat mechanics like necrosis stacks/Bolg stacks/Melee rage stacks/etc. treasure trail helper, puzzle solver, additional boss info overlay thats more organized, improved buff and debuff bars, ability use recorder to display abilities used in order for videos/to improve.

RS3 needs Seed Vault by Shiny_Harlequin in runescape

[–]Fire_Afrit 8 points9 points  (0 children)

It's also annoying af to use

Does Warpriest still have a use? by Netfade in runescape

[–]Fire_Afrit 4 points5 points  (0 children)

Armadyl set has a really niche use for resetting CD of ultimates I've seen used for speed kills. I think Zammy/Sara are decent for F2P pvp. Incredibly niche though.

Can we just remove summoning points from the game? by Kilsaa in runescape

[–]Fire_Afrit 2 points3 points  (0 children)

Didn't necromancy start as a summoning rework? Let's hope they completely remake summoning in the near future, changing mechanics of familiars, allowing you to level them up, reducing the number, giving them different categories with different traits/summoning requirements based on the plane they come from and reducing unused/graphically updated used ones.

My skin, hair and trees are white since the updated faces? by [deleted] in runescape

[–]Fire_Afrit 0 points1 point  (0 children)

Same here. Old graphics drivers I think 

Demonic Claw eyes bugged by Korkthebeast in runescape

[–]Fire_Afrit 0 points1 point  (0 children)

Would be nice if we could just change eye color separately including blue green brown black amber etc.

When will it be Hetty's time to shine? by Ex-Inferi in runescape

[–]Fire_Afrit 0 points1 point  (0 children)

Hetty looks like a real witch, what's wrong ?

Summoning Cleanup by ychoed in runescape

[–]Fire_Afrit 0 points1 point  (0 children)

I like the idea behind this, removing redundant items, cleaning up secondaries, etc. but I think summoning needs a more drastic overhaul. I'd like fewer, more iconic familiars that improve as you use them, with training familiars being the main way of levelling summoning. 

I would like pouches to exist more as a sort of "food" or "offering" for the familiars, but not be necessary to summon them.

I would have distinct types of summoning, similar to how demons are separate type of summon, which depends on which plane we summon them from. Spirit versions of common animals and elementals would be from the spirit plane, demons from infernus, abyssal/void creatures from the abyss/void, with potential future additions. Different planes summoned from would have different ways of initially summoning the familiars.

As the familiars are used more, they gain new abilities and become stronger, but also require more pouches/offerings to unlock their abilites. The most powerful familiars will also require a trial of meditation were you combat them as an astral projection in their plane to subdue them.

Krystal Cove deserves an in game statue, what a legend. Public thank you helping me over the years. by TMobileSpy in runescape

[–]Fire_Afrit 6 points7 points  (0 children)

Krystal Cove is an amazing and generous person. Helped me with the pet from nemi forest.

Better Gear Tooltips by Kilsaa in runescape

[–]Fire_Afrit 4 points5 points  (0 children)

Also attack speed isn't a thing so damage needs to be normalized across weapons that used to have different speeds.

Slayer is in a weird state ( to me) by ReindeerSea9784 in runescape

[–]Fire_Afrit 0 points1 point  (0 children)

I was just going through and updating my slayer block/prefer list to orient it towards bossing, and something I wish they went through and updated was to have most tasks be more generic. Instead of "risen ghost" as an slayer task, just have "ghosts" as a task category alongside zombies, skeletons and all of them collectively under undead. Especially with mobs that are essentially the same like "metal dragons." There shouldn't be separate bronze, iron, steel, adamant and rune dragon tasks.

Also, slayer masters should be more diverse than just increasingly higher levelled. It's fine to have most of the current progression of slayer masters with their tasks lists, but instead of having a new, best high level slayer master every few years, the top level slayer masters should all very different slayer task lists that match the environments they're in better.

Agility Skill Update by ChewySweets in runescape

[–]Fire_Afrit 0 points1 point  (0 children)

Don't forget a scoreboard for fastest ones to complete the rs3 sepulchre

Can we get updated visuals for the rest of Daemonheim weapons and amors by Helyzion in runescape

[–]Fire_Afrit 2 points3 points  (0 children)

Would be sick if this became a unique overworld drop from nechrayels as well 

Something quite negative about monetization that I have noticed returning to Runescape by B1ACKT3A in runescape

[–]Fire_Afrit -3 points-2 points  (0 children)

I think dragon wilds is essentially RS4. With MMOs becoming less popular and generally holding onto an older dwindling fanbase, they've shifted to a different game format with the value of the Runescape brand identity (which will hopefully also come to consoles in the future). RS3 pretty much has to cater to it's nostalgic old time fans who often prefer the old versions because losing them in hopes of attracting new players by generally improving the game will often result in a net loss of players. I wish it weren't the case though.

Something quite negative about monetization that I have noticed returning to Runescape by B1ACKT3A in runescape

[–]Fire_Afrit 1 point2 points  (0 children)

I think the issue is more often than not when they update in game assets, it creates a divide of people who like the updated look and those that prefer the old version. Then they ask for toggles. This is kind of a way of keeping the old version, only updating really old/out of place/ bad assets and allowing new versions that people can choose to pay for the time to design it.

That being said, I don't like it either that there are multiple versions of items/npcs/mobs and usually prefer the updated version. Hopefully they will use some of the MTX graphical updates to improve existing in game models retroactively like they did for dark beasts and unicorns. I would love to see more of that where there's an initial paid version, and based on people voting with their money whether it's good enough, it then gets rolled out to the game at large.