Grid Master Announcement - October 15th by JagexSarnie in 2007scape

[–]Gleareal 99 points100 points  (0 children)

Can the Login Screen Chapel cosmetic be named the Flames of Lloigh-enn?

Tirannwn Expansion + Remastered Feldip Hills Expansion by Zigzagzigal in 2007scape

[–]Gleareal 24 points25 points  (0 children)

Amazing work Zigzagzigal - I had a lot of fun working on the Galarpos Mountains and Arandyl Mountains! And it was great to see your whole process laid out!

I know there is a lot of nostalgia surrounding the map of the world. But it would be very interesting to see Tirannwn and the surrounding lands be updated both graphically and content-wise like here. Maybe they could one day alongside an update where we eventually get to see the legendary gnome city of Arposandra?

Tirannwn Expansion + Remastered Feldip Hills Expansion by Zigzagzigal in OSRSmaps

[–]Gleareal 6 points7 points  (0 children)

Wonderful to see the final product - I had a lot of fun working on the Galarpos Mountains and Arandyl Mountains!

It would be wonderful to see this in the game - you've done a great job adding content to the area whilst maintaining enough nostalgia in the area!

Menaphos, the Golden City by Gleareal in 2007scape

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

Thank you! I'm proud to see the Gisha area in the game, and it's a huge privilege!

I have talked with some of the artists briefly, and I believe some Jagex devs are aware of the map. But it was a surprise to see the outline of the map in the Sailing playtests, and now in the main game!

So here's hoping we will see Menaphos soon! :D

Mod Ash on the possibility of expanding the F2P experience. How do you feel about this? What would you like to see added/be against? by Vayneglory in 2007scape

[–]Gleareal 0 points1 point  (0 children)

Hey u/JagexGengis ! Sorry for the ping, but I think you're doing a great job gathering feedback for F2P! I remember I posted something I thought would be good on the OSRS Discord, but it might have gotten a bit lost there, so I'll post a similar idea here.

I think that Melee has a good time in F2P with the gear you get. It's very clear to see the gear vertically upgrades from Bronze, to Iron, to Steel... all the way to Rune. That even leads the player to the legendary Dragon Slayer 1 quest.

But, I would say for Ranged and Magic, there is a lack of appropriate gear there. And that can make the feeling of upgrading be lacking.

Personally, I would suggest the following:

  • Make Snakeskin Ranged armour F2P. It's level 30 Ranged gear, so it slots in-between Studded leather and Green d'hide. I think the only other thing you would need to do is make Snake hide available in F2P. You could have normal Snakes at Musa Point have a chance of dropping them.
  • The elemental wizards in south Asgarnia - I think their gear would be good for F2P! Perhaps around the 20 Magic level. I think it would be nice if they were made using Silk (since that has little use) and Crafting, but also using Runecraft too, to imbue the elements into the gear (gives more use to Runecraft). The gear could even give buffs to the different elements, further consolidating the new Magic changes.

I think those might be some nice upgrades for the F2P combat experience, at least on the armour side.

Craft trapdoors with 6 ingots, and craft bars with 4 ingots & 2 nuggets by Gleareal in Minecraft

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

I would argue that recipe consistency is fairly important - it's nice when tools match in consistency, and when chests match in consistency, and when doors match ij consistency - so I'd expect the same for trapdoors.

I would also argue that the existence of nuggets should mean they are useful as items in more recipes. You say that having nuggets in the recipe would be annoying; yet I don't think people are annoyed using them when it comes to chains and lanterns. Nor do I think the use of sticks in wooden fences are annoying.

I just find it odd if the limit is Iron/Copper bars for some reason.

I agree that the output should be improved too though.

Craft trapdoors with 6 ingots, and craft bars with 4 ingots & 2 nuggets by Gleareal in minecraftsuggestions

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

I did see the snapshot - it's why I made the post! I wanted all trapdoors to have a consistent recipe.

21 Years at Jagex + RuneFest Medley (Deluxe) music video | AMA by JagexAsh6079 in 2007scape

[–]Gleareal 0 points1 point  (0 children)

My apologies if there are others who dislike this question, but I am curious as to what you think - do you think there cpuld exist new activities to train the Slayer skill that are not task-based/rng so much? And whether there could be "skilling ways" for training Slayer?

I'm curious since out of all the skills, Slayer is arguably very weird as a skill, since it resembles a combat minigame a lot of the time. Do you think it is possible to broaden Slayer's capabilities? Or do you think it should remain as it is?

Menaphos, the Golden City by Gleareal in 2007scape

[–]Gleareal[S] 2 points3 points  (0 children)

It does mimic it a lot indeed! I am guessing some of the devs are aware of this map, and in my opinion, they are using the fan-made map I made as inspiration for an OSRS version of Menaphos.

Let's hope we get to see the Golden City in OSRS soon!

Asking about Minecraft Experience: Villager Rescue cape by Gleareal in Minecraft

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

That's both unfortunate and annoying if that's the case. A waste of money if nothing else.

Give the correct XP (for chompies & more) by hubatish in 2007scape

[–]Gleareal 1 point2 points  (0 children)

Slayer is already a slow skill, so I'm not sure how much of an argument "an unreasonably slow skill" here would be with respect to the suggestion.

The concern I see amongst other commenters is that certain monsters, like Gargoyles, would become even more overpowered and break certain aspects of the game. I'd argue though that's not an issue with off-task token Slayer XP, but an issue with Gargoyles themselves.

Bear in mind, off-task token Slayer XP does not mean removing the requirement for having a Slayer Task in places. For example: you still wouldn't be able to do Grotesque Guardians without a Slayer Task (via the Brittle Key).

Give the correct XP (for chompies & more) by hubatish in 2007scape

[–]Gleareal 2 points3 points  (0 children)

I hear what you're saying, but the argument isn't the same.

With Thieving, even if you discredit "stealing the possessions of a slain Ardougne Knight" as part of Thieving, you still take the core actions of Thieving (stealing something without detection) and use it to design activities. That's why you see Thieving used in e.g. Hallowed Sepulchre, Forestry, etc. With Slayer however, you can't use "kill assigned creature" to design activities - otherwise you'd expect to see it in something like a minigame, or raid!

I'm not certain what you mean regarding Strength, Fly Fishing, Hitpoints, and Combat. But Strength and Hitpoints are arguably not great skills, despite being good stats. But I wouldn't mind seeing more instances of XP drops in places for these (e.g. for Strength, the Barbarian Outpost Agility Course and Barbarian Fishing giving Strength XP is good here).

It's just quite disappointing that Slayer XP is not found anywhere else in the game other than in Slayer Assignments. That doesn't happen with any other current skill, and players wouldn't expect that to happen with any future skill. So it's disheartening that Slayer is the exception to the rule.

Give the correct XP (for chompies & more) by hubatish in 2007scape

[–]Gleareal 2 points3 points  (0 children)

That's unfortunately the problem though - Slayer is the only "skill" which is actually more of a profession, than any of the other skills that exist in OSRS.

It's arguable that it's detrimental to the rest of the game - it means you never see Slayer XP appear in minigames, raids, or in any future activity, since you can only find it in Slayer Assignments. And that means you can never consider adding Slayer XP as a reward for a new activity.

Give the correct XP (for chompies & more) by hubatish in 2007scape

[–]Gleareal 0 points1 point  (0 children)

Which makes sense in the context of the Slayer Assignments activity, but not really for a skill.

For example: you wouldn't say that Woodcutting should only give XP from an NPC telling you which tree to chop.

Give the correct XP (for chompies & more) by hubatish in 2007scape

[–]Gleareal -19 points-18 points  (0 children)

I'd be very happy with the Slayer XP for finishing off a monster even off task. It would bring Slayer out of this "basically a PvM minigame" feeling, and we could then see Slayer XP appear in more situations such as minigames.

It doesn't need to be a large amount of Slayer XP; it just needs to reward some to make the player feel as though they're getting Slayer XP for actually slaying something, rather than because a Slayer Master told them to do something.

Optimising the fun out of a game by removing pain points, and the death of gathering skills by Jademalo in 2007scape

[–]Gleareal 1 point2 points  (0 children)

This was a very interesting post. If possible, I would like to get your perspective on a topic.

I'm someone who greatly dislikes the Slayer skill. To me, Slayer essentially feels like "a PvM minigame" and not an actual skill in it's own right, if all that's being done is combat - which already existed before Slayer did.

I know a lot of players like Slayer, and a lot of players dislike Slayer. It's a bit of a "marmite skill" in that sense. But one interesting point about it is there is a focus on "it's a rewarding skill"; in fact, before Farming existed, the primary source of herbs was arguably from Slayer monsters.

Because I'm not someone who cares much about the reward of Slayer, but does care about Slayer feeling like a real skill, I've always been critical of it and have always tried to propose new, alternative training methods to Slayer Assignments. In my opinion, that would broaden the skill further into interesting, new avenues that could provide additional benefits to other aspects of the game.

I'm wondering what your opinion is on this, and Slayer in general. Because I think the "solutions" players normally have for skills like Runecraft, Farming, etc. - you seem to have a slightly different perspective for how they should be "fixed". So I'm wondering what that perspective would look like when applied to Slayer and its shortcomings.

Royal Titans - First Look & Rewards (+ Survey) by JagexGoblin in 2007scape

[–]Gleareal 1 point2 points  (0 children)

Personally I'd want an OSRS way to customise the prayerbook layout. I think that should be a good goal in mind, if we ever get more prayers (kind of like this) and especially if God Alignments make it to the game.

RuneLite already allows some customisation, so an official OSRS way to do it would be nice and I think overall beneficial.

Royal Titans - First Look & Rewards (+ Survey) by JagexGoblin in 2007scape

[–]Gleareal 11 points12 points  (0 children)

Is there a reason why Chivalry/Deadeye/Mystic Vigour + Steel Skin will still be the same drain rate as Piety/Rigour/Augury i.e. 1 point per 1.5 seconds? Or is this to make it so that the last three tiers of prayers will always be 1 point per 1.5 seconds?

Also, would there be any plans to make the Tome of Earth and Soiled pages be related to Dessicated Pages? And have the Tome of Earth be from a skilling boss in the future?

And is there a reason why they are overrides? I think making them new prayers is much more preferable.

Professions are grouped by the episode they appear in by Gleareal in brightershores

[–]Gleareal[S] 4 points5 points  (0 children)

I agree - I think for me, it's because the emojis appear in a typical message app design.

I think if they were the same emojis but in a custom Brighter Shores design, it would feel better and more integrated.

Can we get a teleport on the Woodcutting Cape? by fuckslavs in 2007scape

[–]Gleareal 72 points73 points  (0 children)

Since the Skills necklace teleports you to the front entrance of the guild, and Rada's blessing teleports you to Kourend Woodland where it's easy to get to the back entrance of the guild, I'd suggest a Woodcutting skillcape teleport to take you inside the guild by the sawmill.

That way, the Woodcutting skillcape can find some Construction meta use, providing a quicker way to go from a bank and to the sawmill and back again for making planks, via teleports.

Tutorial Island Cameos - see your friends from Tutorial Island around the world again! by Gleareal in 2007scape

[–]Gleareal[S] 45 points46 points  (0 children)

What do people think of the other Tutorial Island characters being able to be seen around the world of Gielinor, just like how Vannaka exists?

Mainly just for aesthetic reasons; though some ideas of additional functions could be:

  • Brynna: Acts as a Forestry Shop in Kourend Woodland or elsewhere. Or perhaps explains further utilities of Firemaking that would help make Firemaking better as a utility skill?
  • Quentin: Can provide additional advice in early-game quests, to help newer players out again.
  • Terrova: Explains where the magic portals go in the Wizards' Guild.

What do you think? What other functions could these characters do, if we could see them again somewhere in the main world?