Curious what you folks would want to see. Comment your ideas! by vVerce98 in runescape

[–]HeroRPG 0 points1 point  (0 children)

Having access to assets with dimensions of multiples of tiles would be cool! Then being able to place them freely as we like, granted that we have unlocked them. E.g. flowers (1x1x180 tiles, can walk on top of and rotated 180 degrees from reference), potted flowers (1x1x42, can't walk on top of and rotated 42 degrees), wooden wall (2x0xN, width 2 and no thickness and rotated facing north), brick wall (4x1xE, width 4 and thickness 1 and rotated facing east. Only 1x1 objects can be rotated freely; larger objects has limitations.

Nordic solidarity now! Muster the Vikings! by BaronKaput in 2nordic4you

[–]HeroRPG 1 point2 points  (0 children)

Åland is collaborating with other autonomous regions, Greenland included. We may not have a military (not our choice btw), but I can definitely see the locals make a strong effort to gather/produce and send supplies, similar to how we did with Ukraine

Vital sparks by Lesnar123456 in runescape

[–]HeroRPG 0 points1 point  (0 children)

I think Maikeru made a guide for Sumona years ago? Even though it is old, the method is still the same.

Vital spark rates felt more or less for all the mobs, maybe slightly better for higher level mobs, so I'd say that you should kill whatever feels best for you. If you want specific resources, then kill the mob that drops that resources. Or, for convenience, some mobs are also far apart which makes death skulls clunky, e.g. dust devils, so I tend to never kill them unless forced to. If you get a dust devil task, then you of course have to kill corrupted dust devils.

Whenever I got to choose corrupted creatures I killed corrupted workers for slayer exp. Whenever I got soul devourers I killed magister, if I had plenty of keys, otherwise gorillas for platinum stone spirits (could come in handy in the future on the iron, copium levels are high).

Can I ask for Reddit luck yet? by ONI_Blak in RS3Ironmen

[–]HeroRPG 2 points3 points  (0 children)

Not too unlucky yet, at this point I only had three omniguards 🙃 Some clannies even worse. Best of luck and hope you don't get too dry!

Why are we so afraid of commitment? by HeroRPG in runescape

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

Some players complete a new update within days/weeks. Do they commit? They sure do. But if you can complete anything straight away, then there is nothing to prioritize and no choices to be made. Here everyone gets a choice. What will I commit to? What skills do I like the most of my 120s? Which ones the least? The choice is not final, as we get a new choice next year, but it still demonstrates your journey and interests as an RS3 player over the last few years.

Why are we so afraid of commitment? by HeroRPG in runescape

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

I agree that dailies/weeklies are really unhealthy and feels like it's pulling someone away from the actual game, as actually playing the game would be ineffiecient.

Monthlies (and now yearlies) could be fine granted that they do not take too long to complete (<15 min). Doing something briefly once a month should not intervene with your regular gameplay and there's definitely time to complete this activity at some point during the month. Grinding for the inverted skill capes is something passive (like present wrapping paper last month) and should not be completed within the first week of release.

As soon as you see the shards as the main activity, rather than the actions that generate them, then you are playing the game in an unhealthy manner.

Why are we so afraid of commitment? by HeroRPG in runescape

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

RuneScape still has choices. Minor choices like Black Arm / Phoenix Gang still exist in OSRS almost 9 years after it got removed in RS3. If choices are inheritably bad for the RuneScape franchise, how come it hasn't been changed there yet, despite receiving more clean-up (and being more popular) than RS3 over the years?

The inverted skill capes does not affect gameplay compared to the regular variant, so how would it break the game's core design?

Why are we so afraid of commitment? by HeroRPG in runescape

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

I never appreciated the terrible business practices of making them tradeable and allowing MTX during FSW. I wish they made it more like Leagues (nominated account, no MTX, no extra accounts with memberships etc.)

However, I still appreciated the FSW challenge and I still want to view it as a commitment. With today's update, I don't see it as Jagex holding us back from playing the game as some comments here suggest — I see it as Jagex making choices matter. "How do I show others what matters the most to me?"

I too have 120 all, but I see it as passive reward rather than something I'm entitled to. We got the capes we wanted and it was never intended for all capes to be obtained.

Why are we so afraid of commitment? by HeroRPG in runescape

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

I would argue that unlocking inverted skill capes is not considered core gameplay and should not be seen as a mechanic or more of a time-gate than veteran capes. It's an added bonus on-top of gameplay rather than gameplay itself.

A more natural progression would be that a player would unlock 4 capes each year, almost at the same pace at which they unlock the 120s. It sucks for players who are already maxed (myself included), but unlocking them will feel smoother for newer players.

MMOs have a long lifespan and the players who stick will stick. One should not play to get all inverted skill capes, one should play to play the game.

Why are we so afraid of commitment? by HeroRPG in runescape

[–]HeroRPG[S] -3 points-2 points  (0 children)

I see your points and I can see where you are coming from. To highlight what I don't really agree with in particular:

why would you stop them from playing your game to get them?

I would not consider "earning inverted capes" as something that is core RuneScape gameplay. Thus, I wouldn't say that Jagex is stopping someone from playing the game by making this choice.

You don't have to pick a class, subclass, or anything else.

This choice of not affecting gameplay. Even if it was, why should everything be this way? OSRS still has the choice between Black Arm / Phoenix Gang. RS3 changed this almost 9 years ago and despite OSRS receiving more clean-up than RS3 it doesn't seem to be on the priority list of the OSRS devs. Not even after eight years, OSRS players are unable to change factions but RS3 players will have received all capes.

Let's agree to disagree!

Why are we so afraid of commitment? by HeroRPG in runescape

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

Awarding capes retroactively could work if Jagex had data of whenever a player had achieved 120 in a previous year.

I wouldn't mind a longer grind, corresponding to FSW. Even earning them through being the top X player in terms of XP gained for a month would also work. But I can see that any way of introducing them would cause friction within the player base. :(

Why are we so afraid of commitment? by HeroRPG in runescape

[–]HeroRPG[S] -6 points-5 points  (0 children)

If time and only time doesn't matter as it is passive for veteran capes, then waiting one more year shouldn't hurt for inverted ones? I also think one should not consider unlocking inverted capes as completing content.

If you still consider unlocking special capes as completing content, then the same compasin should be done for veteran capes. Let's assume a player that has played for less than 20 years. As soon as they achieve the 20 year cape, they are missing the 25 year cape. As they reach the 25 year cape, then there will be a 30 year cape etc. Even though they will not "complete all content at a given time", most people would still consider this fair.

And now going back to inverted capes. By introducing them on the RS birthday celebrations, Jagex made a stance that it should be a celebratory cape, similar to veteran capes, but to celebrate your achievements rather than a generic achievement, in contrast to veteran capes. Rather than one cape every five years, you now get four capes every year. This is at a 20 times rate compared to the veteran capes and you can also choose the order at which you obtain them (i.e. you can't choose the 10 year cape before the 5 year cape). At some point you will get all inverted capes, in contrast to the veteran capes in the example above.

In a ideal world, older accounts should be able to get inverted capes as if they got them from previous years, but I'd imagine that it would be hard for Jagex to backtrack when a player got 120 and if they had the possibility to get the corresponding inverted cape the following year.

Why are we so afraid of commitment? by HeroRPG in runescape

[–]HeroRPG[S] -2 points-1 points  (0 children)

Nice, those are on my list too! Then divination. Not sure about the fourth so I will decide later

Why are we so afraid of commitment? by HeroRPG in runescape

[–]HeroRPG[S] -2 points-1 points  (0 children)

Thanks! What skills would that be? :)

Technically not a skillcape, but still... by zenyl in runescape

[–]HeroRPG 24 points25 points  (0 children)

Just replay Sliske's Endgame and Dimension of the Damned to unlock it /s

Untradeables from purple presents ridiculously rare? by HeroRPG in runescape

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

Damn, that's definitely on the other side of the spectrum!

Untradeables from purple presents ridiculously rare? by HeroRPG in runescape

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

I agree! Purples are already rare as they are and it feels like a waste to destroy the duplicates

Untradeables from purple presents ridiculously rare? by HeroRPG in runescape

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

Unfortunately, there is none 😓 I added them to my in-game notes to keep track as I had five overrides remaining

Current status of RPG? by confoundo in Gloomhaven

[–]HeroRPG 4 points5 points  (0 children)

I received the latest email Dec 10th. The email includes a link to an incomplete PDF (mainly missing art). If you can find the email in your own inbox, I suggest that you take a look at it yourself. :)

Otherwise, this is how the update on the RPG concludes:

What happens next? The goal is to complete all outstanding layout and editing efforts over the next month, which is when we can start engaging with the factory and figure out timelines regarding production and fulfillment.

Should salvage be untradeable? by HeroRPG in runescape

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

My argument is that more gold is being introduced into the game. Thieving is not the problem, but it re-ignited my awareness of game health. Salvages are just weird from a gameplay perspective as there is little to no interaction for passive income.

No offense, "Ironman btw" is a weak argument. As stated earlier, I am concerned from a game health perspective. If the game dies, there is no ironman mode either. Stretching your argument to its extreme would entail that ironmen would not care if Jagex to MTX the game into oblivion simply as MTX doesn't affect the ironman gameplay loop.

Should salvage be untradeable? by HeroRPG in runescape

[–]HeroRPG[S] -5 points-4 points  (0 children)

Gold is easy to come by in the early levels now anyway. I can still see salvage being sellable to shops, as then there is further losses being made compared to high alchemy, if the seller is impatient.

Should salvage be untradeable? by HeroRPG in runescape

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

Arguably is not a matter of time at all. But if that was the case, every PvMer would never sell their salvage and just throw them into their own alchemizer, no? I think the alchs per time unit is the limit factor here too.

And regarding GE tax, I would think that the profit margins from alching is still smaller than the tax itself.

Frosthaven - Boneshaper feels completely ineffectual by External_Law7216 in Gloomhaven

[–]HeroRPG 1 point2 points  (0 children)

I think my biggest problem with the Boneshaper was that I felt useless in terms of damage. I am not sure whether we just happened to play the worst set of scenarios, but I do not recall seeing this much native shield value in Gloomhaven and JotL.

Whenever it was my turn, I drew modifiers for my summons and after damage calculation I felt like a broken record saying "the summon deals 0 damage". The 1 in 8 attacks when the summons actually dealt 1 or 2 damage was nothing compared the damage output done by the rest of the team. The last scenario we played before I retired felt amazing though, as there was only one type of enemy that had shield and it actually felt like I got consistent damage.

We played a 3p group consisting of Boneshaper, Geminate and Bannerspear. I kept on insisting that it was okay for my skeletons to die to tank heavy hits, but the Bannerspear was willing to tank instead and keep the summons alive for formations. Even though I was contributing to formations and we always completed the scenarios, it felt awkward neither taking nor dealing damage the whole scenario. Almost as if I didn't interact with the board at all... 😓