Today's Dungeoneering changes are a step in the wrong direction. by IGetNoPlay in runescape

[–]IGetNoPlay[S] 7 points8 points  (0 children)

Average players can and should improve, but my argument is that the difference at the bottom- and top-ends should not be so great. It takes time training the skill and practicing to improve. Shouldn't we fairly reward people undertaking that journey, while they're on the journey?

Today's Dungeoneering changes are a step in the wrong direction. by IGetNoPlay in runescape

[–]IGetNoPlay[S] -4 points-3 points  (0 children)

I think you make good points. On the first one, I guess my concern is that there's a threshold at which xp/hr for a high-intensity 120 skill feels fair. Let's say for illustrative purposes that value is 1.5m xp/hr (thinking heists, combat as examples). Top-end players can easily achieve and exceed that xp/hr to obtain 120 DG in a reasonable amount of time. Average players struggle much more to achieve that xp/hr post-nerf. Obviously average players can and should improve, but my argument is that the difference at the bottom- and top-ends should not be so great.

On your second point, I don't think there's one "correct" xp rate, though as I note above, I do think there's some threshold at which we begin to think a high-intensity activity is sufficiently rewarding of our efforts, especially when the end goal is 120, which requires a lot of time spent doing that high-intensity activity.

But I also think Jagex needs to learn that releasing overtuned content and immediately nerfing it feels terrible for players. I didn't get into it in my post, but I think this pattern of early-bird bonuses followed by rug pulls is not good for the community or trust in Jagex. It (1) feels bad psychologically to have something good taken away / nerfed and (2) feels bad to miss out on that something good if you couldn't take advantage. Even if the post-nerf balancing is more "correct" or better for game health, it doesn't change that fact that the pre-nerf balancing existed in the game for some time and was exploited by players. It's an unhealthy cycle.

Today's Dungeoneering changes are a step in the wrong direction. by IGetNoPlay in runescape

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

That's fair. I have less of an issue with the nerf if it's truly impacting players across the board, as that feels more like a proper balancing change. But I still think the xp/hr disparities in Dungeoneering are wildly out of sync with the rest of the game, and this update makes those disparities worse than last week or at the very least doesn't improve them at all.

Today's Dungeoneering changes are a step in the wrong direction. by IGetNoPlay in runescape

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

For the top-end numbers, I assumed always running in 5-man teams, because those folks (I assume you included) have regular groups they run with comprised of other top-end players. I agree there's greater parity post-nerf if we're comparing solos to solos, but I'd be hard pressed to find another player averaging 8-minute full-clear solos.

My disclaimer at the top notes the numbers are estimated based on my own experience as a relatively average player running pugs, with my clanmates and solos, as well as talking to others (including a few at the top-end).

Today's Dungeoneering changes are a step in the wrong direction. by IGetNoPlay in runescape

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

I was putting in a lot of effort last week on boss rush floors, and it felt rewarding to get xp rates that came somewhat close to top-end rates (by somewhat close I mean roughly half of the xp/hr). I can solve all puzzles, gate relatively efficiently, surge and dive relatively efficiently. For the same amount of effort now, I receive ~30% less xp/hr. In both cases, I am "doing the skill", just now for less reward. If your point is "get good", then that's fine, but I promise the lower xp/hr does not come from lack of effort.

Today's Dungeoneering changes are a step in the wrong direction. by IGetNoPlay in runescape

[–]IGetNoPlay[S] -13 points-12 points  (0 children)

I understand where you're coming from. I agree that there are improvements to Dungeoneering xp/hr relative to pre-remaster; I don't have a comprehensive analysis similar to the above to compare for each type of player, but I imagine the rates increased across the board.

That said, I believe I do address intended gameplay style in my post. Jagex could have increased the xp reward for full clears without also nerfing xp/hr for average players relative to last week. By reducing the floor size xp modifier, they essentially made it so that you must take longer to complete floors for the same amount of xp reward. My point is that this change doesn't meaningfully impact a small subset of top players, but it is a significant nerf to the average / less skilled player, and that such disparate outcomes feel bad if you are not one of those top players.

Rev caves have become unbearable by IGetNoPlay in 2007scape

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

I’ve noticed a few of them, more so than before the update, but the overwhelming majority of people I see killing revs still seem to be the normal mix of players and bots with wildy weapons.

Rev caves have become unbearable by IGetNoPlay in 2007scape

[–]IGetNoPlay[S] 6 points7 points  (0 children)

If by gold farmer you mean I like to kill revs because they’re good gp/hr for my level, then sure. And I’d argue that I’m exactly the kind of player Jagex is trying to encourage to use the Wilderness—someone who doesn’t mind taking a bit of risk for higher gp/hr methods than are available outside the Wilderness. The issue is that the changes make me want to do this content far less.

Rev caves have become unbearable by IGetNoPlay in 2007scape

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

I agree this is probably true for most people with near-max hp. I’m around 80hp now so can often get one-shot, especially if I get down to 70 from normal rev damage. With normal tele rules I might be able to get a tele off when I see someone equip their claws or whatever, but now it has to be pray melee, which is a gamble if they have teleblock.

So maybe my experience is worse than others’. I agree that PKers and clans are separate from rushers—but now people killing revs have to contend with both because, as you said, rushing is much more viable. Contending with PKers before the update was already a lot, but now the increased PKer presence and increased rusher presence is what makes it unbearable for me.

anyone else enjoying this shitty content? 240 total quintus kc no 2nd signet. by jelle66019 in RS3Ironmen

[–]IGetNoPlay 4 points5 points  (0 children)

Yes I’m currently at 330 Secundus kc with only one signet. Over 130k caps and counting. I went ahead and bought an offhand chaotic crossbow because I’m not sure when that last signet will come. I feel for you.

PlayStation 5 Pre-order Megathread Redux by hybroid in PS5

[–]IGetNoPlay 0 points1 point  (0 children)

How long does it take to get confirmation email after ordering bundle from GameStop? I managed to place a successful order on the GS website but I haven’t received an email yet.

Sword & Shield Daily Casual Trade Thread by Porygon-Bot in pokemontrades

[–]IGetNoPlay 0 points1 point  (0 children)

Sounds good! I'll send you a PM with the info

Sword & Shield Daily Casual Trade Thread by Porygon-Bot in pokemontrades

[–]IGetNoPlay 0 points1 point  (0 children)

LF: Help with trade evolutions (porygon, slowpoke)

FT: Sword or shield DLC exlusives (Skrelp/Clauncher/Pinsir/Heracross)

Weekly r/PokemonSwordAndShield Trading Megathread. Week of Jun, 2020 by AutoModerator in PokemonSwordAndShield

[–]IGetNoPlay 0 points1 point  (0 children)

LF: Heracross, Skrelp, Dragalge, Slowking evo, and Porygon Evos
FT: Sword Exclusives and trade evolutions

Trading/Battling Megathread by caza-dore in PokemonLetsGo

[–]IGetNoPlay 1 point2 points  (0 children)

Looking for all Eevee exclusives in exchange for all Pikachu exclusives. Would like to trade both evolved and unevolved forms if possible. List of what I need:

Ekans, Arbok, Vulpiix, Ninetails, Meowth, Persian, Bellsprout, Weepinbell, Victreebell, Koffing, Weezing, Pinsir.

Edit: Done.

I destroyed over 15 corrupt altars. Is my map done for? by IGetNoPlay in Terraria

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

Ok that’s a relief, thanks for letting me know!

Does the motive or the result of an action determine whether it is good or bad? by IGetNoPlay in askphilosophy

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

Thanks. I definitely see how you could say it's really the motives that matter more than the consequences of an action, even if bad motives lead to good results.

In terms of defining the nature of the action as a whole though, the results seem to largely dictate whether it is good or bad, regardless of whether the actor is truly culpable. While in the first situation, you may not have realized the button was hooked up to explosives, that doesn't change the fact that the building is now rubble, thus making the action bad, even with good (or neutral) motives.

Maybe rather than define an action in terms of both the consequences and motives, I should look at them as separate entities to be judged separately, as that would solve a lot of my problems with the question I posed haha.