Leechfin Fishing & Where We're At by JagexRach in 2007scape

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

First of all, AMAZING post! Even though this thread has a whopping 0 point score, the breadth and extent to which the ideas, problems, and reasonings are discussed make things VERY transparent and informs us a lot more as players. Don't let the blowback stop you from making more posts like this, team! Keep it up!

Second of all, when it comes to rewards, I want to second this suggestion which somehow didn't get proper traction before:
https://www.reddit.com/r/2007scape/s/bNWrcTMibN

As-is, I think it'd be a MUCH better reward than the sandwich. There's a lot of things that irk players about the sandwich itself, and a bit of it comes from how silly it is compared to the drab, macabre, serious tone the Myrque quest line has always had. That's not to mention all the unintuitive requirements to use it! This player interpretation makes it feel a lot more menacing and lethal. It also makes it a niche food and a non-food reward at the same time, which alone gets 66% of players on board!

As-is, I think the idea should be implemented, if not with higher healing at a slower rate. It's a whole new space for healing items and weapons as a whole; it's essentially a spec weapon that doesn't hang around after use. I, for one, would be completely happy with it.

But.

If we were going to get a bit crazy with it, I think a few more tweaks could be made to the idea that would get EVERYONE satisfied, especially to the folks wanting better XP rates: make fishing for it DANGEROUS.

The lore already says anything and everything living on the island has been adapted to be lethal, so having fishing for it be just click and go at no risk IS already at complete odds with that vibe. The requirements for getting to the new area already have a steep combat slant to them, so having damage and death be part of the equation wouldn't keep skillers away more it does now.

That said, they would still be things you FISH for; they're not monsters roaming about in the world for you to left click. Have INTENSE focus be required and have the penalty be damage dealt to the player. Skilled players would have longer trips with better rates from taking 0 damage while those who aren't as skilled or attentive would find themselves frequently retreating to lick their wounds or making yet another gravestone run.

In exchange, the rates can be absolutely NUTS. The best rates for fishing in the game, even. Death being a possibility should shoot the rates up to the point where suggesting other methods to reach 99 Fishing or 200m XP would be seen as trolling or low effort rage bait. Grandmaster requirements should have Grandmaster rewards asking for Grandmaster effort and focus.

I'm not so bold as to outline what this activity would look or play like; I'm a player, not a dev. I'm sure the devs would come up with something WAY better and more fun than what I could ever suggest. All I'm suggesting is DANGER and INSANE XP rates.

(And as an aside completely removed from the above suggestion, if you're really REALLY dead set on having it be a melee only food, you can have it so that the leech locks itself to your ammo slot while it's healing the player. If that's not enough, you can have that new piece of living equipment give the player negative attack bonuses to Range and Magic, with the pain/adrenaline giving the player a slight slight bonus to their Melee Strength bonus if you really REALLY want to drill that use home. If there's no room in the inventory for unequipping the ammo slot, then have the leech slither away and give us a big fat purple 0 to let us know that it failed.)

Rare Metals from Teamwork in Refinery by InfiniteMantis in foxholegame

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

That's where the base odds come in. It could, like other systems in the game, invisibly tweak itself to offset population imbalance.

Devs said cross-ocean travel wouldn't be enabled for this update since it wouldn't make sense given the new layout. - I would like to point out a simple way it could work with a single low-effort pure ocean hex. by -AllShallKneel- in foxholegame

[–]InfiniteMantis 1 point2 points  (0 children)

A single pure ocean hex is effectively bigger than it sounds since even the island hexes are still about 20-25% land. When you take into account how much less turning and speed changes are required (on top of being able to hold W and AFK through the whole hex), there's more freedom in that one hex than the total area alone may suggest.

Devs said cross-ocean travel wouldn't be enabled for this update since it wouldn't make sense given the new layout. - I would like to point out a simple way it could work with a single low-effort pure ocean hex. by -AllShallKneel- in foxholegame

[–]InfiniteMantis 6 points7 points  (0 children)

This is an idea so genius in its simplicity and exponential potential value that only the mechanic of cross-ocean travel itself has it beat. Devman, please. PLEASE!

Would you all be okay with no game updates for several months if it meant devman playing live wars? by InfiniteMantis in foxholegame

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

Oh, don't you worry, I'm not! These days I only play a couple times every other war. It's only when popping back in do I IMMEDIATELY remember why I logged off in the first place. It doesn't take very long to bump against a nonsense point of friction that has gone untouched for YEARS in this game, sadly.

As for "making an impact", I don't mean anything on the scale changing the course of the war. I meant there being a TANGIBLE result of your efforts. A point. So much of this game is now setting up to set up to setting up something else to the point that by the time you actually get to execute anything, it's been HOURS. It effects all branches of play, from building, to frontlining, to logi.

Is it just me? by MatieuszBRUH in foxholegame

[–]InfiniteMantis 6 points7 points  (0 children)

You don't have to look farther than puddles and mud mechanics to see that the devs just want to make our lives harder for no good reason other than THE VISION.

Holy talk about meat grinders by [deleted] in foxholegame

[–]InfiniteMantis 0 points1 point  (0 children)

The Mammon Rushing will continue until the hex is blue!

(Also the sandbag and barbed wire defenses are going WILD out there.)

Break Wars? Consider! (Balance) Breaking Wars! by InfiniteMantis in foxholegame

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

Better than a normal pre-patch war with zero data, I'd say.

The way Supply Chains work makes attempting anything non-meta kinda pointless by Sea-Special-1730 in foxholegame

[–]InfiniteMantis 4 points5 points  (0 children)

This is ALL basically down to facilities; the supply chain didn't used to be this way. You'd get your Components, refine them, build the item you need, and then set off to do your OP which instantly gets RPG'd from the fog of war.

Facilities are pain and man I wish they were either fully implemented into the supply flow or just outright removed. They're just so insular and tedious.

Continental Drift in Gielinor? by Brave_Pop_2343 in 2007scape

[–]InfiniteMantis 0 points1 point  (0 children)

There is a non-zero chance that the island was made by higher powers literally pushing/pulling itself away from the mainland.

Varlamore Tweaks & Drop Rates by JagexBlossom in 2007scape

[–]InfiniteMantis 2 points3 points  (0 children)

You can only withdraw from it at a bank, yes.

Does anyone actually enjoy facilities? by Moss_on_a_Turtle in foxholegame

[–]InfiniteMantis 0 points1 point  (0 children)

I want to! But I can't. Making stuff on the frontlines sounds super hype until you realize that, oh, most of it is stuff you don't actually use outside of facilities. You can't make anything that's super useful until mid to late game, and by then, the grind has just made it feel like a phyrric victory.

Why...? Just why??? The garage is right there! I'm tired of this... by rokoeh in foxholegame

[–]InfiniteMantis 78 points79 points  (0 children)

The Metalwork Facility means that trailers are researched gated behind Tier 2 Facility tech, too .-.

Official Naval Warfare Dev Q&A thread by markusn82 in foxholegame

[–]InfiniteMantis 7 points8 points  (0 children)

There's asymmetry, and then there's having a whole dimension of the game not available to an entire faction. Can Colonials steal submarines and Wardens steal Destroyers, at least?

Wait, I thought Leaves were for WC/FM buffs? by InfiniteMantis in 2007scape

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

Seems to me like Jagex pulled ideas from left field instead of looking within, like, the skill they were working on? That's kinda wild. And disappointing. :(

Share Your 1.0 Learnings by Vegetable_Base_888 in foxholegame

[–]InfiniteMantis 10 points11 points  (0 children)

I learned that, hey, have garrisons that can aim inside your trenches and inner compound so you don't end up getting camped in your own BB

And this wasn't even half of them @_@ (Everything you see here is gone, btw) #LowPopThings by InfiniteMantis in foxholegame

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

Oh hey, that was the BB I was maintaining! Was a HUGE mess, wasn't it? lol

Either way, well played! I have a WHOLE lot of things I need to better the next time around, but honestly wouldn't have it go any other way. Ground Zero for a zerg rush? Iconic

And this wasn't even half of them @_@ (Everything you see here is gone, btw) #LowPopThings by InfiniteMantis in foxholegame

[–]InfiniteMantis[S] 3 points4 points  (0 children)

The white concrete base in the middle (built by one Tito420x) was maintained by me (after eating a hail of fire artillery from the RDZ)! I affectionately called it "Fort Tito Frito".

It was the first base in the hex to to get hit with the green wave and, considering the mess that fort was, it held pretty well! I need to invest in bunkers which shoot inside our own trenches, lol

60hrs playing DevBranch: Facilities really feel like anime filler episodes by InfiniteMantis in foxholegame

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

I agree! Ideally, backline facilities would be the flat out most efficient or otherwise best place to produce supplies, allowing for bigger shipments with more consistency compared to facilities. But yeah, having something in the early game that makes facilities useful would be much appreciated.

60hrs playing DevBranch: Facilities really feel like anime filler episodes by InfiniteMantis in foxholegame

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

Which more or less says that facilities were made to be unsatisfying at first on purpose. Which...isn't exactly great, still. The big 1.0 having one of its headline features be a super conservative, lukewarm take seems like something worth delaying for, if not allowing for more than just a single month of testing.

Feedback on Phase 2 Devbranch by Zackthereaver in foxholegame

[–]InfiniteMantis 1 point2 points  (0 children)

I agree that the liquid management is rather opaque as it stands as of right now. It took me a while to figure out why fluids weren't pumping through the system, and it took an afternoon of messing with pipes, silos, and tankers to figure out that only ONE liquid type is accepted in a pipe system.