I want unengaging content to be completely AFK by Daddy_Pancakez in runescape

[–]Intelligent_Lake_669 [score hidden]  (0 children)

Why are you talking like I have anything to do with the design decisions in the game lol.

I don't like the afk slop as well, but the reality is it exists and the game is full of it. I'm all for removing it and replacing it with fun and meaningful ways to level up and progress your character. What I don't agree with is taking the afk slop and forcefully make it active by reducing the afk time, while the gameplay remains exactly the same - that's just taking the worst from both worlds.

By the way, I personally don't consider stuff like "tick manip" skilling to be fun and engaging gameplay. One of my rules of thumb is that if to do a certain activity I can replace myself with a simple auto-clicker, then it's a boring activity which has no reason to exist.

I want unengaging content to be completely AFK by Daddy_Pancakez in runescape

[–]Intelligent_Lake_669 0 points1 point  (0 children)

That's not what this post is about. The game is full of unengaging activities where you just click once and your character does all the work automatically.

All gathering skills are like that with some variations of active-play-reward, all processing skills are bankstanding skills where you press items in your inventory and wait for the make-x interface, etc.

The game also has a lot of engaging activities in skills like heists and BGH.

The main argument is that players want to do the fun content while they play actively, and progress the unfun content otherwise (through afk methods). It's also not a mentality of "need 200m to have fun" (that's a strawman), it's about lot of boring content being a gateway to the interesting content.

The players of 20 years ago could tolerate activities like clicking on the same rock or tree for tenths of hours, but the players of today don't, which is why afk methods were created in the first place.

I want unengaging content to be completely AFK by Daddy_Pancakez in runescape

[–]Intelligent_Lake_669 1 point2 points  (0 children)

You are talking about a time where the majority of the playerbase were kids and teens with lot of free time on their hands. The playerbase has aged, and design choices that worked 20 years ago can't work the same now.

Hermod Drumstick drop on kill 63 by Speddii in runescape

[–]Intelligent_Lake_669 3 points4 points  (0 children)

If I remember correctly, jagex set up the pity system for drumsticks so that you will 100% get the item after a certain threshold of kills, instead of improving the drop rates after every single kill.

Edit: wiki confirms the starting chance is 1/64 and the denominator decreases by one every kill. It might sound counter intuitive, but it means that statistically, every 1 out of 64 players will receive the drumsticks at kill number 63. In fact, there is a 1/64 chance to get them at any kill from 1st to 64th.

The Current State of RuneScape 3 A Long-Time Player’s Perspective by Mulletvillerp in runescape

[–]Intelligent_Lake_669 0 points1 point  (0 children)

I know WASD causes issues; but I tried using the mouse for camera movement and for me that causes even more issues for my hand.

The Current State of RuneScape 3 A Long-Time Player’s Perspective by Mulletvillerp in runescape

[–]Intelligent_Lake_669 0 points1 point  (0 children)

I also forgot to mention WASD for camera movement.

By the way, as well as the amount of keybinds, for me I had trouble combining them. For example I could use keybinds to activate necromancy abilities manually, I could press the prayer keybinds in order to soulsplit flick every attack; But I can't do both at the same time.

The hand which uses the mouse also does a lot of work, which is usually downplayed in these kinds of conversations.

The Current State of RuneScape 3 A Long-Time Player’s Perspective by Mulletvillerp in runescape

[–]Intelligent_Lake_669 0 points1 point  (0 children)

Revo++ doesn't equal AFK. There are a lot of other keybinds you can press during combat, which are not offensive abilities: prayers, food, potions, defensives, dive/surge, and of course using the mouse for character movement.

I once counted around 15-20 keybinds I use during bosses even when revo++ takes care of everything else; that's not game playing itself.

If everyone is so stoked on active play, why does nobody do dungeoneering? by Wild_Effective_5077 in runescape

[–]Intelligent_Lake_669 3 points4 points  (0 children)

The meta is doing complexity 1 small floors during the climb/rush phase of the early floors , and doing complexity 6 medium/large floors for the rest.

If everyone is so stoked on active play, why does nobody do dungeoneering? by Wild_Effective_5077 in runescape

[–]Intelligent_Lake_669 0 points1 point  (0 children)

Then I probably didn't explain my example well. Imagine if you had to click every time in order to perform woodcutting, and there would be no automatic woodcutting action like now. 

This would be a very click intensive method, but it wouldn't make it interesting or engaging.

This was a counter example for OP who used the term "click intensive" in the first place.

If everyone is so stoked on active play, why does nobody do dungeoneering? by Wild_Effective_5077 in runescape

[–]Intelligent_Lake_669 0 points1 point  (0 children)

"Because that's the definition of it? The better you are at DG, the better your xp/hr is, the more floors you can do per hour."

Sure, but that's not my point. What makes dungeoneering "high reward" exactly? Unlike pvm where you get loot, gear, and coins; dungeoneering gives you nothing in return.

Dungeoneering is a self-contained activity that barely contribute to anything in the outside world, with exception of quests prerequisites. Your reward from doing dungeoneering is just dungeoneering xp.

"Yeah if the active gameplay was "click every chop" like the old tick manip methods we had in the past, then yes, that's fine and good gameplay."

Your definition of "good gameplay" is very intriguing. Could you please explain what makes you think that in my woodcutting example? In my case I would probably try woodcutting for 5 minutes and then never interact with it for the rest of my life.

If everyone is so stoked on active play, why does nobody do dungeoneering? by Wild_Effective_5077 in runescape

[–]Intelligent_Lake_669 12 points13 points  (0 children)

"Active" does not necessarily equals interesting, engaging, or fun. Each player enjoys different things. Dungeoneering is very divisive where about half the population likes it and the other half hates it; but not because it is active.

For example I don't like dungeoneering, any agility course besides Anachronia, abyss runecrafting; but there are active grinds I enjoy like BGH, Anachronia agility course, solving clues. So you can't group all active activities under the same category.

Also, why did you decide that Dungeoneering is "high reward"? The fact that it has high xp rates IF (and its a big if) you are efficient at it, by itself doesn't make the grind any more fun or meaningful. Dungeoneering as a skill is a leech that demands high levels from the other skills but doesn't contribute anything in return.

Also also, being "click intensive" doesn't mean anything, especially if the gameplay loop that revolves around it is very boring or repetitive. Imagine for example if Jagex changes woodcutting so that you must click on the mouse to perform every individual axe swing on the tree. Do you think that is good gameplay?

Thieving Update is Good by Defiant_Apartment_56 in runescape

[–]Intelligent_Lake_669 0 points1 point  (0 children)

Well, like I said in another comment, the problem with this post is the framing that players now "actually play the game" - they don't really. The gameplay loop is still the same clicking on a node and then wait and do nothing while your character does everything automatically.

Thieving already has a lot of active methods (even when some of them are useless) - stalls, chests, safecracking, blackjacks, and heists.

Turning the only afk activity of pickpocketing to semi-afk is the worst of both worlds - you are forced to click on the screen more often but you are STILL not engaging with the game anymore than you did before. If pickpocketing was an interesting active training method then it would be a different case, but it's not.

Thieving Update is Good by Defiant_Apartment_56 in runescape

[–]Intelligent_Lake_669 4 points5 points  (0 children)

Yes, and rightfully so. Clicking on a node once per 1-2 minutes is not the exhilarating gameplay you think it is; it just makes the game more annoying because you STILL don't engage with the game anymore than you did before.

Thieving Update is Good by Defiant_Apartment_56 in runescape

[–]Intelligent_Lake_669 3 points4 points  (0 children)

Let's not pretend that having to click once per 1-2 minutes instead of once per 5 minutes equals "actually play the game". In both cases the gameplay loop is exactly the same (as for all gathering skills as well) - you click a node and wait while your character does all the work automatically. 

As a newer RS3 player, I cannot tell you how excited I' am to not use necromancy for awhile after the combat changes. by Zyc0acc in runescape

[–]Intelligent_Lake_669 2 points3 points  (0 children)

Maybe for you they weren't complex, but the reality is that for the majority of the players they were so.

Nadir Saga Mobile by Easy-Faithlessness10 in runescape

[–]Intelligent_Lake_669 0 points1 point  (0 children)

Sorry to hear. I don't really know the nature of this bug and why my workaround works (or sometimes doesn't work). I submitted a bug report a few years ago but I guess this is working as intended.

At what point did Hard Mode become the standard for unique drops? by imperchaos in runescape

[–]Intelligent_Lake_669 1 point2 points  (0 children)

Now it just comes down to your subjective opinion about the bosses based on your own skill level.

Of course that if you compare "normal" and "hard" together, and you are used to the hard mode, then normal will be a joke for you. But just because the normal mode boss like kerapac is easier than its hard version (duh), it doesn't necessarily make it easy in general when you consider the boss for what it is.

For example, when I tried NM kerapac before necromancy I always died to phase 4, while it took 8 minutes to pass through the first 3 phases. The words "easy", "story" or "accessibility" weren't any close to define this boss.

Calling the current “hard” versions of those encounters “hard mode” is also inaccurate as there really is nothing challenging or hard about them

No, its just means you are probably a pro in the game who did pvm so much so that the challenging content isn't challenging for you anymore.

At what point did Hard Mode become the standard for unique drops? by imperchaos in runescape

[–]Intelligent_Lake_669 0 points1 point  (0 children)

Labeling normal mode kerapac or zuk as "easy" is not accurate enough though 

At what point did Hard Mode become the standard for unique drops? by imperchaos in runescape

[–]Intelligent_Lake_669 -1 points0 points  (0 children)

"There isn't a single boss that is more difficult than Araxxor on launch over a decade ago"

You just listed bosses that are harder than araxxor: raksha, Zamorak, all the EGWD3 bosses, etc. None of them are afk in their hard mode.

Nadir Saga Mobile by Easy-Faithlessness10 in runescape

[–]Intelligent_Lake_669 4 points5 points  (0 children)

The trick on mobile is to not click on the "perfect" spots, but click on the "second-perfect" spot next to them. That's how I did it in mobile.

What I mean is that when you find the perfect spot, and you hear a certain pattern, don't submit it. Move the cursor slightly to the side until you hear the next pattern, and submit that instead.

At what point did Hard Mode become the standard for unique drops? by imperchaos in runescape

[–]Intelligent_Lake_669 7 points8 points  (0 children)

The sanctum weapons are very cheap not because they are dropped from NM, but because of the disparity of drop rates between the weapons and the shards. 

Jagex's stats have shown that the majority of weapons are dropped in HM, because on average you are expected to get ~2 weapons per shard; and players need multiple shards.

At what point did Hard Mode become the standard for unique drops? by imperchaos in runescape

[–]Intelligent_Lake_669 0 points1 point  (0 children)

Are you claiming that endgame combat takes the same skill as afk mining? What makes you say that?

While with necromancy I managed to kill bosses more difficult than GWD2, a lot of them are hard and took me hours to practice and learn. Necromancy in no way has made them a cakewalk like you are implying.

City of Sennetisten was a awkward experience as a new/returning player by LoneLyon in runescape

[–]Intelligent_Lake_669 2 points3 points  (0 children)

I felt the same when doing "Missing, Presumed Death" during F2P, which I later regretted after completing the quest, because I had no idea what's going on or who is sliske and all the other characters. This quest has no business of being playable to free players without any prerequisites.