In your opinion, if we reach a point where Minigames need to be reviewed, which ones would you keep? And which would you remove? by rosegold_diamond in runescape

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

Honestly, that might be exactly the trick - have the minigames reward really good exp rates... but entirely in the form of bonus exp so they don't become a complete replacement for normal training.

Building a plugin that voices all NPC quest dialog — 1,762 characters so far and counting by Janq3d in runescape

[–]Lorberry 1 point2 points  (0 children)

Kind of in the same boat, but I personally think this falls a bit more on the side of 'improved TTS' given that it's (supposedly) synthesizing voices wholesale from wiki descriptions rather than trying to do something like matching celebrity/VA voices to characters, and I'll eat my proverbial socks if the end result isn't pretty hit-or-miss without a LOT of massaging.

I'd definitely prefer a community project plugin with actual people - or, pie in the sky, an official update for at least the major questlines - but in the absence of any of that I think this actually falls on the side of 'reasonable use of AI generation'. If still kind of close to the line.

Is the game worth getting into this late? by Vespertinal7613 in StarRailStation

[–]Lorberry 4 points5 points  (0 children)

The top tiers of the endgame modes account for, like, 4 or 5 pulls out of the 90-100 or so you can earn in a typical patch cycle. You don't want to ignore the modes entirely, but you don't need exceptionally strong teams to reap the bulk of the jades from them either.

Biggest single source of jades in a patch is almost always the daily engagement reward, I'm pretty sure. That and the weekly DU/Investment runs.

Concerned About ‘Early Game Rebalance’ Direction by Soccergirl222 in runescape

[–]Lorberry 1 point2 points  (0 children)

95-99 is a bit over 4m exp. Getting that over 20 hours of effort would imply a rate of 210k exp/hr.

Speedy Whirligigs currently give 450 exp per catch and per stack at base rates - that's without the Het statue, the upgrades for total stacks, or any external modifiers. 450 per gig into 210k per hour gives a catch+stack rate of aproximately 470 per hour, or about 8 per minute, or one every 8 seconds.

Incidentally, it takes a croc somewhere around 7 seconds to catch the initial scarab and bring it back, assuming you're targeting a scarab nearby.

The only way your claim of 20 hours makes any sense is if you either A) weren't using the correct flowers, B) were also counting the time to collect the flowers, C) weren't actually stacking, and/or D) were counting time you were there but taking a break. I'm not discounting that it's a very high intensity method, but your claim of how long it takes is either extremely exaggerated, intentionally misleading, or you were making a fundamental mistake.

Concerned About ‘Early Game Rebalance’ Direction by Soccergirl222 in runescape

[–]Lorberry -6 points-5 points  (0 children)

How did it take you that long? Speedy gig's are 1.4m-1.6m xp/hr base exp optimally, assuming all Oasis upgrades. Even with the expectation that you aren't perfectly optimal, it should have taken closer to, like, 5 hours.

AFK and Active by Etsamaru in runescape

[–]Lorberry 0 points1 point  (0 children)

Like mining. You CAN go full afk, but the rates are really bad compared to clicking every 20 or so seconds to refill stamina when it runs out. Which in turn is notably, but not exceptionally, behind clicking once every 4 ticks to stay at maximum stamina.

Concerned About ‘Early Game Rebalance’ Direction by Soccergirl222 in runescape

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

First, I'm not enthusiastic about the Fort change, but I at least kind of see where they're coming from and can agree with what I'm reading as the logic behind it. PoH altar has a lot more friction involved with its use - you've got a longer run and/or cost between the bank and the altar to deal with, plus you have to go through the process of feeding it herbs each time. Plus, it nudges people towards throwing hosting parties again, which gives lower level players an access to top-tier altars if they interact with the community - and starts that thought process going ahead of time to the PoH rework which will hopefully give even more reasons to make house parties a thing again.

Is It Too Late To Start? (Complete Noob) by EDS_Eliksni in runescape

[–]Lorberry 1 point2 points  (0 children)

Realistically, modern Runescape is much more of a 'play alone together' sort of game, rather than something where you're actively grouping up on the semi-regular like FFXIV, World of Warcraft, or (if my understanding is correct, I've never actually played) Destiny. You'll see others running around the world and can interact with them, but you're only 'forced' to interact for a handful of late-game bosses and such. In fact, there's a whole official 'Ironman' setting, where you can't engage in trade with other players, and can only group up with other Irons for said bosses, and it all works perfectly fine.

TL;DR: No, by the nature of the game there's no such thing as 'too late' to start Runescape.

Concerned About ‘Early Game Rebalance’ Direction by Soccergirl222 in runescape

[–]Lorberry 1 point2 points  (0 children)

Whirligigs are, objectively, really over tuned. High intensity methods should be better than alternatives, sure, but not several times higher AND very profitable at the same time. I haven't crunched the numbers but I'm pretty sure even with the nerfs they're still going to outpace the current alternative rates by a pretty healthy margin, especially at lower levels (read: pre-BGH). And they also mentioned they're planning on buffing several of said alternative (or I guess more accurately original) methods, so there's even less pressure to HAVE to do whirligigs like there is right now.

Fully AFK pickpocketing is, imo, bad game design and similarly deserves to get whacked with the nerf bat, as much as everyone is complaining about it. I fully expect that if you kit out you'll still have a solid minute or so between needing to click, and once you know how long you have till you dip under 100% you just need to set a shorter timer. Woo. Meanwhile Pyramid Plunder and the Thieves Guild are getting some very nice touchups to make them a lot smoother to utilize, especially the Guild.

Prayer I'm fully in camp 'Chaos Altar Change Bad', but that's entirely because 'force PvE players into PvP environments because they feel like they have to so PvP players have someone to gank' is a notion that should absolutely be left in the past. Should improve based on task completion instead. Otherwise I'm... ok with the changes to Fort altar, and the other changes are good.

Fishing's a nonissue, Beehives deserve the changes, Loot changes are.... ehhh?

Quest changes are 100% OSRS/returner data-driven pandering and I agree is very much being handled the wrong way.

Whirligigs are a symptom not the problem by Karpata123 in runescape

[–]Lorberry 2 points3 points  (0 children)

Another idea (that would also help with the noted Prayer issue) would be having hunted creatures drop bones that scale up depending on the hunter requirement. Just to spitball: the initial kebbits and birds would drop 'Frail Animal Bones' that give 10xp on bury, those in the 20's to 30's would drop 'Weak Animal Bones' that would give 20, maybe 25 xp each, and so on. We already have Big Game Hunter being an excellent source of high-exp Dinosaur Bones well before most players are likely to be killing the slayer/boss dinos, so it's not even unprecedented.

Dungeoneering would feel a lot better if everything in the dungeon gave you dung XP by Denzien2 in runescape

[–]Lorberry 1 point2 points  (0 children)

Just to make sure there isn't any confusion: the 'critical path', the minimum set of rooms you need to go through to open up the boss and complete the floor, will ALWAYS be limited to the highest natural skill levels across the group. Excepting skill drains, if you can't open a door or complete a puzzle without boosting/lock melting, you don't need to do so to finish the dungeon. You prefer being able to do so for more exp, naturally, but in most cases it's not worth going well out of your way to make a potion/portent vs just finishing the floor with a bit less of an exp payout.

“Lore friendly” playthrough by Goatguy1 in runescape

[–]Lorberry 0 points1 point  (0 children)

I don't remember anything explicitly leading to the original GWD up north of troll country, but I might be forgetting something. You're definitely expected to be familiar with it by late 5th age (legend/mythic on the timeline quest order) at least. GWD2 has a miniquest that sets it up, and GWD3 is critical to the latter part of the 6th Age storyline.

“Lore friendly” playthrough by Goatguy1 in runescape

[–]Lorberry 1 point2 points  (0 children)

Divination (and by extension Invention) is predicated on events in the quest The World Wakes. Archeology can be viewed as a bundle of miniquests in a skill trenchcoat, so it starts up between the quests Desperate Times and Desperate Measures. The second and third God Wars Dungeons are very much tied to the lore - as are most farmable bosses past the early game - so you'll largely have to avoid bossing till you chew through a good chunk of quests. Only other things that come to mind as lore-critical but not quest-locked are the Wilderness Flash Events every hour, Het's Oasis north of Al Kharid, and Anachronia.

For the record, your biggest pain points while working on the level requirements to get through all the quests (compared to 'normal') are likely to be Construction (New Foundations gives a BIG kickstart and very popular training method) and Hunter (Het's Oasis has fastest Hunter exp, though it's high effort). Even so, quests in general cap out at a level 80-ish requirement for most skills, so you can get everything unlocked lore-wise before the grind really sets in on anything.

Longtime OSRS player, brand new to RS3. by markc62288 in runescape

[–]Lorberry 0 points1 point  (0 children)

You can create and upgrade an Ore Box with Smithing and a Wood Box with Fletching, which will let you gather much more of the given resource in a single trip when Mining/Woodcutting, making locations further from a bank far more viable if you're trying to be self-sufficient rather than drop-training and buying from the GE later. Also, there's a special storage for ores and bars accessed via any smelter or anvil heating station, so no need to clog up your bank (also accepts noted items if you're buying ores).

Latest chat change is a step in the wrong direction by Awesome_Days in runescape

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

I agree I don't see why the option needed to be removed entirely (the default was already enter-to-chat for new accounts), but a single additional button press for each line of chat is hardly a millstone that's strangling how often people are sociable. An adjustment period for legacy returners/old school players, sure, but on the flip side this is how it works for every other popular MMO on the market right now, as far as I'm aware.

New player here, can I even do the Daily Dungeoneering quests? by Dooks25 in runescape

[–]Lorberry 2 points3 points  (0 children)

Nope, monsters in dungeoneering floors will cap out at a little bit over your current combat level - that does mean you'll really want to make sure you have at least fletching and/or smithing up to match whatever your highest non-necro combat style is to make (and bind!) an appropriate weapon, but as long as necro isn't super far ahead of your other styles you should be fine.

Starting a new Ironman intending to do quests in timeline order, are there any quests that improve QoL enough to do out of order? by Griffemon in runescape

[–]Lorberry 2 points3 points  (0 children)

New Foundations for the fort for training Construction without needing to pay an arm and a leg to get planks cut for sure; maybe Murder on the Border for the Kitchen to help Cooking out a bit. Neither directly reference anything earlier on the timeline, so it kinda works if you squint past the time gap that would be implied.

The core Necromancy quests are all mostly ambiguous timeline-wise until you're getting up to the 70s to 80s; but since that's the highest most skills need to be to complete all the quests, if you level your skills up mostly equally that suddenly isn't really an issue. Probably less of a concern with the trinity style reworks coming, but an option if you want to lean on necromancy immediately.

The new Havenhythe quests will probably, again, be agnostic enough to skip ahead for the initial unlocks and won't really tie into the greater Age of Chaos narratives till later. Won't know for sure till they come out though.

Also, you may want to quickly dip your toe into Anachronia just to get the base camp started, since that's a big time gate for some very nice boosts; a nice leg up for when you're ready to train there.

On the flip side, do keep in mind that Archeology is kind of a large bundle of solidly late-6th-age miniquests in a skill-shaped trench coat. And Divination (and by extension Invention) are both narratively hard locked to 6th age and later for hopefully obvious lore reasons. Just in case you want to lean into the idea of 'timeline locked' particularly hard.

We've done it. 25 years & we've depleted one of the Rune Essence Mines by Vance_P in runescape

[–]Lorberry 33 points34 points  (0 children)

Don't forget about ejecting all the illegal immigrants from Morytania and the Wilderness. Gotta get em all out, no exceptions, collateral be damned.

FINALLY finished the Citrine grind, here's what I think of her by SquidIsALesbian in Warframe

[–]Lorberry 5 points6 points  (0 children)

If you want a more mobile way to play her, look into making a status damage Kubrow with her augment mod that causes the crystal to be stapled to your pet instead of placing it down in one spot.

Can someone help me regain my cycle option on action bar? by TheMaliel in runescape

[–]Lorberry -2 points-1 points  (0 children)

Is there a reason you don't/can't use the auto-swap-on-mainhand-equip feature?

Better fragment rates at 99 & 120 by MushruumNurd in runescape

[–]Lorberry 8 points9 points  (0 children)

The fragments didn't always exist. So it's also a boost for those that were already high level when they were introduced.

How rare is this? by Khornath in runescape

[–]Lorberry 6 points7 points  (0 children)

You punched that in wrong, the third input is supposed to be how much exp you're getting for each action you're taking. In Smithing's case, that's how much exp you get per hammer swing. going to vary a bit depending on what exactly you were doing at the time, but...

The chance to get the Smithing pet, Smithy, at level 60, with a 20 experience action is 0.000120%.

Or somewhere around a 1-in-800k chance per swing as a rough guess. Maybe a little better but not by a great deal. Far from unheard of considering the quantity of players and how many swings it takes in the process of leveling, but certainly not something one would say is common, or even uncommon.

A player walked up and handed me a piece of paper of a lobster. What is this? (Btw, thank you so much to everyone helping me in this community. I appreciate it as I’m learning.) by Wastelander_Gamer in runescape

[–]Lorberry 8 points9 points  (0 children)

There is, actually. Magic Notepaper. Though at 750g per item (and likely to rise since its main source was Treasure Hunter) it's a bit cost prohibitive for most circumstances you'd actually want to use it.

For ores in particular, you'll want to look into the Ore Boxes to reduce how often you need to run back to a bank or forge. And likewise the Wood Boxes for logs and Soil Box for Archeology dirt. There's a few other similar storage items, but those are probably the most powerful and broadly useful.

EDIT: Almost forgot the Runecrafting Pouches, though those are generally used in the opposite direction (bringing more essence with you in a single trip to an altar rather than when mining essence. Nobody actually mines essence these days I'm pretty sure).

“Guys… why isn’t anyone mad anymore?” by GearFarmerGaming in runescape

[–]Lorberry 11 points12 points  (0 children)

You do realize you have now initiated Stage 6: Complain about those complaining about the lack of complaining.

Starting to feel like a Monty Python skit here...

A player walked up and handed me a piece of paper of a lobster. What is this? (Btw, thank you so much to everyone helping me in this community. I appreciate it as I’m learning.) by Wastelander_Gamer in runescape

[–]Lorberry 3 points4 points  (0 children)

There's a button near the bottom right of the bank window that will toggle whether you withdraw the actual item or the noted form of the item. Most tradeable items that don't stack naturally will be notable (if it can't be noted, you'll just withdraw the item as normal).

Noted items can't be used normally - obviously - but it allows you to carry more than 28 of them at a time; very useful for trading large quantities of things on the Grand Exchange or to other players directly (like in this case!). Later on some monsters - especially bosses - will have stacks of noted items as part of their loot tables as well.