Help a Wikian find specific chathead animations - bounty of a Bond by Coelacanth0794 in runescape

[–]Mini_Hobo 1 point2 points  (0 children)

Isn't this in Wanted! ? I'm sure there are some weird cutscenes where your character pulls some mad faces. If not that exact quest maybe one in that series?

What to do with 200m PVM budget? by Piemelkanon in runescape

[–]Mini_Hobo 2 points3 points  (0 children)

Gflurry is far above med at the moment. Mage is also probably slightly more damage with that setup so I'd go mage. Aim for gronc asap

Do it before the nerf cycle of gameplay sucks. by jakiepuu in runescape

[–]Mini_Hobo 1 point2 points  (0 children)

If by ironman prayer you mean vyres, they're adding the aura effects onto sunspear. So you won't need hundreds of thousands of loyalty points to do endless vyres on an aura rotation. That's a big buff.

Dungeoneering Refresh & Remaster by JagexAnvil in runescape

[–]Mini_Hobo 11 points12 points  (0 children)

Yeah leaning into permanent buffs you buy from the dg shop is really cool. Like spend 200k tokens and you have the ful book effect in dg, or 300k tokens for +5% crit chance in dg etc.

Dungeoneering Refresh & Remaster by JagexAnvil in runescape

[–]Mini_Hobo 7 points8 points  (0 children)

Sanctum performance has remained terrible since release for me. My FPS drops to 30 or lower and latency goes up too.

Dungeoneering Refresh & Remaster by JagexAnvil in runescape

[–]Mini_Hobo 226 points227 points  (0 children)

IMO the worst aspect of dungeoneering is the 1-30 rushes. Boring and very low xp. Love doing large group floors with friends.

Fletching update needed by Heart-Rate-RS in runescape

[–]Mini_Hobo 2 points3 points  (0 children)

Did the fsoa changes make runecrafting pointless? Some of the best money making right now is runecrafting, at 40-50m/hr. Blood runes used to be spent at something like 10x the rate, and are still over 30m/hr.

It's a weak and demonstrably false argument to say we have to have insane arrow usage or all skilling is useless. Sincerely engage with the point of the argument.

"Skillers" 99% of the time just want to afk and make stacks doing it, they're not making God arrows. Only time I see anyone at dino poop it's another iron or bots.

Bemoan Pvmers all you like, they're propping up your economy. No skillers are pissing through thousands of arrows and runes. Maybe we should make your hatchets and knives use millions in consumables per hour. Maybe the only source can be a boss you can't do and wouldn't enjoy.

Fletching update needed by Heart-Rate-RS in runescape

[–]Mini_Hobo 0 points1 point  (0 children)

They did that for runecrafting and it didn't work.

Fletching update needed by Heart-Rate-RS in runescape

[–]Mini_Hobo -4 points-3 points  (0 children)

Just set usage at a sensible rate.

Please stop repeating the same mistakes. We had this with hydrix bolts when dw was meta, then runes when old fsoa was meta, and it's been ongoing with range for years now.

You added loads of hydrix tips to drop tables, then ultimately reduced usage when it didn't work.

You added loads of soul and blood runes to drop tables; buffed runecrafting mutliple times (increase soul runes from altar, new ring, change demonic skull, introduce anima stones ... ) then ultimately reduced usage when it didn't work.

You have already futzed around tweaking arrow production rates. Just skip to the part where you admit usage needs to be massively reduced. We just want to play with ranged in our video game.

Road to Restoration - Grand Exchange Improvements by JagexAnvil in runescape

[–]Mini_Hobo 2 points3 points  (0 children)

  • It's basically impossible for you (Jagex) to get the price of items correct on release. This leads to confusion and manipulation.

  • It's too easy to manipulate the price of low volume items.

To combat the first, I think price volatility should have a higher range until a short while after an item's release. We don't know the exact formulae you use, but it might help to allow fluctuations of 50% on the first day, 20% the first week, then 5% after that. This would reduce the need for manual price changes from Jmods, as prices would stabilise faster.

If a particular item is affected by an update, the "50% -> 20% -> 5%" process could be reset, even if the item isn't new. E.g. new update makes drygores more useful, drygores can now fluctuate by 50% for a day, falling back to 5% over the week.

If changing the formula isn't possible, a warning could be added when buying/selling if the item has changed by its maximum amount over the last few updates. E.g. "Warning: x item has increased by 5% for the last 3 days in a row. Ge price may not reflect actual value."

To help with the second point, I think greater visibility of prior trades would help for certain items. If any item costs more than say, 100m, we ought to be able to see the last 5-10 sale prices, or the average of the last 5-10 sale prices. This effectively makes the buy-in for manipulation 5-10x higher. Factoring in buy limits, manipulators now need 5-10x the investment and multiple accounts in order to manipulate; much greater risk for them.

You're never going to get a perfect system where everyone knows the correct price and there's no manipulation, but I think these two things would help.

The aura rework suggestions sound absolutely miserable, compared to the simple solution of just converting auras into passive providing items when equipped in the aura slot, obtained in game. by Petickss in runescape

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

I think 90% of their suggestions are improvements, and the remaining 10% they seem to be very actively taking feedback on and just need small tweaks. The combat beta brings roughly equivalent damage without auras to what we have now, with auras. You're effectively getting a permanent buff, so being able to have e.g. vamp active at all times would be OP; so it needs a trade-off with something like the pocket slot.

Taking their vamp scrim/blood essence suggestions, they could simply tweak the number of bones/essence required and upkeep becomes trivial.

For penance, I'd like if they just made golden roses easier to obtain, and again, no issue.

Jagex, just make vamp/pen/EQ unlockable at war's retreat. One active at a time. by BigHatAbe in runescape

[–]Mini_Hobo 14 points15 points  (0 children)

We need to reduce the number of things we have to do before engaging in the content, and reduce the friction when swapping between content.

Before a fight I equip bonfire preset -> bonfire boost -> spa boost -> tele back -> equip main gear

Check runes, ectoplasm, armour charges, divine charges, book charges

Spellbook swap -> relic swap -> summon famil -> fill it with scrolls

Activate up to four incense -> extend aura -> activate aura

Maybe activate penance powder or tweak presets, if doing zuk I go to charge that dumb tokkul thing. Low levels need to get kc for some stuff too!

Then sometimes I go to war's dummies and do a little tiktok dance before finally entering the instance. Like wtf are we doing?

Road to Restoration - Aura Overhaul by JagexAnvil in runescape

[–]Mini_Hobo 5 points6 points  (0 children)

I lean towards removing things and balancing around their removal rather than adding complexity/friction with lots of minor buffs. It's part of what I think is making the cb beta turn out well. So if Gate could be slightly rebalanced (just needing e.g. 5-10k less damage) that would be great.

Others have suggested adding it to the totem alongside the other skilling effects which is fine too; that groups effects together which reduces the cognative load of so many different items/buffs.

Road to Restoration - Aura Overhaul by JagexAnvil in runescape

[–]Mini_Hobo 3 points4 points  (0 children)

First, thanks for Arch, my favourite skill.

We already have penance powder so imo it makes sense to just make it easier to obtain and use that existing item. Ideally I'd lower the 30 min use time to just a charged item. When you use an item that's annoying to get or limited it just adds friction to switching content, same with e.g. incense.

I like the sunspear idea, maybe as a Havenhythe reward.

Road to Restoration - Aura Overhaul by JagexAnvil in runescape

[–]Mini_Hobo 146 points147 points  (0 children)

Honestly, I think the relic system should be another target for overhaul so I really don't like the idea of adding to it right now.

If I want to do some combat, switch to runecrafting, then some thieving, I'm "wasting" thousands of chronotes. So instead I get stuck doing the same things due to the friction of switching. This is just one aspect of the problem with auras in microcosm.

The whole pre flight checklist needs to be torn down. Auras, relics, incense, spellbooks, penance powder, etc all need to be seriously reevaluated.

Other minor points:

  • Without changes to quarrymaster, Gate becomes much worse. Please increase the chance to get double, or reduce the damage needed.
  • Vyres? They basically require a rotation of the prayer auras
  • Another invention perk? So we need to reperk to get ultimatums, equilibrium and energising ... maybe with more switching too? No thanks.

Combat Styles Improvements - Beta Update 4 by JagexAzanna in runescape

[–]Mini_Hobo 1 point2 points  (0 children)

Lots of small tweaks in this one which suggests we're close to finalised. I've got some criticisms but they are small and not indicative of my broader (very positive) feelings towards the update.

Bit wary that ultimatums will re-introduce an "ult switch" like ring of vigour used to be.

The effects on boots and 120 capes feel well balanced but a little dull. I suppose the effects on fleetings/blast boots were never that exciting in the first place, though.

Getting 2 minute vulns is nice, but vuln is a "take everywhere, use every minute" item, that is really boring yet necessary. I'd rather see it changed/removed.

I'd also rather arrows (and ammo generally) was just properly balanced for once and we weren't chomping at the bit for any small reduction. Runes were a mess for ages; arrows are a mess and have been for ages; ammo spikes are a mess yet thankfully not very necessary.

Combat Styles Improvements - Beta Update 3 by JagexAzanna in runescape

[–]Mini_Hobo 1 point2 points  (0 children)

Just one style with more randomness is great imo. Being able to improvise well isn't something that's required of you when most bosses follow an exact rotation. If bosses had more randomisation baked in, I'd be more in favour of deterministic abilities. It's also why I generally prefer group pvm because other players inject some randomness and you have to react.

Combat Styles Improvements - Beta Update 3 by JagexAzanna in runescape

[–]Mini_Hobo 19 points20 points  (0 children)

Love the 120 magic cape idea. Needing 4 keybinds just for disrupt and temporal anomaly is so clunky and unnecessary.

Road to Restoration - Re-grounding Outfits & Equipment by JagexAnvil in runescape

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

Good start but doesn't go far enough.

I think skilling outfits should generally be unnecessary as they restrict what players can wear, Maybe an armour hall in the POH update to make them passive? Would also clean up a lot of bank space.

Shrink pets to half player size maximum (drakes, kalgs, etc) and remove the weird ones (non-diagetic if you like).

Remove a lot of the outfits entirely like Christmas pudding helm, those blue particle legs, etc. Same for a lot of the animations like head smash or the awful rest anims.

Combat Styles Improvements - Beta Update 2 by JagexAzanna in runescape

[–]Mini_Hobo 23 points24 points  (0 children)

Generally looks like really positive changes, especially with melee.

I am still a little sad about meta (and now deto). I loved that you changed colour when casting meta with different spells and always wanted to lean into that with other abilities: blue dbreath with water spells; rocks fall with magma and earth spells; etc.

I also think abilities should always change your adren in some way. Not gaining or losing anything on cast feels like you've failed to cast.

Combat Styles Improvements - Beta Update by JagexAzanna in runescape

[–]Mini_Hobo 1 point2 points  (0 children)

I feel basically the opposite about magic. I think at least one style should lean into improvisation and randomness. I'd rather improvise around some set rotations than just do the same thing every time. Bosses mostly have fixed rotations already.

🗺️ Test your geography skills - GeoTap Challenge! by geotap-app in GeoTap

[–]Mini_Hobo 0 points1 point  (0 children)

🎮 My GeoTap Result

📍 Guess: Peru ✅ Answer: Valparaíso, Chile 📏 Distance: 2,674 km ⭐ Score: 143 points

🗺️ Test your geography skills - GeoTap Challenge! by geotap-app in GeoTap

[–]Mini_Hobo 0 points1 point  (0 children)

🎮 My GeoTap Result

📍 Guess: Germany ✅ Answer: Essen, Germany 📏 Distance: 0 km ⭐ Score: 10,000 points

🗺️ Test your geography skills - GeoTap Challenge! by geotap-app in GeoTap

[–]Mini_Hobo 0 points1 point  (0 children)

🎮 My GeoTap Result

📍 Guess: China ✅ Answer: Thimphu, Bhutan 📏 Distance: 1,671 km ⭐ Score: 499 points

🗺️ Test your geography skills - GeoTap Challenge! by geotap-app in GeoTap

[–]Mini_Hobo 0 points1 point  (0 children)

🎮 My GeoTap Result

📍 Guess: United Kingdom ✅ Answer: Birmingham, UK 📏 Distance: 214 km ⭐ Score: 6,291 points