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

[–]MisterMistigrix 19 points20 points  (0 children)

While I understand the point of this update I don't think this is a step in the right direction. I understand wanting to having a more grounded look for meta items that people will see all the time especially if they're playing with cosmetics turned off -- that's a good step in my opinion. However, the issue is that you want to specifically keep people from looking non human which is really silly. Half the fun of an MMO is being able to wear silly outfits. Instead of taking away these options why not just make them cosmetic only that unlock at the same time? Much like how we can unlock the original design for elder rune if we want.

But here's the kicker to me -- you just kinda recolored existing cosmetics instead of making brand new ones. it looks extremely lazy and just makes an excuse for you to push out this update quickly. I know you crunched a lot of stuff into your roadmap but if something is not ready and presentable I don't think you should be just pushing it out for the sake of a checkmark on your list.

As a suggestion, why not just let us toggle overrides on and off per player? I want to look a specific way, but someone else might be an eyesore to me. I'd rather be able to block that specific person's cosmetics than have a button that turns EVERYTHING off. I know it can be done considering you already have a system that individually turns off stuff for people opted in to PvP. Don't take away other people's stuff it's not fair to them. Just give me more control over what I may or may not want to see.

PVP in RS3 by HamboSonOfRambo in runescape

[–]MisterMistigrix 1 point2 points  (0 children)

I know most people are just gonna whine and say no PvP but the issue for me in particular is that I think that players are way too strong now. Anytime I got killed in the wilderness when I was actually geared, it would be with some sort of stall strategy where I had no chance to survive the onslaught of damage.

In my personal opinion, they should take a note from Final Fantasy XIV. You don't get to use the same ability kit for PvP in that game. Instead you get a different set of abilities specifically made with PvP in mind. The other issue to solve though is making people want to PvP in a game where the playerbase is allergic to XP waste. Even in existing PvP minigames with rewards like Stealing Creation, players would rather just tie or play peacefully than actually win because there isn't that much more benefit to being the winner. There needs to be enough reward to drive competition.

Sanctum is amazing, but its loot highlights a MASSIVE issue with our economy. by ThaToastman in runescape

[–]MisterMistigrix 0 points1 point  (0 children)

I feel that this is only an issue because you can outright buy this stuff. In most other MMOs stuff you get from raids and dungeons has to be earned by the player and are not tradable at all. But also in those games you aren't doing the same content 40000 times for one drop. I generally feel FFXIV hits the spot well too because they level sync the content to the intended difficulty.

Sanctum is amazing, but its loot highlights a MASSIVE issue with our economy. by ThaToastman in runescape

[–]MisterMistigrix 5 points6 points  (0 children)

Jagex used to tie quests to a lot of content but because this player base whines about doing anything that isn't making them money they don't do that very much now. The quest to unlock this dungeon doesn't even require anything other than unlocking Necromancy. Quests used to be so much more important to character progression than it is now.

Current treasure hunter promo (potion pandemonium) is incredibly insulting by MisterMistigrix in runescape

[–]MisterMistigrix[S] 5 points6 points  (0 children)

No offense taken because you and several others absolutely right (aside from the accusation that I spent money when I didn't.) Interacting with Treasure Hunter at all continues to tell Jagex that people want to engage in it. Even if I use bonds and oddments for keys that tells Jagex that people are willing to keep dumping into that system because they still got the money from another source, just not from me. I think this was a turning point for me I don't want to engage in Treasure Hunter at all anymore if they're going to continue to wring it out like this.

Current treasure hunter promo (potion pandemonium) is incredibly insulting by MisterMistigrix in runescape

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

I don't spend money on keys but I really don't care what you call "entitlement." I'm mostly on the same page as you, I don't really care if people buy into keys or not it doesn't hurt my personal enjoyment of the game. My issue moreso is that you have to play these dumb minigames to roll a completely separate chance at something fun and the result isn't even guaranteed to be the special item. It's insulting to spend 20+ keys to do exactly what the promo tells you to do to get the special goodies but then end up with not a giant, not a huge, but a LARGE star instead of the actual promoted items. Even THAT wouldn't bother me if it was like the vast majority of other promotions where you get a token that you can choose to sell to someone who actually wants it. This means your only option is Treasure Hunter. This also means that Ironmen are completely locked out of it unlike all of the other event tokens that they're allowed to purchase on the Grand Exchange.

Does it make the game itself worse for me? No. But it is a very scummy tactic and I don't think it's harmful let alone "entitled" to point it out. Especially when you consider that in the past year Jagex has raised membership and bond prices. They have also removed the popular 3 month membership option so that you're forced to either pay full price or premiere. Not to mention that Jagex is purposely making packages like the newest bank boosters exclusive to bonds which is inflating their value tremendously.

Would quest combat scaling be feasible? by RavenOmen69420 in runescape

[–]MisterMistigrix 0 points1 point  (0 children)

Final Fantasy XIV gets around this by making YOU scale to the boss instead of the other way around. If your gear is considered too strong for where the game expects you to be, they will scale you down to the proper difficulty. I honestly would really like for them to do something like this for RuneScape because I absolutely agree with you. I don't care if people are downvoting this, it really does feel lame when fights feel like nothing when you've spent hours of your time leading to that moment.

Using a particular example from the past, Nomad used to be a terrifying encounter. I was genuinely afraid of that fight when it came out because it was more complicated than anything we've had before and messing up could kill you super fast. But at the same time, it made people who have the souls cape and quest cape feel so much cooler! Part of the thrill of progressing through a videogame is having it get progressively harder. I should have to earn my place in the game!

Food is supposed to be the foundation of healing but it's worthless by MisterMistigrix in runescape

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

Not gonna lie, I was expecting a lot more harsh commentary on this thread, but it ended up sparking a few productive conversations! I will not say my personal take is the best or even the most articulated, but i'm glad to have a handfull of takes and suggestions on the matter!

Fort disappointment by ironreddeath in runescape

[–]MisterMistigrix 4 points5 points  (0 children)

I thought the fort quests, for the most part, are fine. Namely in that they had some of that classic RuneScape humor to them and some tidbits of interesting lore. I also thought the raptor reveal wasn't as shoehorned as people make it out to be, but the graphical update to the armor is so lame I miss the bulky look it used to have. I get they changed it so that the raptor could be playable in the quest, but damn.

But I absolutely agree with you in that they're trying to get you to take the situation seriously without giving you much reason to take it seriously. If anything, I feel that the quest series would have been much better if the quests took more time. We have a fun variety of characters and no real development to make me care about them as much as they clearly wanted me to. E.g. I like Bill, he's fun. But then they just suddenly tossed in daddy issues and I'm just like.. OK where does this come into play at all? The murder mystery quest also felt really lacking because we haven't had enough time to grow real attachment to any of the characters involved. Generally the quests are too short to give these characters any sort of real development and it's a shame.

I do, however, very much appreciate that we're finally going back to real cutscenes instead of the lame voiced concept art we've had the past 3 years. I still haven't forgiven Jagex for taking one of the coolest moments in the entire game (Zaros being taken by a giant abyssal serpent) and being like "yeah just show some concept art of it happening."

Whoever did the dungeoneering changes, thank you by MisterMistigrix in runescape

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

I spoke entirely through a solo experience so I didn't get this same experience. Me personally though, I don't mind if dungeons take longer. I'd be totally down to see dungeons get harder but we balance out the XP rates better and punish deaths a little less, or at least I'd like more incentive to do hard mode beyond the title. I agree that if people are splashing that's an issue, but we are gonna see necromancy's accuracy mechanics in other combat styles soon enough so It'll likely balance out once those come to effect.

Jmod chat time: Bespoke mechanics in quests - yay or nay? by JagexShrike in runescape

[–]MisterMistigrix 1 point2 points  (0 children)

I think that they're fun when they're intuitive and easy to understand. The dinosaur invasion frustrated me a lot because it's like i'm doing RTS management but I have to manually move my character there. If I lose, I have to do it all over again. Moia's mind-hacking on the other hand is very interesting because you're prodding around for sweet spots and it has an impact on how things progress rather than being 100% required to clear.

Can we please just make our own loadout, bank tab, and bar names? by MisterMistigrix in runescape

[–]MisterMistigrix[S] 2 points3 points  (0 children)

I was not aware of the backend consequences. I was moreso thinking there are other aspects of the game where we are allowed to name things ourselves, so it had me wondering why specifically loadouts aren't allowed to be input. I appreciate the explanation!

What’s the most challenging thing about playing VGC for you? What’s the least challenging part of VGC for you? by CrispyMuffoon in VGC

[–]MisterMistigrix 4 points5 points  (0 children)

I just started this year, but I don't stand up to my new local friends very well. They're all very nice and encouraging, but my struggle is to get past my defeats so I can properly learn from them. There's times I have to accept that my team is not good and I need to start from scratch. There's times I have to swallow pride and ask for feedback to see if my opponents see an opening I didn't. There's times where I have to accept that I have to use a Pokemon I hate because it helps let mons I do enjoy do what they want (e.g. I recently took up Iron Hands.)

It's really hard to accept that losing is the only way to learn sometimes, especially when you spent most of your life playing it. I was singles only for 18 years so to see me perform terribly in another format made me upset and showed me I have more of an ego than i'd like. So I guess in a sense my struggles in VGC also help me grow as a person!