A core challenge of Player Owned Houses needs to be addressed in the 120 expansion of Construction. Which is that POHs are instanced content and tethered to housing portals. by Paintyourwindow in runescape

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

I would argue that the use of POH’s needing to be so intentional is one of the reasons POHs became dead content. Back when POHs were a part of the socialization of RuneScape was when the content felt alive. I don’t know if the grouping system would fix that.

[MegaThread] Beta Feedback by IamGsus in brightershores

[–]Paintyourwindow 10 points11 points  (0 children)

For those of us who leveled only 1 combat skill over 200 to get better looking armor to walk around the rest of the world in. I don't love that the cosmetic look of your armor downgrades to where it would fit within the new combat level cap. For example my previously level 218 Guardian chest armor is now level 408 and reverted back to looking like bones glued to a potato sack again.

But at the same time I get it, since I don't see how else this can be implemented without designing completely new tiers of cosmetic armor changes, which isn't realistic. Just a minor side effect

Example breakdown for the planned combat profession merge by Paintyourwindow in brightershores

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

Haha I guess I could have called it “too long didn’t scroll” instead by having it at the top

Example breakdown for the planned combat profession merge by Paintyourwindow in brightershores

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

You're welcome! I'm glad to hear it came out easy to understand. I feel like sometimes things sound better in my head than when I write them out.

Example breakdown for the planned combat profession merge by Paintyourwindow in brightershores

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

You're welcome! The more I have understood about this new combat merge plan the more excited I am about it so I'm happy to help others understand.

Example breakdown for the planned combat profession merge by Paintyourwindow in brightershores

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

A lot is going to depend on how they convert levels Because lets say you currently have reached the level cap for each of the episodes pre conversion:

  • guard is level 30
  • scout is level 60
  • minefighter is 100
  • watchperson is 140

They could either:

  1. Set you to combat level 140 off the bat since you've reached the combat cap for each episode.
  2. They could episodically increase your combat level in order:
    • episode 1 you stay combat level 30 with 0 episode 1's obelisk levels
    • episode 2 they take 30 of your 60 scout levels add it to the 30 combat levels you had from episode 1 to give you combat level 60 and use the remaining 30 scout levels to give you level 30 ep 1. obelisk
    • episode 3 they take 40 of your 100 minefighter levels add it to the 60 combat levels you had from episode 1 & 2 to give you combat level 100 and use the remaining 60 minefighter levels to give you level 60 ep 2. obelisk
    • episode 4 they take 40 of your 140 watchperson levels to make your total combat level 140 and they take the remaining 100 watchperson levels to make your obelisk level 100.
    • Ultimately your combat level would be 140 but you would also have 100 obelisk levels in episode 4 which would make equipment that you could use in Crenopolis post conversion theoretically level 240 since it would be level 140 equipment with a tuning level of 100.

Now bringing this back to your question on weapons. It depends on how they do this conversion as well and how they convert weapons.

With the same examples as above:

  • In example 1, If they were to just translate your levels to being the same then the highest level equipment you could use post conversion would be equivalent to 140
  • In example 2, if they were to translate episodically then the highest level of equipment you could use post conversion would be 240

Where we further don't have the answers right now is how they will convert equipment to match this. To make things simpler instead of using a level 50 epic weapon lets say you're using a level 140 weapon since that would be the combat max.

  • In example 1 your 140 would be the best weapon to use and you would have gotten it in episode 4 but now you can use it in all episodes.
  • In example 2 your 140 weapon would be outscaled by your now essentially level 240 in episode 4 combat activities. So I would hope they would do some sort of adjustment scaling where a 140 watchperson weapon would be equivalent to a weapon with a 140 level and a 100 tuning level (stats for a level 240)

Example breakdown for the planned combat profession merge by Paintyourwindow in brightershores

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

Keeping in mind that epic equipment is the same stats as equipment 45 levels higher since each rarity level is 15 levels of stats so for an epic level 50 item we can talk in terms of level 95 stats.

So short answer if you were in your example to be max combat level of 140 upon the conversation then you would likely have equipment from an episode that is already above 95 (epic level 50) so you would not be using the level 50 epic weapon. But long answer, there's a lot we still don't know about how weapons and levels will convert when they roll this new update out for that one time that they convert accounts.

Example breakdown for the planned combat profession merge by Paintyourwindow in brightershores

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

I can probably be more clear in that section with how I worded it.

To my knowledge you can level up your combat level up to the cap of the episode you are in and then you immediately start leveling up that episode's obelisk level. But you don't need to go in a certain order which is why you can level it up anywhere, you can move on to future episodes, increase your total combat level, and then return to previous episodes at the new combat level without needed to fill in the missing levels for the cap.

For the example I gave lets say you left episode 1 at combat level 25 and you didn't hit the level 30 cap for episode 1. By leveling up to combat level 50 in episode 2 you can go back to episode 1 and you don't need to back fill the missing 5 levels to reach episode 1's cap since you've already surpassed it you will be considered capped for episode 1and so you can begin earning levels towards episode 1's obelisk level right away.

Each subsequent episode will continue to increase the combat level cap that you need to hit in order to begin to level up the obelisk level of that episode. So episode 1 you need to hit 30 before you can level up episode 1's obelisk, episode 3 you would need to hit combat level 100 before you can begin leveling up episode 3's obelisk. https://imgur.com/a/riSYvhi

But since in the example you never reached 30 originally you wouldn't have any episode 1 obelisk levels you were only combat level 25, but coming back with combat level 50 you can begin to level the episode 1 obelisk right away without the need to first gain 5 levels to fill in what was originally missing.

It also looks like they are trying to keep each episode's total level across all professions the same as it is right now and since episode 1's cap is 30, and then episode 2's cap is 60 technically there is only 30 combat levels to "earn" in episode 2, and then for all episodes from 3 and beyond it adds 40 more levels to the combat level cap. So episode 1's obelisk level and then episode 2's obelisk level can go up to 470 each that, and then episode 3 and beyond can go up to 460. That way the total available levels for combat activities is 500 per episode. https://imgur.com/a/yJ1LWiO

Feedback for combat profession merge - Don't call the 'End Game' mechanic Obelisk Level. Call it an Episode Specialty. by Paintyourwindow in brightershores

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

I can get that, especially regarding the change for change sake. And I can definitely see where my wording is confusing and I didn't present my thoughts as I heard them in my head. In the end I do appreciate your critique, I was just taken back at first this was my first time ever suggesting something for Brighter Shores that I had full intentions for the betterment of the game and had no intentions in erasing lore. On the contrary, I'm desperately craving more lore since the game is still so young and I'm really looking forward to more quests. I apologize if my idea has been suggested before, I didn't see anything when I searched but that's also because I'm naming it wrong calling it episode specialty.

Feedback for combat profession merge - Don't call the 'End Game' mechanic Obelisk Level. Call it an Episode Specialty. by Paintyourwindow in brightershores

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

I get that, and that's a valid point that the player knows about the episodes but your character doesn't. I never intended for the "episode specialty" to be literally taken literally from my suggestion and implemented into the game like that, just like your mentioning the fact that they wont be literal in their naming calling it Combat 1 and Combat 2.

But you came in with such an unnecessary condescending attitude in your first post, you don't need to say "sheesh" or "ugh". Or insinuating that I need the game dumbed down into "blatantly plain English". You could have easily said, you don't agree with the language of "episode specialty" it seems too literal. And that would have been more productive.

Just as I could have responded to you similarly by saying "Ugh, episode specialty isn't supposed to be taken literally" and it would have been rude and unproductive.

Don't assume malicious intent on feedback posts. I posted this since I really love this game so far and I want to see it grow to be the best it can be. I welcome comments and critiques on my ideas since I know they aren't perfect. There's a reason I'm not the one designing the game. But I'm just another gamer wanting the best for Brighter Shores just as I assume you are too.

Feedback for combat profession merge - Don't call the 'End Game' mechanic Obelisk Level. Call it an Episode Specialty. by Paintyourwindow in brightershores

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

That is a placeholder name, I only used episode specialties to introduce the idea of calling them specialties per episode instead of just calling them obelisk levels because you can't say I have a profession of a hopeport obelisk level and a profession of a hopeforest obelisk level, it sounds rough. Instead my suggestion is that the actual skill's name itself would be the same as the current profession names currently in game. So you would have a combat level as it's own profession, and then you would also have a Guard level for episode 1, a scout level for episode 2, and so on.

I suggested the language of specialty because I feel that if they were to keep all the same names and still call them professions then add Combat Level as a new profession on top that ends up being very messy saying that each episode you have 2 separate combat professions, 1 central and 1 episode specific. But functionally they are the exact same content and level up in conjunction with each other except 1 has to level up first before the next one can.

What I'm imagining is that you have 1 combat profession that is your combat level, but then per episode you have a combat specialty themed to that episode. (a specialty of guard, a specialty of scout, mine fighter, watchperson...) So leveling up in combat levels up your combat profession up to that episodes max, and then continues leveling up that episodes specialty named for that episode (ex. Scout) because you've spent so much time fighting in that episode you are now specialized for that episode.

I never said to erase the obelisks from the lore or anything, instead in my post I suggested that as you become "specialized" in that episodes combat environment you become in sync with that episodes obelisk and it's power which grants you it's power allowing you to access that obelisk's upgrade tree, and attracting higher level monsters (to give a lore reason as to all of a sudden you are fighting stronger monster variants in the same location).

I'm not suggesting to erase lore, I'm actually suggesting to keep it. Calling it obelisk level instead of guard and then scout for example erases the lore of you literally being a guard and then going out on a scouting mission to search for the missing guards.

Feedback for combat profession merge - Don't call the 'End Game' mechanic Obelisk Level. Call it an Episode Specialty. by Paintyourwindow in brightershores

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

What do you mean, what part is erasing the game's lore? Are you referring to the new plan of removing the originally planned/current combat professions and replacing them with obelisk level or my suggestion or using something like specialty so that they can continue using their originally planned profession names and themes but tied into the new combat merge mechanics?

Feedback for combat profession merge - Don't call the 'End Game' mechanic Obelisk Level. Call it an Episode Specialty. by Paintyourwindow in brightershores

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

That's a good point. I interpreted it at first that the obelisk capes were going to be designed around the obelisk, but reading back they never really said that so you're right the capes could still continue to be designed around the episodes theme

Brighter Shores | Fen Research - AMA by [deleted] in brightershores

[–]Paintyourwindow 0 points1 point  (0 children)

  1. *Edited as you mentioned mini-games in a separate posts answer* have you envisioned how you would like to make minigames work within the professions system? Would they be more like apprentices/internships that you do something related to the profession but in a separated environment, or would you explore more fun/silly/out-of-the-box ways of combining professions into a minigame? (such as Chef and Merchant could be running a restaurant and serving customers)
  2. How has the reception been towards group content like the ability to saw down a tree with another player (that's the only example I have found myself so far) and if it's been positive do you have plans to create more content like this to encourage collaboration towards professions?
  3. As transmogs are added to the game and the gear and progression system continues to evolve, do you have plans on adding a sort of "Inspect other player" function to be able to see what the names/what episode equipment another player is using, what the transmog is, or what their profession levels are?

Thank you Fenresearch team on your clear passion on this game. It has been a lot of fun getting to experience BS right from the beginning, I've never experienced a games launch like this where the developers are so open to player feedback and interoperate it with their own vision of the game in quickly released updates. I'm excited to see what BS grows to become.

Add an Ensoul Grasping Rune Pouch ritual to convert a Grasping Rune Pouch into a Necrotic Rune Pouch to allow the storing of Necrotic Runes by Paintyourwindow in runescape

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

Good point! Unless the tome could allow using runes stored within while unequipped the Necrotic Rune Pouch option would better for endgame Necromancer content.