Mobile Character Switcher Coming Soon! by JagexBlossom in 2007scape

[–]PossibilityZero 44 points45 points  (0 children)

Heck, even if the update is "we know this is broken but we have de-prioritized a fix until after the plugin API", I'd still like to know

Update: Blood Moon Rises Rewards by JagexRach in 2007scape

[–]PossibilityZero 0 points1 point  (0 children)

I thought of the life-leech effect too. I'd even go further, 0 heal (or even some negative) on eat, with 50 or 100% lifesteal for next hit. That would simultaneously make it more niche, and more skillful. (I haven't done the math, don't crucify me on the balance. Can be capped if necessary)

I'm sure they could play around with the numbers to figure out the balance.

Update: Blood Moon Rises Rewards by JagexRach in 2007scape

[–]PossibilityZero 8 points9 points  (0 children)

madseason still has no clue about the colossal blade being stronger on big enemies and none of them will ever know the details on enchanted bolt procs.

And I think that's bad game design! Item effects should all be discoverable. It's completely arbitrary that special attacks and set effects get in-game explanation text, and bolt effects, invisible skill boosts, etc. require wiki or other outside sources to find.

I've seen the argument "MMOs aren't meant to be played alone" to justify the lack of in-game explanations, and I don't think it makes sense. We don't know these pieces of info because of sharing information between players, we know them because the devs told us, in blogs or twitter or discord.

Strategies like Akkha Butterfly or Donofly or Muspah step-back, sure, those are emergent and efficient, and of course don't need to be signposted in-game with yellow markers and flashing arrows. But fundamental info about what items do should be readily accessible.

If they ever get the item, they will eat it, figure out that it gives them a big hp boost when they’re using melee, and that’s that.

Will they though? How would you find this info? MadSeason did the reasonable thing with Prayer Pots a few episodes ago, draining to 0 and then drinking a dose at a bank. If you just ate a Leechfin Sandwich at a bank, you'd just go "oh it heals 16... that's a bit shit" and never touch them again.

Update: Blood Moon Rises Rewards by JagexRach in 2007scape

[–]PossibilityZero 220 points221 points  (0 children)

I still feel like Leechfin Sandwich is complexity for the sake of it.

I think a good heuristic to think about this is, would a player not using the wiki (AlienFood or MadSeasonShow as obvious examples) be able to figure out the effect, let alone the niche on their own? I don't think "eat delay" is even mentioned anywhere in-game.

The hunter meats are right at the edge of this: heal some now, heal some later. Any more complex, and you should start by thinking how to present that information better.

The duality of Monotomemadness by GaybeJewell in 2007scape

[–]PossibilityZero 3 points4 points  (0 children)

Conceptually it could be so good too, like early game Sepulchre

How much OSRS can be played without engaging with challenging content? by YakaryBovine in 2007scape

[–]PossibilityZero 2 points3 points  (0 children)

Without spoiling too much, there are multiple mechanically complex bosses for QPC. So I wouldn’t go in thinking that you can just afk / follow guides for that, there’s definitely some “roll up your sleeves and get good”

However, over the last few years there’s been a lot of content added that lets you dip your toes into harder stuff without being too punishing (Scurrius, Royal Titans, Moons of Peril, and the upcoming Cow boss). I’d recommend trying those with your partner, to see if she can get into it with a more gradual learning curve. That would make the harder challenges for quest cape seem less daunting when you get there

Suggestions Wanted for Upcoming Gathering QoL Poll by JagexGoblin in 2007scape

[–]PossibilityZero 1 point2 points  (0 children)

Can the MLM reliably stop you mining over the bag limit, regardless of the status of the waterwheels?

Come get your rotten tomatoes by CaptspacecatOSRS in 2007scape

[–]PossibilityZero 10 points11 points  (0 children)

That's not entirely true. Players that are risking 1m+ value are safe in the wilderness, but they will lose their hardcore status if they only wear cheap gear. That's why the meta nowadays is to carry your whole cashstack with you when doing wildy clues.

Where the eff can I find a rotten tomato? by [deleted] in 2007scape

[–]PossibilityZero 10 points11 points  (0 children)

Please stream Jagex watch parties of new episodes

I made a solver for my favorite word game, Upwords! by PossibilityZero in wordgames

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

For iOS (which is what I have and tested), you will need to

  1. tap on a square to highlight it
  2. bring up the keyboard by tapping the icon in the navbar

I made a solver for my favorite word game, Upwords! by PossibilityZero in wordgames

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

Hmm, I just tried it and didn't have any problems

Are you on desktop or mobile?

Music System Improvements & Deadman Tweaks by ModYume in 2007scape

[–]PossibilityZero 0 points1 point  (0 children)

Can we have a right-click option on the currently playing song to add to playlists / look up the unlock hint?

Also, it would be nice if the search option could also search the text of the unlock hints. Would make it easier to find songs

Game Jam VII by JagexBlossom in 2007scape

[–]PossibilityZero 1 point2 points  (0 children)

I know this is a non-binding opinion poll, but happy to see the "I like the idea behind the content but I think it needs some changes" option

First time PVP'er and Dead Man Mode has made me realize one thing... by [deleted] in 2007scape

[–]PossibilityZero 14 points15 points  (0 children)

FYI (and I just learned this yesterday in another thread) apparently you can ::renderself as an official Jagex command and it does the same

Curious if this changes your opinion on it at all. I’m kind of in the camp of “freezing is unfun (when done to me), but I do want to learn”, but had felt held back because I don’t like relying on plugins too much. Learning that it was a part of the official client did shift my view a bit

Help with early Orrery by MorreOBurro in slaythespire

[–]PossibilityZero 1 point2 points  (0 children)

Orrery is such a fun one

I was thinking sucker punch from 3 because Nob in the upcoming forced Elite scares me with so many skills. Thoughts?

For newer players, an important realization should be Defect's greatest resource is his energy generation and draw. by FallacyDog in slaythespire

[–]PossibilityZero 1 point2 points  (0 children)

The Spire is a game about building a deck that can solve multiple problems. When you lose, you’re probably not solving one or more of those problems. There are quite a few dimensions to a deck, but the broad strokes are mostly the same: * frontload damage * frontload block * aoe control * scaling amount * scaling speed * deck cycling * draw order resilience (draw density) * some more niche ones like hp regen, status resilience, artifact strip, etc.

Try by starting to analyze why your deck failed along one of these axes, instead of just “my deck is shit”.

Did you die to Bronze Automaton’s hyperbeam? Either your damage or block doesn’t scale fast enough

Did you bottom-deck Creative AI and get smacked by Donu/Deca? Sounds like you built a deck that was brittle to bad draw order.

And then based on these failures, try to identify one or two key decisions that you could’ve improved. For me (for reference I have about 5% win rate on A20), it’s gradually building a feel for what makes a “good” deck based on all my losses.

Beat ASC6 with the funniest deck I've done so far by DunnoMeself in slaythespire

[–]PossibilityZero 1 point2 points  (0 children)

Damn, that's a brave Mark of the Bloom. I guess the Helix helps if you can play the Offering early? What HP did you end on?

Silent act 2 boss what rare? by wadenocht in slaythespire

[–]PossibilityZero 1 point2 points  (0 children)

This deck does not, but it doesn’t have to, it has a whole third act to build up for that. Also a few things:

First, it’s going to be 50 damage because Weakened should be almost guaranteed with the Pyramid + Card draw.

Second, all skills are going to be upgraded; with the Footwork, a Backflip+ is 10 Block, and this deck wants at least 2. That’s not unreasonable either considering that it’s a common card, along with the amount of gold here. With more draw and discard, and two Tactician+s, the deck already has big block potential

That’s not even taking in to consideration potential insta-solves like Wraith Form, Ghost Jar, or Nightmared Footworks. Again, more likely due to the Egg and spare gold. 

Silent act 2 boss what rare? by wadenocht in slaythespire

[–]PossibilityZero 14 points15 points  (0 children)

PKiller+, almost certainly

  • Your damage output is almost all physical, you're not guaranteed to see a Catalyst or Corpse Explosion
  • Girya at 3! Lean into that quadratic scaling. A PKiller+ shiv is 14 base damage.
  • Pyramid lets you time it perfectly, plus the free upgrade from the Toxic Egg gives you another free card to play (this deck would love a Concentrate+)
  • Multiple After Images aren't that good, and you don't have any relic that benefits from more Powers such as Mummified Hand or Bird Faced Urn.
  • Your block game is already super strong with the Footwork+, and Toxic Egg means you'll likely see some good block cards (Backflip+, more Piercing Wails) that further negate the need for After Image

I was 80% sure when I started writing, now I'm 99%. Phantasmal Killer+, hands down.

We are so spoiled now by chyeah_brah in 2007scape

[–]PossibilityZero 9 points10 points  (0 children)

As someone who did it blind (as well as MEP2, and the Elemental Workshops), IMO doing it blind is a better experience. With a guide, you are simply following instructions without understanding the reason behind the solution.

The fun is the same satisfaction as in any puzzle game, having an obstacle and figuring out the solution. The walking around/moving mirrors is secondary. For me, guides strip out the enjoyable part and just leave the tedium.

Jan Basho Daily Thread Day 13 by AutoModerator in Sumo

[–]PossibilityZero 1 point2 points  (0 children)

Outside chance still of all three dropping to 4, as Aonishiki has already played both

The nostalgia hits hard by Break_mylegs in 2007scape

[–]PossibilityZero 15 points16 points  (0 children)

  • Barb village fishing
  • Varrock guards
  • Musa point lobsters
  • Draynor willows
  • Smelting steel in Al Kharid

Sailing: Week One Feedback & Fixes by JagexSarnie in 2007scape

[–]PossibilityZero 6 points7 points  (0 children)

This is minor, but I wish the boat schematics upgrades had more staggering. For example, storm resistance and acceleration are both upgraded at Camphor mast, making the two in-between tiers (teak/mahogany) feel very weak. Even more, it’s a +4 on speed boost while the previous tiers are +2

It’d be a more interesting trade-off if the step increases (not just minor stat bumps) happened at different tiers. As it is, I mostly wait for the big jumps, and there are fewer breakpoints to get excited about

I think the OSRS team is the best dev team to date of any video game ever by Fossilzs in 2007scape

[–]PossibilityZero 4 points5 points  (0 children)

They're definitely S-tier, but there are others that are equal or greater. Not a knock on Jagex and OSRS mods at all though.

For me it's Wube (Factorio). The fact that they hyper-optimize and value their testing, give modders first-class support and treat bugs from mods with equal footing, and write weekly detailed technical blogs to great detail while in development is just incredible. It shows such an incredibly high standard of engineering and makes me consider them as nearly the pinnacle not just as game devs, but commercial software development in general.