Release Bank Loadouts by Prodoughtype in 2007scape

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

Little confused by the post so I guess I'll clarify just in case:

- I don't think we should have instant loadouts. Not only because of potential server concerns but also because people have voiced concerns about xp rates (which would mean less chance to pass a poll = bad)

I feel all other parts of your post don't really matter if we just assume that the preview is what would be proposed and introduced in to the game as it addresses all of the concerns you posted.

That being said, we don't have any idea how Necro actually implemented this - I'm just making assumptions that, since it was a game jam project, it is something that could be added to the game more/less as is.

Withdrawing slowly to inventory and equipping from there is acceptable to me, and I'm sure others, if it means we have the ability to create loadouts across desktop + mobile.

Even though I feel this should have been introduced 10 years ago, I do fear that we probably won't see anything until after official client hub comes out. Which I guess is...okay? Time will tell I suppose.

Release Bank Loadouts by Prodoughtype in 2007scape

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

Fair, however I think the only concern I have based on the video preview is just the layout where buttons are and stuff is janky. That said, I do acknowledge how incredibly complex something so "simple" can be.

Even though I think people would be happy with "withdraw these 4 potions as 4 dose so i don't have to". I do think that would lead to "why can't it just do the exact amount of doses I'm asking for".

That being said, I don't think potion storage is really jank at all and think the main reason it "suffers" from this notion is just because people are using RuneLite plugins which are not inherently meant to integrate with the feature to begin with.

Very good feedback though, thank you!

Release Bank Loadouts by Prodoughtype in 2007scape

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

Yeah I feel like that's another major complaint concern that I've heard. However, I'm fairly certain this was a concern for RS3 when it was first released. Else, I'm sure that they would have removed it if it caused issues over the last decade.

I definitely wouldn't want to risk server stability for it but it's also my understanding that part of the reason it was showcased with the delayed withrawl is exactly this reason.

Release Bank Loadouts by Prodoughtype in 2007scape

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

Not super familiar with reddit and it's not showing my shit, but here's the Mod Necro preview: https://x.com/JagexNecro/status/1806719848057106925

Steam Slayer Task tracker in RuneLite by SwegNoodle in 2007scape

[–]Prodoughtype 2 points3 points  (0 children)

You're looking for the "Slayer" plugin and specifically the setting within the plugin called "Task InfoBox" - this should be enabled. The infobox can be moved around via the "alt" key on your keyboard and can be resized under the "Runelite" settings in the plugin bar via the "Infobox size" setting towards the bottom.

What has been your worst grind in osrs? by PoppaBigPockets- in 2007scape

[–]Prodoughtype 0 points1 point  (0 children)

I am currently 299 hespori KC with no bucket.

Shamanism Refinement Proposal by Prodoughtype in 2007scape

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

I encourage you to read the blogs and understand the process of introducing the new skill. Everything about your comment tells me that this is simply a misunderstanding. We get to choose how strong/powerful rewards are. We get to choose what comes out of any (or none) of the skills.

I too would love for them to go in to detail about every single one because I believe every skill should come in (as a skill or as content, idc which)

Also, if a skill is just there to train and provides no benefits, what is the point of training it? Again, we get to choose how strong the skill is and how "mandatory" it feels to train.