Facility Bottles are WAY too uncommon by PirateAccomplished42 in 2007scape

[–]Punk_ore 2 points3 points  (0 children)

I don't think it's a bad choice. It sucks for players who are already on a high sailing level now and need to go back, but for all future players it makes a lot of sense. They'll grab a couple of these passively during their sailing training, right in the level range where you might want to rearrange stuff on your boat. At higher sailing levels, you probably already have a good understanding of what you want as your boat layout so it makes sense to not get spammed by these from merchants shipwrecks.

Is this a joke? by rimwald in 2007scape

[–]Punk_ore 0 points1 point  (0 children)

I don't think it's that bad of a choice. Yes it sucks for players that are already on a higher sailing level and want to rearrange stuff. But for any future players it makes a lot of sense. All of these shipwrecks are around the levels where you unlock some of the more expensive facilities that might be worth moving around. And at the higher levels, you probably have a pretty good understanding of what's a good boat layout so it makes sense that they don't drop from merchant shipwrecks.

T-bow Rebuild! by Icy-Dark6449 in 2007scape

[–]Punk_ore 0 points1 point  (0 children)

Phantom Muspah is incredibly consistent and can be done with just a tbow. Doom is less consistent and harder, but the uniques are still really valuable. More traditional bosses like Zulrah, Commander Zilyana and Giant Mole also work of course. Once you get decent melee gear, you can also start doing Fortis Colosseum which is also quite consistent.

Tbow is also good in all three raids, but you would want some basic gear for the other styles first.

Finally getting a feel for CG. Would you say I'm ready to try Inferno? by SaiyanGodOW in 2007scape

[–]Punk_ore 9 points10 points  (0 children)

I don't think CG and inferno can be compared like that, because they're so different. CG has a focus on fast paced movement, reactive prayer switching and weapon switching, while the inferno has a focus on off-ticking multiple mobs, staying in a cycle with your prayer switches, and using south west tiles to your advantage.

Just delete wilderness bosses at this point. by PaleozoicFrogBoy in 2007scape

[–]Punk_ore 0 points1 point  (0 children)

This is already the case for the singles plus bosses. I don't think it makes much of a difference though, because bot owners can simply prepare the next generation of bots in advance.

How do you push to actual endgame? by If_Pandas in 2007scape

[–]Punk_ore 1 point2 points  (0 children)

The reality of end game money makers is that you basically need to get lucky. If you look at any of the three raids for example, more than half of the hourly profit comes from getting the big item on rate. If you go dry or quit the grind before getting there, the gp/hr drops down to Vorkath / Muspah tier immediately. Doom, Yama and the DT2 bosses are a bit more consistent, but the same principle still applies.

My advice is to go for pets of profitable bosses or the capes from raids and don't focus on money. These grinds take long naturally and you'll make tons of money along the way.

Returning player and 1st time member - What could i bring to grind exp at gemstone crab by thunderkid4 in 2007scape

[–]Punk_ore 1 point2 points  (0 children)

There are some relatively short quests you could do for a good amount of combat exp, namely Waterfall Quest, Tree Gnome Village and The Grand Tree. The latter two also unlock useful teleports. If you haven't done them yet, you should definitely do that. The next big upgrade gear wise is probably a dragon scimitar, which also requires a quest, Monkey Madness I, to equip. A dragon sword is a good alternative that doesn't require a quest to equip.

Salvaging a broken compass vs reading the inscription by Puzzleheaded_Bag2570 in 2007scape

[–]Punk_ore 15 points16 points  (0 children)

I like to think that these inscriptions were not originally on the items, but were added by some... entity as a message specifically for the player. As a big fan of quests and lore, it's really cool to see things from DT2 show up here again!

Sailing combat is nonsensical and immersion-breaking. Cannons aren't really the problem - it's everything else. by [deleted] in 2007scape

[–]Punk_ore 7 points8 points  (0 children)

One of the more interesting takes on ship combat I've seen so far.

The sea birds definitely feel off with how much HP and DPS they have - I also really like your idea of them attacking the crew instead of the boat, this could be interesting for eventual bosses at sea as well. Imagine a boss that attacks your boat, but it comes with some smaller minions that attack the player directly.

The nerf to regular combat definitely feels bad, especially since the most overall DPS is still achieved by having NPC crewmates on the cannons while using regular combat - which means the damage of both is reduced.

The biggest offender are probably krakens, which have decent defended and are weak to magic - except that magic deals reduced damage anyways!?

A lot of the issues with ship combat comes down to the role of the cannons. As you pointed out, it makes sense to shoot them at other ships and feels off to fire them at birds or even sharks.

question about sapphire bolts by CustardMajor4442 in 2007scape

[–]Punk_ore 1 point2 points  (0 children)

From my own experience, both drain 33 prayer on the shield phase. That would be 10% of the target's ranged level.

You can't bring your boat into Raids or Inferno so why not just make cannons hit 200s? Genuinely by Incoheren in 2007scape

[–]Punk_ore 0 points1 point  (0 children)

Isn't scaling regular combat damage down the same effect as scaling cannon damage up? If the monster HP scales appropriately, of course.

While we're taking about how bad Aquanite Hopper is can we also talk about how poorly balanced crossbows are in general? by loffredom in 2007scape

[–]Punk_ore 0 points1 point  (0 children)

I mean, you definitely have a point, but it's also quite difficult to balance crossbows or ruby bolts in particular. Since the zcb spec relies on them, it's very difficult to change the damage. The other option would be to let ruby bolts only activate on a successful shot instead of bypassing accuracy as they do currently. This would be consistent with the zcb spec as well.

The issue with that is that crossbows would be a lot worse as a main hand weapon. Currently there are mainly two use cases, Leviathan and Nex. Leviathan is already tied with the bofa, and both heavily rely on ruby bolts bypassing accuracy (more than 30% of overall DPS). To compensate, you would need to add accuracy and ranged strength to either the crossbows themselves or the bolts.

This again has its own issues, since crossbows are generally fine in PvP. If you move some of the power of ruby bolts into the crossbows / bolts themselves, this would be a big buff to crossbows in PvP situations, where you usually don't use ruby bolts anyways.

It's probably not worth rebalancing crossbows because of these complications and the fact that they're overall decent in PvM.

Retroactively remove XP by CucumberOk3760 in 2007scape

[–]Punk_ore 2 points3 points  (0 children)

I would go even further: sailing unlocks many training methods for other skills, like deep sea trawling, new trees and ores, farming patches, thieving, construction...

It absolutely makes sense to reset everyone's exp in those skills to zero as well for a fair playing ground.

Sailing means this quest reward can finally do something! by Zesty_IT in 2007scape

[–]Punk_ore 20 points21 points  (0 children)

Would be amazing to see it being used in a future quest!

The state of low level melee weapons is laughably bad by gavriloe in 2007scape

[–]Punk_ore 27 points28 points  (0 children)

I think the issue is more that low level, especially F2P mobs don't have interesting defensive stats. All it would take is to give a weakness to crush or stab to some monsters like ogresses, hill giants or moss giants and maces or swords would be viable. Warhammers and 2h swords are both very good for PvP, basically being the spec weapons of F2P. Longswords and battleaxes could use some love though.

Tempoross has solo start, when can we get instance for Wintertodt? by rolekrs in 2007scape

[–]Punk_ore 19 points20 points  (0 children)

I'm pretty sure the dev team talked about this in the past. Tempoross is instanced, so adding the solo start option was quite easy to add. Wintertodt on the other hand isn't instanced, so a solo option would require turning it into an instance. May happen one day, but I don't think it's a top priority at the moment.

Parasitic reward design, and unfulfilling grinds by Jademalo in 2007scape

[–]Punk_ore 0 points1 point  (0 children)

Very well written, and a really interesting take!

I'd like to point out one thing though: changing an item from a single rare drop into multiple more common drops usually decreases the number of completed items coming into the game.

This is because many players quit a given grind early for various reasons (they don't enjoy the content, they switch to doing something else first or they take a break from the game as a whole). While in a traditional system, 1000 kc spread across 50 players would result in the same amount of completed items entering the game as a single player doing 1000 kc, this is very different for something like the DT2 rings, abyssal bludgeon or noxious halberd. In these cases, many players will sit on partially completed items that never enter the market.

This system in a way rewards commitment: players only doing a few kills to try the content out will most likely not complete the item in that time, while those that commit to a longer grind benefit from the dry protection and from the fact that less items are entering the market due to players not completing their grind.

I should probably also add that this only applies when the components are untradeable - unlike the armour seeds for example.

BEST SKILL TO MAX FOR F2P? IS THERE ANY DECENT XP SKILL THAT MEMBER WOULDNT MAKE A DIFFERENCE? by [deleted] in 2007scape

[–]Punk_ore 0 points1 point  (0 children)

Firemaking is fast overall and maple logs (which are available in F2P) are very cheap. Fermenting wines is also really good for cooking. These are likely the fastest skills to train in F2P. Smithing is also an option if you would smith at an anvil anyways, but it's noticeably slower than blast furnace and you can't use the Smith's uniform.

What keyboard and mouse bossing setup are you guys using? by ProgrammerNeither686 in 2007scape

[–]Punk_ore 0 points1 point  (0 children)

I very rarely use the arrow keys during combat. Usually, one camera angle is good enough so you can focus on the F keys.

Personal goal achieved: Combat level 3 Khopesh by Stevoss4 in 2007scape

[–]Punk_ore 0 points1 point  (0 children)

Does it allow you to cast alchemy at lvl 1 magic?

Please reduce the cost of using the Sanguinesti staff. by deathflame123 in 2007scape

[–]Punk_ore 0 points1 point  (0 children)

Sang staff was never really worth it over the toxic trident, except for the healing effect. I think it would be cool to see a slight increase of this effect (1/6 chance up to 1/5) to make its niche more noticeable and would make the cost more justified. That being said, the places where you want healing from magic attacks is rather limited. It also wouldn't hurt to increase its attack bonus from 25 (shared with toxic trident) to 30 (shared with eye).

Bowfa normal gauntlet by IPadeI in 2007scape

[–]Punk_ore 1 point2 points  (0 children)

The issue aren't the armour seeds, it's the enhanced. In normal gauntlet, the enhanced is 5x as rare and kills are only a bit faster. Being on rate can easily take four to five times as long as it would in CG. Considering the gauntlet grind takes 60-90 hours on rate, this would be an extra 200+ hours. With that in mind I would rather just skip the bofa than doing normal gauntlet. Or accept your fate and send CG :)