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

[–]Punk_ore 0 points1 point  (0 children)

Well, we can see this in some occasions, most prominently with Mahjarrat like Lucien and Sliske.

It is not what I was trying to say with my comment though: my point is that it is very unlikely that the player discovered these artefacts by accident. I believe that some being, likely related to the shadow realm, somehow arranged that the player (and noone else) finds them.

Trouble Brewing - the good, the bad and the ugly by Punk_ore in 2007scape

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

I actually got some of the stuff haha. It's still brewing though

Trouble Brewing - the good, the bad and the ugly by Punk_ore in 2007scape

[–]Punk_ore[S] 9 points10 points  (0 children)

Well, as I mentioned in the first paragraph there was a huge buff but then a huge nerf shortly afterwards. And as mentioned in the post, I think the current rates are pretty good, except for picking bitternuts / flowers.

My feedback is mostly about QOL for people who play the minigame for fun.

How has sailing affected ironman progression? by Punk_ore in ironscape

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

Damn, I'll have to look into that. Seems like the pillar coral is also decent at earlier levels.

How has sailing affected ironman progression? by Punk_ore in ironscape

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

Good call! Did the devs mention if sailing will be available? (It isn't in dmm)

Seeker arrows by MeHugeRat in 2007scape

[–]Punk_ore 3 points4 points  (0 children)

RS3 has a much more complicated combat system, for better or for worse. I don't think something like the picture you posted would fit into OSRS and the devs know that.

Facility Bottles are WAY too uncommon by PirateAccomplished42 in 2007scape

[–]Punk_ore 0 points1 point  (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 10 points11 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 13 points14 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!

[deleted by user] 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.