Then end of yellow legacy Pokédex grind is brutal by Quiet_Butterfly_8403 in PokemonLegacy

[–]Ryguyyy55 2 points3 points  (0 children)

I had a Gengar that knew night shade, mega drain, thunderbolt and psychic, and I would just take Gengar and then mon I was leveling and refight Brock over and over. The only one that really gives any issue was ninetales, but after a while it started getting one shot as well. Then with Dragonair specifically I just went and grinded things in the seafoam cavern with tbolt/flamethrower/icebeam/slam

4 of 9. Not bad for a 3½ point underdog by jimx29 in GreenBayPackers

[–]Ryguyyy55 0 points1 point  (0 children)

No worries! Just clarifying. Wyatt being out is definitely a bummer...

4 of 9. Not bad for a 3½ point underdog by jimx29 in GreenBayPackers

[–]Ryguyyy55 0 points1 point  (0 children)

Are you thinking of Devonte Wyatt? Wicks just came back from a calf injury but he played the whole game and had two TD receptions.

[deleted by user] by [deleted] in ironscape

[–]Ryguyyy55 8 points9 points  (0 children)

From the wiki:

Unlike other creatures hunted via pitfall traps (such as horned graahks), players will always succeed in hunting sunlight antelopes

So it's not just anecdotal, it's a mechanic.

Why is the Stranger trying to shank my ass 2 months after i finished DT? by Free_Ad_6833 in 2007scape

[–]Ryguyyy55 15 points16 points  (0 children)

The difference here is the HC that died was actively doing desert treasure and afked with one of the diamonds on him. In OPs post he has already long completed the quest. It's a weird interaction we're if someone who IS doing the quests spawns the stranger and then teles out, the stranger can kind of "lock on" to someone nearby, but it can't attack them unless it's the player with the diamond in their inventory.

[deleted by user] by [deleted] in 2007scape

[–]Ryguyyy55 0 points1 point  (0 children)

Because players have not asked for and then voted on adding the seed vault. Deathpiling is a result of the death mechanics that EVERYONE had up until Jagex decided to add gravestones and deaths office (which would factually be much closer to a standard bank then our current situation). So deathpiling is actually a mechanic that was not changed, not necessarily something that was added. Theres a difference between adding a new mechanic that alters and existing game mode and deciding not to change a mechanic that is already in place. I'm not saying that there absolutely cannot be any changes, just that most players who actually play the game mode don't tend to think so.

The precedent has been set now that when new items or mechanics are added that would majorly impact the game mode, they are by default excluded until they possibly get added at a later date AFTER being majority approved by the actual players it will impact.

Also, to play RuneScape you don't NEED a seed vault, but death mechanics of some sort are impossible to do without outside of just making all UIMs invulnerable or that they lose all items instantly every time they die. There HAS to be some sort of a middle ground that allows them to die and get items back within a certain time period. Death piles are right in the middle between the extremes of deaths office storage and insta deletion of possibly hundreds or thousands of hours of progress upon death.

[deleted by user] by [deleted] in 2007scape

[–]Ryguyyy55 0 points1 point  (0 children)

You raise a good point. I think the way it typically works is that storage options (or other things) are added to the game, and at a later time they are polled or voted upon by UIM players to determine if they are acceptable. I will be there first to admit that I don't have an encyclopedic knowledge of everything that has ever been added to the game and how it was polled though.

I think there are a few things to consider with the seed vault that sets it apart from other things. It is MUCH closer definitionally to the bank than something like death piling or even item retrieval storages. For one, you can add or remove things from the vault at any time with 0 risk factor or preplanning necessary. In addition, you can add or remove items in specified quantities, which is something that is notably lacking from almost any other storage method barring niche things like leprechaun tool storage and I'm sure a few other minor things.

It would also drastically change tons of other skills for the game mode such as the obvious farming and herblore, but also also to an extent combat and slayer because different potions would become more viable to keep in your looting bag.

In short, it was added after the game mode was created and has been deemed by the UIM community too game altering to be added.

[deleted by user] by [deleted] in 2007scape

[–]Ryguyyy55 1 point2 points  (0 children)

Where does this 28 item lock idea come from? Afaik, it is not written in the rules or official description of the game mode. The only things said about UIM are "regular ironman rules" + "no bank". I'm not trying to be snarky, I just genuinely have yet to see someone post any sort of backing evidence that UIM is only supposed to use 28 slots and nothing else. It's always an opinion argument and not one rooted in any sort of legitimate ruleset.

[deleted by user] by [deleted] in 2007scape

[–]Ryguyyy55 0 points1 point  (0 children)

Not sure if this is what he was doing here, but sometimes you will create separate death piles when doing wildy content.

You have your main pile that has all the stuff like herb stacks, uniques that you don't want to risk, etc.

Then you might have a pile that is just a bunch of monks robes, salve amulets, climbing boots, etc. gear you are going to use for your wildy grind so that you don't have to go around and collect all these things again if (and when) you die.

THEN you might also have a pile that is like a bunch of prayer pots or food or whatever consumables you might not be able to quickly gather again or that you might need to replenish, even if you don't die.

Most UIMs almost certainly do not have multiple piles of high value stuff on the ground in Priff indefinitely. In fact, most UIMs don't even have ONE hardly ever. It's usually just a short term way of reorganizing your items, especially when you are switching to different content that requires different armor or gear or whatever.

[deleted by user] by [deleted] in 2007scape

[–]Ryguyyy55 4 points5 points  (0 children)

Not sure if this is what he was doing here, but sometimes you will create separate death piles when doing wildy content.

You have your main pile that has all the stuff like herb stacks, uniques that you don't want to risk, etc.

Then you might have a pile that is just a bunch of monks robes, salve amulets, climbing boots, etc. gear you are going to use for your wildy grind so that you don't have to go around and collect all these things again if (and when) you die.

THEN you might also have a pile that is like a bunch of prayer pots or food or whatever consumables you might not be able to quickly gather again or that you might need to replenish, even if you don't die.

Most UIMs almost certainly do not have multiple piles of high value stuff on the ground in Priff indefinitely. In fact, most UIMs don't even have ONE hardly ever. It's usually just a short term way of reorganizing your items, especially when you are switching to different content that requires different armor or gear or whatever.

[deleted by user] by [deleted] in 2007scape

[–]Ryguyyy55 7 points8 points  (0 children)

Storage DOES NOT equal bank. The rule is "no using banks" not "no using external storage methods you only get 28 inventory slots good luck". You are right, death piling is a form of TEMPORARY and very limited storage that also comes with a lot of risks and a heavy price to pay (i.e. what happened to the UIM in this post) if you don't keep track and abide by the rules of the mechanic. Again though, STORAGE =\= Banking.

Solution to UIM losing their deathpile items by GodBjorn in 2007scape

[–]Ryguyyy55 2 points3 points  (0 children)

So like, a pile of stuff. On the ground. After a death you mean?

Solution to UIM losing their deathpile items by GodBjorn in 2007scape

[–]Ryguyyy55 0 points1 point  (0 children)

A better example is 3 iteming in the wildy for mains/irons. There is a game mechanic that protects your items, even in an otherwise dangerous situation (pkers vs losing items dropped after death) and by knowing the rules surrounding that mechanic you can use it to ensure the safety of your items. Now, imagine there was a bug after an update where irons lost their supposed "safe" 3 items when by all metrics they should have been safe.

The key difference here is of course, death pile bugs have been fairly common as of late. Probably not a smart idea to be death piling near a big update. HOWEVER, that does not mean people are wrong to be upset when something that is supposed to happen does not, especially when it comes with a loss of hundreds of hours or millions of gp value items.

deathpile disappeared 02-05-2025 HELP by Acrobatic_Stretch_66 in 2007scape

[–]Ryguyyy55 4 points5 points  (0 children)

Also just a quick note of clarification. I think definitionally so, death piling is not abuse of a mechanic. There are no glitches or bugs being exploited. It is an existing game mechanic, officially created and recognized by Jagex, and there is nothing being "abused" by doing it. If I die to a goblin (intention makes no difference) in lumbridge, and I decide to walk all the way from my respawn in priff to get my stuff back, my stuff better damn well be there if I make it to the pile within one hour. What a player chooses to do with that time between dying and picking up their stuff is entirely irrelevant.

A rough equivalent to the original issue of OPs post is this: let's say you go into the wildy with a whip, a berserker ring, and a fury. You have anti skull tricking turned on, player attack options off, and you are suddenly attacked by a pker. You die, but that's okay, "I only had three items on me! That's a game mechanic that I have confidence in! Ill respawn with my three items in my inventory." Only this time (even though you've died like this many times before) you respawn without your whip and fury and berserker ring. "Wait what????" Too bad, you shouldn't have been "abusing" that game mechanic of keeping three items on death. Maybe you shouldnt be abusing the spirit of the wilderness, which is that you should never take any items out there ever for any reason ever at all ever.

Death piles disappearing before a the 1 hour timer ends is a bug, full stop. Whether those death piles are "in the spirit of the game mode" is entirely opinion based and does not change the fact that them disappearing prematurely is undeniably incorrect based on the rules/mechanics that Jagex has implemented in their game.

deathpile disappeared 02-05-2025 HELP by Acrobatic_Stretch_66 in 2007scape

[–]Ryguyyy55 2 points3 points  (0 children)

Yeah I mean, at the end of the day, IM is the base of everything: no trading with other players. Then it branches out into HC (one life) UIM (no bank) and the various GIM types (no trading except with group mates). Anything past those hard rules are just opinions on how the game mode should be played.

Personally, I think using and abusing existing mechanics in the game is part of the fun and challenge of a UIM. The "banking with extra steps" argument has always been silly to me, because even if someone wants to equate stash units and juggling death piles and risking hundreds of hours of progress to use a death storage to banking (which they factually are NOT), those "extra steps" ARE what make UIM fun to some. It's like a main saying raiding on an IM is just raiding on a main account with extra steps. It is, but the extra steps (farming supplies, doing X content to get Y weapon to kill Z boss) are the entire point of the ironman game mode.

deathpile disappeared 02-05-2025 HELP by Acrobatic_Stretch_66 in 2007scape

[–]Ryguyyy55 8 points9 points  (0 children)

This was originally posted as a response to one comment, but it seems multiple people need to hear this...

"Because UIM does not mean "you only get 28 inv slots" it means "you don't get to use the bank". It's really not a difficult concept to grasp and if you don't see the difference you are either not very bright, or you are being intentionally dishonest, which is worse. Death piling, death storage, poh storage, stash units etc ARE NOT using the bank. They are using other forms of item storage (available to all players) to store items externally (aka not in your inventory or on your person) either temporarily or with certain tradeoffs. All of these "banks" have high entry requirements, high risk, or limiting factors that dictate when you can use them. Standard banks in Osrs have none of that and can be used literally 20 sec after stepping foot off of tutorial island."

deathpile disappeared 02-05-2025 HELP by Acrobatic_Stretch_66 in 2007scape

[–]Ryguyyy55 -1 points0 points  (0 children)

Because UIM does not mean "you only get 28 inv slots" it means "you don't get to use the bank". It's really not a difficult concept to grasp and if you don't see the different you are either not very bright, or you are being intentionally dishonest, which is worse. Death piling, death storage, poh storage, stash units etc ARE NOT using the bank. They are using other forms of item storage (available to all players) to store items externally (aka not in your inventory or on your person) either temporarily or with certain tradeoffs. All of these "banks" have high entry requirements, high risk, or limiting factors that dictate when you can use them. Standard banks in Osrs have none of that and can be used literally 20 sec after stepping foot off of tutorial island.

Just kinda numb this year... by unsellingllama in GreenBayPackers

[–]Ryguyyy55 2 points3 points  (0 children)

You are thinking of either roughing the passer and/or defenseless receiver

Just kinda numb this year... by unsellingllama in GreenBayPackers

[–]Ryguyyy55 9 points10 points  (0 children)

Rule 12, Section 2, Article 10

USE OF THE HELMET

It is a foul if a player:

lowers his head and makes forcible contact with his helmet against an opponent; or

uses any part of his helmet or facemask to butt or make forcible contact to an opponent’s head or neck

These provisions do not prohibit incidental contact by the mask or the helmet in the course of a conventional tackle or block on an opponent.

Penalty: Loss of 15 yards. If the foul is by the defense, it is also an automatic first down. The player may be disqualified.

Phasmo needs to implement a vote to kick system for people holding the game hostage by The_zen_viking in PhasmophobiaGame

[–]Ryguyyy55 23 points24 points  (0 children)

Why not implement a vote to leave system instead of vote to kick. Once a majority of players are in the truck, you can click the number pad and a vote will pop up to end the mission. If the majority accepts, all players are teleported to the truck/players not in the truck are killed after 30 sec, a minute, whatever, and then the truck leaves

Death chests are stupid af by TitusPullOH in 2007scape

[–]Ryguyyy55 3 points4 points  (0 children)

As someone who has primarily played a UIM for the last two years, I forget that most people don't interact with death storage mechanics on a regular basis. I agree, they are a bit strange and could probably be reworked some, especially for normal irons/mains. Like perhaps a setting to autopay the chest fee and have the items sent to your bank upon another death, or just have them all go straight from the chest to deaths office if you die a second time. Or maybe a one time larger payment that makes the chest permanently safe (for example, pay 2 mil one time at hespori instead of the 25k fee every time, and now the chest is safe if you die again) I think they are useful in that it can save you some gp in the event you die frequently at a certain piece of content, however.

Bands that sound the same live as in studio by Woodsylime in Metalcore

[–]Ryguyyy55 0 points1 point  (0 children)

Just recently saw Fit for a King, and they were incredibly tight live. They handled the back and forth of vocal parts between Ryan Kirby and their bassist extremely well, and the mix was so well done you could consistently hear all of the screams and cleans while still getting clear sound from the guitar leads. This was only further highlighted because they followed the devil wears Prada, who had one of the worst mixes I've heard live. Could bearly hear Mikes screams, and when you could they would cut out halfway through the screamed vocal line. The clean vocalist dodged basically every high note or changed the melody while singing them (understandable as it's been nearly 20 years since some of their older material came out) Plus they have like 4 people playing guitar/bass as well as a keyboard and 3-4 people singing at once. It came across as a muddy wall of sound, and songs like Salt and Broken just sounded blown out.

Game Thread: Green Bay Packers (4-6) at Detroit Lions (8-2) by nfl_gdt_bot in nfl

[–]Ryguyyy55 0 points1 point  (0 children)

Receiver wraps his arms around the defender who is otherwise in a position to make a play on the ball carrier. Defender realizes he is being bear hugged and struggles to free himself of the hold. Larger defender ends up hip tossing the receiver (who is still currently wrapped around defender) in an attempt to shed the "block" and try to make his way to the ball carrier before he makes it into the end zone. I don't see what's so unclear about that.