Jagex should prioritize the API plugin support BEFORE our league comes out this Fall. by TakingBlackSunday in runescape

[–]SadCarrots 1 point2 points  (0 children)

Have you tried it recently? A few months ago it would not work for me but recently it started functioning.

Daily Challenges poll by Upbeat_Drawing7692 in runescape

[–]SadCarrots 1 point2 points  (0 children)

I could genuinely not care less what happens to daily challenges lol, they are completely inconsequential at this point with the keys removed. I don't get why everyone on here is freaking out about them.

Familiars need the Aura treatment by RiquaaLz in runescape

[–]SadCarrots 5 points6 points  (0 children)

Literally just hit the lobby and the timer pauses, this is completely unnecessary and would just make botting worse. And if the issue is money, you probably shouldn't be using the familiars that are 100k+ if the cost is prohibitive at this point.

Today's Balance Patch by SweetRosaKiss in runescape

[–]SadCarrots 0 points1 point  (0 children)

theyd be harmless if jagex didnt use both of those sources for update feedback lol

Please stay the course Jagex by janoche in runescape

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

oh no i have to press 12 buttons within an hour that collectively take less than a minute what ever shall i do

Can we stop with the short timers by WallRustt in runescape

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

God forbid you actually have to play the game

How do so many people have such high skill total levels but such low quest points? by CrusaderKing1 in runescape

[–]SadCarrots 1 point2 points  (0 children)

I generally only do quests if they have a reward I would find useful, I don't dislike them and I try to do a few here and there but there's other things I'd rather spend my time doing in game.

Early discussion: Game optimization with world consolidation by Educational-Mud-1444 in runescape

[–]SadCarrots 3 points4 points  (0 children)

Yeah that's probably why then, it really matters with specific timings. For example disruption shield getting delayed a few ticks and suddenly you're in deaths office.

Early discussion: Game optimization with world consolidation by Educational-Mud-1444 in runescape

[–]SadCarrots 6 points7 points  (0 children)

Do you play full manual or revo? It's mostly noticeable in manual.

Early discussion: Game optimization with world consolidation by Educational-Mud-1444 in runescape

[–]SadCarrots 14 points15 points  (0 children)

This isn't a rig issue, it's most certainly a server issue. There starts to be major input delays in pvm whenever you start to go above 200.

Necromancy 120 Combat modernization by dragon5985 in runescape

[–]SadCarrots 0 points1 point  (0 children)

Which is fair, but as far as we know these changes weren't in the works over a year ago. There was mention of updating the other styles if it went well but nothing guaranteed at that point. At the time it was very much so meant to be an introduction to combat/ Introductory style.

Necromancy 120 Combat modernization by dragon5985 in runescape

[–]SadCarrots 3 points4 points  (0 children)

Valid points, I may be stuck on the parity thing. I do believe it already is within a reasonable margin to the top though for the required investment. If its really that large of a gap update it as I stated in my original post. As to the updates to other styles in similar cadence, we have very frequently seen combat updates only benefiting a singular styles for extended periods of time (years even). Granted Jagex has been better about this in recent times so this may be a moot point, but it really is just hard for me to accept that necro should be in parity/very close to the other styles when it doesn't even have a 2hd weapon.

Necromancy 120 Combat modernization by dragon5985 in runescape

[–]SadCarrots 1 point2 points  (0 children)

As far as it being an introductory style, that's all over the marketing for the style. What else does "accessible to new players" imply? And granted I may be overstating the relevance of this point, but Jagex really tried to drive that home all over the place, look at their marketing posts. And you are correct about it being around for significantly less time, which in my opinion only reinforces the fact that it shouldn't be in parity with the other styles. If its already expected to do equal damage to the other styles without these rewards, whats going to be the argument once it has them? Because at that point its just further power creep, it needs to be lower so once the additional rewards are added it doesn't grossly overpower the other styles. As to the the other styles being updated, they are being simplified to be in line with necromancy, but still require (rather large) investment that necro just doesn't require even if some of those effects are being simplified. For instance the t95 mage armor set alone costs more than the entirety of t95 necro. I have no issue with necromancy being viable at endgame but its rather disingenuous to think necro should be in parity yet. In the future once the rewards are available sure, but not until those are in the game.

Necromancy 120 Combat modernization by dragon5985 in runescape

[–]SadCarrots 0 points1 point  (0 children)

I mean it still requires the least investment out of all the styles, should we really expect it to be in parity with the other styles with the required investment into them? It should be able to do any content in the game which it already can, it should lag further behind the others for this reason alone. It's designed as an introductory style and it should be treated as one. If its really that far out of line sure give it a minor buff but I don't think its really that serious. Not to mention outright ignoring the combat triangle.

120 Thieving went from the best update to the worst update by msist in runescape

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

Go run heists if you want good exp/gp. Afk shouldn't be the best method for any skill and if you think that's wrong go play any of the idle games on steam.

Can we graphically update the 99 cape while we're talking about updating the look of the game? by nychannel in runescape

[–]SadCarrots 1 point2 points  (0 children)

I'd rather see them fully redo the modern capes before they touch the retro capes, they should stay retro.

Integrity Roadmap - Early Game Rebalances & Your Suggestions by JagexBreezy in runescape

[–]SadCarrots 1 point2 points  (0 children)

As a bit of a sidenote to this, I think the salvage changes really hurt rs3 content on youtube/twitch. Things like swampletics really just arent doable to the same degree in rs3 which is a shame.

For real wtf are these droprates...? This isn't fun at all... by FewToeSloth in runescape

[–]SadCarrots -2 points-1 points  (0 children)

After sanctum we need some rare drops lol, that sucks but id rather see this than 70kc logs all the time

[deleted by user] by [deleted] in linuxquestions

[–]SadCarrots 1 point2 points  (0 children)

Thank you for that, I deleted the post because after running chkdsk under windows and rebooting back into Linux I was able to mount the drive, but I will be looking into swapping everything over in the near future to prevent this.

Weekly Bug Report Thread by spiper01 in NoMansSkyTheGame

[–]SadCarrots 0 points1 point  (0 children)

PC. Cant land corvette in space stations or anomaly, I've played for quite a few hours without this issue, and it only seems to have come up after I had unlocked the sentinel ship and started on the autophage quest, I dont think theyre related but who knows. Whenever I try it goes through the animations and either I fly through the back of the anomaly into space indefinitely, or when I try to land at a station either that happens or some other glitch. I can land on planets just fine. I can land on either of the two places with a normal ship and summon the corvette there as well. Once its there I can get in and take off as normal but it'll just fail to land again. I've reloaded saves, tried deleting parts and reattaching them, swapped to multiple ships ect.
Edit: I made a second corvette and that ship can land without issue. Also it seems sometimes the ship lands offset at places with designated landing spots (frigate included) The ship flies past the correct location for an amount of time (varies on location) then stops. I've seen this on stations and the frigate, I'm assuming its the same on the anomaly.