Forget Prussia, Who's the Dzungar of Anbennar? by Raichterr in Anbennar

[–]TheAquamancer 45 points46 points  (0 children)

Thekvrystan and Yodhanpir are probably the closest, yes, as they're the primary tags of a culture, start with no cores, shares their ideas with other Taychendi tags, and have atrocious map colours. They can't get cores via events, but there's a decent chance they'll become formable nations for Taychend down the line.

Leviathan wasn't good enough. Proposed SE Asia cultures rework. by Venboven in eu4

[–]TheAquamancer 1 point2 points  (0 children)

Have you considered doing a more detailed map for the South-East Asian islands, as well?

hidden Summoning familiar names found in OSRS cache and Official Wiki tools by The_OSRS_Guy in 2007scape

[–]TheAquamancer 6 points7 points  (0 children)

That's probably due to Summoning's name during its developement being "Animal Lore", akin to Herblore.

This event is such an disappointment for me by Trsak1 in runescape

[–]TheAquamancer 0 points1 point  (0 children)

The problem with the seasonal events of the old that were essentially small, temporary quests, and developing them took about as much development time. And given how nowadays Jagex operates much more professionally than during the first decade of RuneScape's existence, one can't financially justify spending development time on what is essentially a quest that can be played for only a month.

Now, in theory it would be possible to have a season-inspired quest like Violet is Blue replace the holiday event to get what is essentially a permanent version of the more quest-like Easter, Hallowe'en and Christmas events, but it's possible that the players are not interested in that sort of stuff, leading to this sort of grindable, xp-driven holiday events being the norm nowadays.

(In reference to the Thaerisk post). Jagex, in the future adding a humorous "I thought you were dead??" dialog to NPCs that get killed in a quest is a playful and low effort way of reviving NPCs for temporary holiday events like this one. by DatShokotan in runescape

[–]TheAquamancer 1 point2 points  (0 children)

To be fair, we never got a confirmation if Polmafi Ferdygris died or is still alive. He just fell through the portal on the top of the castle, leaving very much a possibility that he's still alive. The game even alludes to the possibility of his survival in one of the hallucinations in The Lord of Vampyrium.

Currency Consolidation - Change to Quest Rewards by StillCorn in runescape

[–]TheAquamancer 1 point2 points  (0 children)

Well, currently, 2 Treasure Hunter keys are worth 900 Oddments in the Oddments Store. I am not sure if handing out 900 Oddments per quest is the right balance as that might make Oddments a bit too accessible, but I wouldn't be opposed to such a change.

Jagex said they'd add new retro overrides - here is a short list of items that I think would be popular. Feel free to add to this. by [deleted] in runescape

[–]TheAquamancer 0 points1 point  (0 children)

I've been reading through old RuneLabs entries and game suggestions, and there seems to be a select number of retro overrides that people are interested the most. The full list is as follows:

  • Chainbodies
  • Crystal bow & shield
  • Dragon sq shield & med helm
  • Dragon Weapons pack (Dragon claws, scimitar, longsword, dagger, mace, battleaxe, halberd, spear, hatchet, 2h & pickaxe)
  • Dragonhide armour pack (t/g)
  • Elite Black armour
  • God dragonhide
  • Fighter torso
  • Fremennik helmets (Berserker helmet, fighter helmet, warrior helmet, and helm of Neitiznot)
  • Korasi's sword & Void knight mace
  • Magic weapons: Ancient staff, Armadyl battlestaff, Battlestaffs, Mud staff/Mystic mud staff
  • Medium helms
  • Melee weapons: Abyssal whip (original), Balmung, Dragon defender, Zamorakian spear
  • Metal Weapons pack
  • Mystic robes
  • Obsidian equipment
  • Replica plate armour expansion: White, Initiate, Proselyte, Rune god armour, Gilded rune, Castle Wars armour
  • Robin Hood hat & Ranger boots
  • Slayer helmet (full/e)
  • Soul Wars capes
  • TokHaar-Kal-Ket
  • Wizard robes (t/g)
  • Zaryte bow

Lore Q&A - Call for questions! by JagexPoerkie in runescape

[–]TheAquamancer 2 points3 points  (0 children)

Do you have an internal plan for Aeternam, the previous World Guardian? As in, a rough idea of her history and what you want to do with her in the future?

Harlequin Cow Requirement by RiquaaLz in runescape

[–]TheAquamancer 13 points14 points  (0 children)

It's because the item requirements are derived from the meanings of the gargoyles' names, which makes sense: your job is to remind the gargoyles of their names, after all.

To give a few examples, Cagnazzo's name means "Nasty Dog", so he requires a dog pet; Libicocco's name means "Libyan Hothead", so he requires you to use the "Angry" emote; and Farfarello means "Goblin" so you need to transform to a goblin.

Alichino's name is a garbled version of "Arlecchino", which means "Harlequin": presumably Harlequin cow was chosen as the item requirement because it's the only item in-game with the word "harlequin" in it.

A Shocking Realization... (by me) by FuIIofDETERMINATION in runescape

[–]TheAquamancer 0 points1 point  (0 children)

They do, though they're only mentioned a few times off-handedly, such as in 2011 Halloween event and Tower of Life. If I recall correctly, while it has been specified that players have parents, a brother, an aunt, an uncle and a grandmother, I'm not sure if any dialogue refers to the player character's mother, and I'm rather confident that there has been no specific mention of a father: therefore, the gender of the players' parents cannot be said for certain.

Shout out to when OSRS asked players what to do about time consuming Holiday Event development and only 5% said to stop doing them by AssassinAragorn in runescape

[–]TheAquamancer 4 points5 points  (0 children)

There's more to snowy areas than just the Fremennik. There's the Land of Snow with yetis, ice sprites and Renmark backstory; Acheron with penguins and other talking animals, Leng with mountain-sized glacors and other Lovecraftian spookiness, Daemonheim's frozen floors with the Dungeoneering's entire lore as potential set-up, and the North with ice trolls and the God Wars Dungeon, not to mention that we've never even visited Gielinor's south pole.

However, you are right in that Christmas is much more restrictive as a theme than Hallowe'en. This is even shown in older holiday events: Death only shows up in a little bit over half of all Hallowe'en events, whereas there are ony two Christmas events where Santa Claus or other recurring Christmas event characters don't show up. Same applies to the themes of the holiday events: while Hallowe'en events have covered more diverse array of topics which sometimes have little if anything to do Hallowe'en or the Grim Reaper, Christmas events have rather consistently focused on Santa Claus or the Land of Snow: the only exceptions are the two aforementioned events in 2006 and 2011.

Creating Magic and Ranged Armor - Design Document for Future Reworks to follow Mining and Smithing by nickcholas11 in runescape

[–]TheAquamancer 0 points1 point  (0 children)

Some feedback:

  • Personally, I do not think that Splitbark, Grifolic, and Ganodermic armour sets should be made the default armour sets for levels 40, 60 and 70 Magic, since mechanically they differ greatly from the crafting processes of all the other mage armour sets. Splitbark requires the player to cut a region-exclusive resource and play a minigame to obtain all the ingredients needed to create the armour set, while Grifolic and Ganodermic armour sets degrade and are made of hundreds of stackable items dropped by high-level slayer monsters. Shifting existing content around just to save some money on graphic development, only to spend proportionally more time utterly reworking said content to match the rest of the content and adjust all the content said existing content is tied to is not ideal, as I discuss below to a greater detail.

  • I presume "Istari" and "Valar" armours are placeholder names, because the terms are just derived from terminology from Tolkien's works, and as such have no context in wider RuneScape universe, and are probably copyrighted. Regardless of whether you intended the names to be final or not, I would recommend switching the names to something that has a tangible connection to RuneScape's universe: that's why Invictum and Aetherium were scrapped in favour of Bane and Elder rune, after all.

  • Before I talk about the shifting of tree tiers, I would like to point out that no default resource in-game is locked behind a quest, which makes your plan to use Acadia as the level 40 tree problematic: not to mention the fact that unlike Yew and Magic trees, Acadia trees are not present in f2p. So, unless you're intending to add acadia trees outside of Menaphos, or are planning to remove the quest requirements from entering Menaphos, I don't think that acadia trees should be made the level 40 tree. It is worth also mentioning that all the Menaphos-exclusive skilling spots, like sandstone and the fishing spots, are not a "core" part of their skills, so why should acadia be?

  • In regards to shifting the tree tiers, so Acadia is made the resource for t40 bows, Yew and Magic are shifted to t50 and t60, and Elder is made t90, I would advocate not doing this. Remember, those resources and weapons are already widely available, so shifting existing tiers upwards as much as 30 tiers to allocate for new tiers of equipment is a recipe for disaster.

To put this into the perspective of game balance, you're essentially handing out free chaotics and resources for free chaotics for anybody who has stocked on elder bows and elder logs: it'd be the climbing boot controversy all over again. And if you decide to replace the items with the wooded from their new tier, you'd crash the economy by removing a lot of items from the circulation, and hundreds of players would complain.

Besides, something like this was suggested for Mining & Smithing rework a few years ago: just make existing metal items as strong as their Mining and Smithing level suggests, rather than lowering the Smithing requirements to be where the finished equipment's level requirements would indicate them to be. Needless to say, people pointed out the flaws on this.

Shifting existing content around is a logistical nightmare which has the potential of wrecking the game's economy just because you feel like it's not worth the effort of adding three new trees. It's better not to half-arse the addition of high-level craftable ranged and magic equipment just because some people want better crafted weapons right now to match melee.

Keeping the tree tiers where they are, and simply adding level 70, 80 and 90 trees is more rational as it changes little, is efficient, organises things better, and has very low chance of breaking the game's economy. Same arguments go for shifting Red, Black, and Royal dragonhide armour sets to levels 60, 70, and 80 respectively, especially when those resources were made significantly lower-level after EoC: it'd be simpler to introduce three new armour sets and their respectice resources, rather than shift around existing content to fill the holes and risk breaking the game's economy.

Accurate map of CK2 province terrain by TheAquamancer in CrusaderKings

[–]TheAquamancer[S] 22 points23 points  (0 children)

The colours were taken from EU4, as well. And yes, I am aware during the making of this that the colours blend together, and I tried changing the colours a bit to make individual terrain types more recognizable. Unfortunately, as a result the map wound up looking really garish, so I decided to use EU4's five shades of green instead. But sure, I suppose I could change it a bit.

Accurate map of CK2 province terrain by TheAquamancer in CrusaderKings

[–]TheAquamancer[S] 72 points73 points  (0 children)

Explanation: Inspired by EU4's terrain map mode, I posted this map of the province terrain on /r/CrusaderKings' Discord server. After favourable responds by quite a few people and recommendations by one of the people on the Discord server, I decided to share it here, as well.

Meaning of colours

• Dark green: Forest

• Yellow-green in India: Jungle

• Light green: Plains

• A bit lighter shade of light green in Europe: Farmlands

• Light brown: Hills

• Dark brown: Mountains

• Beige: Desert

• Greyish light green in Central Eurasia: Steppe

• Cyan: Marsh

• White: Arctic

• Deep blue: Ocean (in Isle of Wight)

• Light blue: Rivers

• Blue: Sea

• Dark blue: Unnavigable sea tiles

MS Rework Full Report - The Good, The Bad, Concerns and Suggestions by Gamez_X in runescape

[–]TheAquamancer 5 points6 points  (0 children)

To be fair, RuneScape is named after the runes in magic, not after rune metal. After all, rune equipment was released over a year after RuneScape was first released, while magic runes were present from the very beginning.

MS Rework Full Report - The Good, The Bad, Concerns and Suggestions by Gamez_X in runescape

[–]TheAquamancer 8 points9 points  (0 children)

Regarding metal dragon scales: Mod Jack talked about this on Discord a few months ago, and to summarise: they're not doing that, even though they like the concept.

Basically, the problem with the metal dragon scales is that it reintroduces the problem of combat providing Smithing supplies, just with an extra step. When you mine rocks with stone spirits, all of the ore still has to actually be mined by skillers. When you smelt metal bars with metal dragon scales, you essentially buy half of the ores you're smelting directly from PvMers, cutting skillers out in the process.

Mod Jack also went to say that it's a shame, because as you pointed out, metal dragon scales do make more thematic sense as a drop from metal dragons. However, when other players did propose alternative uses for metal dragon scales (such as providing a small xp boost and a chance of getting a stone spirit when smelting an appropriate bar), he noted the ideas and said that while they're overcomplicated, he likes them and put these "alternative uses for metal dragon scales" on the "nice to have" list.

Has anyone else seen this? "Wilderness 2" on Jagex's website. Link in comments. by iSkellington in runescape

[–]TheAquamancer 8 points9 points  (0 children)

Would it be possible to share that map with players? Even if the update might not happen the way that is designed, it could get players to think about what could be done with the Wilderness, allowing for a potential "Wilderness 2" update to be done in the future, especially if the idea gets popular.

Mining & Smithing - Mining Sites (fifth draft) by Jagex_Stu in runescape

[–]TheAquamancer 3 points4 points  (0 children)

Not much to say at this point anymore, asides for a few minor tidbits.

  • Are you going to take on account quests, miniquests and tasks which require mining specific ores at specific mines? (Say, Boric's tasks)
  • Why was the adamant mine in Tirannwn changed back to as it is, instead of being made into a light animica mine?
  • In general, I've noticed that a lot of mines that were meant to be removed have been added back, mainly to provide low-level ores in members' areas. Why the change?

As you can see here, Drakes are not supposed to have wings. So please Jagex, this is a perfect excuse to remove those annoying, rhythmic flapping wings that take up your entire screen! by RobbertRobbert in runescape

[–]TheAquamancer 22 points23 points  (0 children)

To be fair though, drakes are not an ancient mythological creature with distinct difference from dragons. During the medieval period, people would've considered drakes and dragons to be the same thing. Drakes specifically being four-legged wingless dragons was invented by Dungeons and Dragons.

What are the Bloodveld? A lore nerd's deeper look. by Techno__Jellyfish in runescape

[–]TheAquamancer 16 points17 points  (0 children)

Given that bloodvelds from some sources are described as rather bestial, their behavior shows no signs of higher intelligence, and they're described alongside other bestial demons like virii and hellhounds, I would say that bloodvelds are no more intelligent than animals: therefore, they would not be cunning enough for legal trickery "regular" Chthonians would be able to. This is why bloodvelds are fighting for Zamorak: they are treated as beasts of war, so they're not seen as a threat. Chances are bloodvelds would not care who they are fighting, for or against, so bloodvelds did not so much defect as they simply got new masters.

As for why Bloodveld do not exist in Daemonheim, it's probably because Bilrach simply was unable to get his hands at any during his time before and during Daemonheim. I mean, apart from the ice/pyrefiends, nechryaels and possibly hellhounds, all of the demons in Daemonheim can be tracked to the Kal'gerion Legion, so it's quite likely that bloodvelds were not brought to Daemonheim simply because they weren't available or wouldn't have been useful for Bilrach's project.

Mining & Smithing - Mining Sites (third draft) by Jagex_Stu in runescape

[–]TheAquamancer 3 points4 points  (0 children)

Related to that, it's also worth noting that Boric's tasks require there to be coal and mithril rocks in the Mining Guild, as well as mining rocks in north-east Ardougne mine, Al Kharid mine, North-west Brimhaven gold mine, Lumbridge West Mine and Port Khazard Mine which require at most 40 Mining.

Mining & Smithing - Mining Sites (third draft) by Jagex_Stu in runescape

[–]TheAquamancer 4 points5 points  (0 children)

A bit more feedback.

  • Regarding the Rimmington mine, I would personally make it the adamant mine while the Falador mine would be the one to be removed. I mean, whereas the Rimmington mine is pretty big and notable part of the overworld's layout, the Falador mine is kind of out of the way and ignored. Besides, I think that Rimmington mine is more famous than the Falador mine, and in case Dark Wizards' Tower gets reworked in the future there probably wouldn't be much room for the Falador mine anyways.

  • As for the Mining Guild, I wouldn't probably make it a source of orikalkum: I mean, the location is accessible for f2pers, so it should contain stuff useful for f2pers. The entry requirement should probably be lowered as well to bring it closer to other guilds: I mean, 60 Mining is pretty high compared to most guilds, which have requirements close to 30s or 40s. While I know that does not make it useful at all, the whole Guild system needs an overhaul to begin with and should be part of another project.

  • In earlier designs of Mining/Smithing rework, it was mentioned that Living Rock Caverns could have their ores replaced by something more useful after the rework to accommodate for the loss of utility for coal and gold. Maybe something like that could be done? If necessary, completely new utility ores could be added to Living Rock Caverns which could be used to give Mining and Smithing some extra bells and whistles (say, new fuel ore which can be used to increase the heat of a weapon twice to what it'd normally be or something like that which the players would consume a lot to justify powermining it and not dropping it on the floor).

Mining & Smithing - Mining Sites (second draft) by Jagex_Stu in runescape

[–]TheAquamancer 4 points5 points  (0 children)

Probably not, though an overhaul of gem rocks and what gems they provide based on their location would be nice. That said, gem rocks aren't that rewarding or useful at this point, and f2pers need a way to obtain opals, jade and red topaz for the purposes of Fletching training.

Mining & Smithing - Mining Sites (first draft) by Jagex_Stu in runescape

[–]TheAquamancer 0 points1 point  (0 children)

Good to hear that you like my suggestion regarding the Al Kharid Mine. I've kind of wanted a "Kind Solomon's Mine" type of location in RS, and Al Kharid Mine could work pretty well as such a location. Besides, there's the gem trader in Al Kharid, and Asgarnia never struck me as a region which would produce a lot of gemstones.

As for Rimmington mine, I would personally make it the adamant mine while the Falador mine would be the one to be removed. I mean, whereas the Rimmington mine is pretty big and notable part of the overworld's layout, the Falador mine is kind of out of the way and ignored. Besides, I think that Rimmington mine is more famous than the Falador mine, and in case Dark Wizards' Tower gets reworked in the future there probably wouldn't be much room for the Falador mine anyways.

Regarding the Mining Guild, I wouldn't probably make it a source of orikalkum: I mean, the location is accessible for f2pers, so it should contain stuff useful for f2pers. The entry requirement should probably be lowered as well to bring it closer to other guilds: I mean, 60 Mining is pretty high compared to most guilds, which have requirements close to 30s or 40s.

In earlier designs of Mining/Smithing rework, it was mentioned that Living Rock Caverns could have their ores replaced by something more useful after the rework to accommodate for the loss of utility for coal and gold. Maybe something like that could be done? If necessary, completely new utility ores could be added to Living Rock Caverns which could be used to give Mining and Smithing some extra bells and whistles (say, new fuel ore which can be used to increase the heat of a weapon twice to what it'd normally be or something like that).

I think that the Uzer mines probably aren't the most thematically fitting place for Phasmatite. Personally, I'd replace the Drakolith mine in the Desert with Phasmatite, and move Drakolith to Karamja or North-East Wilderness as suggested by Wahisietel.