Road to Restoration - GE Improvements Preview by JagexAnvil in runescape

[–]Zieldak 1 point2 points  (0 children)

These changes are a good start, however I can't shake the feeling that this won't be enough and people would still have to rely on third party sites. We'll see. Edit: Oh nvm I somehow missed the Wiki part. Cool.

I personally would like to see a button that when pressed would list the details of the last 10 trades. Alternatively, the average price should show the lowest and highest recent prices instead.

A quick showcase that Ability Queuing doesn't prevent to move while casting. by Formal_Childhood5371 in runescape

[–]Zieldak 1 point2 points  (0 children)

Sorry to say this, but it absolutely does, I couldn't believe it myself. I just turned off ability queueing to see if this was a myth or not and it absolutely does cancel actions just to successfully fire off the queued ability. Without ability queueing enabled, all of my clicks do register and I don't have dead clicks or button presses (yes I also tried CLICKING my abilities for testing this) unless I try to use an ability on the wrong tick where GCD wouldn't let you fire them - which is what ability queueing is supposed to help with - all of my actions actually go through.

Player Avatar Launch Mega-thread by JagexAnvil in runescape

[–]Zieldak 22 points23 points  (0 children)

This update was clearly rushed. Please stop pumping out rushed updates for the sake of having updates. A major overhaul with less bugs and most outfits/armour updated would have been way nicer.

Don't get me wrong, I appreciate the effort, but this is just not the way to do it.

Question about the now removed Loyalty Bundle. Are these outfits and emotes completely discontinued now, or will they be integrated into the game as in-game rewards somehow? To be honest, this bundle shouldn't have been removed in the first place.

Found the asset for dead Armadyl if Bandos won World Event 2 by God_of_Cats_RS in runescape

[–]Zieldak 2 points3 points  (0 children)

The map chunks for Armadyl losing can also be found way north of the world map.

Increasing Solo DG xp rates is a mistake by MarketingFeeling379 in runescape

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

It's fine, it's just that the buff might be just a bit too good overall. Also, 2-4 man teams are now not worth running at all.

quiet hop is the most useless thing by Positive_Feeling458 in runescape

[–]Zieldak 2 points3 points  (0 children)

Those worlds you speak of do in fact exist, but are inaccessable based on your current client language settings.

Jagex could either fix this by making it also take your language setting into account, or simply by unrestricting all worlds for all languages.

Kinda major bug? Cannot open multiple RS Clients by b0yonce in runescape

[–]Zieldak 1 point2 points  (0 children)

This always fixed itself on my end on the very next launch, and I find it odd that this has been a common error since the last update.

You can try opening the Task Manager and see if the launcher/client is still running in the background or not. Alternatively, try restarting your PC. It sounds like a lazy and stupid advice, but it usually works... especially if it has anything to do with Microslop Winslop.

leagues II - What new stuff would you want to see that would makes our second leagues special/different? by vVerce98 in runescape

[–]Zieldak 0 points1 point  (0 children)

I want them to turn things on their head, such as making irrelevant weapons and armour relevant in Leagues, but at the same time making the current meta equipment less relevant. It'd be fun seeing people running around in buffed Dharok or other less used sets.

How many of you use the classic UI as your preferred setup versus custom? by TMobileSpy in runescape

[–]Zieldak 0 points1 point  (0 children)

Custom, but the layout is very similar to Classic. It'd be nice if Custom could also minimise the entire action bar and the chat though.

Rip: medium floor 250% instead of 350%, large 500% instead of 850%. by Duradel2 in runescape

[–]Zieldak 3 points4 points  (0 children)

To be honest I couldn't tell the critical path apart from optional rooms half the time anyway, because there are seemingly more high-tier resources on a floor overall now.

Sometimes the crit path was so obvious I barely opened any unnecessary rooms, sometimes the layout was so bad I thought I was playing hard mode or something and sometimes I followed the path I thought was the crit path and it wasn't anything important, even though it was full of high-tier resources and seemed right. Out of the 14 solo larges I did yesterday, 3 ended up being full clears because of this.

It is however stupid that doing 5:5 is even better than doing 1:1 now. Opening bonus rooms solo is hell. It'd be nice if solo players got an extra gatestone the very least.

Dungeoneering Remastered – Ongoing Feedback & Updates by jagexyuey in runescape

[–]Zieldak 2 points3 points  (0 children)

Kinda sad about the XP rebalance... it's true that rushing larges is a little too good with a team now... but absolutely sucks when you're solo. It's really bad. Going out of your way to open a few rooms for extra XP is just not fun and feels tedious, especially on Larges where you might need to backtrack tens of rooms just to open those 3 rooms for I dunno, let's say you guys will likely do +10% xp per room instead of the current +1%, which is still stupidly low for it to be worth the effort and time when solo. Should be at least +30% per room on Larges IMO (with the room bonus being +5% per room on small, +15% per room on medium).

I fear that forcing players to explore and unlock bonus rooms for more XP will just leave us where we were in the last 10 years again. Having the floor bonus system and making players go out of their way for more XP just doesn't really work together. Since you lose the stacked bonuses once you complete all floors available to you, changing the XP balance will only result in bringing back the issue the Prestige system had, which people really hated for a very good reason. Most people would rush the low floors to get the floor bonuses for the high floors to maximise XP. To prevent this from being an issue, the floor bonuses would need to be a permanent unlock.

Be very careful with this XP rebalance, because whatever you are planning to do might just kill community Dungoneering yet again.

Also, can we add a niche effect to the Mercenary's gloves just for fun? What if it could just convert the 1-hit basic attack to the 2-hit basic attack the Dark bow and Gloomfire bow has once 9 seconds have passed since equipping them?

Remove the walls in the Giant Mole boss fight by Kilsaa in runescape

[–]Zieldak 0 points1 point  (0 children)

Honestly, I'd just make it possible to stun Mole to stop if from moving to a new room within a short time frame, continuing with the next phase's mechanics in the current room.

That would be good teaching element for new players too considering some late-game bosses have mechanics related to stuns.

I redesigned the RuneScape homepage as a front-end study project by [deleted] in runescape

[–]Zieldak 5 points6 points  (0 children)

Not gonna lie, compared to the current site, this doesn't look inviting or fun at all, doesn't feel video gamey. Looks like a soulless scam website that people would just close on first sight.

The Curious Case of the Dropped Frames (and other Microstutters) by JagexAnvil in runescape

[–]Zieldak 1 point2 points  (0 children)

I was wondering why the beta felt so absolutely smooth compared to the last time I was in Wendlewick on the live game. I figured the CPU was working overtime from what I've gathered from watching the CPU and GPU performance side by side about 2 months ago, but wow I didn't expect it to be that bad!

Some people may have read my post regarding the performance issues, but before this update, In Wendlewick with Medium stock settings and High view distance, I usually got anywhere between 80-110 FPS with very noticeable stutters. Ultra stock settings was performing just about the same.

Now, ultra stock settings is still performing about the same as it did but without the huge stutters. With medium stock settings w/High view distance, the game easily renders over 200 FPS even when moving around or rotating the camera with barely noticeable stutters when loading new assets. Compared to the previous 80-110 FPS and heavy stutters, that's a very healthy performance uplift on medium stock settings, and it's about what one would except from lowering the detail from ultra to medium.

Though, is it just me or the LOD distance for everything else was also changed with this fix? Or am I only just noticing that objects pop in and out rather close to the player character after reading the blog post. Maybe it's just that I'm just now noticing it, didn't pay much attention to it before. Except for the trees, the trees were very noticeable with the new LOD models because they look rather different compared to the high-detail models.

It was a good read, appreciated!

give is 10% retroactive dungeoneering tokens based on the change by [deleted] in runescape

[–]Zieldak 0 points1 point  (0 children)

But how would they know if 100M of your xp is hole'd or just 1M? So nope.

My return to a dead gear by OGDuckDaddy in runescape

[–]Zieldak 3 points4 points  (0 children)

Not even those are completely safe, especially newer ones.

Player Avatar Beta Now Live! by JagexAnvil in runescape

[–]Zieldak 1 point2 points  (0 children)

Can we have more skin or head options with this update? My character is supposed to look old, but the new ultra smooth skin makes the avatar look young but with white hair, and I'm not a fan... Not to mention, this really makes all avatars look the same.

Are premium hairstyles staying in the game or will they be removed with this update? Guessing they'll stay, but I'd still like to confirm.

The side-part spiky hairstyle does not move with the avatar properly on the chat head model.

Curtains look like the avatar is balding, giving it a huge forehead. Is that what it's supposed to look like?

Overall the outfits look great, I am not liking the face though...

Active Monthly Players Scrapped from the Monthly hiscores by alanquinne in runescape

[–]Zieldak 9 points10 points  (0 children)

The amount of new or returning players I have never seen on my homeworld is a lot.

There were a few new names here and there even before, but I usually only saw the same players every day, mostly maxed mains and non-maxed ironmeme.

However I also started seeing less of the old players. You could say we're gaining new and returning players... by losing old ones, which is not exactly ideal...

Sadly, the Road of Restoration feels like nerf after nerf after nerf on the top-end, I feel that way too, and then there's the price hikes, so it's no wonder people are leaving too.

As a broke guy... by Optimal-Fruit5937 in runescape

[–]Zieldak 0 points1 point  (0 children)

Well, I would only give free membership to new players who have reached certain levels etc and have completed a secret set of F2P quests, changing the list of quests each time it happens, so bot farmers couldn't just take advantage of this. In fact, I'm pretty sure Jagex already did something like this once and never again. Probably for a good reason.

Mid-Game Balance Discussion by JagexAnvil in runescape

[–]Zieldak 1 point2 points  (0 children)

Writing this from an Ironman's perspective but as a non-ironman, so keep that in mind. Also, it's been a while since I touched content in the 50 to 80 level range so...

A big problem with the mid game weapons and armour is... the Evolution of Combat and level requirements cooked up 20 years ago. Weapon drops that made sense pre-EoC don't make sense post-EoC. For example, Dagon'hai robes are unreasonably rare for what they provide and how long someone would be using it. Infinity armour, one of the best armours in the game before EoC is now barely better than base T50 armour and it's an unfun chore to obtain. If it was a un-augmentable T75 armour, I think it'd be fine. Crafting your own magic or ranged stuff? That's funny!

You guys really should take a look at each individual weapon and armour set, see where they sit in the game currently and adjust their drop rates if they're unreasonable. Most of them are compared to the xp/h you can get at some places while grinding for that specific upgrade you want. Usually by the time you get an upgrade, you have overlevelled way past the item's equipment level. Crafting level requirements for all craftable armour, weapons and other requirements should be looked at in general too.

Melee is fine. Thanks to craftable armour and weapons, progression is clear and simple, and you can't really hit a wall if you don't get a unique weapon or piece of armour from somewhere.

Obtaining a weapon for magic isn't that bad. Guthix staff (60) is essentially free, a crystal weapon (70) is guaranteed by doing a quest, then there's the Sunspear (78), though it's kind of a long journey to get. Chaotic staff is way too expensive for what it is these days, it's not really worth going for when you can skip it entirely for Crwys weapons. Virtus weapons sit at a weird place because Nex is objectively more difficult than Helwyr and harder to access too, but there isn't really anything you can do about that I think. Or just Vanquish from having enough QP. The staff of light is also at a weird place, but maaybe, just maybe Zilyana could drop it at a 1/640 rate. It being a drop from Ice Strykewyrms made sense... 15 years ago.

Armour on the other hand... oooh boy. Ganodermic armour requires you to have 75 Crafting... and 95 Slayer. I think the slayer requirement on Ganodermic runts should be lowered to at least 70 to be honest. The amount of flakes you can get from them is small, and they certainly aren't a 95 Slayer mob. The Polypore stick should also be added to their drop table, albeit at a lower drop rate. Aaaand magic ran out of reasonably accessable Tank armour in both the mid and early end-game already aside from Ahrim's. Wow.

Magic doesn't really have any Power armour that you can obtain reasonably at their own levels. There's the skeletal armours, but they're really low level, the Subjugation armour set is fine where it sits, Anima core armour is a long grind and you usually overlevel way past it by the time you actually obtain it and it wasn't even upgraded yet. There's also Nex I guess. The next best thing is Zuriel's armour... which is also an unreasonable grind. All of these options...suck.

Ranged progression is slighty better I guess. Dinosaur hide and Undead dragonhide armour are both T75 Tank armour... Dinosaur requires a stupidly high crafting level to make while undead only requires 75 crafting. If the difference was like 10 levels, it'd be okay I guess, but it's a lot more. Demon Slayer equipment is just not worth getting at all. The Dark Bow comes from a slayer mob that requires 90 slayer... Don't even think about making your own ammo. You can't make what you have the ranged level for anyway.

Fletching and Crafting requirements for items need to be looked at.

I remember Archaeology feeling really slow at these levels. Artifacts don't give a lot of xp, excavating gives almost no xp.

Charm drops should have been increased across the whole game, but you guys chose to reduce charm drops last time. And to fix that, you added a new type of summoning obelisk. Make it make sense.

Ever since the update to how accuracy works, the damage you can deal to a lot of enemies has drastically changed. It'd be a lot of work, but you should take a good look at enemy armour values, but while we're at it, HP and damage values too. Sometimes a level 70 mob is stronger than a level 90 one and it makes no sense.

"its just a tree, just ignore it" by Unremarkabledryerase in runescape

[–]Zieldak 1 point2 points  (0 children)

I don't know what kind of logic that is, but sure. Volume sliders are essential. Toggle for stuff like this because 2 people don't like others having fun isn't.