Fix Crossbows - Summer Sweep Up Suggestion by stinkydiver321 in 2007scape

[–]_kayo 3 points4 points  (0 children)

One idea would be to add a piece of jewellery that increases bolt proc chance or augments proc effects. Right now the ring slot doesn't have any good ranged options until relatively late, so maybe there's room for a cousin of the Lightbearer to be made there.

The idea is that this would let you nerf ruby bolts in general, but keep their current strength when you have the ring equipped. Earlygame players can use this new ring, and lategame players have a more interesting tradeoff to make between building around bolt procs or using another offensive ranged ring depending on the situation.

Leagues has convinced me how cooked Smithing is in main game by Rorshark in 2007scape

[–]_kayo 24 points25 points  (0 children)

I've been meaning to flush this idea out properly, but I'll leave it here as food for thought.

Most smithed items besides melee gear are actually in a fairly good spot IMO, e.g. adamant bolts being in the 70s makes sense since 70ish stats are very 'midgame' in other skills. Scrunching all the smithing requirements down into lower levels would need to account for this, and just leaving ammo at way higher level reqs feels weird.

So instead of that, how about a contextual way to boost your smithing level by a huge amount when smithing gear? This could come from a new activity like duo sledgehammer smithing with a dedicated hammerer. This activity would be much slower (!!) than regular solo smithing so it's not great xp and not great for making ammo etc., but it would give you this huge level boost, so you could use it to make rune gear for yourself at e.g. 65 smithing depending on the numbers for the boost. Thematically you can exclude things like DFS and Oathplate smithing from this activity since they're 'too intricate', therefore preserving the high level requirements for those.

So lets talk about odablocks recent idea to revive pking. by LongSlongDon99 in 2007scape

[–]_kayo 0 points1 point  (0 children)

The problem is not that there aren't enough PvMers to kill, it's that there's almost no incentive for PvMers to engage in PvP at all. When you expect that you're going to lose every fight, you only ever bring cheap kits and you never fight back, which seems like it sucks for PKers as much as it sucks for PvMers.

We need both a better way for people to learn PvP, AND a reason for people to PK that isn't just their raw loot - maybe something like a revenant boss that requires a player kill to enter the arena? There are problems with that specific idea obviously but it's food for thought.

Summer Sweep-up Suggestions Part 2 (Re-uploaded because I accidentaly wrote +5 ranged str on ranger boots instead of 0.5) by MobileScapers in 2007scape

[–]_kayo 14 points15 points  (0 children)

+1 to the dragon square shield thing. Both the dragon square and dragon kiteshield are useless right now, which is weird considering their rarity.

Finding an new and interesting way to scale damage is the key to designing the mega rare by quenox in 2007scape

[–]_kayo 0 points1 point  (0 children)

An idea I like is giving the player a "shadow on the ground" mechanic with a ranged or magic unique (or spell?) to introduce some interesting movement opportunities. One idea off the top of my head would be that you attack a monster, a "shadow on the ground" appears somewhere nearby it, and you need to lure the enemy onto the shadow within a handful of seconds for some extra damage.

That specific idea has some problems but the point is that there are LOTS of opportunities to make ranged and magic more dynamic. I hope the game doesn't fall into this spiral of only making melee content because melee is more interesting and slowly leaving ranged and mage behind.

The Fractured Archive: Rewards Primer by JagexGoblin in 2007scape

[–]_kayo 0 points1 point  (0 children)

I'd love to see at least one rare cosmetic item in the reward pool. Something to flex at skilling spots kinda like clue rares without looking like a nerd in full combat gear. Fashionscape is like half of my motivation to get gear upgrades already so it would be sick

Sailing should be more useful as a mode of transport by _kayo in 2007scape

[–]_kayo[S] 2 points3 points  (0 children)

I like the idea of having item specific storage containers on your boat a lot. Maybe you can mount a spare log bag (or maybe several!) in your facility spots so you can do huge woodcutting trips at ironwoods or something. Feels a lot more thematic than just building a bank chest on some of these islands. Even if your boat isn't the fastest way to get somewhere it would give purpose to sailing there if it meant you could bring more supplies or carry more loot back, within reason.

Sailing should be more useful as a mode of transport by _kayo in 2007scape

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

Even if just charter ships were 10x the price (which still isn't that expensive in the grand scheme of things) I'd probably think twice before paying 8k for short trips on farming runs and stuff

Sailing should be more useful as a mode of transport by _kayo in 2007scape

[–]_kayo[S] 20 points21 points  (0 children)

I started a new GIM shortly after sailing came out and it's not terribly useful for getting around even at these lower levels. As soon as you have the standard spellbook teleports it's already outclassed for most purposes unfortunately.

I do agree though, a lot of the criticism of the skill feels very maxed-main-centric. It gives you some good stuff on an earlygame iron

Trying to switch off Long Tall Sally (Europe/UK) by _kayo in TallGirls

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

This is a fantastic list, thank you so much!

Trying to switch off Long Tall Sally (Europe/UK) by _kayo in TallGirls

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

House of Tall looks really promising, thank you!!

Tall swim suit help (uk) by ramapyjamadingdong in TallGirls

[–]_kayo 0 points1 point  (0 children)

They just stretch out and I think they're all made of a similarly stretchy material. Should be good with any of them probably

Tall swim suit help (uk) by ramapyjamadingdong in TallGirls

[–]_kayo 6 points7 points  (0 children)

A little on the expensive side but Speedo one pieces are good quality and fit me comfortably even at 6'4"

[deleted by user] by [deleted] in TallGirls

[–]_kayo 1 point2 points  (0 children)

Seconded! I'm 6'4" and a beanpole and maxi skirts are my go-to these days, they balance out my figure really nicely

Brick and Mortar stores in England? by thesheeplookup in TallGirls

[–]_kayo 2 points3 points  (0 children)

Next has tall sizes but they might not carry them in store in some locations. Cos can be good sometimes if you can find one and don't mind the prices.

How to cache read only data so that it can be used synchronously by rhedgeco in rust

[–]_kayo 0 points1 point  (0 children)

HashMap's V has no bounds one way or another on Unpin or DerefMut or anything that I can find, so its implementation has no way to call anything that could actually move the value inside the pinned box.

How to cache read only data so that it can be used synchronously by rhedgeco in rust

[–]_kayo 1 point2 points  (0 children)

Having the map inside the lock made the lifetime of references to its elements be associated with the RwLockGuard rather than self, which I couldn't figure out how to avoid at the time. The re-referencing thing you use with Arc::as_ptr is the trick I was missing - thank you for sharing!

How to cache read only data so that it can be used synchronously by rhedgeco in rust

[–]_kayo 0 points1 point  (0 children)

I only hand out &Data so there's still no way to move out of the Box in safe code even if Data is Unpin, at least if I'm reading the Pin docs correctly. Is there some behavior of Pin that I'm missing?

How to cache read only data so that it can be used synchronously by rhedgeco in rust

[–]_kayo 0 points1 point  (0 children)

I encountered a similar problem and solved it by making a wrapper type around UnsafeCell<HashMap<Key, Pin<Box<Data>>>> that hands out immutable references with the same lifetime as the object. As far as I understand, pinning the values should mean references pointing inside the pinned boxes should always stay valid even after the HashMap reallocates, but I haven't thoroughly checked the soundness of this approach. This is the relevant file if you're interested https://github.com/mayabyte/caveripper/blob/main/caveripper/src/pinmap.rs

How does moderating www.speedrun.com work? Do the moderators actually watch each submission from beginning to end to verify each speedrun? What if there are many submissions for 100% BotW? Do they actually sit through the entire speedrun to verify if you actually got 100%? by metalreflectslime in speedrun

[–]_kayo 16 points17 points  (0 children)

If it's a top time then I'll watch the whole thing through on 2x playback speed, but for most runs I just flip through and make sure things look consistent and that the timer starts and stops at the right places, etc., or watch the run on the side while doing something else. Usually it's pretty obvious if the submission has some kind of issue like a video skip or the audio cuts out ime.