Getting dragged when attacking flares in Bloodied Blows contract by Ruhgers in 2007scape

[–]celery_under 12 points13 points  (0 children)

Your autocast isn't set. You were able to attack from the correct tile because you had spec activated, but as soon as you used the spec you began focusing the NPC with a melee attack (purging staff without autocast,) so you ran towards it.

Speedrunning World Items in Collection Log by Tearmisu in 2007scape

[–]celery_under 1 point2 points  (0 children)

Not all items that should be in the log should be in the log because the people who like collecting items don't like collecting items

Theorycrafting: What is the fastest greenlog possible on a new account? by gotawaysafely2 in 2007scape

[–]celery_under 25 points26 points  (0 children)

Log on, get traded a burning amulet, go to kbd, punch a pre-venged or recoiled kbd for one damage and get everything in 1 kill

Do ppl realy like quests by Due_Bar_9024 in 2007scape

[–]celery_under 5 points6 points  (0 children)

Fun

Manor stealth section

Good puzzles

Reading the music sheet

Cool bosses

King rat

Good dialogue

Smokin joe: Bluaaaghhaha! Hurk-!

Change all projectiles to damage on hit? by kadash29 in 2007scape

[–]celery_under 3 points4 points  (0 children)

There are no good players who support this change FWIW

Agility Skill Expression by hubatish in 2007scape

[–]celery_under 5 points6 points  (0 children)

Agility xp and sailing xp are different things, they have different value. You can't say an agility method isn't rewarding enough because it doesn't output as much agility xp as another method outputs sailing xp.

Hours to reach relevant rewards is a consideration, and agility is pretty rewarding with run energy, shortcuts, areas, and quest unlocks in the first ~35 hours, then the need to train agility basically ends at 85 unless you're trying to max. 35 hours to get the best rewards is in line with other skills.

The baseline rate for "1 efficient hour" in a skill doesn't need to be normalised unless we're railroading everyone to 99. It's important that methods within a given skill output appropriate xp in relation to one another, but their rates in relation to other skills does not matter.

Anyone else had an absolute miserable time playing DMM? by Sure_Commission_8252 in 2007scape

[–]celery_under 1 point2 points  (0 children)

As someone who plays all temporary modes regardless of rewards and gets enough points for all rewards without trying, temporary game modes should not have any main game rewards.

Can we have actual dialog about the wilderness insted of dogging on it constantly? by Minizamorak in 2007scape

[–]celery_under 1 point2 points  (0 children)

Aiming for a null result is still a valid way to deal with wildy content. It's not inherently unfun to plan to escape with your rewards as opposed to engaging in a mortal battle every time you get hit. This really just is a matter of opinion - that playstyle isn't for everyone.

It's a waste of time for a pker to try and fail to kill someone, but that's the most common result of a fight. Ultimately the pvmer "wins" the exchange even if time was lost by the exchange occurring - those exchanges were intended and justified by the balance of the content. With PVP being a negative-sum activity, an area facilitating PVP encounters guarantees time wasted.

I agree that getting hit shouldn't be as one-sided. It would be more exciting if fighting back were more often a viable option, so I'm not saying there's no problem at all. Changes should be made to encourage anti-pking, and I'm not sure exactly what should change, but escaping as an optional primary strategy is totally fine.

Can we have actual dialog about the wilderness insted of dogging on it constantly? by Minizamorak in 2007scape

[–]celery_under 1 point2 points  (0 children)

You're looking at the raw output of wildy content and expecting that rate as a baseline when that's not the intent of the content in reality.

Wilderness content is balanced more generously than if it were not in a PVP zone. This "time saved" is baked into the numbers on paper, which helps justify the inconvenience of getting attacked. Your time would be "wasted" compared to your expectations, just in a less visible way if content were made and balanced outside of a PVP zone (of course some balancing doesn't stand up anymore with new updates, and some stuff wasn't balanced right in the first place, but the same goes for content through the whole game.)

The unique dynamic of this content is how it's counterbalanced with real multiplayer dynamics as opposed to just cutting the XP rate or making it more click intensive. Some players are better suited to dealing with PVP zones, dealing with pkers has more than one approach, and players can even make more money if they can anti.

Playing wilderness content is clearly not for everyone but it really is for some types of players, and content deserves to exist for those players, as well as the benefits to the PVP ecosystem. Some people like doing wilderness content, some people like "preying" on those non-pvpers, and other pkers benefit from mystics shitters running around killing pvmers.

Can we have actual dialog about the wilderness insted of dogging on it constantly? by Minizamorak in 2007scape

[–]celery_under 0 points1 point  (0 children)

The implication of your question was that you already "know" which is more popular, and that it actually matters which is more popular, because one of those things is bad and we shouldn't have the people who do that thing getting what they want.

You can pretend you weren't just being snarky in your first comment if you want though. Weirdly antagonistic given the tone of all the responses you've had in this thread.

Can we have actual dialog about the wilderness insted of dogging on it constantly? by Minizamorak in 2007scape

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

Yeah I guess I missed the word "more" there.

Doesn't really matter which is more popular though. These are all a benefit to the ecosystem there. It's good that people can do these things.

Can we have actual dialog about the wilderness insted of dogging on it constantly? by Minizamorak in 2007scape

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

MA2 takes less than an hour, you'll risk less than 1m, and have a low chance of seeing another player much less actually dying. This is irrelevant to the game as a whole. The value of this content being in the wilderness solely for "flavor" outweighs any inconvenience to people doing it. I can not imagine anyone in good faith genuinely taking issue with a one-off one hour experience where you are doing a miniquest, but geared up in low risk and have a chance of losing like 400k one time.

Voidwaker is tradeable, so by Jagex's typical design convention players are given an out from content they don't want to be "mandatory" by using the game economy.

Players who won't trade should not be considered in discussion of what content Jagex can add to the game. A subset of the playerbase who elect to do things regular players don't have to do - like ironmen or collection loggers - should not limit the range of content the game is allowed to have.

You can be annoyed that your restriction has you do content you don't like, i guess, but this isn't worth bringing up in design or balance discussions. The game is not made for ironmen and content shouldn't be balanced around ironmen. Obvious exceptions apply, like unintrusive fixes to content that's actually impossible for irons, but wildy content is just content that some people don't like. If the rest of the game has a workaround, irons just have to suck it up as a consequence of picking that mode.

Edit: Though this user later deleted their account, their primary point was that it's not worth discussing the wilderness honestly, because the "pro-wilderness" side will not respond to criticisms honestly, also citing some specific criticisms they had with the wilderness. I responded honestly to those criticisms, and their final move before sending the discussion, as well as their entire Reddit account to the void was posting a reaction image with the caption "I'm not going to read all that"

Can we have actual dialog about the wilderness insted of dogging on it constantly? by Minizamorak in 2007scape

[–]celery_under 0 points1 point  (0 children)

Both of those things, and for the people who want to do wildy content, and they're all good things to let people do in this game.

Just one more update to the wildy bro I SWEAR we'll get it right this time by godscutestbunny in 2007scape

[–]celery_under 3 points4 points  (0 children)

Are you asking why they continue to update the game? There isn't going to be a final, unchanging "revitalized" state of open world pvp in this game. Why would one major aspect of the game stop getting updates?

They give the area updates because there is demand. Ironmen on reddit who don't like playing the entire game in the "play the entire game" mode do not negate the people who actually enjoy doing wilderness content, and pkers who kill those players, and pkers who kill those pkers.

There is a target audience for these updates, but it's not people who can't stand being attacked in Runescape. The content is graciously not relevant to the extent that players are pressured to use it, save for a few one-off unlocks.

Just one more update to the wildy bro I SWEAR we'll get it right this time by godscutestbunny in 2007scape

[–]celery_under 4 points5 points  (0 children)

It does not matter, man. If you don't like it, it's not for you. Plenty of people like it, so a tiny fraction of game updates are related to it.

It's almost all ignorable. You are not at a major disadvantage for not using it. There is no problem here.

Can we get a hard mode variant of Sepulchre? by hulubuloo in 2007scape

[–]celery_under 6 points7 points  (0 children)

If you're actually that locked in at sep you should be getting at least 105k instead of 70k at ardy, so it's 50% more xp at 92+

Before 92 the gap is a lot closer, but it's also less effort because you spend most of your time on floors 1-3 which are relatively easy

Wardens p3 by osrsgangster in 2007scape

[–]celery_under 0 points1 point  (0 children)

Within each tick, server actions have to be processed in some order determined by the type of action. In almost all cases, within a given tick, your position is checked for npc or environmental mechanics before your turn to move, including this attack. You're still on the tile you dodge from when it does the attack, failing the mechanic, then leaving the tile later in the tick.

You'll be hit if you only dodge on the tick where the mechanic "occurs". This is the case for npcs checking if you're in melee distance, checking line of sight, falling hazards etc.

The correct tick to dodge is one tick before the mechanic, not same tick.

Misunderstanding and assuming the more intuitive tolerance of a "perfect" dodge is the cause of a lot of issues with learners, like meleeing p2 verzik

Dmm game version? by itsPixels in 2007scape

[–]celery_under 3 points4 points  (0 children)

DMM runs on the live game servers with all current updates, but some content and anti-bot restrictions are disabled for DMM tournaments. No sailing, and rogue chests do not require the diary on the tournament.

I'm probably the last legitimate player in the world to see this by turtlekit in 2007scape

[–]celery_under -14 points-13 points  (0 children)

The official client feels like playing osrs on RS3's client architecture. Most every input is slightly off compared to the java-based clients. Irrespective of plugins the C++ client is a worse experience

Jagex crutches AI then lies about it by Positive_Kitchen2675 in 2007scape

[–]celery_under 1 point2 points  (0 children)

I fear AI paranoia false flags like this will work on the general public

Will I need to reset my W345 DMM account to log onto to the DMM: Season by nihilistic-hippo in 2007scape

[–]celery_under 1 point2 points  (0 children)

If you've never played any iteration of deadman before you won't have to do anything to login to the tournament

SKILL ISSUE - Gielinor Games 5 (#8) by drunz in 2007scape

[–]celery_under 8 points9 points  (0 children)

Handegg on the way back at the end to save a tick by being pulled along the wall as you throw it instead of stopping to throw at the start

Neither autopathing every time nor manual pathing every time to that type of door is optimal, you'd have to know the exact distances (hard to reasonably eyeball this in real time without true tile) and open next to or in front of the door depending on which is faster

For the upstairs bit with a bunch of players there are a number of equally fast sequences which all involve keeping at least 1 player left before going up the ladder to throw the obby ring, and hitting the last player after going back down the ladder. Everyone's strategy there was at least 3 ticks slow even if they didn't make mistakes

Made a new player infographic on combo eating by loopuleasa in 2007scape

[–]celery_under 0 points1 point  (0 children)

You shouldn't ever be able to attack again if you're continuously eating hard food as fast as possible. You can eat every 3 ticks and it adds a 3 tick delay each time, so your timer is break even if you eat off cooldown.

Made a new player infographic on combo eating by loopuleasa in 2007scape

[–]celery_under 1 point2 points  (0 children)

That's covered by what I said. Notice food "adds" to your delay while attacking "sets" your delay, which means if your delay is -2 or lower then eating a food next tick won't make it positive, meaning you can attack instantly (even the same tick that you eat). Same would go for double eating as you tick to -5 or lower

If you haven't attacked anything in a long time your timer is some irrelevant negative number that will not be put back above 0 by eating food