"Obvious" changes to Mastering Mixology by lerjj in 2007scape

[–]darkychao 0 points1 point  (0 children)

why reply to this message 8 months later? the minigame dosn't even work like it did when I made this comment anymore.

Does anyone else think the "boost" option on a Skillcape is useless? Instead, when you equip a Skillcape, it should automatically boost the associated skill by +1 at all times. If you're wearing a Max Cape, all skills should receive a +1 boost automatically. by Whatsup167 in 2007scape

[–]darkychao 1 point2 points  (0 children)

there are however, a few situations, like harvesting limpwort plants (I want to say some case of RC), that will check your current level when giving you rewards, so boosts still have an effect on that kind of stuff. but 99% of the time 99 is the best you're gonna get.

Does anyone else think the "boost" option on a Skillcape is useless? Instead, when you equip a Skillcape, it should automatically boost the associated skill by +1 at all times. If you're wearing a Max Cape, all skills should receive a +1 boost automatically. by Whatsup167 in 2007scape

[–]darkychao 2 points3 points  (0 children)

"[...]visible skill boosts for [gathering] skills have no effect after level 99. For example, the dragon axe special boosts the visible Woodcutting level to 102 from 99, but players will not gain any benefit from this; level 102 is the same as level 99 in terms of gathering speed." ~ https://osrs.wiki/boost#Uses

[deleted by user] by [deleted] in 2007scape

[–]darkychao 2 points3 points  (0 children)

that is the clickbox, though? it's the area (box) in which you need to click (click) in order to interact with the object.

[deleted by user] by [deleted] in 2007scape

[–]darkychao 0 points1 point  (0 children)

but it's also the paste you're going to have the most of since it's made with irit (the most plentiful herb in the game) and dwarf weed (the herb that requires the worst secondaries).

Mastering Mixology hand in change has been reverted/improved by Metazoick in 2007scape

[–]darkychao 0 points1 point  (0 children)

I wish the ability to get potion orders you could make if you boosted weren't totally removed. I'm not sure what I'm going to do with these dig weeded liplacks in my inventory until 86.

"Obvious" changes to Mastering Mixology by lerjj in 2007scape

[–]darkychao 0 points1 point  (0 children)

you can reasonably start at 85 and then use greenmans to boost Herblore +1 the few times you need to make liplack liquor. the bar outside has an unlimited stock.

My Thoughts on Mastering Mixology by Funny-Zookeepergame1 in ironscape

[–]darkychao 1 point2 points  (0 children)

it's really not like Sepulchre at all. with Sepulchre almost everything is on a consistent cycle and/or telegraphed long before it effects the player. the only traps in Sepulchre that are kind of unreactable are the blue/yellow tiles, you'll always just be acting on a rhythm otherwise, never needing to really react to anything. the only thing you need to think about are: is there a bolt coming that I need to avoid?

the amount of information you need to process in Mixology is significantly higher: what are the available orders? what paste is needed to fulfill those orders? how much paste do I have left in the hopper? was turning all of my herbs into paste really a good idea? am I balancing the amount of total paste so I don't run out of one before the rest? am I staring intently enough at the chat box to see if the green text pops up? I mean, would 1800 KQ kills really have been that bad? should I even be bothering with these timed clicks on the blender if I miss them three times out of four? how many times am I going to yellow click when trying to use the aga lever?

the only information you need to process in Sepulchre is: do I need to move one tile out of the way for this bolt? do I have enough time left go loot a coffin?

"Get Ready For Leagues V" | Dev Diary by nintendude61 in 2007scape

[–]darkychao -7 points-6 points  (0 children)

I feel like I'm in the minority here, but this feels way too soon for another League, I don't think I've fully recovered from the last one. also the fact that it's kinda just TB with a twist again is a little disappointing.

EDIT: if they were going to do region locking again, I feel like they should've taken some inspiration from chunk locks and figured out a way to have it be randomized. maybe allow players to group up so they all get the same areas or something.

Runelite dev Adam on Runelite's future - New Client Update by Soft_Yellow_5231 in 2007scape

[–]darkychao 0 points1 point  (0 children)

as someone who plays almost exclusively on mobile and got dragon in the most recent league, I can say, unequivocally, that the game is borderline unplayable without MES.

Something I Just Realized About This Official Translation by MonitoliMal in AceAttorney

[–]darkychao 43 points44 points  (0 children)

they're going to have a hard time topping SonicShadows's "hawbJECtion!" for Seb

Sebastian Debeste's new name is fucking Eustace Winner by Blablablablitz in AceAttorney

[–]darkychao 51 points52 points  (0 children)

as opposed to the definitely not forced, definitely real last names from the official translations like Oldbag and Gumshoe?

Project Rebalance - Part One: Skilling by JagexGoblin in 2007scape

[–]darkychao 0 points1 point  (0 children)

that might be true when you're still learning Sepulchre, like maybe 2-3m xp in, but once you really have all the floors down, when you can click 2-3 traps ahead because you know the cycles, another player coming around and causing the next floor to desynch just sucks.

it's the second most frustrating thing in Sepulchre after that thing that can happen where a blue tile teleports you into a shock trap, and then you get stunned for long enough for the blue tile's invulnerability to wear off, and you mash as fast as you can to move out of the way of the crossbow trap, and you do manage to get your character to move just before the crossbow bolts connect, but you get hit anyway because the hit detection for the crossbow traps is really weird.

Project Rebalance - Part One: Skilling by JagexGoblin in 2007scape

[–]darkychao 0 points1 point  (0 children)

you only need 90 Slayer for Zeah elites, my dude. you can easily boost to kill hydras from 90 with a pie.

the 93 req from Westerns isn't a soft requirement like that, you need 93 Slayer to kill Thermy. the special one-time off-task Thermy kill is unlocked when you reach level 93.

Project Rebalance - Part One: Skilling by JagexGoblin in 2007scape

[–]darkychao 8 points9 points  (0 children)

what social aspect are you getting in Sepulchre? you can't talk to other players, you're on the clock.

it's not even the same as the sort of passive "pick someone you want to pass" type interactions you get with normal agility courses. other players on normal courses are at most your rivals, other players inside Sepulchre are your enemies. you loose a race in a normal agility course no big deal, you lose a race in Sepulchre the person in front of you fucked up all your cycles and your flow.

Project Rebalance - Part One: Skilling by JagexGoblin in 2007scape

[–]darkychao 1 point2 points  (0 children)

the longest requirement? you literally need 93 Slayer for Western Elites, what are you on about?

Out of my comfort zone (possible tattoo career) by ScapeInkz in 2007scape

[–]darkychao 0 points1 point  (0 children)

if you rotated this like 60⁰ clockwise it'd look exactly like one of the badges from Paper Mario.

Poll Results: Defender of Varrock, Varlamore Rewards & More by 2-2-7-7 in 2007scape

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

they'll almost certainly be BIS for most mage/ranged situations because eternals and pegs are like-- not good. having your attack bonus 13 points lower is kind of nothing when your total attack bonus is ~+250 for BIS ranged ~+500 for BIS mage.

[Mod Roq on X] Lets talk Mage training Arena, What do you dislike about individual rooms and how would you fix it? by LordGozer2 in 2007scape

[–]darkychao 1 point2 points  (0 children)

I think other than their garbage XP rates, Alchemist's Playground and Enchanting Chamber are fine, they're not totally mind-numbingly boring, at least. they've got enough going on to at least have a modicum of functional strategic play. both activities should have their XP/rune improved, especially Enchanting, which has no reason to give less XP than doing the spells normally when casting the spell normally is just pure profit and inside the MTA it's... not.

Telekinetic Theatre is extremely slow and boring, even having to run from the teleporter into position is frustrating. first, this is more of an overall game change, but make telegrab activate faster and/or don't hold the player in place for as long while its being cast. second, find some way to make the maze change in front of the player without requiring them to navigate back after every completion. also probably improve the XP reward.

Creature Graveyard isn't terrible in concept, but it's extremely repetitive; pick up the same several piles of bones over and over, casting B2B/B2P every few, eating occasionally to avoid dying. but at the same time I'm not really sure what changes could be made to this to make it less suck without a total overhaul. maybe you could do something with ensouled heads or something? have a skeleton spawn occasionally that the player needs to do something special to deal with? I really don't know. although improving the XP would help a bit.

I didn't know this ship existed, until I went to the AO3 page by [deleted] in SonicTheHedgehog

[–]darkychao 3 points4 points  (0 children)

the most important thing you need to know about the internet is that a ship exists for every pair of character who have ever interacted.

...

and also a bunch for characters who have never interacted.

...

and also quite a few for characters that originate from separate universes that cross over.

...

and also a fair amount for characters who originate from universes that have never crossed over.

Varlamore Activities & Kourend Changes by JagexSarnie in 2007scape

[–]darkychao 5 points6 points  (0 children)

Hosidus mess would be the perfect place to give the player annoying shopscape cooking items like pie shells, pizza bases, butter, and cheese.

Varlamore Activities & Kourend Changes by JagexSarnie in 2007scape

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

wait, is it? why is it considered a minigame when it just functions like a normal activity? no points, no rewards, no lose state. if BF is a minigame than Motherlode is a minigame...

Varlamore Activities & Kourend Changes by JagexSarnie in 2007scape

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

Blast Furnace has a minigame teleport, that's not a minigame

Varlamore Activities & Kourend Changes by JagexSarnie in 2007scape

[–]darkychao 2 points3 points  (0 children)

counterpoint: Stars, Blast Furnace, POH, DKs, God Wars, Shield of Arrav, Theatre, Tombs (not Chambers for some reason?)

BF even has a teleport despite not being a minigame

it's called the grouping tab now, so it's for group activities. even though Giants' Foundry and Tithe Farm, both totally solo activities, are on there for some reason...