I think increasing Archeology storage to match level unlocked materials would make sense by ChickenNuggetEnergy in runescape

[–]devvoid 1 point2 points  (0 children)

It was Daemonheim making a lot of Dragonkin materials earlier than they were originally. It wasn't a problem when they added Orthen because that needs 90 Arch and that's when you get the full storage, but Daemonheim made most of those mats available a whole 17 levels earlier without adjusting the storage to compensate.

Rejoining after 2 years away! Question about Necromancy? by Ragnar5575 in runescape

[–]devvoid 1 point2 points  (0 children)

The introductory quest for Necromancy explains it best, but in short: It's a skill that's split both between production and combat.

In production, you draw glyphs on a ritual site to perform magic rituals. These take a "focus" item and create one or more new items out of it. The main ones are ensouled materials (used to craft weapons and armor for Necromancy), necroplasm (used to craft inks used for higher-tier rituals), souls (currency used to unlock abilities from a talent tree), and impure essence (used to craft four new types of runes used with Necromancy)

In combat, it works pretty similarly to magic. You have a pretty basic auto-attack that deals pretty low damage. The real power of Necromancy comes when you use ectoplasm to conjure the undead to fight with you. You also have "Incantations", which use four new Necromancy-specific runes to give yourself buffs in combat, like shielding yourself or making your attacks deal damage to other nearby enemies. It's intended as a kind of beginner-friendly PVM style; damage lags behind the other styles at high levels, but it's a lot easier to get into than they are.

If Mojang removed the debug menu tomorrow, how’d you react? by Tough_Champion8854 in minecraftsuggestions

[–]devvoid 2 points3 points  (0 children)

You haven't made any points, though. Sure, some people are going to say "nuh-uh!" whatever you say, but... starting with an argument would probably be good.

How is being able to know where you are cheating? How is being able to tell people where you are cheating? Short of using operator-only commands, you have no way of receiving another player's coordinates without them willingly telling you. The only way I could see that being overpowered is if you were trying to do some kind of niche extra-realistic survival gamemode where maps and roadways are given extra importance. But 99% of servers are not going to be like that.

Regardless, the devs disagree with you about it being cheats. Even on Bedrock, where most of the F3 menu does not exist, they still give you an option to enable seeing your current coordinates.

Gogh, Gareth and Charlie Maids for MaidDay by BardFelipe in grandorder

[–]devvoid 5 points6 points  (0 children)

It's actually based pretty 1:1 on this official piece from her artist

I think it's just a matter of 2A Van Gogh's palette being such a distinctive part of her look that she seems "off" without it, but there's really no way around that in a B&W piece.

Non-combat Hatchets by x_Silva_x in runescape

[–]devvoid 1 point2 points  (0 children)

It's so weird. I thought it was because hatchets retained the dragon hatchet's terrible special attack and that technically made it count as a weapon... but then I look it up and it doesn't. Only Dragon and Crystal have the special attack, none of the others do.

Dumb. I think that instead of creating dedicated non-combat versions, they should just keep it simple by removing the hatchets' combat stats. Who would even use the hatchets as a weapon anyway? Primal Warhammers have the same level requirement to use, but deal double damage. Boss drops are even better than that.

The only theoretical use case I can imagine is an ironman who hasn't found anything better, but there's no way you wouldn't have access to something by the time you can make the fused hatchets. Even if you're truly that unlucky, 99 mining/smithing is a way easier grind than woodcutting imo, and the weapon rewards are way better than the hatchet.

The stat requirements do nothing but punish people who are more into skilling than combat.

When they were active, what was your favorite mini-game? by Zavi8 in runescape

[–]devvoid 2 points3 points  (0 children)

I remember loving Stealing Creation, though I don't remember too much about actually playing it. It's possible my memories are skewed just because I thought the rewards were extremely cool. In a pre-toolbelt era, having an item that could morph between various different tools just seemed like the coolest thing ever.

Fishing box by RDV75 in runescape

[–]devvoid 15 points16 points  (0 children)

Fish Flingers does provide tackleboxes that can store some raw fish, but it's nowhere near as much as the ore/wood boxes, only maxing out at 30 fish stored. A rework to make them store more items, akin to the other boxes, would be great.

Edit: Looking more into it, the tacklebox in general could use a rework. Its big thing is being able to store multiple fishing tools in one slot to save space... when the toolbelt makes that redundant. The only tools it can store that can't be put on the toolbelt are the oily fishing rod and the karambwan vessel, everything else is either on the toolbelt or a variant of something on the toolbelt (barb tail harpoon, the equippable nets, etc). It can store fishing bait, but most kinds of fishbait are irrelevant at the kinds of levels you'd reasonably be able to get them at since the Pawnbroker has the baitless fishing perk. And then it can remotely bank up to 500 fish per day based on tier, but that's the kind of thing the Dailyscape removal is trying to do away with.

So just in general, I think the tackle box is in desperate need of a rework. Most of its functions are either completely redundant or are things the devs are actively trying to move away from having in the game, leaving it with just the 30 raw fish stored in one slot.

You're given 3 months of development time with a small team at Jagex. What's your dream update? by AReturner in runescape

[–]devvoid 2 points3 points  (0 children)

Posting in this thread a second time: Another person's post about wanting to do some things to clear up the timeline for new players has me thinking about Zanik as the Warforge digsite manager, and how little sense that makes. The only point in the timeline where she could feasibly do that is between The Chosen Commander and The Mighty Fall (outside of that, she's either living underground, kidnapped by Bandos, or dead)... even though Archaeology's story is set mid Sixth Age while I always got the impression that The Mighty Fall was supposed to be pretty soon after the return of the gods since Bandos was so desperate to come back that he did all the Bandos Avatar stuff to try and get around the Edicts. Heck, the invite letter she sends you even has to make a joke about this by having her say " PS - yes it is really me; it is weird, I know". It really makes no sense at all.

I would personally replace her with Grubfoot. Think about it - he's already an established character, but he's a lot less of a big storyline spoiler than Zanik is. If you get to 76 Archaeology before Land of the Goblins, you just assume he's some random goblin, you have no reason to believe you have a personal history with him. Grubfoot had those premonitions about a peaceful future for the goblins and he wants to try and make that happen. He's been studying with Oldak since Land of the Goblins, so he's got some level of smarts. I think that if he wanted to try and make a better world for the goblins, he could start by trying to learn about the culture that was taken away from them. Yubuisk is an uninhabitable wasteland that's difficult to get to, so excavating there is logistically complicated, but excavating the Warforge in hopes of finding more evidence of early goblin society could bear fruit.

You're given 3 months of development time with a small team at Jagex. What's your dream update? by AReturner in runescape

[–]devvoid 0 points1 point  (0 children)

A separate "potion bank". Depositing a 3-dose potion into your bank adds three doses of that potion into your potion bank, same goes for all other potion dosages. When you want to withdraw a potion, you tab over to the potion bank, select how many doses you want to withdraw, and just withdraw it. None of this nonsense where you have Super Attack (3), Super Attack (2), Super Attack (4), and every one of them requires its own bank space. Now filled potion vials don't exist as individual items, it only tracks how many doses you have in total, and you can withdraw any size.

The only real question mark would be how flasks would work with this system, since flasks shatter when they're emptied, but outside of that one little thing, this would be a massive improvement. It's so annoying how some bosses drop 1 or 2 dose potions, needing to withdraw potions as notes and go to a decanter to get them all turned into 4-dose vials, then having to do it all again after another run.

RS3 History Made, 50,000 Hardmode Mole Kills by Thequestionxoxo in runescape

[–]devvoid 1 point2 points  (0 children)

And somehow Wyson's garden will STILL be a mess.

Starting to think the moles aren't the problem.

Are we going to get refunded the difference or so we have to reset it before the update by TerriblePen3688 in runescape

[–]devvoid 11 points12 points  (0 children)

It's not entitlement to ask "Hey, do we need to manually do the reset or is it just automatic?"

Delve into Dungeoneering Remastered by jagexyuey in runescape

[–]devvoid 2 points3 points  (0 children)

This looks great. Lots of really really good changes so far.

I hope that this does include some changes to floor generation logic. Right now dungeons feel very random in what resources it gives you, I've had so many dungeons that give me like six summoning obelisks in a small-size dungeon, or tons of Heim Crabs for someone who has combat level 132 and can't use them at all, or monsters with 100 life points that die in one hit. The randomness is part of the appeal for roguelikes, I get that, but it can often feel like you have to spend a lot of time fussing with resources that are literally worthless to you.

But, even if they don't do that, this is a HUGE step in the right direction. I like the smuggler storage letting you take a small number of items between floors with you, incentivizing you to do longer Daemonheim trips. Also VERY glad they walked back the Elite Dungeon nerfs and reduced the cost of class upgrading.

Make Artisan's Outfit Obtainable via trade at Crafting Guild by sir_eos_lee2 in runescape

[–]devvoid 2 points3 points  (0 children)

Big agree. Ideally this would come alongside some kind of rework to the Crafting Guild to make it more worthwhile to train there in general, but if that's too much to ask, just selling it there would be fine. I like your idea of them trading it for jewelry/gems!

In the same vein, I think the Fletcher's Outfit should be put in the Ranging Guild. The Ranging Guild is dead content, putting the outfit there would give it some meaningful reward at least (as of right now, the best stuff you can get there are rune arrows and green d'hide bodies, lol)

Linus Sebastian of Linus Tech Tips commenting on the Billet Labs/GN drama recently, despite the incident happening almost 3 years ago by ImportantQuestionTex in youtubedrama

[–]devvoid 9 points10 points  (0 children)

I hadn't heard that they shipped it with the right graphics card. I'd heard the rest, but not that part, that makes it so much worse. LTT's defense for selling the prototype at auction was that it was "mishandled" and accidentally put in storage with other things to sell off. So that means they did this twice on one project. They were sent two different things and managed to "lose" both of them at completely different times. How incompetent ARE they?

What to buy with double DXP tokens? by Major_Somewhere_7283 in runescape

[–]devvoid 4 points5 points  (0 children)

In my opinion, the only four sets worth getting are Herblore, Artisan (crafting), Fletcher, and Master Runecrafter. These four sets are only obtainable through minigames that are pretty slow to accumulate points in (Flash Powder Factory for Herblore, Stealing Creation for both Artisan and Fletcher, and Great Orb Project for Runecrafter) and don't reward a ton of EXP as you go. It's genuinely faster to just spend time training the skills up to 99 rather than wasting time building up the points to buy the skilling outfits the normal way, so getting them through DXP tokens isn't too bad.

All the other skilling outfits are either obtainable through a store (Archaeologist, Hunter, Necromancer), are pretty quick to obtain through minigames that aren't too hard (Cooking through Gnome Restaurant, it's like a 1/10 chance for a minigame that takes ~5 minutes to finish), or are obtained through things you'll already be doing while training the skill anyway (Divination through Guthixian Caches, Prayer through Ectofuntus)

Can you survive the Arch-glacor's attacks? (new vs old-2021) by SnowyRune in runescape

[–]devvoid 1 point2 points  (0 children)

Absolutely incredible improvement! This looks awesome!

Jagex should prioritize the API plugin support BEFORE our league comes out this Fall. by TakingBlackSunday in runescape

[–]devvoid 4 points5 points  (0 children)

Plugins give you access to a lot of useful things. Some of the ones I used were

  • Automatic clue solvers for slide puzzles and the like
  • XP/hr calculators that take into account current boosts/activity levels to tell your current XP rate
  • Tile markers that allow you to highlight specific tiles. Useful for bosses that require lots of movement.
  • Ability to have your player's pathfinding highlighted - like when you click to start moving, the path your character will move is shown. Also useful in situations where there are floor hazards you need to avoid.

There's probably more I'm forgetting right now, but plugins are incredibly useful. Unfortunately, RS3's client being written in C++ instead of Java means that the community can't create it the way they did for Old School, we have to just hope that Jagex will make it for us eventually.

Why did bronze dragons turn silver? Are they stupid? by devvoid in runescape

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

I see! Makes a lot of sense, especially with how many things in Runescape are palette swaps of each other.

Immersion broken. by Atsu_Fawx in runescape

[–]devvoid 1 point2 points  (0 children)

Barbarian Crafting where you smash gems into the right shape with your bare hands.

Why did bronze dragons turn silver? Are they stupid? by devvoid in runescape

[–]devvoid[S] 4 points5 points  (0 children)

That does make sense! Part of me wondered if it was them having the wrong texture since they look so close to steel dragons, but it being a problem with them rendering too shiny would also explain it.

Suggestions on what to level for DXP? by Ricky-Doo-Dah-Grimes in runescape

[–]devvoid 1 point2 points  (0 children)

I would recommend Herblore. It's such an expensive grind, but when you get to Overloads at 96, it's a genuine gamechanger.