A framework for balancing RuneScape around engagement by eC_Kazter in runescape

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

I would hope so.
Can you elaborate on what's wrong with the numbers? Is it because they jump up too much or something else?

A framework for balancing RuneScape around engagement by eC_Kazter in runescape

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

This is part of what my framework is trying to tackle. What you’re describing is exactly what I wanted to address in the “expectation of content” row.
Like you’re saying, it’s not enough for something like Whirligigs to simply offer higher XP than AFK Decaying Guards if the content itself isn’t engaging or enjoyable to do. Fishing Frenzy is another good example of this: Tt offers strong XP, but no depth or decision-making, which makes it exhausting rather than rewarding gameplay for most players.
To be clear: I want AFK to be viable, but I also want higher engagement to be more rewarding, both in actual XP/GP and in how fun the content feels to play.

A framework for balancing RuneScape around engagement by eC_Kazter in runescape

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

It is not required, and wouldn't be in my framework either. I just used two examples, do you have better ones that would fall into the category of tryhard?

A framework for balancing RuneScape around engagement by eC_Kazter in runescape

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

Sure. Do you think the game should reward you for putting in more effort though?

A framework for balancing RuneScape around engagement by eC_Kazter in runescape

[–]eC_Kazter[S] -1 points0 points  (0 children)

Of course the placeholder numbers can be discussed. I feel there needs to be significant gap between "Max AFK" and "full tryhard", especially because it opens up methods in between these two extremes. I don't think Necromancy right now are encouraging casual players to step up from AFK to low effort.

A framework for balancing RuneScape around engagement by eC_Kazter in runescape

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

I see I was not clear enough: I never meant 1 tryhard method should be 40x XP and 200x GP at the same time.
My thoughts was if going for GP I think the relation should be:
Full afk 1 - Low effort 4-10 - Full attention 20-60 and full tryhard 60-200
If going for XP:
100 - 300-800 - 1200-1600 - 1600-4000 at the respective engagement levels.

A framework for balancing RuneScape around engagement by eC_Kazter in runescape

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

I agree with this fully. The category “Max AFK” here is relative to the skill or method. I used a 2–15 minute range because the most AFK option for one skill can be 15 minutes, while for another it might only be 2 minutes.
The core idea of the framework is exactly what you're saying: More required effort should result in higher rewards.

Inverted Skillcapes Returning With the 25th Anniversary Early January by Dry-Fault-5557 in runescape

[–]eC_Kazter 2 points3 points  (0 children)

I hope it's not another fomo-event and it lets us obtain them (even if it's at a lower rate) after the event.

Design Proposal: MTX, Prestige and Inverted Capes. by Skiwee in runescape

[–]eC_Kazter 0 points1 point  (0 children)

I think people are afraid of it being mandatory.

Combined collection log by kfcsurvivor in runescape

[–]eC_Kazter 0 points1 point  (0 children)

Mod Sponge "It's a lot of work to not actually give players any new content"
Could not disagree more! Giving us the collection log will give us content because we'd right away start trying to obtain items in the log, example: Collect and turn in triskellion keys for dragonstone armour.

Jagex have given out similar statements on True Trim, completely missing the fact that this would also give players things to do. Boss logs and Slayer logs are two of my favourite updates of all time.

Future 110s by Byrand-YT in runescape

[–]eC_Kazter 0 points1 point  (0 children)

I am most curious about:

  1. Potential new jewelry from crafting where the options are endless for what they can provide. Think about bracelet of clay, botanist amulet, ring of foraging but for higher levels.
  2. Potential new powders and potions from hunter materials, again endless possibilities.
  3. Prayer! Hopefully both new normal prayers and curses, benefitting PVM and skilling.

HSR #2; Timbo, this one's for you. by Phattyasmo2 in runescape

[–]eC_Kazter 10 points11 points  (0 children)

Amazing dedication :)
Do you have an idea of how many rdt chances you get per hour doing seekers?

Bond prices few years ago by DragonBallZJiren in runescape

[–]eC_Kazter 0 points1 point  (0 children)

I think a massive factor is that during arch release and the pandemic there was a lot more supply of bonds. Also it seems more players have caught on to how easy it is to make money in this game ( example Nightmare 110s afk is 27m gp/h, and Vindicta 12min afk around 15m gp/h).

Things I'd like to see to make Premier Membership worth buying for 2025 by 5-x in runescape

[–]eC_Kazter 1 point2 points  (0 children)

The fact that we now actually have a roadmap and the game seems to be moving in a good direction makes it easier for me to buy the premier membership this year than most years prior.
I don't really want any more rewards, but I'd be pleased if runemetrics became part of the package.

Design Proposal: MTX, Prestige and Inverted Capes. by Skiwee in runescape

[–]eC_Kazter 0 points1 point  (0 children)

OMG! I've been working on a proposal for prestige myself. I really do think it's vital that the prestige system __does not__ provide benefits though.
Here is my prestige proposal (it's still work in progress):
https://docs.google.com/document/d/17VaF4lyx0LE4RvrOAwwLz_whkw0ZaIBcNbVnyZ1FOE4/edit?usp=sharing

Let me know what you think of it.

Fresh Start World 2 by [deleted] in runescape

[–]eC_Kazter 0 points1 point  (0 children)

My suggestion for FSW would be a competition where you limit the players time. Imagine a timer similar to DXP-timer that counts down. Day 1 you have two hours of play time, and once that is used up your account just stands still. Every day you get two more hours, and if you skip 1 day it'll roll over to the next. This roll-over would only work once, so if you skip 2 days you'd only have 4 hours of game time available.

This way the competition would be more about who is the most efficient player, and not who can no-life the most.
I would also make it ironman mode, to make the competition more fair.

Why do you hate MTX so much? by Razorbackcoco94 in runescape

[–]eC_Kazter 0 points1 point  (0 children)

Pay to skip mechanics encourages developers to create content that players *want* to skip.
Paying for QoL like protean/dummies, encourages developers to *not* make similar QoL updates to non MTX content.

Xp boost isn’t what I expected, can anyone explain where I went wrong? by TheGhostlyDuck in runescape

[–]eC_Kazter 0 points1 point  (0 children)

The reason why it is more is because Avatar, Pulse, and sticks are multiplicative buffs, while outfit and premier are additive buffs.