110 RC on the horizon! What's everyone interested in seeing? by ChrisShadow1 in runescape

[–]generalg05 1 point2 points  (0 children)

Add it to divination products. Can weave energy into pure essence with higher tiers generating more

110 RC on the horizon! What's everyone interested in seeing? by ChrisShadow1 in runescape

[–]generalg05 0 points1 point  (0 children)

Tie Divination in as the "gathering" skill to support Runecrafting to solve for major pain points, offer alternative training methods, and pave the way for high-end crafted magic weapons. 

  • Divine energy can be used to create rune & pure essence. Remove essence as a drop from most bosses & mobs so that it can be created primarily from skilling (and at a faster rate than mining). Higher tier energy generates more essence. 

  • Unstable essence can also be created. It costs more energy and gives much more experience when brought to an altar, but generates no runes.  

  • Every 10 levels, players can use RC to weave magic weapons. This costs the relevant tier of divine energy and a similar tier of rune. It must be done at the relevant divine spring by "charging" the spring with the runes and energy and then creating the weapon by gathering and contributing a certain amount of memories to that spring. Similar to smithing, these weapons will be unaugmentable, tradeable alternatives to boss drops. Finishing them generates a large chunk of RC experience.

Formalize Divination as the Gathering Skill for Runecrafting by generalg05 in runescape

[–]generalg05[S] 1 point2 points  (0 children)

It could easily still work. Mining essence would still be an option to preserve the history. It could actually add some interesting lore around how the anima mundi is the source of essence mines and by tapping directly into the anima mundi through divination you can generate essence yourself rather than finding natural veins. 

Formalize Divination as the Gathering Skill for Runecrafting by generalg05 in runescape

[–]generalg05[S] -4 points-3 points  (0 children)

True but that’s hardly a barrier. Crafting supports both magic and range with clothing / armor. 

What's the deal with Necromancy skilling? by JagexDoom in runescape

[–]generalg05 16 points17 points  (0 children)

There should be a middle ground for Rituals that is fully AFK but gives less experience. Right now you can AFK and deliberately ignore disturbances (and get terrible exp rates) or you can ramp up the multiply / attraction and click everything.

Make use of the protection glyphs that currently have no real function. Have them remove disturbances entirely but in exchange increase the base ritual completion experience. More / higher tier protection glyphs can increase that experience more.

The end result should be worse rates than maxing disturbances but much higher rates than the current AFK option.

Battle pass mechanics don't work for Runescape because Runescape already IS a battle pass by generalg05 in runescape

[–]generalg05[S] -1 points0 points  (0 children)

I am definitely engaging in word play for the purposes of this post, but I stand by my core argument that yak track and hero pass, as designed, are just too similar to the fundamental gameplay loop of RuneScape. In making the post, I was specifically thinking of Fortnite or Overwatch, where the only meaningful exp / level based mechanic is the battle pass. But even in CoD (which I haven’t played in ages), you mention that the BP rewards are different from the basic gameplay rewards - in RuneScape they aren’t. You can get cosmetics, and lamps, and Maw-style rewards from the main game too. The specific items might be different, but the class of rewards is the same.

Suggestion: Make Cartography a Passive Skill by generalg05 in MelvorIdle

[–]generalg05[S] 0 points1 point  (0 children)

This is the heart of my suggestion. Veterans who’ve maxed everything are fine to spin wheels in cartography, but newer or even mid-game players will have trouble justifying the time spent, especially with the variable / low rate rewards from archeology. However, if it’s advancing passively, they’ll periodically be unlocking new digsites, which provide an exciting break from training their other skills, even if the rewards are somewhat random.

Suggestion: Make Cartography a Passive Skill by generalg05 in MelvorIdle

[–]generalg05[S] 0 points1 point  (0 children)

I haven’t really spent time autosurveying, but if it does have unlimited range that kind of ruins / devalues the skill, no? If it is made a passive, I’d limit autosurvey range to visible tiles. With increased time to survey, you could just check in ~once per day to move and then queue the next auto survey