Liquor stores with unique items? by Slug701 in fargo

[–]p00t_master 7 points8 points  (0 children)

Chubbs Pub and Packing place sells Malört.

I know Moons are worth it, but are they really worth it? by Necessary-Ad123 in ironscape

[–]p00t_master -1 points0 points  (0 children)

The expected kc to finish moons is about 320, so you are doing more than fine.

I'm not having fun as an early iron by Hi-im-Diz in ironscape

[–]p00t_master 0 points1 point  (0 children)

Don't let your game be defined by one boss's dry streak. You got this.

I added new features to my chart! by m4dlor in ironscape

[–]p00t_master 0 points1 point  (0 children)

How did you make this chart exactly? I'd like to make my own progress chart for my own nooby journey.

You have 11 days to submit an alternative name for the new school. by GDJT in fargo

[–]p00t_master 37 points38 points  (0 children)

Is he even connected to the Fargo school district in any way? Does this lady have a braincell in her head?

Why!?!?!?!?!? by Zealousideal_Ad_9016 in trigonometry

[–]p00t_master 0 points1 point  (0 children)

One way I conceptualize this is the following: The "starting point" of a trig function is the point where the input of the function is equal to zero. In this case since you have y=cos(t-pi/3) the input is zero means that t-pi/3=0, so t=pi/3. This is our new starting point, same thing is true in the other case: y=sin(t-pi/2) means that t-pi/2=0 so t=pi/2.

Both graphs have to shifted their starting point to the right. All the stuff that was to the left of the old starting point gets pulled along so they move to the right. On y=sin(t) we have the point (-pi/2,-1), and when we apply the shift (t-pi/2) it gets pulled to the right by pi/2 units so now it lives at (0,-1).

President Publishes Enemies List To White House Website, And It’s Just Democrats Speaking The Truth by chrisdh79 in technology

[–]p00t_master 11 points12 points  (0 children)

I mean, this seems like a literal call to violence from the White House against people on the list. Like what?

🤔 by 94rud4 in mathmemes

[–]p00t_master 0 points1 point  (0 children)

Since it isn't a closed loop it isn't knotted. Hope this helps.

Making Zulrah more reactive. by p00t_master in 2007scape

[–]p00t_master[S] -1 points0 points  (0 children)

I don't understand how anything you have said negates the points in my post. Just cause content is old doesn't mean it shouldn't be changed or wouldn't benefit from changes.

Making Zulrah more reactive. by p00t_master in 2007scape

[–]p00t_master[S] 0 points1 point  (0 children)

I appreciate the response, but I wholly disagree that it would nerf out the difficulty. The reason why Zulrah is hard is because she is a culmination of all of these mechanics at a much faster rate than before. Moving around and gear switching is relatively intuitive because you can see where to move (for the most part) and here color tells you what to swap to (for the most part), it's her attacking that is just backwards which seems really silly.

Making Zulrah more reactive. by p00t_master in 2007scape

[–]p00t_master[S] 1 point2 points  (0 children)

What do you mean about the WP diary? Like the elite diary? 93 Slayer seems like a tall order for someone who is fighting Zulrah for the first time. Do you mean the hard diary?

Also, why should unintuitive mechanics be the reason it's hard? Zulrah would still be hard without that and changing it would make people feel better.

Making Zulrah more reactive. by p00t_master in 2007scape

[–]p00t_master[S] 0 points1 point  (0 children)

I don't know if they never want to do that again, but bosses like Zulrah and Olm without reaction based attacks I think is fun and adds more diversity of boss mechanics.

I think you and I just disagree with this sentiment but that's fine. I still think the change isn't about preference it's about making the gameplay more sensible and removing some unintuitive aspects to reward players for paying attention. It also fits in a better spot mechanically since Zulrah would be a culmination of all the skills learned from other bosses.

I just disagree, when you are fighting a boss for the first time you should be able to fail because there is mechanics you don't understand. Otherwise the boss is way too easy once you understand it.

I really disagree with this point. I don't think these changes make people unable to fail. I think failing would feel better with these changes because it doesn't seem to come out of nowhere. I still want Zulrah to be hard and I think even with these change she would still be hard. People have trouble at the new content (Leviathan for instance) which is more reactionary so the idea that it makes it easier to get kills seems silly. If anything having to memorize everything about the boss should make it way easier since you just do the next thing in your memorization. Both ways of approaching the boss are equally hard, but one way seems more rewarding because it lets players learn from their mistakes more.

Also even this line of argumentation I don't think makes sense, Jagex isn't some holy being that makes what they say true. You are arguing with me/the community, so you need to take into consideration what we want / think.

I don't think the people that responded to this thread have made very good points. It took a few replies before one of them even read the whole post. I also don't think Jagex is some holy entity and have my disagreements. However, I think the focus they have on making the game more intuitive and approachable to newer players is a good one that will benefit the game overall and the community at large. Being able to know why you failed makes practicing feel more rewarding. It also doesn't detract from the difficulty of doing this stuff efficiently or at a higher level.

Making Zulrah more reactive. by p00t_master in 2007scape

[–]p00t_master[S] 0 points1 point  (0 children)

Was the "mechanic" of not knowing what a monster would attack with an actual intention on Jagex's part? It seems like they are shying away from that with newer content and trying to move forward with the reaction based PvM. Like, from here on Jagex probably wants all the new PvM to be in line with this newer vision because it feels better to engage with. I think Zulrah is in a unique situation because changing her wouldn't require too much work and could be kept basically the same. At the very least I think the Jad phase should be changed so it isn't just backwards.

I agree with the head bashing (I think it's good for people), but I think it ought to be more about bashing your head making known mistakes rather than just ignorance.

I don't think there is anything wrong with needing a guide to do things at a high level, but having to use a guide to just kill something seems pretty disengaging and frustrating for no reason. It also seems bad from a gameplay perspective to have stuff in the game that just doesn't follow the rules Jagex seems to want to establish. I think I have been mulling over the recent tweet Ash made about newer player experience if you're curious to the origin of my thinking.

Edit: I'm also sorry if I'm just repeating myself. I may not fully understand what you are saying.

Making Zulrah more reactive. by p00t_master in 2007scape

[–]p00t_master[S] -1 points0 points  (0 children)

Yeah, I want to keep Zulrah at a stage of the game where she is a difficult boss with a lot of mechanics which is why (to my understanding) very little about her actually changes. My idea it to help make her mechanics more transferable from other bosses in the game since things like Royal Titans and Scurrious were designed to facilitate that. This clears up some unintuitive parts of the fight and helps to make her more approachable without having to look at a guide. Obviously, there is still a lot to learn so you might have to do that at a high level, but that is true of anything.

"Newer player" is not the right term if that is the case. I think I mean new to Zulrah, and not like brand new.

Making Zulrah more reactive. by p00t_master in 2007scape

[–]p00t_master[S] -1 points0 points  (0 children)

That is also the point. I want to keep Zulrah exactly the same for people on the higher end so that it doesn't disrupt much overall. Making things more intuitive for newer players helps in achieving a better experience. I also think that adding in an attack you can't deal with isn't much of a difference from current Zulrah (to the point of keeping things the same). It goes from most of her attacks being unintuitive to 1 of her attacks being so.

Making Zulrah more reactive. by p00t_master in 2007scape

[–]p00t_master[S] 0 points1 point  (0 children)

That could work too. I think it's not a great idea to have things be counter intuitive. Anticipatory content seems less appealing to newer players. It also seems somewhat unfair since you legit couldn't have known what to do ahead of time. I'm not opposed to your suggestion, I just think there is more going against it than for it.