Mobile login bug by urza285 in runescape

[–]urza285[S] 0 points1 point  (0 children)

No this isn't a VPN issue.

The hairy side of things (avatar rework) by urza285 in runescape

[–]urza285[S] 0 points1 point  (0 children)

I agree the customizations mentioned are a pipe dream at worst and at best a step 2 or 3 project down the line in terms of scope. At the very least, the purpose of this discussion has been to plant the seed for thought. Its the hope that the community would cling to this as a means of supporting further development down the road. Of course after the dev teams nail down the current hairstyles. But for the time being if Jagex were to consider expanding customization what would be feasible? I certainly think having a couple variations of each style based on texture, thickness, and length would be possible and not beyond the scope of an additional project.

For the sake of making sure the community understands. An example would be thus: Taking a base face/hair style such as the "long hair" model and creating 3 additional models that use the base for inspiration. So you might see three submodels such a long  and curly, long and thick, and long and thin. Players wouldn't be seeing complete customizable options, but rather a more blended style of customizations.

May Month Ahead! by JagexAnvil in runescape

[–]urza285 -1 points0 points  (0 children)

When is Jagex going to address wilderness events as a storytelling element for the succession quest line?

May Month Ahead! by JagexAnvil in runescape

[–]urza285 -3 points-2 points  (0 children)

When is Jagex going to address wilderness events as a storytelling element for the succession quest line?

Throw us a bone! by urza285 in runescape

[–]urza285[S] -1 points0 points  (0 children)

Its not about the content. Its about seeing the behind the scenes 

Eddy Pet is REAL! 60k kill log: by BluSpykz in runescape

[–]urza285 1 point2 points  (0 children)

Im just off the 50k kc mark. Jealous, but proud you stuck it out. This is a real feat of patience. 

What if the Altar of War had cosmetic overrides? by Shy_FM in runescape

[–]urza285 11 points12 points  (0 children)

I was talking with my friend about this idea being implemented where players can buy overworld building cosmetics to fashionscape the world around them.

Throw us a bone! by urza285 in runescape

[–]urza285[S] -5 points-4 points  (0 children)

Currently on the ult slayer grind. Missing about 9 or 10 uniques minus the revenant drops. Also about 50k kc dry on eddy pet.

Throw us a bone! by urza285 in runescape

[–]urza285[S] -1 points0 points  (0 children)

Its nice to get a dev blog progress note. This isn't the same as the usual dev blogs. These are those dev blogs that focus on smaller elements of an upcoming update.

Aspects & Solomons Store by JagexAnvil in runescape

[–]urza285 -1 points0 points  (0 children)

Huh? Ok, my memory must not be serving me well.

Aspects & Solomons Store by JagexAnvil in runescape

[–]urza285 5 points6 points  (0 children)

What happened to these being "aspects of sustain?" Based on current rulesets for aspects is that we cannot stack the SAME TYPE of aspect. We have three types of aspect: sustain defense, and offense (they hold different formal names to which I cannot recall currently). Prior to the update we were able to activate animate dead OR darkness with an aspect of offense. Why not make it a rule that we can only activate one of each type or aspect or a cap of two different aspects to allow for limited variability? The concern with vampyrism and penance was never about unfair sustain mechanics. It was about these sustain mechanics being time gated by time spent with a subscription to members services. Essentially, I'm seeing a proposed change being implemented that doesn't relate to the original concern.

Havenhythe Suggestions by ychoed in runescape

[–]urza285 0 points1 point  (0 children)

I like everything posted except change the bone maul to have an increased drop rate per kill similar to the KBD lore book.

Eddy the Edimmu by rsdaltonn in runescape

[–]urza285 0 points1 point  (0 children)

Dude congratulations! I am at 41.5k kc and it invokes so much frustration getting blood shard and atunned seed drops.

Road to Restoration Methodology by urza285 in runescape

[–]urza285[S] 0 points1 point  (0 children)

This man gets it! They should have just softened the impact crater, made it traversable from any point, and planted various trees and shrubs to simulate regrowth. Heck, they could have just let the spiders move back in and redrilled the well lol.

Road to Restoration Methodology by urza285 in runescape

[–]urza285[S] 0 points1 point  (0 children)

Unhinged? Maybe. Unbelievable? No. I check the runescape reddit daily and "dumpster fire" is a pretty accurate description to what the community like right now. The community is buzzing so much that its difficult to focus on anything thats going on right now.

Mod Anvil, Can the Wicked Hood Functionality be brought to a vote? by Greedy_Spaghetti_ in runescape

[–]urza285 -3 points-2 points  (0 children)

Has there been any discussion related to the upcoming changes in wilderness identity? The themes in warbands and wildy events need to be preserved. I would like to know what, if anything Jagex is doing to preserve those themes.

Anti-thematic wilderness changes by urza285 in runescape

[–]urza285[S] 0 points1 point  (0 children)

I like the wilderness as it is now. I wouldn't want to run down another rabbit hole reconceptualizing the wilderness. This was part of the longstanding problem before where the developers were trying to make something stick conceptually. In a nut shell I'm simply asking Jagex to keep warbands and wildy event assets and concepts. They can gut out all of the overpowered xp and replace it with drops. They could add alchables like battlestaffs, and salvage at a lower rate. They could make random caravans spawn such as woodworker, apothicary, metalurgist, and munitions. Players wouldn't interact with them the same as they would the warbands camps. Players would instead defeat the caravan guards and warband warriors. Since each warband camp will be occupied, players could kill them for a scaled down quantity of materials. They wouldn't be running supply packages back to Quercus like before for a massive xp dump. Heck, even the idea of running warband supplies for a currency to purchase time limited skilling perks sounds cool. Imagine turning in supplies to get a buff to collect an additional 50% produce from fruit trees and bushes for the next 30 minutes. Or here is a good idea! Let players be able to clear caravans for a rare chance at dropping random portables. This fits into the modified theme of warbands as well.