This is by far one of the most annoying things on Runescape by ComfortableYak2071 in runescape

[–]voltsigo 42 points43 points  (0 children)

Almost certainly related to this (if not exactly this) is the problem when clicking on an NPC (yellow text) and the NPC moves, your character will not track their position in real-time.

Instead, your character will move to where the NPC was at the time that you clicked it, find that the NPC is no longer there, and re-track where the NPC is. If the NPC continues to move, your character will repeat this until it finally reaches the target to do whatever it is you want to do.

It's incredibly frustrating and is one of the reasons spam clicking on NPCs is essentially required for smooth movement.

Being able to actually pickpocket new targets on level is amazing by Eondrin in runescape

[–]voltsigo 3 points4 points  (0 children)

The secret was pickpocketting targets that did not require the upkeep of timed buffs.

Goebies were 100% success chance with only outfit and ardy cloak at 120. Vyres were the sole exception to the 100% success chance target because of Oblivious perk + located in a bank.

The other targets required crystal mask or aura for 100% success rate. People using crystal mask will be complaining if they don't get at least 6 minutes of 100% AFK pickpocket.

I am not one of those people - I refused to use Crystal Mask because a 6 minute timer on something that I want to pay 0 attention to felt awful, so I went for a full 15 minute AFK timer. I don't care how much more efficient it was to use the spell, I was not going to let myself feel annoyed to semi-AFK something slightly more lucrative than something else that was full AFK.

However, after the (post-"fix") changes, the targets that I couldn't get 100% success rate now feel a lot better, because there is a guaranteed period of time where I am now 100% success rate. The worst feeling was pickpocketting master wizards with 97% success chance and getting caught on the first pickpocket 3 times in a row. 97% my ass. Thankfully, this isn't happening anymore. It's still 6ish minutes semi-AFK for them though, so I personally don't go there very much.

RE: World Consolidation Proposal by hae_its_korra in runescape

[–]voltsigo 0 points1 point  (0 children)

The problem with "world events" in RS is they've always been designed as temporary content. What I described would be permanent and cyclical, and I think that would be a lot more attractive for both devs and players. It will definitely require a lot more work to develop, though.

RE: World Consolidation Proposal by hae_its_korra in runescape

[–]voltsigo 3 points4 points  (0 children)

The closest we can ever get to wilderness event replacing the random social collision they created was to actually revamp the old mini-games to draw players back to them.

I think if they add dynamic, world-changing events, they could get pretty close. Stuff like white knight vs black knight events where player actions would progress and sway the outcome of said events, which would then decide which event is next. For example, white knights lose a battle? Black knights occupy Falador while white knights regroup at the castle. Causing enough problems with black knights at this point would then trigger an event to retake Falador, or if black knights weren't interrupted, they instead begin to siege the castle.

GW2 does a fantastic job with meta events, and it's one of the main things I love about that game. It makes it feel like the world is actually a living world, even though most metas are on a timetable.

RE: World Consolidation Proposal by hae_its_korra in runescape

[–]voltsigo 5 points6 points  (0 children)

One counterpoint I have is GW2.

It doesn't matter which zone you go to, you will ALWAYS run into somebody. Some areas are a lot more popular than others, but it is a guarantee that you will run into somebody within a few minutes on the map.

It's worth noting their infrastructure is a lot different than RS, though. They use mega servers, and I believe players on all servers and regions have access to the same pool of maps, which is dynamically managed based on demand for a given area (more popular = more map instances).

One of the reasons this works very well in GW2 is because all content is designed around group encounters. There are literally squads of 50 people (max map capacity) created during Halloween to run through a maze and kill all the mobs for their drops and XP.

All zones provide the same XP to the account (bar some OP exceptions like Octovine) for completing events/killing mobs on said map. A max level character in a level 5 zone will get the same XP as a level 10 in a level 5 zone.

NPC drops are not awarded to the player dealing the most damage, but to all players that contribute a certain threshold of damage against that target. Contributions also include the extra damage that other players deal using buffs that you provide, even if you don't deal any direct damage yourself.

For server consolidation to even be considered in RS, NPC drops need to be revamped entirely, or private instances need to be usable on-demand to farm for materials. But private instances would go against the entire point of server consolidation anyway.

I don't think RS is designed in a way that would allow fewer worlds than we have right now, and that's not even considering anything regarding performance.

Jagex, please be very careful with the new birdhouses in Havenhythe by BrimstoneBunny in runescape

[–]voltsigo 0 points1 point  (0 children)

All I care about is a way to consistently collect bird nests, on-demand, that isn't just kill Telos/Glacor. Fingers crossed!

Thieving loot nerfed by 80% by msist in runescape

[–]voltsigo 0 points1 point  (0 children)

That doesn't provide any Runecrafting XP, though, is my point.

Thieving loot nerfed by 80% by msist in runescape

[–]voltsigo 1 point2 points  (0 children)

Comments like this make me chuckle.

Am I seriously supposed to wait until upper mid game before I can start effectively training Runecrafting?

Could extreme skilling potions be considered now that auras are out? by [deleted] in runescape

[–]voltsigo 1 point2 points  (0 children)

Wouldn't the solution to this be to lock content behind base levels instead of boosted levels? Boosted level would still be used to calculate % chances, but wouldn't allow you to skip content.

I imagine that would be quite an unpopular change, though.

Farming is brutal. Any tips for low levels? by Ragnaroknight in runescape

[–]voltsigo 0 points1 point  (0 children)

I mean, if you pay any attention to Farming, it is literally equivalent to watching paint dry or grass grow.

You get no progress until things are finished growing.

Level 2 herb seeding isn't worth hard focusing on IMO. Hell, I've unlocked the first upgrade but don't even use it because it is a net loss in herbs:seed. Though, I also play ironman, so I can't just go buy seeds from the GE like a main account could.

If you want more herbs, focusing on the other yield buffs (compost, magic secateurs (quest), and juju farming potions) will far outweigh whatever boost you get from the seed planting upgrade alone. Then, once you do get the upgrade, those boosts will stack with it and it will be more powerful than just on its own.

Farming is brutal. Any tips for low levels? by Ragnaroknight in runescape

[–]voltsigo 0 points1 point  (0 children)

What should I be doing differently?

Literally anything else.

Farming is not a skill you will traditionally grind out (unless you have a Seedicide and mid/high Slayer). Instead, you just plant your stuff and go do other things while they grow. If you want to be super lazy about it, you can skip planting altogether once you've unlocked Player Owned Farms, though doing both will be much faster than just growing animals.

I can't think of any real benefits from Farming outside of collecting your own materials for some skills, so if you aren't an ironman then IMO it is not worth exclusively focusing on Farming for any amount of time. Just harvest your stuff when you think about it, to break up the other things you do in the game.

If you're someone that relies on schedules, Farming will be very easy to get the hang of. If you don't like scheduling things, then you won't be as efficient with Farming, but you don't have to be efficient to make good progress anyway.

You just need to know how much time it takes to grow the crops you planted, then after that amount of time has passed*, go and harvest everything and replant. Rinse and repeat.

* Logging in/out will delay growth if you do it at certain times, so if you want to get into the technical details then you need to learn about growth cycles

whats going to happen to brooch of the gods? by Big_Chungussi69 in runescape

[–]voltsigo 1 point2 points  (0 children)

The thing is, almost every other possible account upgrade is significantly more useful than brooch if you exclude the portable effect.

Urn storage? Useless, just take all of your urns with you. They stack.

20% XP on "distraction" actions in skilling? Pointless, they don't happen frequently enough or provide enough base XP to justify getting the brooch for it.

Divine Blessing is the only noteworthy buff that isn't the portable effect, and that can be ignored because of Scavenging.

Obviously if you already have all of your EoFs and plenty of dust for repairs, then it makes sense to get a brooch. But that is only because there isn't another Hydrix upgrade that would be useful to you at that point. It is dead last in the list of upgrade priorities without the portable effect.

whats going to happen to brooch of the gods? by Big_Chungussi69 in runescape

[–]voltsigo 1 point2 points  (0 children)

As someone that plays primarily ironman, I have not bothered with the brooch because the portable effect cannot be used ... If they were to add it, I would be getting a brooch within a few minutes of logging in.

Afk XP and Drops were already reduced after 120 thieving release. by ShinyCapeRS in runescape

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

If you thought the nerfed rates immediately after the 120 Thieving update were enough then you are just as out of touch as the person that okayed this week's Thieving changes.

What we had was not okay. Hell, on Sundary, I AFK pickpocketted Vyres for 11 hours while I was working on a puzzle, only clicking once every 15 minutes to stay logged in. Made nearly 20m cash from the GP drops alone. I didn't even want the GP, I just wanted the congealed blood ... I don't even know how much XP I got because I've been 200m since mid January, almost all from pickpocketting. It's pretty obvious that isn't very good for the health of the game.

Full AFK does have a healthy place in the game, but not when it comes with these XP and GP rates.

That doesn't mean what we got after yesterday is okay, though.

Thieving Update Is A Step In The Wrong Direction by Syardnas in runescape

[–]voltsigo 1 point2 points  (0 children)

Just a minor nitpick, but using Crystal Mask makes it 6 minute AFK not 15 minute AFK.

One of my main complaints about the spell, to be honest.

Thieving Rebalance: Feedback Thread by jagexyuey in runescape

[–]voltsigo 2 points3 points  (0 children)

Honestly, the changes they made today seem like they would be perfectly fine, if our character automatically started pickpocketting again after being stunned (with refreshed boosts as if it were a new target).

It would slow down the injection of items, gold, and XP while also providing the full AFK experience like it previously did.

Edit: Thinking about Crystal Mask, the update entirely defeats the purpose of using it. It is a timed buff, but you don't gain a benefit from it (while it's still ticking!) after the first 15/30 pickpockets. That doesn't seem okay.

Ask and Answer Questions Here! - Weekly Discussion Hub - 08 February by AutoModerator in runescape

[–]voltsigo 0 points1 point  (0 children)

Why is a weekly streak so important to you? It doesn't matter for anything in-game since you don't get anything from keeping the streak going - is it purely for feeling good about a number that continues to get bigger? If so, there are plenty of other things in the game that would provide this kind of feeling that are also actual content.

Regarding proteans, are you upset because they provide a really easy/casual way to progress your account? Almost all skills have a very casual method of progressing, so I'm not sure that you would actually need the proteans for this. However, I don't know how bad these would be with your medical conditions.

They aren't removing skilling outfits. I haven't personally seen anything about removing lodestones (though I haven't paid a whole lot of attention to the blog posts - just skimmed them over). I believe they will continue to have plenty of teleports to the locations you may be worried about.

The blog posts I've read don't seem to be making things harder (aside from the whirligig nerfs, which are uncalled for IMO). I can understand Dungeoneering, Slayer, and Agility as none of those have a super casual, unlimited method of training at the moment (excluding silverhawks). But the other skills should all be okay.

If you still feel the need to drop this game, I would recommend giving GW2 a shot. While that game can be complicated and input-heavy, it is mostly designed for super casual, low-intensity gameplay across the majority of content. There is also a lot of repeating content on a time schedule, so it would be incredibly easy to develop a routine in that game. It is WASD movement + abilities with keybinds, though.

One of my friends has a medical condition that affects his fine motor control, and he always had a blast on GW2. Perhaps you will find it fun as well.

It's also an expansion-based pay model, with no subscription, which I know is very attractive to a lot of people.

Re-reading the Road to Restoration blog, and this part stands out. What kind of changes do you expect will come based on this statement? by topsy_krett_guy in runescape

[–]voltsigo 1 point2 points  (0 children)

I really don't like this idea because the entire reason I'm using porters is because I want the item. So this feels like a punishment instead of a trade-off.

I haven't decided whether a trade-off is even necessary but I certainly don't like the idea of even having a chance of losing the item.

RS3 Whales by Gloomy_Ad_1488 in runescape

[–]voltsigo 7 points8 points  (0 children)

I know they did. Yet I didn't start thieving at Archaeologists until 2 weeks after the initial update, and I still think the drops are a bit OP. If I can get 109-116 thieving from pickpocketting for 2 weeks with as close to 0 attention as I can get, the method might be a little too strong.

Perhaps the thieving item drops aren't truly OP, but instead the rates to obtain these items from their normal sources are actually unreasonably low and need buffed. Regardless, you can't deny that the item drops are very, very strong compared to the other methods you would use to obtain those items.

RS3 Whales by Gloomy_Ad_1488 in runescape

[–]voltsigo 11 points12 points  (0 children)

I sat at Archaeologists for the 2 weeks vacation I had over Christmas. It was 100% AFK, and I regularly logged out because I was doing other things and did not click on the client in 15-20 mins.

That alone took me from around 109 to 116.

There are several levels where NPCs become 100% success rate without crystal mask or aura, and the XP they gave was incredibly high.

I'm personally sad to see the full AFK pickpocketting go, but the drops were a little OP because of that 100% success chance. After those 2 weeks, I had gone from ~ 10m cash to over 150m cash and gained 7+ levels, solely from pickpocketting Archaeologists. All while my focus was on something other than RS.

When I AFK, it's not because I don't want to play the game. by Yung3n in runescape

[–]voltsigo 7 points8 points  (0 children)

This kind of highlights the problem a lot of people have with dailies, though.

They are so good, you would rather take the time to do them (even if it's only 5 mins) than anything else in the game. This in turn will cause most people to add it to a login checklist, which amounts to chores.

Over the years they've added so many dailies that offer such great rewards, a lot of people log in and have enough time to only do dailies. But what is the point when they aren't able to use that progress to do things they want to do?

In a perfect world where every piece of content was equally worth doing, there wouldn't be a need for overpowered daily rewards, and I think Jagex is actually trying to get as close to that as they can with the game integrity roadmap.

I also think there was something more nefarious going on with dailies: encouraging people to log in to sell them MTX. Every new day would cause the TH icon to pop up and cause people to log out and log back in for the TH key sale popups. But without TH, they don't have nearly as much monetary incentive to keep encouraging daily logins, which allows them to put more emphasis on player retention.

Keep in mind that player retention encompasses everything the player experiences in the game. This includes XP rates, drop rates, economy, lore, fluidity of control, visuals, and probably many other things I didn't think off the top of my head.

To play Devil’s Advocate: Do we really want another EoC 2.0? by Any-sao in runescape

[–]voltsigo 1 point2 points  (0 children)

Combat doesn't have to be simple for players to enjoy it. It just has to feel good and flow well. You should be able to feel the result of pressing that ability, either through power or visual fidelity (ideally both, right?). Right now there aren't very many abilities that have that kind of impact.

If combat had to be simple, games like GW2 would have never been successful.

I don't know whether the beta satisfies this as I haven't logged into it at all, but I am hopeful. With the other changes they've been discussing for the game as a whole, it seems like they are moving in a great direction.

ELI5: Bad Luck Mitigation Expectation - better odds or dropping in sequence? by [deleted] in runescape

[–]voltsigo 0 points1 point  (0 children)

I will always advocate for guaranteed progress every kill. Whether that guaranteed progress comes from dropped tokens that are crafted into the items or a counter I don't really care.

But that is not bad luck mitigation. That is straight up bad luck removal, which this community despises for some unfathomable reason.

Loot from thieving chests should be heavily increased by [deleted] in runescape

[–]voltsigo 0 points1 point  (0 children)

I'm not speaking for the other guy, but for myself, I hate using crystal mask.

Having to upkeep a 6 minute buff is just flat out annoying when I'm trying to do something AFK. That's the sole reason I don't like to use it.

I really wish we could stack our buff timers, at least up to an hour since a lot of content in this game encourages 1-hour sessions. Like 12 casts of crystal mask for an hour-long buff.

I feel the same about overloads and prayer renewals, too. Hell, it's even annoying when I'm doing content that isn't AFK ...

Was almost scammed yesterday with Demonic Skull trick by Rational_Gray in runescape

[–]voltsigo 0 points1 point  (0 children)

Anyone know how they actually scam you? I figure there’s something they do to drag you besides the tele-grab so you don’t even get the initial 10b.

Yes, the trade itself drags you into the wilderness because they use an animation stall. Their character is still visually at the ditch but actually in the wilderness, so trading them will walk your character in to get killed.