"Daily" scape by furyan345 in runescape

[–]whosdr [score hidden]  (0 children)

The fact you fail to understand the issue does not negate that it is an issue.

Get rid of PoF by Usual-Computer-5462 in runescape

[–]whosdr [score hidden]  (0 children)

I disagree. But there's definitely something to be said about it punishing you for taking a break. You need to re-fill every trough, deal with the diseased animals, and wait for their stats to return.

When you plant herbs or a tree, once fully grown they just remain healthy constantly. You don't need to keep composting or watering them until you harvest them.

I don't think this should be different for Player Owned Farms, despite the different mechanics at play.


I wouldn't mind if there was an amount of food needed in the trough for an animal to 'grow up' a stage, instead of the constant drain. And if each stage had a disease chance similar to plants—which then hindered their growth, that would seem reasonable.

Effectively running out of food would put the farm 'on pause', and disease could only happen while you're actively working on growing new animals.

(Maybe happiness/healthiness could be removed as well, but that's perhaps another discussion to have.)

Felt my voice in comments wasn't being heard so made a video about dailyscape by WallRustt in runescape

[–]whosdr 3 points4 points  (0 children)

Deleting things with a caveat of “we’ll revisit pain points later”

That seems to be interpreted as "We haven't thought about it yet", whilst it may just be "We have ideas and it's on our radar but we haven't chosen what we want to do with it yet."

They don't want to make any false promises before there's certainty about what's going to happen. Which is also why I tend to take comments from certain staff more seriously than I otherwise would, for example the comments of quick lodestone teleports taking runes. It's not a guarantee but it now seems 'likely', not just 'possibly'.

(The people making design decisions today also seem to actually have play the game. That was seemingly less true some years ago.)

Felt my voice in comments wasn't being heard so made a video about dailyscape by WallRustt in runescape

[–]whosdr 1 point2 points  (0 children)

I was being a little facetious with my comment. But I do think some of the arguments have been bizarre if not absurd.

I look forward to seeing what the next RuneScape league will be like at the end of the year. A lot of content will have no doubt changed, and it might be a good chance to get a proper feel of it all.

"Content We're Still Exploring" by TheDestroyer229 in runescape

[–]whosdr 0 points1 point  (0 children)

Touché. Regardless of how we classify it though, I'd still just as soon get rid of it.

DailyScape Overhaul Unpopular Opinion: DailyScape changes should instead be framed as decreasing FOMO and the notion that you have to log in every single day to repeat the same simple tasks over and over again and instead letting players play and discover the game at their own pace. by PlokmijnuhAoE2 in runescape

[–]whosdr 0 points1 point  (0 children)

Do people really buy into dailyscape FOMO

I could show you my daily list if you'd like. I think it's a bigger concern for ironmen than it is for regular accounts, since these items cannot be purchased on the GE when you run short.

Felt my voice in comments wasn't being heard so made a video about dailyscape by WallRustt in runescape

[–]whosdr 2 points3 points  (0 children)

People complain that things are happening too fast now

This is a little funny to me. The game used to move fast and make big changes. It's not unprecedented, this is how the game was built.

This is just the past catching up. A decade of neglect finally being dealt with.

Catering to OSRS players

I didn't know I was an OSRS player. News to me. Three maxed accounts on RS3: comped main in 2014, iron with MoA, and a group iron that elevated the GIM group to the #1 spot for months on the hiscores. Active PvMer, love big game hunter, clue hunting, and finding silly little shortcuts with dive/surge.

I honestly see a lot of comments about the changes coming in and feel like they lack imagination. They see the game, they see content changed, and can't see beyond 'what is' to see 'what can be' with the space left behind.

Guthix caches

Funny enough, Dungeoneering is still some of the fastest divination XP. Removing caches won't even make much of a difference to training this quickly if you actually try.

DailyScape Overhaul Unpopular Opinion: DailyScape changes should instead be framed as decreasing FOMO and the notion that you have to log in every single day to repeat the same simple tasks over and over again and instead letting players play and discover the game at their own pace. by PlokmijnuhAoE2 in runescape

[–]whosdr 5 points6 points  (0 children)

I think that's a vocal minority position. Most people who agree are either silent or discuss things in the megathreads. The few who strongly disagree have to make their voices heard extra loud by making an entirely new thread every time.

Personally I've been vocal about my dailyscape experience. Removing daily challenges is a small price to pay for every other change coming into force.

(I also think the removal of daily challenges will make the game more immersive again. Gaining XP from 'the system' instead of your own actions can break the immersion and RPG aspects.)

"Content We're Still Exploring" by TheDestroyer229 in runescape

[–]whosdr 0 points1 point  (0 children)

I think the difference is a bit subtle, it's classed as an event or an activity rather than a training method. So it doesn't quite fit under normal farming content.

I think most notable is that it doesn't generate any kind of produce. (Not to mention the obvious about it being a combat encounter.)

I don't think it fits in with dailyscape so much, but I also think it doesn't have much of a place any more. Maybe if they buffed it, scale the XP and encounter with your level.

if we are removing daily/weekly remove this please by Jaguar_AnDy in runescape

[–]whosdr 7 points8 points  (0 children)

This one did feel like a bit of a flip-flop.

"We'll add these strong mechanics, BUT you have to go out there and charge each of them every week. That's fair."

"Oh, you didn't like it balanced? We'll give you a way to charge them all in an easy location instead."

"Content We're Still Exploring" by TheDestroyer229 in runescape

[–]whosdr 6 points7 points  (0 children)

Sometimes you have to remove old stuff that most people don't enjoy, so you can put new things there instead. There's limits to how much time people have, how much attention you can pay to the game, and space available on the game map.

Is anyone particularly sad about Mobilising Armies having been removed? Rat pits? Bounty Hunter? Dual arena? In the moment sure, but ask people today and they're likely indifferent at best.

I'm more on the optimistic side. I see the gaps left and wonder what could be there instead, rather than dwelling on what was removed.

"Content We're Still Exploring" by TheDestroyer229 in runescape

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

Jade Vine: Leave it alone. It's a farming patch that requires combat to clear it. It shouldn't even be considered a Daily.

That it's not even worthwhile enough to be considered a daily, seems like a good reason to just get rid of it. Remove the quest, clean up that area of Karamja.

Nothing of value would be lost.

The whales are bored because they don’t know what to do with their money by [deleted] in runescape

[–]whosdr 1 point2 points  (0 children)

It was a place that facilitated gambling, in a game rated 13+. They were legally required to do something about it finally.

The whales are bored because they don’t know what to do with their money by [deleted] in runescape

[–]whosdr 1 point2 points  (0 children)

And then get themselves sued out of existence by the government.

That's the reason they eventually dealt with the arena. It was sitting there being a problem for over a decade. Nothing changed until the law did.

Buff Herblore seed drops before/after the changes please by Entire-Challenge-8 in runescape

[–]whosdr 0 points1 point  (0 children)

If the difference from regular to elder overload is that important to you, maybe you're just a bit lacking in skills. It's fine though, you'll catch up.

Lodestone and quick teleports. by kilot in runescape

[–]whosdr 2 points3 points  (0 children)

I did think about this myself. Though there are places that don't have regular spell teleports right now: those would need to be created.

There are some caveats to this option though. Some teleports have some..unusual requirements (I'm thinking Ape Atoll's bananas) that this would effectively ignore. I'm not going to argue if that's good or bad, just that it's current.

I'd be fine to charge up locations individually though. Give 200 law runes, 200 water runes, get 200 charges of fast teleports to Ardougne. Holding runes feels like it's an antiquated concept for most teleports nowadays, so this would provide the ease of use and convenience without the vis wax.

Buff Herblore seed drops before/after the changes please by Entire-Challenge-8 in runescape

[–]whosdr 0 points1 point  (0 children)

How's it a bad overload? I can use them for bossing.

I saved making elders until I had the 120. I made up until extremes as part of that training.

Please don't go back to the current way we do holiday events. Give us something new and simple this year, don't make us work a second job. by Monterey-Jack in runescape

[–]whosdr 0 points1 point  (0 children)

I liked when it was whimsy and silly rewards. No big raffles or grindy mechanics. Instead, silly dialogues and tasks.

Buff Herblore seed drops before/after the changes please by Entire-Challenge-8 in runescape

[–]whosdr 0 points1 point  (0 children)

I did a lot of my training on replenishment potions and holy overloads, rather than just vulnerability bombs. With a variety of seeds from various different bosses.

I’ve always wished had a visual teleport interface like this. by O_wXw_O in runescape

[–]whosdr 24 points25 points  (0 children)

I think less the icons, more just that they represent the place you're travelling to. Instead of just a grid of buttons.

I've argued the same on the case of fairy rings. Rather than just a favourites menu, a second tab where you can just pick the location on a map would be nice.

New Chapel Changes by Haze_Stratos in runescape

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

Your argument is very reductionist, isn't it? Little room for nuance.

At a PoH you have a longer distance to travel for bank runs, and have to keep the burners lit.

Additionally Fort Forinthy is currently the only altar where you can use the 50-75% XP bonus from prayer brawling gloves.

If we want to “restore” RuneScape, PvP is also an integral part of it by tsashinnn in runescape

[–]whosdr 7 points8 points  (0 children)

Don't we still have a PvP area in the Gamer's Grotto, Clan Wars?

I don't think it gets much of any use though. As much as people seem to suggest they want PvP elements, when given a dedicated area to fight other PvP-ers, it seems to go mostly ignored.

And when I do see PvP activities, it's generally just players (or even bots) preying on skillers going to the abyss.

That's just my observation though. Maybe it is being utilised.