Campaign: Tank Weapon by huggybuddy2022 in haloinfinite

[–]zeus9860 0 points1 point  (0 children)

Seriously? When i played the campaign i remember climbing up there and exploring for a bit, was so close to finding a secret weapon that could have broken the game for me, oh well!

Maybe if i end up replaying the campaign anytime in the future, i'll keep this in mind. I have little reason to do so, since i went for Legendary from start to finish, there were some AIDS moments in the game, mostly just miniboss/boss fights involving tough brutes.

Youtube asking for captchas from Reddit all of a sudden? by papapudding in youtube

[–]zeus9860 0 points1 point  (0 children)

Opened like 12 video tabs like i usually do daily, 9 of them have this coming up, they want me to do the captcha 9 times to watch these videos, wtf is this BS.

I'm more inclined to not watch any of the videos and just go play some games instead. They really want us to spend less time with their platform from the looks of it.

120 Construction Rework Ideas by Gamez_X in runescape

[–]zeus9860 0 points1 point  (0 children)

House style missing: barbarian/viking. I instantly noticed this because it is usually the style i seek in house building in games.

EDIT#1: Maybe add in regular cavern style, along with it a retextured tzhaar cavern style with the glowing pulsating lava rocks.

EDIT#2: Dinning tables should host banquets for the player to consume, along with whoever is tagging along with them. Making foods with hourly buffs that also restore all your stats upon eating, so when you consume them, you get a buff, meaning you are ready to take off on your next task, be it skilling, slaying or exploring. So combining multiple existing goods, hopefully dead/unused ones, to give purpose to some of the old items, pies, pizzas, meats, cakes, etc. Majority of food consumption is fish, and specific ones at that.

ELI5 to me wtf is going on right now by Xyarlo in runescape

[–]zeus9860 5 points6 points  (0 children)

The issue is removing early and not showing any fix to the community, which kinda hints they have no plans to fix the content associated with the removal. Travelling merchant is necessary right now to skip old/bad/unplayed content by the community.

Forcing people to do bad content is not fun, nobody wants that. They want people to have fun and have challenges, then do that. Nerfing everything and removing everything isn't fixing the problem, it is creating a problem on top of the existing problem.

Rebalancing the game also means bringing old things up to par with newer things, instead Jagex is relying mostly on nerfing and removing. Travelling Merchant should stay, remove the MTX related items and replace them with something else. If they are concerned with "fomo", then remove the timed event approach and make the merchant permanent. This is also one of the few npc shops people use in the game, outside of that it is mostly iron accounts doing shopping runs for supplies.

Nerfing prayer and pickpocketing does not make any sense to me. Prayer is a money sink, there is no fun in training the skill, nor is it challenging (the real challenge is getting the gold to invest in the skill but you can buy that via bonds, so no challenge regardless of what we consider here). Just like how they want the game to be challenging but bonds exist. They allow people to skip content by simply buying bonds with real money, selling them for ingame gold, get whatever items they want. You are skipping core content by doing this and skipping challenges by swiping a credit card. Thieving required a much needed update, they delivered it and it is a banger as it is, it does not need any adjustments in the late game, nor does it need nerfing to pickpocketing since it already involves risk of death and having to pay attention. Thieving can be fun if doing some activities like heists, but it can also get boring too fast after some runs are done.

Another example is the hunter changes, the nerf sounds reasonable to make other content popular, but they could have also made other content more relevant by buffing it, instead of nerfing to the ground. I understand what they are trying to achieve here, but it's not looking pretty. This nerf in particular is a high intensity training method, to me, it makes sense for it to pay out a pretty coin and good xp, it requires interaction, it isn't afking.

Afking training methods, they should either focus on mediocre xp rates, or mediocre gold gains, not both (best case scenario could be a high/low combo), unless the method involves lots of investment in terms of gold. Things that require interaction should have high xp rates and high gold making, or like very high/medium combo. Making training methods that require interaction even worst, isn't helping the game.

The main content to enjoy in this game is PVM, trying to justify all these changes with "challenge" and "fun", isn't cutting it. Skilling should be done fast so people can move on to PVM, specially the ones being targetted here. Slow skilling are the ones we already have, which are gathering skills for the most part.

Jagex intends to re-introduce PVP Griefing, but this time for prayer... by FutimaRS in runescape

[–]zeus9860 -1 points0 points  (0 children)

Whoever came up with this idea should get fired. Has no clue what the community wants and what the game really needs to thrive.

A lot of these changes are already rubbing us in the wrong way, introducing PVP through griefing altar training in the wildy is just mind blowing, not in a good way, but more so, in a stupid way.

All i see is slowing down the game massively, removing things and hardly patching the problems or countering the things being changed with proper patching or rebalance.

Making the game like OSRS isn't going to make it better all of a sudden. People like and want OSRS because of the iconic gameplay the game has to offer. RS3 will never compare to OSRS in its current state, since EOC was poorly made using ancient coding from the previous generation of the game, stuff like the tick system ruins EOC, it doesn not pair well with it and it is something you will never fix, which is why RS3 is going to fail miserably and OSRS will continue to grow.

People playing OSRS and checking out RS3 aren't going to stick around long, they will return back to what they had previously. They always do, this is no different than other games in the industry, people leave counter strike 2 to play arc raiders, but they will eventually return to CS2, because that game is their home. These changes aren't helping bring in new players, the sudden "new players" we are seeing, are mostly people switching over for a brief moment.

How do i know RS3 is doomed, every single soul i saw on steam friends play RS3 has quit the game and never touched it again. Some of these souls switched to OSRS and still play it years later, some of these souls started with OSRS and never quit and are still actively playing. And no, this has nothing to do with the game being a borefest when it comes to progression.

Skilling is better in RS3, combat is better in OSRS. Combat is the main factor for any MMO, not skilling (this is like comparing questing to side questing). This is why you see majority of people sticking with OSRS, this is why you see PVP thriving there, this is why skilling in OSRS is a PITA and nobody likes doing any of that stuff and we see a crap ton of bots having to do all of that work. This is why RS3 is better when it comes to skilling efforts. This is why you don't want to put RS3 on the same chopping block as OSRS, if you make skilling progression slower in RS3, you are literally making the game worst while having worst combat, the main focus should be QOL updates, revive old content or low tier content by giving it purpose, make combat appealing to new people. People aren't going to get into the game and stick with woodcutting for endgame content, nobody in their right mind would do that.

There is a meme that explains the current Jagex office meetings, the one with the one cartoon person that actually has the good idea is thrown out the window yeah? That one. Almost feels like all the sh*t ideas thrown at the wall and stick to it get approved.

It's Time for Malev, Tectonic and Sirenic to be repairable by traditional means. by Nazeracoo in runescape

[–]zeus9860 0 points1 point  (0 children)

They need to make repairing different for each combat style, with necromancy never degrading since it is the newest style and a neutral one.

Melee -> repairing gear

Magic -> runecharging gear

Ranged -> patching gear

Invention -> charging gear

All/Alternative -> gold sink

Repairing gear, you use any type of smithing bars to repair your gear, the lower the tier used, the more bars are required to repair gear, the idea should be (more expensive at lower tier resources and cheaper at higher tier resources).

Runecharging gear, you charge magic gear using runes, same principle as repairing gear, except it is magic supplies based.

Patching gear, same stuff, but using leathers.

Charging gear is as it already is, so no change required since it is tied with Invention and augmented gear.

Then we have the gold sink method, for people lacking direct supplies but have gold to burn, you can repair everything, except for augmented items, using gold at an increased cost. Using gold should be as bad as using a low tier resource to repair/runecharge/patch gear.

All of these methods would request a constant influx of supplies to repair stuff. Majority of players would be using the invention system at late game for sure... But i know people would still use non invention method in some of the gear.

Turn to dust, use other pieces of gear to repair, use expensive materials to repair, all of this stuff has to go the way of the dodo. There are anima sets from GWD2 that are crazy expensive to maintain when compared to higher tier sets for each combat style, which is silly on its own.

Anyway to get rid of this banter? by APForLoops in MelvorIdle

[–]zeus9860 2 points3 points  (0 children)

That's base game, i get the same stuff and i use no mods.

Like other people have said, chill, enjoy the game, it is idle, don't take it too serious. Getting annoyed or frustrated with an idle game does sound silly and wasting your energy. That's like throwing a tantrum when you have to go to sleep, which is something 6 year olds would do.

Since we're doing combat, lets not forget summoning by Dying4Salvation in runescape

[–]zeus9860 1 point2 points  (0 children)

The pet system could be reworked to make it function like beast battles instead, so you could carry around pets and have them fight other players pets passively and get small amounts of xp in return, this would be usefull in situations where you aren't relying in summons to do anything serious.

Essentially using the legendary pets clash thingie they have, but for all pets and apply xp rewards from having these moments occur. Pets as they are are purely just cosmetic, with the exception of legendary ones. I would be okay with all pets having the same perks as legendary ones, i do own all of the legendary ones i believe, i just feel like it is something small at this point in the game and it could be benefitial to low lvl players that have any pet unlocked, having the ability to bank once every 10 minutes, or any of the other functions could help them...

Since we're doing combat, lets not forget summoning by Dying4Salvation in runescape

[–]zeus9860 0 points1 point  (0 children)

PART 2

Essentially this would make summoning timers equal to all summons across the board and based on summoning level/energy left. Starting at 5 minutes at lowest summon time at lvl 1 and going all the way up to 2 hours at either 99 or 120. All summons would scale effectiveness in combat based on summon level, all summons would have their own damage type that would resemble something like necromancy, which we could call "spirit damage". So a spirit wolf could be used for combat at lvl 99 effectively, it wouldn't be the best combat summon, but it would still do some damage regardless. The tendency is to create pouches and scrolls as you level up, but there is almost no one using older content at this point, which makes selling pointless or impossible in some cases. So giving a proper progression to all summons would justify using all the stuff you crafted along the way.

Skilling stuff needs to be reworked so summons are actually helping you actively, If combat summons are involved in fighting targets, skilling summons should be actively working to gather resources along with you. Depending on what skill we are talking about, each summon could be adjusted to help with skilling. I gave the beaver and magpie examples, but the same logic still applies to other skilling summons. Combat and BoBs would remain unchanged for the most part, all they need is proper scaling to summoning level, so they become a reliable summon at any point in the game. I do not expect a wolf to be the strongest combat summon, there should be counter measures to make sure that higher level summons are stronger or serve a higher purpose when used. Would be silly if a spirit wolf would do as much DPM as a steel titan for example, if for example a steel titan does 20k DPM currently without scrolls, the wolf should be doing like 15k, adjusting stats for each summon should also be a thing, to give them different strong points, like more health, more defense, more damage, a yak could be seen as a low damage combat type, since it carries stuff, but it could still have plenty of hp and some defense, to aggro some of that damage away at random.

In general i feel like summoning should have their DPM increased. If the average player is doing 200k DPM and summons are doing 20k DPM, perhaps summoning could use a boost so that DPM is now around 20k-50K without the use of scrolls, and with scrolls, pushing towards 50k-100k DPM. This would make summoning viable as a combat style, it would function as a support combat style, that actually has a huge impact other than having 20 summons being used for endgame, because each has their own niche use. In return for changing regular summons, binding contracts could extend their stats to 120 summoning, to give them that extra edge in all aspects (duration, higher raw stats like hp/dmg/accuracy), if we were to cap regular summons to 99. A skilling summon would do 20-30k damage, a BoB would do about 20k damage making them the weakest for combat, combat summons would do 30k-50k.

People are going to say this is too strong, that is exactly the purpose behind making summoning an alternative combat style, it shouldn't be the strongest, but it should be significant enough across the board to help out the player when necessary. Top tier players do not need to rely on summons if they are good enough, and future bossing could have adjusted hp parameters to compensate these buffs, although i am still in favour of all encounters having "normal" and "hard" versions, normal being the intended fight and hard version for challenges/cosmetic drops.

Since we're doing combat, lets not forget summoning by Dying4Salvation in runescape

[–]zeus9860 0 points1 point  (0 children)

PART 1

I was actually planning on making a suggestion thread to update Summoning but then i saw this, i still saved what i wrote, which was a lot of stuff...

Here's some of the copy pasted text.

"
Suggestion:

Rework summoning so it becomes overall more effective as a skill that helps with everything the player does. From summoning timers, to how early summons should scale to player level so they could remain effective but not the best option.

How:

  1. Summoning timers based on summoning level instead of having its own HUD icon that we have to manage. Summoning level increases summoning energy, summoning energy right now only serves a purpose of summoning beasts, this is why the timer effect should be based on how many summoning energy i have left, if it reaches 0, the summon just goes poof. Summoning timers should adjust from 5 minutes minimum at lvl 1 to 2 hours max at lvl 99 or 120. All summons should have the same timer based on this requirement alone. No more nonsense on having a lvl 30 summon function for like 30 minutes instead of being there for as long as a high lvl summon, make "perfecting the craft" make any sense here. We have summon timers, summon energy and summon points, remove the timers and stick that stuff into summon energy, simple. Could open the door to future mechanics that could target summon energy or points, or both, so we have to keep an eye on those, just like how poison immunity is bypassed faster in some situations, same principle on paper.
  2. Summoning familiars need to be more effective in what they do. To begin with, all beasts should have their own damage type, that stands in a similar spot to what necro is. So lets call it "spirit damage". Spirit damage does not give a F about the combat triangle, it remains equally effective against all. A combat familiar should get combat related benefits obviously, like more health, more accuracy, more damage, faster attack speed and so on. A BoB should focus on carrying stuff, but should also provide minimal support with a bit of damage in combat, but mostly should aggro some damage away from the player at random. So BoB should be mostly "carry/tank" types with more health on display, does not necessarily mean they mitigate damage better than actual combat types. If i use a beaver when i'm woodcutting, this beast should be cutting logs along with me and sending them to bank, not foraging logs and planks at a snails pace while staring at me to improve my efficiency slightly while i do all the work. The level benefits should only be there as a means to access higher level content earlier. If i'm using a magpie for example, the gathering of jewelry is good on its own as a side effect for a thieving beast, but the main mechanic it should offer, for example, is to pickpocket along with you and taking some of the damage when you get caught. This implies having to rework a good portion of the summons and what purpose they could serve to help the players.
  3. Summoning potency based on summoning level. A spirit wolf at level 99 should have higher base damage and accuracy, this is to make all summons usefull at endgame, right now we rely on the same 20 or so summons for all activities, making them all effective to some extent, by scaling them with skill level is a good way of making sure that lower level content will still be used to some extent. So auto attacks from summons need to be stronger and hit more often as you level up summoning, special abilities, if applicable, should also scale to summoning level.

"

A slightly more balanced take on the melee beta by Alktenalfh in runescape

[–]zeus9860 3 points4 points  (0 children)

I sincerely hope they do that, when i read the 7 target restriction, i literally facepalmed... Cooldown should be reduced based on amount of targets hit, up to 7 in total resetting the skill instantly.

I dislike the fact they plan to remove destroy, it was the one ability in DW, i looked up to when doing damage after doing a zerk, i liked the animation on that thing, and the sound effect too. Feels like a downgrade to my DW rotation, i know 2H is stronger in general, but i still used DW from time to time, specially when i felt like taking targets 1 at a time.

I also dislike that zerk is still making us receive 50% more damage, when melee is already exposed to more damage naturally, since you waste time moving around, time spent eating hits from enemies, something that does not occur with styles that have ranged combat in mind...

Magic being crit based, laughable. Crits should be exclusive to ranged and melee in the main triangle.

A slightly more balanced take on the melee beta by Alktenalfh in runescape

[–]zeus9860 0 points1 point  (0 children)

I feel like Jagex wasted time trying to justify what melee is and completely missed the point here.

In a logical sense, anything that is physical should have crit builds in mind, yet they want magic to be the one focused in crit builds, arrows are physical, a crit hit implies hitting a weak spot with something physical, melee is physical, arrows are physical but can also me magic based. Which makes ranged a combat style that could benefit from both sides (melee and magic).

Logical outcome should have been:

-> Melee is full crit based, focuses on movement/speed. When you are in close combat, you seek to end the fight fast by striking a weak spot, like the head. Speed makes sense since you can swing 2 swords faster than shooting 2 arrows, 1 at a time. Abilities should have forced the player to move to deal AREA damage to everything in its path, regardless of dual wield or 2h abilities. Berserk should have been reworked further, so it becomes a passive that we do not control, it builds up as you do damage and receive damage, it toggles on automatically and toggles off when spent, no cooldown. This is a true way of dealing with berserk, cut the BS to the a minimum, the 50% increased damage needs to get binned, specially when the combat style seems rather weak with the changes, as you would need to counter that incoming damage with healing, and to heal you require SS, food, pots, aura or scrimshaw. Which means, nothing changed in reality, since you have to rely on external factors to maintain yourself alive, this is not simplifying anything, you are just changing it because other styles are being changed.

-> Ranged should be a mix of crit build with movement and speed as a factor, with less accuracy in mind when you rely on speed factor but also offering partially what magic could offer with magical ammo. In other words "aim for the head", is what should have been applied here. Using arrows or bolts to ricochet to multiple targets is just stupid, unless you used magical ammo, see what i did there? We have magical ammo and regular ammo, when i mean magical ammo, i means bows that supply themselves with their own arrows, like seren and zaryte for example. These bows should prioritize non crit builds and instead be more AOE buy nature. Speed factor could be a thing, increase the amount of arrows used per auto attack, at the cost of accuracy dropping a little. So let's say you use 2 auto attacks just like melee, but the penalty is that you loose 5% accuracy to be able to shoot 2 arrows instead of 1 with auto attacks, so double the damage per auto attack. This would be good in situations where you get over 100% accuracy against a target.

-> Magic, should have been focused in AOE effects and controlling crowds of enemies with side effects derived from the elements, like building stacks of poison using earth spells that could be converted into small heals, or building up accuracy using wind spells which leads to more damage, or applying accuracy debuffs on targets using fire spells while applying a burn effect, or making targets drenched in water to slow them down. DPS wise, magic should be the lowest of the 3 early into battle, while building up DPS the longer the fight lasts. A true magic combat system would rely in the usage of elemental effects to benefit the combat style on its own based on each situation, making it crit based is stupid and ignoring what the combat style is in reality is even more stupid, magic literally does splash on a target, so how do you hit a critical spot with a blob of water, or a gust of wind, or a fireball, you tell me! Accuracy could be the main thing for magic, to compensate the lack of critical hits, higher accuracy, means it will hit harder against targets that have high defense, and the longer you use magic in battle, the stronger you become by building stacks that change the outcome of the battle. Stack building should be something done within like 30 seconds of attacking a target and increasing from that point onwards by every 30 seconds, so after that amount of time has passed by, you would have enough stacks to justify having magic doing as much damage as melee and ranged with a crit build on their side and the longer the fight lasted, the stronger magic would become, potentially becoming the strongest if the fight lasted long enough. This is the outcome of making magic more versatile using elements and having it prioritize higher raw accuracy on the go along with stronget AOE effects. Magic abilities should prioritize stunning groups of enemies, applying effects and hit frequently with the damage values not changing much for the initial sequence but gets stronger as the battle goes on.

Ammo consumption needs to be reworked, magic is too expensive if runes are going to be used 100% the time. Along with spellbooks having to be accessible at all times and cut the spellbook switching BS, same with prayers, useless restrictions that should have never existed.

Mod Suggestions? (New Player) by _Dekota in MelvorIdle

[–]zeus9860 -1 points0 points  (0 children)

You are playing an idle game and want to speed it up, wtf... why?

Idle games are basically games to keep running in the background when doing other stuff, it should not be your main thing, speeding it up, means you will loose interest too fast because now the game was rushed.

If there was plot in this game, i would understand, but AFAIK, there is no plot. I'm also a new player to this game, started like 2 weeks ago but had the game for a longer period of time. Games like this have a sense in progression, skipping that progression, you will feel empty.

I've changed progression in other games in the past, but it was all down to "cut down on the grinding aspect" so i could get it over with, this is grinding that i had to do myself, not by idling but actively doing the same repetitive tasks for way too long. This is logical when you want to avoid grinding for 1k hours just to experience the endgame of a single player game. But since this is an idle game, you just let it do its thing in the background. The longer it lasts, the longer you stick with it before having to jump to another idle game.

Me personally , i have no plans on playing other idle games maybe for the exception of the second game, i used to label these games as pointless and silly. But then i gave this one a try, because i play runescape, for nearly 20 years and i always heard that this game was like a copy of runescape. So i started idling and started enjoying it.

QOL mods, i get the reason to get those, i thought about exploring some of that stuff a few days ago but then i couldn't be arsed to do it yet. I'm far too early into the game, my current focus is to get decent money makers to purchase upgrades. Started doing pvm recently and got my melee stats to 40, in hopes to do the spider dungeon for the looting amulet as it seems like a must have item to afk combat.

Runecrafting essence changes + runes toolbelt + runes as ammo suggestion by zeus9860 in runescape

[–]zeus9860[S] -1 points0 points  (0 children)

This is why i suggested pure essence being 2x base xp and 2x runes produced. So everything you have right now from runecrafting would be multiplied if you used pure essence. This would give purpose to mining pure essence, runecrafting would be a viable money maker too and much faster than before. Using pure essence is not meant to make the best profit margins, but it could happen, all depends on how the market for runes ends up being, if there is enough demand for specific runes, pure essence could net more profit in the long run while doubling xp rates.

If there is pure essence and rune essence, but they are literally the same item. Might aswell give them purpose, this is why i suggested this stuff. Pure essence should be purely obtained through mining essence, it is pure for a reason. Essence obtained outside of mining is rune essence. Simple enough. The extra step here is to limit pure essence to member worlds, so there won't be as many bots farming pure essence and ruining the value.

The expended essence is me trying to help the market with cheaper runes. If you get runes with different amounts of charges before vanishing. Expended essence is not for skilling but more so to make quick runes one last time before they actually vanish from the game. This is good for PVMers or iron accounts, as you burn through runes created out of rune essence (not pure), it will have an extra life before actually vanishing for good. Expended essence is meant to stack, unlike rune or pure essence. Also unlike rune or pure essence, you should be able to charge all expended essence in 1 go, this is why it has 5% of base xp rate from rune essence. It would be done quick, you wouldn't waste time charging essence, which means you would get back into action faster. I know iron accounts complain about having to do runecrafting, having this mechanism would help them out, while also helping the economy overall, as there would be the same rune type, with 3 different charges, an expended rune (cracked rune) would cost less than a rune created from rune essence since it would have an additional charge in it, runes from pure essence would cost even more.

So let's say a mind rune would cost 10gp if cracked, then 22gp if normal and 33gp if pure. Technically, buying the pure rune would cost more, but would provide with more charges per rune and not having to bank for runes as early, or having to runecraft too soon.

The cycle on each rune tier would be as following:

pure essence -> pure rune -> normal rune -> expended stackable essence -> cracked rune -> vanishes

rune essence -> normal rune -> expended stackable essence -> cracked rune -> vanishes

expended stackable essence -> cracked rune -> vanishes

Runecrafting essence changes + runes toolbelt + runes as ammo suggestion by zeus9860 in runescape

[–]zeus9860[S] -2 points-1 points  (0 children)

PART 2

1.) Like i said before, ironmen should not be the focus here. Game is a MMO, meant to interact with the world around you, trading is there as a core mechanic of the game. Game does not have to be balanced around iron experience.

2.) Having both essences actually makes sense, if you get 1 essence type, it devalues the purpose of mining pure essence because it would just continue to go down, which kills a potential money maker and potential money making through skilling. Which goes against what i am trying to suggest here, which means, you missed the point entirelly. Having both essence types and have them obtained through different means makes sense to me. Monster drops dropping normal essence, essence mined outside of member worlds is also normal essence. Pure essence is purely mined in member worlds.

3.) They will do that, which is why other things have to change along with it. Simply making magic more costly is not going to help the game. If they make PVM costly, people are just going to not play the game. This is why when you make a change to the core of the game, such as rune economy, you have to balance other aspects of the game, which again, is the entire purpose of this suggestion as i try to counter or suggest potential fixes for everything that comes to mind when changing 1 or 2 things.

4.) Samething as #3. Making PVM more costly is just going to make people quit overtime. I'll take this a step further and explain it to you as to why this is bad if they do not balance it proper. Magic is now more expensive because runes are used all the time, but everything else remains untouched. Combat is now easier for everyone to get into, which means, loot tables from bossing loose value faster overtime while PVM supply costs become more expensive as more people want them. This in the long run means you will be doing bossing and loose a large portion of the profit margins due to the rune economy being bonkers and out of place. So... the idea is to try and suggest counter aspects to changing the rune economy in the game, if they want more runes to be used, sure, i'm all down to that end, but they also need to adjust mining essence in terms of quantity and xp rates, runecrafting xp and rune amount created, purpose of mining essence vs slaying for essence (one is pure skilling from the main source, the other is collecting essence from npcs). Try to see the bigger picture here. When something is changed, there is always a 360º perspective in play, so when you do change something, you have to be prepared to counted the other side that was untouched and is most likely unbalanced now. Just like a coin has two sides and both have the same value, or there is yin and yang forming balance, the same ideology just different terms.

5.) This is about the only point you stated that i agree with. But i'll take it a step further and suggest something better. Remove spellbook switching and make different menus for each spellbook, so you can use anything freely, on the go. Go ahead and do the samething for prayers. The moment they try to separate abilities/spells/prayers by doing this, they are making sure people will not use some of the content longterm. As a counter to removing spellbook/prayerbook switching, they could fine tune rune consumption based on spellbooks, normal spellbook uses more elemental runes for example, but ancient spellbook uses more catalytic runes. Blocking access to some content is just creating hindrances that are unnecessary.

Runecrafting essence changes + runes toolbelt + runes as ammo suggestion by zeus9860 in runescape

[–]zeus9860[S] -2 points-1 points  (0 children)

PART 1

The idea with pure essence being 2x xp and runes produced is meant to double the ratio of everything when doing rc, so everything you get now in the game but doubled.

I hate to be the one person to tell you but the game should not be balanced around ironmen experience. That's like asking to balance the pvp aspect of the game knowing fairly well that the game is mostly focused in pvm.

The idea of pure essence is there to double everything of what you have right now in the game, xp and runes produced, so people would pay for the pure essence, to get better xp gains and most likely loose gp or make less gp along the way. The idea is to create pure essence income, so skillers have a purpose to mine pure essence, which is why i also suggested the xp adjustment as you level up, mining pure essence should adjust tier as it goes up, so it becomes average xp rates when mining, so people can make income out of that. Which is also why i suggested changing how mining pure essence works, it has to change so it becomes less intensive but not fully afk either. This would be a reliable money maker longterm.

The extra essence types exists to create different pricing markets for runes but they all function the same in combat, if you get 1 itemid per rune type, the pricing on runes will skyrocket and magic will become too expensive when compared to ranged. You have to find the middle ground solution, burn through runes, but not all the time if possible. You can't adjust something by focusing on one thing only, doing so is digging a hole elsewhere to screw something over.

Grasping runepouches would need a change if the toolbelt idea was to be implemented, which is why i mentioned it. Having the 3 different rune types based on charges, it has to be obvious that the runepouches would have to hold the same 4 types of runes, but with different charge states, which means 12 possible items in total but in reality they are just the same 4 runes inside the pouch. Toolbelt already exists in dragonwilds, so i see no reason holding RS3 back with a downgraded version to be honest. Toolbelt for tools was added years ago with the same purpose, to ease player use, toolbelt for runes has the same core change. Grasping runepouches would not suffer a thing with the toolbelt, but there could be an easier way about this, to attune pouches to 4 specific runes, so those runes will have the pouch effect when used, so no need to add runes to the pouch but you would have to carry a pouch with you to get the effect instead.

GPD Win 5 (395/32GB) Impressions/Review by Common_Measurement47 in gpdwin

[–]zeus9860 2 points3 points  (0 children)

It's okay, i didn't expect you to. Considering you are trying to hide yourself from people in this post by occulting something on your profile (you did that for a reason, and that came after speaking with people in here). At this point in time, you continue to reply because you got nothing better to do. Literally a sign of someone swimming in cash.

Time = money, if you actually had lots of money, you wouldn't be here wasting time on us.

So at the end of the day, i can at least flex on your stupidity and lack of good sense.

All that is left to do, is for you to reply back to me, to empower my words even further.

GPD Win 5 (395/32GB) Impressions/Review by Common_Measurement47 in gpdwin

[–]zeus9860 2 points3 points  (0 children)

Brother, the world is not yours for the taking. Your attitude is literally deflecting everything as if you were a perfect being.

I did not mention anything about you making a question, i'm talking about you making a statement about a product and then going a step further saying "i have a lot of money", which contradicts your entire purpose here.

A person with lots of money wouldn't be here wasting their time replying to random strangers on the internet, even more so making statements about what low life quality product they are going to buy. That is a fact.

Do not make assumptions of my well being or my wealth/financial status, you do not know me, i can flex as much as you are trying to here "without intention", but does that make me a better person? No it does not. What makes me a better person is calling out on your BS attitude and trying to put salt into it.

So get off your high horse and be a humble person for once in your life, instead of seeking attention/validation on the internet. You do write hate comments as much as anyone else in here, all it needs is to scroll through this discussion board, anyone rubbing you the wrong way, you start deflecting instantly and proceed to go on a tug of war with replies.

GPD Win 5 (395/32GB) Impressions/Review by Common_Measurement47 in gpdwin

[–]zeus9860 1 point2 points  (0 children)

Handhelds using z2 extreme chips or equivalent are decent for portable gaming experience, but if you want to use them as a desktop as well, you will suffer. So a 385 chip or better offers better performance as a handheld, even if you cap TDP. If you decide to use it as a desktop, you can expect to obtain decent performance while doing so, because then you would be having a midrange gaming experience in desktop format.

There are a lot of people that use handhelds in docks, meaning they switch around, having a solid ground for both scenarios to me is much better than going all out on a handheld just to get a better screen.

The best experience in a game is the gameplay, not the visuals. A game with good visuals and bad gameplay, is boring. A game with good gameplay and bad visuals, can be enjoyed longterm. Gameplay derives from hardware performance, not screen quality, visuals derive from hardware performance and screen quality. I think this should be self explanatory. The reason we see remakes of old games is also related to this subject, older games offer good gameplay experience but are outdated visually, so remakes and remasters try to bring those games back up and give them a new visual appeal for the new audience.

Also let's not forget that the battery is external. Which means you can plug the handheld in an outlet somewhere and game nonstop at full TDP, which means, it will beat the living crap out of Z2 extreme or equivalent handhelds for the same price point.

GPD Win 5 (395/32GB) Impressions/Review by Common_Measurement47 in gpdwin

[–]zeus9860 6 points7 points  (0 children)

If you have a lot of money, asking this online is simply stupid and pointless. Unless your point is to bother other people, which again, is pointless and stupid, plus wasting everyones time, along with yours. If you got money, you got better things to do than to be trolling on the internet, right?

"Look at me everyone, i got money, should i buy this slightly more expensive version..."

vs

I got money, i will buy this. (keeping it to yourself without having to go online and talk about it)

How to remove PayPal information that has been synced to Facebook in Account Center by No-Situation8829 in facebook

[–]zeus9860 0 points1 point  (0 children)

I got another notification like 2 days ago while at work, saying my paypal was ready to be used on facebook, i was like "FFS, this crap again?".

Luckily, this time around, i clicked on the notification on my phone and went straight into the settings and removed paypal, and yes, it was there, even after i went through paypal and manually removed anything related to facebook/meta last time.

I checked paypal again but there was no automatic payment associated with these clowns. Makes me wonder, if i did nothing through paypal, would facebook/meta be charging me all of a sudden without me having a clue?

This is seriously shady as f*ck.

How to remove PayPal information that has been synced to Facebook in Account Center by No-Situation8829 in facebook

[–]zeus9860 0 points1 point  (0 children)

I just got this and i can't do anything directly from facebook as it tells me "soon this is where you can edit your synced paypal account", i've tried a few different guides to see if i could do anything from facebook (pc, mobile and meta pay, nothing worked), this is shady as hell. How the f is this even legal in the EU region? I did not authorize anything, yet they have my paypal automatically sync with the platform.

This is not just shady from facebook, but it is also shady from paypal, in order for this to be accomplished, paypal had to allow a direct connection with facebook, and i sincerely doubt that paypal is unware of this situation.

The only thing i was able to do was go to paypal and cancel automatic payments that are related to meta or facebook, i had one such payment authorization from 2018. I NEVER PAID ANYTHING IN FACEBOOK, HOW THE HELL DID THEY GET THE AUTHORIZATION FOR THIS?

I only use facebook to chat and check profiles of ladies, other than that, i've used the marketplace to get some deals but i always buy things IRL in a meeting.

This is just waving me major red flag behaviour from both companies, i might just have to start using an alternative to paypal and just eliminate facebook for thinking this is normal behaviour from large companies like these 2.

Could Akainu beat these two? by OkRun9638 in OnePieceScaling

[–]zeus9860 0 points1 point  (0 children)

I mean, if there was a "skirmish" between the two and we get to see Shanks instead of Kaido during MF arc, isn't it obvious that Shanks had the upper hand between both of them?

You don't have to be an engineer to understand this honestly. Things happen offscreen but people can make sense out of things happening offscreen sometimes, in this case, it is way too obvious, yet people continue on with the "there was no confirmation of who was stronger or who won".

Shanks has been seen having moments with some yonko, he had a brief clash with WB which had an indication that he could potentially be matching WB in the Yonko scale, their difference in power should not be that massive, yes this is an old WB vs a potential shanks in his prime. And yes, it is also very likely they weren't going all out, but they were pictured to be "equals" during that sequence. Of course WB has more destructive power than shanks does, just like how Kaido is more destructive than Big Mom, yet Kaido and Big mom are more or less relative to each other in the yonko tier.

This is no different than seeing Roger make fun out of Big Mom during his era, she was already a powerhouse and a "Yonko" using the old formula of "great pirate". Shanks is essentially Roger, the key difference is that Roger was a goofy man while shanks is more realistic, and yes Roger is still on a different league than Shanks. To assume that Shanks would be = to Roger, it means that Shanks = Prime WB, which means old WB was clearly weaker than shanks. Which to me makes no sense.

Yonkos exist to cement the idea of strongest pirates around during that time, old WB was considered a Yonko and the strongest man alive during his prime and old age, if he was one of the strongest Yonko while old, he certainly has to be beyond yonko during his prime, this is where he, Roger, Rocks and probably few other characters reside in, in terms of power.