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List of Minigame Improvements

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Deltaslug

Deltaslug

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Rebalancing Bones to Peaches
- option 1: up the healing of peaches
- option 2: reduce the number of points required to unlock it (like they did with Livid Farm)

Peaches heal 400. I get that players can suddenly turn an entire load of bones into food, allowing for 8k+ potential healing.
But, how many players use the Bonecrusher? and is it worth it to keep picking up piles of bones when you're already doing inventory management? and if the mob you're fighting requires that much healing, are you going to be in a position where you can even do this (a lot of higher end mobs don't drop bones or drop bones you'd want to cast the spell on)? does it have any real value now over the ability Regenerate?

31-Aug-2017 20:53:13

Deltaslug

Deltaslug

Posts: 27,778Sapphire Posts by user Forum Profile RuneMetrics Profile
Original message details are unavailable.
Wilderness Warbands:
- Decrease xp rewards
^


Make it once a month
Make where you have to solo it
- instanced per player
- combat option doesn't change
- add skiller option to dealing with guards

15-Sep-2017 17:10:58

Deltaslug

Deltaslug

Posts: 27,778Sapphire Posts by user Forum Profile RuneMetrics Profile
Troll Invasion:

There is a dialogue box that isn't clear about fighting (combat) and defending (skilling)

It has the options:
Option 1: defend the gatehouse

Option 2: Fight the trolls

It should say:

option 1: Defend the gatehouse (Skilling)
option 2: Fight the trolls (Combat)

01-Dec-2017 03:24:02

Deltaslug

Deltaslug

Posts: 27,778Sapphire Posts by user Forum Profile RuneMetrics Profile
Hope they reference this tread some on the minigame update they're going to work on.

Centralized hub should help a little.

Flipside:
some of these ideas may go out the door if the minigames are modified
some of these ideas may need to go because the minigames are removed

09-Jan-2018 13:13:54

Deltaslug

Deltaslug

Posts: 27,778Sapphire Posts by user Forum Profile RuneMetrics Profile
I've probably stated this before, but one of the quickest ways to make some of the minigames relevant again is to up the XP.

Stealing Creation
Trouble Brewing
Ranging Guild stuff
Warrior Guild stuff

Stealing Creation is 2-3 games per hour (we'll say 2.5). If you got 20 points per game, and got the tools, you'd be looking at 61,125 Bonus XP/hr. How many skills go that SLOW?

Trouble Brewing would need a significant multiplier to be made viable and encourage players to make the rum.

The Guild Stuff just needs a boost. No questions asked.

17-Oct-2018 05:07:51

Deltaslug

Deltaslug

Posts: 27,778Sapphire Posts by user Forum Profile RuneMetrics Profile
Trouble brewing

- move from mos to gamers grotto
- remove quest req to play
- add "deposit" option/feature to hoppers
- only need 1 player per team to start (2 players min)
- f2p accessible? (Besides the stuff and clue. Rewards are either cosmetics or f2p accessible skills)

24-Oct-2018 18:13:00

Deltaslug

Deltaslug

Posts: 27,778Sapphire Posts by user Forum Profile RuneMetrics Profile
Stealing Creation thoughts on simplifying rewards:
- Bonus XP interface only. Items are no longer given.
- Each of the weapon/armor style sets require 150 Points. This keeps it approximately what it costs to get all of the pieces for each set (pro-rated for the shields). The SC Armor becomes cosmetic overrides. Need 450 Points (approx) to unlock all 3 styles if you wish.
- Players who keepsaked SC gear will have their keepsake tokens refunded
- Sacred Clay skilling set - cosmetic animation overrides for Hunter, Fishing, Woodcutting, and Mining. This is the least invasive animation set: sacred clay tools visually override your normal tool look during animations or just do "normal" skilling but with these in place of your normal skilling tool.

16-Jan-2019 19:25:01

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