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List of Minigame Improvements

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Rikornak

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It's a wonderful compilation of what could be improved in minigames and other activities.

I really hope if few of these things will make their way into the game. Support

Maybe you could add an option to obtain crafting, construction, farming and magic strange/golden rocks from the livid farm to your list. (Similiar to how rocks for smithing can now be obtained form the artisans workshop)
Improvements: Tooltip / (F2P) QoL v2
Quick Fixes: Invention

06-Jun-2015 15:20:28

Rikornak

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Should healing abilities be disabled in Barbarian Assault? They make the Healer's role easier, especially if there are two Attackers.


Don't know why you shouldn't be able to use the stuff you've earned. It is a other thing than the asylum im FoG.

Anyway new suggestion: Remove the rating requirement in Conquest for the trimmed Completionist Cape (it isn't good for anything anymore, as you can purchase the deflector without rating now) or just disable rating drops when losing (if the rating is a purely cosmetic thing, wouldn't be needed).
Improvements: Tooltip / (F2P) QoL v2
Quick Fixes: Invention

25-Jul-2015 07:30:26 - Last edited on 25-Jul-2015 07:31:56 by Rikornak

Rikornak

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Do you really think it is a good idea this thing prevents players who want to play conquest from playing conquest as they could lose their cape? I don't ask for the rating to be removed, I just ask for it being cosmetic (just as in FoG, as this rating system is a great thing).

And you can (or at least could) buy the deflector without rating for thalers.
Improvements: Tooltip / (F2P) QoL v2
Quick Fixes: Invention

26-Jul-2015 07:02:57 - Last edited on 26-Jul-2015 07:03:32 by Rikornak

Rikornak

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New suggestion for the flash powder factory: Give some small xp drops for actions in there (similiar to the brimhaven agility arena), it feels better for motivation if you get something while playing the minigame (and could give it some value when compared to regular training). Also remove the cap of Brianpoints being able to aquired per game - it shouldn't be the intention to leave a game, when you've reached a certain score. Improvements: Tooltip / (F2P) QoL v2
Quick Fixes: Invention

13-Aug-2015 10:24:58 - Last edited on 13-Aug-2015 10:33:16 by Rikornak

Rikornak

Rikornak

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New suggestions:

General:

Use instanced shards for every minigame (that uses an otherwise unreachable location, i.e. no livid farm), but give players an option to disable this (when you just want to play with your friends)

Flash Powder Factory:

- Rubble should be able to spawn in every room (maybe also increase its spawn slightly)
- I also don't see a reason why you should add an activity bar in a solo game (you won't get any rewards for doing nothing / you won't negatively affect other players)
- Give a chance to obtain golden and strange rocks for agility, thieving and herblore on respective actions.
- Increase xp rewards for turning in more points at once, also add in an herblore xp reward
Improvements: Tooltip / (F2P) QoL v2
Quick Fixes: Invention

15-Aug-2015 09:29:16 - Last edited on 15-Aug-2015 09:35:54 by Rikornak

Rikornak

Rikornak

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New suggestions:

General:

Use instanced shards for every minigame (that uses an otherwise unreachable location, i.e. no livid farm), but give players an option to disable this (when you just want to play with your friends)

Flash Powder Factory:

- Rubble should be able to spawn in every room (maybe also increase its spawn slightly)
- I also don't see a reason why you should add an activity bar in a solo game (you won't get any rewards for doing nothing / you won't negatively affect other players)
- Give a chance to obtain golden and strange rocks for agility, thieving and herblore on respective actions.
- Increase xp rewards for turning in more points at once, also add in an herblore xp reward

Instances for everything sounds like more than the ninjas could do, I think, and I'm not sure if it's that useful for some minigames.

The activity bar is just to ensure, well, activity and to combat afk'ing for thaler. Pretty sure golden rocks wouldn't work as you wouldn't be able to take them out of the minigame.

I'll add the latter point though, sounds like a good idea. Frankly I thought this was the case already.


golden rocks (and dungeoneering skill shard) work for dungeoneering, which has similar rules of what you can take in - shouldn't also be a problem to take the rocks in for another round, as you won't need more than 10 inventory slots at max

Also understood now why you want the activity bar in (when it gets implemented with the other changes you'll have at least an incentive to complete the round (or get at least a few xp in the end))

With the rest I agree with you (albeit an instance shard could really help with games like trouble brewing - and could be used for a spotlight like the FoG one)
Improvements: Tooltip / (F2P) QoL v2
Quick Fixes: Invention

15-Aug-2015 18:45:43 - Last edited on 15-Aug-2015 18:50:47 by Rikornak

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22-Aug-2015 09:27:30

Rikornak

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Just discovered the Seren spells (shield dome, prisms) work in Fist of Guthix, which is obviously wrong. For instance, Hunted can gain extra protection, teleport to safety or even heal because another player cast one of these spells. Added disabling them to the list; Mod Raven would like some general opinion though, so...anyone disagree? :P


The rule of thumb should be you can benefit from those effects by yourself, but nobody else should be able to do so.
Improvements: Tooltip / (F2P) QoL v2
Quick Fixes: Invention

07-Nov-2015 09:38:54

Rikornak

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I think you can now cut your Rat Pits suggestions ....

Ah right, I'll update them.


I like what you did with your entry for them :)

It's utterly futile but I have to take a stand, don't I?

It's quite a shame they removed all the areas and characters as well, rather than just disable the minigame itself, since the atmosphere and dialogue were fantastic.


Yeah - I do agree with you on this, I honestly did guessed they would just shut down the minigame itself and not remove the areas as a whole.

I do not even think they would need to put too much work into it if want to bring it back into the game - re-coding of course and maybe giving slight xp rewards for playing (maybe two-digit hunter for every rat killed and three-digit summoning for every game won, both with slight level based scaling - of course just thoughts of mine)
Improvements: Tooltip / (F2P) QoL v2
Quick Fixes: Invention

09-May-2016 18:36:07

Rikornak

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I guess I also got some new suggestions:

- Remove the cooldown of the Shattered Heart activity (design relic (even a double one as it still uses a 7 days reset, instead of the wednesday one), the xp wise superior golden shattered heart activity doesn't suffer from it, due to being more modern), the xp given by it aren't really that powerful.

Taken from my Shops Quick fixes regarding the Rangers Guild

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- Archery Tickets can now be exchanged for the following (p2p) (Refine the interface used for exchange):
*Red Dragon Armour (1000 Tickets - Full Set)
*Black Dragon Armour (3000 Tickets - Full Set)
*Royal Dragon Armour (5000 Tickets - Full Set)
*Rune Arrows, Bolts or Javelins (100 Tickets - 10 units of ammunition)
*Dragon Arrows or Javelins (500 Tickets - 10 units of ammunition)
*Barb bolttips (100 Tickets - 30) Those would need additional rework to be viable
*Ruby bolttips (200 Tickets - 30)
*Diamond bolttips (500 Tickets - 30)
*Dragon bolttips (1500 Tickets - 30)
*Onyx bolttips (10000 Tickets - 30)
*Ranged XP (1,10,100,1000 Tickets - XP Awarded scale with level, More tickets cashed in at once award more XP)

Players will need to collect new tickets for this. Legacy tickets are automatically removed and converted to 10 gp/ticket. New Tickets aren't tradeable, but the rates to acquire them are improved (especially at higher levels).
Improvements: Tooltip / (F2P) QoL v2
Quick Fixes: Invention

22-May-2016 09:10:35 - Last edited on 22-May-2016 09:27:07 by Rikornak

Rikornak

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Court Cases once had this - but got this totally removed by the ninjas as well (d&d rework last year). Shattered Heart is one of the last (afaik kingdom managemant is the only other one with a really weird one, but there could still be more out there) pieces of content not being synchronized - but I just think they could also get rid of it entirely (simply because of the golden rocks) Improvements: Tooltip / (F2P) QoL v2
Quick Fixes: Invention

24-May-2016 14:38:27 - Last edited on 24-May-2016 15:07:25 by Rikornak

Rikornak

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Jagex keep encouraging the nauseous "all I want is xp" attitude" and this saddens me. The last minigame updates were great (Heist, FoG update**** update & hard mode) and almost all minigames were always flocked by (non-afk) people just a few years ago, so it's clearly the players' fault that minigames are all but deserted nowadays, and Jagex only encourage this. :( As evidenced by this thread, while soem minigames could use an outright full rework, a dozen or so small but important 'ninja' fixes would be more than enough for most of them. Then, if afk'ing in non-solo minigames is made a reportable offence, and Jagex advertise minigames more, we should be good.

I'm even considering a daily xp cap that increases with total quest points so that even the xp addicts would be forced to stop after a certain amount - and that's a radical, Draconian procedure.


I do not really agree with punishing players for wanting to play around partially broken design faults - Jagex should rather give incentives to play those games on the one hand (this could be xp, this could be some moneymaking (tradeable rewards), this could be some awesome item rewards - just think of mobilising armies ring imbues extended to modern ones, maybe for those on a charge basis to encourage returning, this also could just be some awesome cosmetic (I know they don't want to do this due to treasure hunter / solomon, but it is just a thought)) and on the other hand they should make those games appealing to play (bring them up to modern design standards - it is ridiculous cw for instance still has a winner takes all system (yes - winning should be rewarded, but giving the loser nothing is no-go) - you don't need to rant about players to afk if they're going to lose and getting nothing for it (silver tickets are useless -> nothing)), rework them graphically, just bring them up to the standards modern content has
Improvements: Tooltip / (F2P) QoL v2
Quick Fixes: Invention

02-Jun-2016 16:58:58 - Last edited on 02-Jun-2016 17:00:21 by Rikornak

Rikornak

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Continued: To prevent something like this winners should be able to win the game prematurely if they dominate it (could be something like - first team scoring 5 (take this just as an example - it could be adjusted higher or lower of course) flags in cw wins), they don't need to totally dominate a losing team for 20 hell-long minutes - and the loser don't need to endure this. Then introduce systems like reasonable team sizes (let a cw game go if has e.g. a 30v30 situation), allow regular matchmaking in order to prevent staking, use those goddamned instance shards,...

There is so much that could be done to make those games more enjoyable - just by working on the game mechanic itself

Of course I also do not think it is good what is happening, but look rather at the reasons instead of the result (and once again in here - it is better to reward, instead of punishing) - and mechanics shouldn't be allowed to remain broken just because some deadlocked guys think about losing their face because of trimmed or something else. The games should be fun - but partially they just aren't
Improvements: Tooltip / (F2P) QoL v2
Quick Fixes: Invention

02-Jun-2016 17:09:07 - Last edited on 02-Jun-2016 17:30:14 by Rikornak

Rikornak

Rikornak

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I've got a new PvP Hybrid Armour related improvement:

I think we all can agree it is quite anoying and interrupting getting this claim message after each game won at a certain point, so I would change this in a way you can obtain each piece of armour only once as a drop (or prematurely when purchasing it with thalers). Armour lost could then be replaced for free at those 5 minigame managers and the thaler shop
Improvements: Tooltip / (F2P) QoL v2
Quick Fixes: Invention

05-Jun-2016 06:22:55 - Last edited on 05-Jun-2016 07:28:53 by Rikornak

Rikornak

Rikornak

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New suggestion: Convert the following currencies into virtual ones: Castle wars tickets (golden and silver), pieces of eight (especially disturbing as you have to bank them first before joining in for a new round), runecrafting guild tokens

Also taken up this again:

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I've got a new PvP Hybrid Armour related improvement:

I think we all can agree it is quite anoying and interrupting getting this claim message after each game won at a certain point, so I would change this in a way you can obtain each piece of armour only once as a drop (or prematurely when purchasing it with thalers). Armour lost could then be replaced for free at those 5 minigame managers and the thaler shop
Improvements: Tooltip / (F2P) QoL v2
Quick Fixes: Invention

22-Jun-2016 14:46:24 - Last edited on 22-Jun-2016 14:48:20 by Rikornak

Rikornak

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I think we can really stick to volcano items and create a interesting reward structure:

As more common rewards I would use the suggestions you've used: TokKul, charms, gems up to diamond, shards (after brink of extinction).

As uncommon rewards Onyx bolt tips, obsidian weapons, dragonstones, finished pieces of obsidian armour (after brink of extinction)

Very rarely a single uncut onyx, fire capes (only after having unlocked the kiln with one), kiln capes (only after having unlocked the enhanced fire cape). This table should remain locked until a certain threshold of players has been passed.

Players should be able to disable armour and capes rewards manually if they don't want them. They also wouldn't be awarded if you already have one in the bank

A certain (low) quantity of the common reward table should always be rewarded independently of outcome (just in order to prevent a lackluster winner takes all situation - if players continously don't get anything after getting beaten up they simply won't play), the uncommon and rare tables only for victors (or players having well performed (but were eventually defeated) with many opponents). Chances and quantities should scale with the amount of players participating in the arena.

As a last step it will also be able to award thalers (I think it currently doesn't? Has been a long time since I played it last time) and put it in spotlight rotation
Improvements: Tooltip / (F2P) QoL v2
Quick Fixes: Invention

03-Jul-2016 08:56:28 - Last edited on 03-Jul-2016 09:04:51 by Rikornak

Rikornak

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Glad to see you like it - I guess in terms of capes the drop rates should be set in way it is unfeasible to farm them this way - they just could serve as some additional reward for players having finished with the kiln already (besides grinding through for FB and pet), for instance if you want more materials for invention. I would have said the very rare drop table could start appearing at 10 players as a 1:1000 drop and be passing a threshold for every 5 additional players (speak 15 players -> 2:1000 and so on)

Furthermore I would say those reward tables could also be used to improve the fight caves (of course no kiln capes there), as there literally isn't any reason to complete it more than once (or up to three times if you want surplus capes for pet and cape rack) and the kiln (as the rewards now are just extremely pathetic after its buff a few weeks ago). Maybe for both minigames a drop could be added for every kill to your end game rewards (always some rewards but you'll get them reduced if failing) - similiar to fight cauldron
Improvements: Tooltip / (F2P) QoL v2
Quick Fixes: Invention

04-Jul-2016 08:06:28 - Last edited on 04-Jul-2016 08:08:29 by Rikornak

Rikornak

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Taking the items from promotions and adding them as rewards to activities in the core game should be done, at the least for promotions that are over half a year old.

But then again, if they did that then Jagex wouldn't be able to milk people for money as easily; and all the elitist primates that want to keep their temporary-content rewards to themselves would start having tantrums.

There's probably at least 200 items in the game now from skilling to cosmetics that are locked in limbo.


At least I am happy their endless demands for so many promotions finally backfired at them (just take a look at the TH forums)

@topic: The Lava whip from a 2012 promotion and recently available with vic could also be added as a very rare reward for fight pits, caves and kiln

/update: having read the last page: I really would rather see Jagex using instance shards instead of enforcing gameplay on a certain world in order to prevent boosting. Yes it may be an issue, but you also shouldn't forget there are localized versions of this game as well, which would suddenly totally be locked out of those games. And why would boosting (especially if it even it is made harder by preventing some secondary rewards without having enought players) be such an issue if it at least leads to a utilisation of those games... it is less cancerous than games dominated by staking, which would be supported instead then
Improvements: Tooltip / (F2P) QoL v2
Quick Fixes: Invention

15-Jul-2016 07:21:54 - Last edited on 15-Jul-2016 08:21:44 by Rikornak

Rikornak

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No point in fixing minigames if nobody plays them anyway

This is flawed reasoning, though. People might not play a minigame because its gameplay is broken or lacklustre, thus initiating a vicious cycle wherein the minigame is played less and less. Fixing it would be the best solution, not least since the alternative is doing nothing c.q. allowing the situation to deteriorate.


I think for this a combo-solution would be the best thing: Replenishing the minigame and adding the instance shard in the same step
Improvements: Tooltip / (F2P) QoL v2
Quick Fixes: Invention

22-Jul-2016 20:50:45

Rikornak

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Funnily it is quite unneeded for both flash powder and cabbage facepunch as you're able to play those alone as well - for cabbage facepunch the issue simply is this team gorilla thing which you've already listed.

But everything actually requiring other players should really make use of it (I hope they do it for this crucible successor then) - and as an absolute plus they should introduce a proper automatic queueing system
Improvements: Tooltip / (F2P) QoL v2
Quick Fixes: Invention

24-Jul-2016 12:37:55

Rikornak

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I've read bit through your points once more and I'd like to give feedback for penguins / guthix caches based on this entry:

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Guthixian Caches:
- Decrease xp reward to be on par with e.g. penguins



My biggest issue on this is the big mistake (not on that time, but on a modern perspective) that had been done with penguin points that makes it look shabby in comparision with treasure hunter or modern ingame activities: linear scaling - It makes the activity less impressive with every level progressed (the only thing being worse in here would be a constant value), so it should be at least on a 'n log n' scale (maybe even n^2). The current linear scale may have worked at that time it had been released, but it really isn't good nowadays (and thats not just due to MTX, every modern D&D also does it - and this is the reason why they're attractive to players on every level - and not forgetting better regular skilling methods as well). Also a further reason would be futureproofing content for times more skills are extended to 120 (or maybe on one day even further)

I do agree the xp on caches could be cut slightly (but keep the scaling factor), but penguins are a bad place to start with. Summarized I would like to suggest adding an improved scaling for penguins (Maybe a formula to start with would be 20*level*log(level)). Of course something like this also should be done with every other minigame/d&d that still uses linear scaling
Improvements: Tooltip / (F2P) QoL v2
Quick Fixes: Invention

18-Nov-2016 07:51:59 - Last edited on 18-Nov-2016 08:20:04 by Rikornak

Rikornak

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I guess I've got a few improvements for the spotlight system in general:

- When an event (be it be a real ingame one or just a TH promotion like this weekend) wants to lay focus on a minigame they should spotlight it in addition to the regular rotation. Same thing with the twice annually minigame weekend: It should spotlight all minigames at the same time
- Also they should put deathmatch into the spotlight rotation
Improvements: Tooltip / (F2P) QoL v2
Quick Fixes: Invention

08-Jan-2017 06:01:29 - Last edited on 08-Jan-2017 06:01:42 by Rikornak

Rikornak

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All
Ban weapons and armour above level 80 or 85. Minigame hybrid armour should be the best, and it is empirically evident that players with full sets of level 90 armour are practically invincible.


I think they could go a darkscape approach for this: Diminish the power of t80 and higher eq (except for minigame hybrid - and maybe also other pvp armour like superior ancient warrior sets) in minigames. This way players still would have progression by using higher leveled items, but not an overly insane advantage
Improvements: Tooltip / (F2P) QoL v2
Quick Fixes: Invention

28-Jan-2017 15:43:41 - Last edited on 28-Jan-2017 15:46:27 by Rikornak

Rikornak

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Quests like the one released yesterday are wonderful: One more penguin to be found and somewhat improved scaling for penguins and the circus as a reward.

I wish they would do something like this more often: Extending functionality of minigames and d&ds by completing other content.
Improvements: Tooltip / (F2P) QoL v2
Quick Fixes: Invention

28-Feb-2017 08:43:33 - Last edited on 28-Feb-2017 09:14:24 by Rikornak

Rikornak

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Great thing to see they have implemented the first mtx skilling sets to ingame activities - not necessarily all of the games of your choice, but at least some are there now.

Maybe as a idea to harmonically incorporate even more mtx content ingame stealing creation could additionally award crafting catalysts
Improvements: Tooltip / (F2P) QoL v2
Quick Fixes: Invention

06-Mar-2017 12:23:39 - Last edited on 06-Mar-2017 12:41:46 by Rikornak

Rikornak

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Sure: They are a consumable item worn in the pocket slot released once in a SoF promotion (I don't think they had been ever released thereafter, but they also hadn't ever been discontinued - I still got my hands on a few), which speeds up crafting processes and additionally awards parts of a summoning focus depending on what you're crafting (gemcutting, processing leather or creating jewellery). Those 3 pieces can be assembled to a complete focus, which is tradeable, stackable, can be worn in the pocket slot and increases summoning xp by 20 % per pouch. 1 focus is consumed per pouch.

I just guess they somewhat fit for stealing creation and would suggest they could be awarded after each game in a rate of 5 catalysts per reward point earned (directly sent to your bank in order to prevent interruptions)

You also may want to check your second to last post on the first page as your formatting got broken there
Improvements: Tooltip / (F2P) QoL v2
Quick Fixes: Invention

08-Mar-2017 06:42:24 - Last edited on 08-Mar-2017 09:50:22 by Rikornak

Rikornak

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The implementation of skilling outfits in the game is great, but it felt a bit rushed. Some of them could be handled better.

1) Remove the diviner outfit from caches and make it obtainable with Shades of Mor'ton instead. Caches are already super good for Divination training. Adding an additional reward would be pointless.
Note: You would loot "Divine Cloth" from chests which can then be crafted into outfit pieces.
Getting the pieces directly from chests would be a bit weird lore-wise.

2) Remove the RNG element from the Chef Outfit. Just let players trade a fully-charged Aluft Aloft Delivery Token for one piece of the chef outfit.

Another suggestion for GOP:
People should be rewarded for doing well. So I'd say, give ~150 RC xp for every orb you push or pull into the altar, or if you "assist" someone into pushing/pulling an orb into the altar.
(Up to 2 people can get xp from an orb, but both get the full 150 xp)


Just for leaving a comment to that:

- Regarding the diviner's set the current implementation may not be ideal, but for sure is significantly better than putting the set on a random game, that has no relation at all to divination. I personally would have used trading memory strands, but it is done now I guess
- The chef set thing on the other hand would be a good solution for the bad luck protection they had introduced to a few lore drops and could be used in here as well
- Progress (xp) during a game is really something that should be able to be seen everywhere, it helps with the motivation
Improvements: Tooltip / (F2P) QoL v2
Quick Fixes: Invention

08-Mar-2017 14:09:56 - Last edited on 08-Mar-2017 14:12:38 by Rikornak

Rikornak

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Seeing Jagex made almost all GOP rewards available via runespan I would suggest they simply should unify both currencies and allow players to earn all rewards on both ways (GOP should be faster (break even or slightly improved on a loss, noticeable on a draw, significant for winning), span more afk-able)

Taking on Mike Lts idea I would say you should be awarded a few rc (b)xp (and currency) for every point your team scored in a certain round - currency simply for the reason as losing with a great performance shouldn't be rated worse than winning with a bad one - and an additional incentive to get players to trying as hard as they can to reach high scores

Taking on your idea with stackable essence - instead of removing it after a game ends it should simply be sent to your bank for normal use. Maybe players could even toggle if they wish to receive regular essence or this new unstable one (in lower quantities)
Improvements: Tooltip / (F2P) QoL v2
Quick Fixes: Invention

20-Mar-2017 11:45:11 - Last edited on 20-Mar-2017 12:36:35 by Rikornak

Rikornak

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Sounds good. I'm quite angry about the new update though, it further devalues the minigame in favour of afk'able training. I'll make sure to complain about it.


I think a nerf for the effort needed to obtain the RC set was in order - it simply was unfeasible to go for it if you just wanted to achieve skill mastery - but I wish the rates for someone at level 99 in the span would have been achieved by playing GOP for each piece. And the current GOP rates for the span

Albeit it probably will be more than just a few hours for someone starting RC from scratch now and wanting to benefit from the set.

The real issue is that the GOP practically has nothing interesting to offer besides the teleport focus for the morytania task and this massively overpriced set - and jagex has missed chances at least twice now: The wicked pouch and yesterdays additions - but at least the latter could be fixed with a unified currency and improved rates compared to the span.

Maybe also as a QoL thing talismans could be noted upon purchasing them - it currently is somewhat annoying to buy bigger numbers
Improvements: Tooltip / (F2P) QoL v2
Quick Fixes: Invention

21-Mar-2017 06:11:06

Rikornak

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A neat upgrade I guess :)

Got a couple of suggestions for the Anima Islands D&D (the former tuska's wrath thing)

- Enable the area and d&d for free players, but prevent access to Mazcab and the Desert (as the Event itself was available to them). Access could be granted via the Gamer's grotto and Wizard Chambers on the docks of Al Kharid.
- Lift the limit of points that can be achieved on a single island
- Change Sacrifice, Devotion, Transfiguration and Tuska's Wrath to tradeable ability tomes in order to get an incentive for replayability
Improvements: Tooltip / (F2P) QoL v2
Quick Fixes: Invention

16-May-2017 07:40:39 - Last edited on 16-May-2017 07:42:58 by Rikornak

Rikornak

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Why not add Trouble Brewing to the Gamer's Grotto with F2P access?

Just remove the Hunter requirement for catching monkeys.


I doubt they will do that as trouble brewing in its current form is extremly deep woven into a p2p quest line and area. You even learn communication during one of the pirate quests
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18-May-2017 06:11:51

Rikornak

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Seeing menaphos having brought people back into pyramid plunder it has somewhat gotten obvious how clunky this game feels (especially in comparision with the new shifting tombs).

I guess it is about time bringing a few QoL improvements to that game as well

- Almost everything contains a few ticks of empty animation (speak: no animation runs, but you can't do anything as well), those should be removed or be reduced to 1 tick maximum
- Reduce the uncanny chance to fail (something is going horribly wrong if you're using a master camouflage outfit (with exoskeleton unlocked additionally), being high leveled and then still fail quite occassionally even in low rooms)
- Allow your character automatically try opening an urn again if they fail, but dodge (that 25 % chance given by the exoskeleton)
- Have the game count as the menaphos area, everything looted grant a few points of reputation in menaphos after having completed 'The Jack of Spades'
- Jenifurr and the Menaphyrite are encountered more occassionally in higher rooms (similiar to your black ibis suggestion)

I think it was a good idea including older content as well, but I fear it is more repelling for newer players as it is
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27-Jun-2017 10:25:07 - Last edited on 27-Jun-2017 10:50:49 by Rikornak

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I respect your opinion on that, it just was some thoughts of mine: I simply do not think it does feel good when your character already isn't doing anything anymore, but you're not even able to queue the next action, same thing with players practically (leave out a crystal mask/light form combo, that really shouldn't be needed for a low leveled activity) using everything to increase their thieving chance (it is not just the level, it is also a massive bonus through equipment) and still being able to fail multiple times at urns in the level 21 room (which I was opening a lot recently in the search of that gem). I do not think it is too bad when it still happens occassionally in the rooms intended for a players level (or even rarely in a low leveled room), but something like this makes me rather dropping back to conventional thieving.

I guess automatically attempting it again with the exoskeleton would be just a convenience feature unlockable for higher leveled players with a quest. It is not like it would allow you to do that afk (especially with still a lot RNG involved). A nice to have, but surely not needed.

Buffing poison should not be overdone in the lower leveled rooms, I guess it should start where it is now at level 21 and scale up to a few hundred points (it shouldn't kill you too quickly, but you certainly shouldn't be able to ignore it either) at level 91 (as those players should simply be able to use a piece of armour with venomblood activated), but otherwise I do fully agree - it feels somewhat laughable at the moment. A formula that could work for that would be 5*(room)^2
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29-Jun-2017 06:01:28 - Last edited on 29-Jun-2017 06:29:32 by Rikornak

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Got a few suggestions for the Memorial to Guthix D&D:

- Make the Butterfly necklace, Aurelian cape and Butterfly Teleport from a past TH promotion available for 3000 memory strands each OR hand them out as rewards for prestige 4, 5 and 6.
- Maybe you also could consider moving the diviner's outfit from shades of morton to MtG due to the former having no relation at all to divination (I don't think it helps if a reward pool is extended by random rewards - it should be thematically fitting, maybe you could cosider adding the lost soul items instead (helm of corruption and scrimshaws of aggression/sacrifice - the scrimshaws would serve as a long time motivator, as you'll need to replace them every once in a while)). I guess a reasonable price would be 2000 strands each. In contrary to all other rewards this also should be able to be bought without having to complete the D&D once (in order to prevent locking the set behind 95+ divination)
- Add fading memories for 250 strands each a long time motivator

Also something for cleaning up your OP:

- You can remove the slayer mask addition to soul wars, they've already been released to shattered worlds
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10-Jul-2017 08:05:44 - Last edited on 10-Jul-2017 09:15:49 by Rikornak

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If we're taking a look into the reward structure of both activities we currently have the following:

Caches: High experience rewards, a buff that is intended to get you to skill (and is quite useful if you actually decide to do so), xp outfit

Memorial: Low additional experience (most simply is coming from regular skilling - you currently can use strands for medium lamps if you think you're done with the activity), up to 4 permanent unlockable passive effects (albeit there are many of them are bad trade-offs, but you're able to get combinations without disadvantages), 3 sets of cosmetic wings

If we're doing the redistribution the cache will lose the xp outfit and the memorial will get some purchaseable cosmetics, the skilling set and an item that is intended to get you to regular skilling. I think as an item reward the fading memory is better with the memorial (as the cache should drive you to skilling with its buff given).

Yes I agree with the memorial might have too much of rewards then, but if we were to give something item based to the caches I'll actually would leave the xp outfit there. The butterfly items just wouldn't fit thematically there and the memory would be replicating an already given reward.

And for the outfit I guess we already have achieved the most important part: We're able to obtain this set outside of MTX
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11-Jul-2017 06:31:16

Rikornak

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I've got an updated list of my archery ticket suggestions:

Original message details are unavailable.
- Archery Tickets can now be exchanged for the following (p2p) (Refine the interface used for exchange):
*Red Dragon Armour (1000 Tickets - Full Set)
*Black Dragon Armour (3000 Tickets - Full Set)
*Royal Dragon Armour (5000 Tickets - Full Set)
*Skirmisher Armour (4000 Tickets - random missing piece, lost items are still replaced with diango)
*Bronze to Dragon Reprisers (n*50^2 Tickets + previous repriser, with n = 1 for bronze and +1 for each rank)
*Rune Arrows, Bolts or Javelins (100 Tickets - 10 units of ammunition)
*Dragon Arrows or Javelins (500 Tickets - 10 units of ammunition)
*Barb bolttips (100 Tickets - 30)
Barbed bolts now have requirements and damage values of runite bolts, but are not able to be gem tipped
*Ruby bolttips (200 Tickets - 30)
*Diamond bolttips (500 Tickets - 30)
*Dragon bolttips (1500 Tickets - 30)
*Onyx bolttips (10000 Tickets - 30)
*Ranged XP (1,10,100,1000 Tickets - XP awarded scale with level and amount of tickets turned in at once)

Players will need to collect new tickets for this, which are virtual and untradeable, but have improved rates to obtain them (especially at higher levels). Legacy tickets are automatically removed and converted to 10 gp each.


Similiar to how I would introduce reprisers at the ranger's guild, I would use the mage training arena to introduce tier 1-60 rebounders as new purchaseable rewards

Leaving a general thought for minigames: What would you think about adding achievements in the style of Shifting tombs? The castle wars ones could simply be rolled over to the achievement interface and for other games stuff they could be styled exactly like it was done for ST
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26-Jul-2017 07:06:52 - Last edited on 26-Jul-2017 09:22:51 by Rikornak

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If you take a look in the menaphos achievements (They're independent from the (trimmed) comp/mqc btw) there is a five-tiered achievement for completing 1, 10, 50, 100 and 200 tombs (there are similiar for city quests and killing sophanem slayer dungeon creatures). None of them is intended to be required for any cape, but you need every tier two achievement for the menaphos meta achievement and the sandy title.

I was thinking about adding additional optional ones for pure participation (of course please not a 5k one like in castle wars, albeit I would the capes in for pure tracking reasons). I think some more complex suggestions could be a good thing, but shouldn't be stuff that makes players doing weird stuff in the games.

I'd prefer achievements for pure unlocks (spells, abilities, passive effects, skilling sets since last month) for the representation of a game though (for instance unlocking the respective piece of hybrid armour could also be such a thing). Buying certain non-permanent rewards aren't that good to be honest
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26-Jul-2017 09:43:46 - Last edited on 26-Jul-2017 09:44:57 by Rikornak

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As you suggested in your ninja fix thread to drastically increase the prices of the master runecrafter set I would again suggest unifying runecrafting guild tokens and runespan points into a single currency: Let's call them Wizard tower tokens for now.

Initial conversion rate would be

1 Runespan point -> 1 token
1 Runecrafting guild token -> 4 tokens

Wizard tower tokens are obtained at the same rate as runespan points are now, but the GOP itself will get some further changes in terms of currency:

- Every orb captured is worth one token for each member of the team. This bonus is needed to reward a good performance even if it results in a loss.
- The scoring player gains one additional token, some level dependent runecrafting experience (it doesn't need to be much or lead to high rates, but players should be able to feel some RC progress) and a chance on rue, strange rocks and the runecrafting skill shard.
- Individual altar victory now is worth 400, drawing 250 and losing 100 tokens.
- Game completion bonus is changed to 1000 for winning most altars, 625 drawing and 250 losing. On free worlds this is reduced by 25 %.

Those changes will ensure winning still is adequately rewarded, but don't assign all rewards to the winning team and potentially totally demotivate the loser.

All GOP rewards will cost 4 times the price they do now, except for the Master runecrafting set. Runespan exclusive rewards will inherit their current price, shared rewards will be adjusted to the new GOP prices. This will allow players to choose their way: A slow, but afk one or a faster one that would hopefully revitalize a minigame

Of course it all will lead to obtaining the master runecrafter set faster (slower on the runespan route) - but this is a long overdue change as it never was worthwile to obtain it when players were just going for level 99 in runecrafting (I guess even the use for 120 would be questionable).
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28-Jul-2017 15:20:32 - Last edited on 28-Jul-2017 16:13:17 by Rikornak

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Leaving a few more thoughts for my last post:

- Keeping the master runecrafter robes in the new currency system at 15000 tokens each may have been a bit low, it could be increased to 25000 each: That would result in 1 piece for around 25 full losses, 9-10 draws or around 5 victories (or anything in between). I think this for a purely xp boosting outfit an adequate effort. Maybe introduce a fifth piece (maybe a cape, certainly no gloves in order to not collide with the FoG ones) to have it consistent with modern xp boosting sets and a 6 % xp bonus. What I also think: The set could additionally adapt the weight reduction and other bonuses from the wicked set (as the ethereal can do this as well)
- Add in wicked pouches as a new reward for 30000 tokens. They need to be constantly replaced so I think this is a fine price and will ensure players returning
- I doubt talisman staves could ever be put in an adequate niche in the modern game, but we could go for a different approach: Purchasing the basic staff as well as adding a talisman additionally unlocks the respective override permanently without having to use a keepsake key. I think many players are ready to do some effort for some neat cosmetics (maybe polish them slightly graphically): Would be a grand total of 560000 tokens that would be needed to obtain if a player wants them all.
- Add in all higher leveled talismans with death costing 2000, blood 4000 and soul 8000 tokens. It will be a more reliable source for ironmen to obtain them without needing disproportional high slayer levels compared to the RC ones
- Grant free players pure essence (they will only be able to obtain it in GOP) as they need it now for runecrafting urns. They will still only be able to grab pure essence and not toggle for unstable ones
- Unlock the runecrafting guild and the free version of GOP at level 33. The p2p version still needs a level of 50
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30-Jul-2017 08:04:20 - Last edited on 30-Jul-2017 08:29:52 by Rikornak

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I used some scaling in here in order to get some distance between runespan and TGOP - and in order to allow getting some performance bonus into. I think a times 4 multiplier sounds like a base to begin with - it of course could be adjusted in either direction, but I think it is better to be slightly too generous than to be too restrictive.

I do not think each activity needs exclusive rewards as Pest Control and Conquest work in a similiar system - and in here we have two routes with two different degrees of engangement and speed. I guess unlocking music tracks will at least ensure players will take a look at both activities and allow them to decide which one they like better (and I am sure many will use both as i.e. runespan is open at all times)

Regarding the wicked hood I think it is fine when teleports are unlocked with adding both the talisman and completing the respective quest (maybe even have players to manually visit the location once - see how it was solved with the soul altar). I wouldn't restrict its power itself as most comes from completing the wicked set - and this needs some work

Seeing the wicked pouch I'll agree with it may devalue rune pouches, but I would see the latter as a more permanent investment. But I think TGOP/Runespan is a more fitting location than the loyalty store

I thought into granting guild access at level 33 (that includes both f2p and p2p) and splitting the activity into two tiers: A lower tier taking the current f2p route at runecrafting 33 and the medium leveled one taking the current p2p route at rc 50. That wouldn't be that different from PC again - we could even think about adding an high leveled route that includes all altars up to soul (but leave this just a thought for now, TGOP will need a bigger player base first and that idea further evaluation).

What would be really important though would be adding an instance shard so you could quickly match with players wanting to take the same route as you do.
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02-Aug-2017 09:13:34 - Last edited on 02-Aug-2017 09:14:29 by Rikornak

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I guess with two months into Menaphos it is about time to review its minigame and d&ds

Soul Obelisk & Corrupted Scarabs:


- Have a world wide announcment 5 minutes before they spawn, similiar to most other D&Ds
- Change the spawn announcement to a world wide one.
- Change scarabs to player specific spawns, but change their respawn behaviour to a time based one instead of one that is triggered by leaving the tombs
- Have the double RC xp available to all players, not only those with a prayer level lower than 50, this shouldn't be rewarded

City Quests:


I think the whole idea is quite good for taking out certain lower demand items from the economy, but it isn't fully elaborate in some aspects

- Add a right-click option for Urluk to check for quests
- Give out a chat message telling your requirement upon accepting a new step (you can quickly forget the actual number)
- Resets should always happen at a full hour with the timer starting when accepting a quest, not completing it
- Quests requiring sunchoke, fly trap, barberry or prickly pear seeds should be changed to require a range of 2-100 in the sake of ironmen (No matter what jagex tried to do (Invention, City Quests, Raising purchase cap to 1000) failed to increase their value beyond 1 gp - so why should this be fought at the expense of ironmen?)
- The kill quest for exiled kalphites should be merged with the regular one, to consolidate one for regular, exiled and corrupted kalphites
- The kill quest requirement for camels should be reduced to 8-24 and also include camel warriors (they're extremely spread out)
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07-Aug-2017 07:18:52 - Last edited on 11-Oct-2017 10:21:31 by Rikornak

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- The kill quest for rowdy slaves should be reduced to 1-4 kills (only 1 spawn per world)
- Kill quest requirements for locust should be reduced to 30-60
- Kill quest requirements for crocodiles, vultures and goats could be reduced, but they're certainly not such an issue as my other mentions

Shifting tombs


- Scarab spawns should be split from the daily cap of the D&D based ones, but award less base xp and reputation (maybe 50 %), they also shouldn't deal damage, but rather deduct a few seconds of your time remaining (due to your increasing corruption)
- Opening a sarcophagus can now emit restorative mist, granting you a few more seconds into the tombs and restoring a few percent of your stamina. It shouldn't always happen, but it shouldn't be a rare sight either.
- Smashing urns and opening chests and sarcophagi now additionally grants 0.5, 5 and 15 points of reputation respectively in addition. Shifting tombs is intended to be the thing to go for if you want reputation, but I am sure you can currently achieve better rates with overworld skilling.
- Maybe add some more layout elements (even if it is just a recoloured version) - it feels too quickly you've seen everything
- Introduce a end of game bonus for players having achieved full completion in a tomb - currently you gain reputation based on how long you were in a certain tomb (which causes some players to wait until the time is about to run out), so this should be changed to a reward gained for every second left upon leaving

Other suggestions


- I wouldn't re-introduce doubloons again for trouble brewing, but rather put the 'Talk like a Pirate' rewards directly for sale for Po8. A single game shouldn't feature two currencies.
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07-Aug-2017 07:28:16 - Last edited on 07-Aug-2017 08:54:00 by Rikornak

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- For scarabs only the first few offer extremely good experience (I guess 20 % of a small xp lamp, working with BXP), they drop to an extremely low level at some point, which is easily surpassed by good tasks then (unsure how far it will scale to slayer 120 though). I also do not feel the obelisk as super powerful as I think you can achieve better (and more consistent) prayer xp rates by just offering infernal ashes at your POH. Runecrafting should also be easily surpassed by some of the higher leveled abyss runecrafting methods. I think they're are decent 'free' (you'll need supplies if you want to do it on an extended span of time) rewards, but without reputation nothing special.

- NPC Contact is a good further addition to be honest
- Seeing rowdy slaves I didn't knew that there were further ones than just the one dropping the clothes, it doesn't make the fact much better though that a let's say 50 kill quest is something right to abandon if you're unlucky

- Doubloons: As I said I am extremely on the fence of a winner takes all principle, in contrary to silver tickets (which simply are an insult as they're good for nothing, except for let's say the capes if you're collecting them: But then you're still capped out extremely quickly (compared to the gold ticket rewards)) Po8 would be good for some more rewards at least.

I think in terms of trouble brewing the winning team could get additional 25 % XP and Po8, which would be a fair incentive to give it all. You simply can't win always (especially when staking is in game - castle wars is a prime example of that), but you should at least see some progress for your time spent - as it is one of the things that is promoting leeching/afking: Players see they'll lose anyway, won't get anything for their effort - so why should they even try then? It isn't fun to get pounded in without any chance to retaliate - but that is actually a problem going even deeper...
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07-Aug-2017 13:41:00 - Last edited on 07-Aug-2017 14:05:54 by Rikornak

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Running out of space so I'll leave a comment here: You can toggle some D&D announcements with the doomsayer warnings (sinkholes, both kinds of flash mobs, warbands) which give you announcements a few minutes before it starts and the second it starts. I think it would quite fit as well for obelisks and scarabs Improvements: Tooltip / (F2P) QoL v2
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07-Aug-2017 14:09:42

Rikornak

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A smallish barbarian assault suggestion: Buff the uncharged collector's insignia to a tier 3 luck enhancer and the charged one to a tier 4 luck enhancer - I doubt it would be too strong as the effect will only last for a short time and it needs quite a bit of effort to obtain one.

Also leaving a few thought for soul wars:

- Raise the avatar's start level to 120 (I think a true slayer master should be instantly able to damage it) and increase this level by 12 (+ 10 %) for each kill.
- Award some level dependant slayer xp when fusing soul shards into the obelisk and some level dependant prayer xp when burying bones with a chance on the respective skilling pet.
- Introduce a premature victory condition for a team reaching a set number of avatar kills, if no team is able to totally dominate the other one the game will still end after 20 minutes. Something like this could also be useful for castle wars.
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10-Aug-2017 06:12:10 - Last edited on 10-Aug-2017 08:58:58 by Rikornak

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- My first SW point was refering to the mechanic you needed to lower the avatar level first in order to damage it even with skill mastery (as you never were able to reach level 100), but as the number of players with true skill mastery will be quite a bit lower (and needs certainly more effort to reach it), so they should have the inate ability to damage it on the first kill only as a smallish reward. Of course further weakening should still make it easier - and be absolutely mandatory from the second kill onwards.

- I didn't knew insignia buffs were already rejected, I simply thought they just have converted the old properties (collector equal to RoW, charged equal to the thing beyond RoW) to the new luck system

Also something that should happen: Replace Zimberfizz as the SW game announcer by either his ashes or zanik depending on the player's choices in Nomad's Elegy after completing the quest.
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10-Aug-2017 10:17:56 - Last edited on 10-Aug-2017 10:58:57 by Rikornak

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I just wondered why it wasn't done - Nomad also got replaced by Zimberfizz after Requiem after all. Just for interest, who is your SW host? The ashes or Zanik? I personally couldn't let Zanik entirely go :)

Got a cabbage facepunch addition: Introduce a tradeable, f2p available cape with 11 Armour and +7 to all styles for 2500 renown, styled after the Brassican cloak (as the world event featured cosmetic cape overrides and Brassica Prime won the world event back then). This would add some money making to the minigame and fixes the massive balancing issue that the best f2p cape is a discontinued MTX item and ranks 2,3 and 4 are handed out for an account being older than 15, 10 or 5 years respectively. I got this suggestion on my experimental corner as well, but I think this minigame could be a good place to actually fit it in.
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11-Aug-2017 06:49:56 - Last edited on 11-Aug-2017 07:28:41 by Rikornak

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We finally got every simple skilling set ingame now! And some QoL stuff was done for the ethereal set, but seeing this I guess a few improvements could be done for the factory outfit:

- Allow it to reclaim it with Diango like almost every other skilling outfit currently ingame
- Allow it to share its effect with the botanist outfit and inherit the botanist effects when both are owned

It is a cool set, but it somewhat feels it's forgotten every time, no matter what updates are done with other outfits
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14-Aug-2017 12:10:13 - Last edited on 14-Aug-2017 12:17:00 by Rikornak

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The patch released on 26 June updated most older skilling sets (afaik the only things excluded are firemaking, factory, exoskeleton (which is reclaimable, but just not with diango) and witch doctor) to be reclaimable with diango. Before that the hunter set was already available to claim with him.

I personally wouldn't even mind if you could reclaim the sets both with diango and the respective minigame (like the fishing outfit for instance).
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15-Aug-2017 08:38:07 - Last edited on 15-Aug-2017 08:41:55 by Rikornak

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Got again some bigger suggestion - this time for the Mage training arena:

The first few points would be getting my suggestion in your quick ninja fixes thread in here:

- The Apprentice, Teacher and Master wands are buffed to tiers 55, 60 and 65 respectively. The beginner wand will remain at tier 45 due to having no direct competitor.
- The Beginner, Apprentince and Teacher wands are able to save an elemental rune of choice, similiar to (Tower) Mindspikes. This will be an unique perk for wands, as the only rune saving one is the avernic at tier 1 for air runes.
- The master wand will be able to save all elemental runes at once, making it to an interesting tool even for high leveled players
- The mages' book will be buffed up to tier 65 and gets a 10 % chance to save all catalyst rune used for alchemy, telekinesis and enchantment spells (this will include bolts/jewellery and bones to x spells)

As I think that the thing that could keep an activity relevant for extremely long times are good unlockable spells, abilities or passive effects I'll suggest a new spell in here: Enhanced Alchemy.

- Enhanced Alchemy will require 300 Telekinetic, 600 Alchemist, 3000 Enchantment and 200 Graveyard Pizazz points and will replace the low/high alchemy spells while on a p2p world (similar to mutating abilities).
- Enhanced Alchemy requires (besides the unlock) 97 magic and has the costs/casting speed of low alchemy and the result/xp award of high alchemy
- Enhanced Alchemy is available on all spellbooks, but will feature an additional cost of an astral or chaos rune on the lunar or ancient spellbooks respectively.
- Unlocking this spell is a requirement for the completionist cape

The other unlock - bones to peaches - should be buffed up quite a bit: Each peach is now able to restore up to 1280 (80 % of a monkfish as tier 60 food) life points. It is a tier 60 unlock - so it shouldn't just generate tier 20 food - especially considering the effort to unlock it.
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18-Aug-2017 17:22:05 - Last edited on 27-Oct-2018 10:49:34 by Rikornak

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I think the weapons and this duo of spells would already have generated quite an interesting reward structure, but I think we can still go a bit further:

- Unlockable spell: Mage Training Arena Teleport - Standard spellbook, level 44, 2 Law Runes and 1 Cosmic Rune - should be a cheap unlock (no more than a few minutes in each activity) for quickly returning to the MTA, Completionist Requirement. Also allows to create the teletab in a POH.
- Introduce low levelled rebounders: A fair price could be 5 T / 5 A / 50 E / 5 G Pizazz for the tier 1 variant, with the price being doubled for each further tier - giving a grand total of 635 T/A/G and 6350 E Pizazz for a t60 rebounder. I also would have rebounders permanently unlocked upon the first purchase, so losing your high levelled variant for some reason just will enforce you getting a new t60 one. Rebounders are named alike to their respective main hands (wizard, imp, spider, batwing, splitbark, mystic, griffolic).
- The prices of other rewards could maybe also be reviewed to fit them adequately into the modern game (we just are no longer in 2006).

All numbers could also be prone to further balancing (I think they may be set a bit too high)

Free players will be able to enter the arena, chop the magic trees in front of it and buy runes, the beginner and apprentince wands, rebounders up to t50 and the mage training arena teleport. Infinity might be something to consider, but it would make balancing more complicated again.
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18-Aug-2017 17:22:48 - Last edited on 28-Oct-2018 05:36:05 by Rikornak

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I would have intended that spell as a direct upgrade to the two other alchemy spells (I totally love the idea of upgrading ones skillset - see how low stats prayers on the standard book are replaced by the more powerful variants or the dazing shot upgraded to its mutated variant in shattered worlds) so would increased costs require the two other spells still being present (of course that will work as well - wouldn't say I have provided the best possible implementation in there). Okay this could just be replacing High Alchemy still.

I just do not think the saved cost of 2 fire runes would cause to much of trouble - the standard alcher is using some kind of fire rune generating staff anyway, so he would only be affected by the increased speed. Of course if someone is going to fight and alching a bit of their loot they could spare a few fire runes over time (but I think their value would be rising alone by the fact you could do it with the ancient spells).

I think for chaos runes a better place could be the use in curse spells (or something entirely new like crystalize). Wouldn't mind though, but it would be incompatible to the upgrade idea then either. I must admit I have made my mind more about equipment than runes up to now.

Seeing the explorer's ring it could replace the high/low charges by 45 enhanced ones - of course again only on a p2p world.
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18-Aug-2017 19:16:00 - Last edited on 18-Aug-2017 19:23:05 by Rikornak

Rikornak

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Maybe some small-ish idea for what to do with the void mace:

- Claws of Guthix was added back as a special attack for the Guthix staff a while ago, add the very same special attack to the mace as well
- Allow the mace to be toggled between magic and melee versions, similar to the sunspear
- Maybe introduce as well a toggle for an ammo generating bolt weapon (the same way as hand cannons are considered 'bolt' - this would be an unique property for the whole weapon class)
- Allow the mace to be upgraded to an elite, augmentable t70 variant after completing TVSB

Also something for the MTA again:

- Allow free players to play the game, they have all needed spells. Rewards could be limited to f2p runes and the (buffed) beginner and apprentice wands.
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22-Aug-2017 08:12:26 - Last edited on 22-Aug-2017 08:36:41 by Rikornak

Rikornak

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Maybe some other thought for the halos: The equivalent of that invisible bonus is quite varying depending on the source used (+15, +16.5 - I've even read something about +33) - I would change them directly to a +15 visible prayer bonus, as I do not really think that mechanic is worth to be kept and would certainly perform better as an universal bonus (alone in terms of future-proofing for new prayers/curses). Additionally the halos should get a +17 (t70 equivalent) power bonus (saradomin strength, guthix ranged, zamorak magic). Treat them like jewellery: no armour bonus, no defence requirement.

I guess the three big issues the faithful shield has is it is extremely expensive (200 gold tickets just need a lot of time to be obtained - but this is a general cw issue, not directly related to the shield), the general issue all hybrid armour suffers from (this 15 tiers nerf) and the fact shields are extremely niche (and are generally neglected besides defenders, spirit shields and t90 ones). I think a few steps to fix it would be:

- Reduce the hybrid tier penalty to 5 tiers (yes I know this is a general issue, but one of the main reasons why this kind of armour lacks use). I am not sure though if defensive abilities consider the nerfed shield tier, but if so it should be changed to the actual one (a t90 shield should count as t90 and not t75 (or t85 with my suggestion))
- Allow the shield to be scaled to tier 70 and 85 with sufficient defence levels. The 85 variant also features an tier 80 (it is still hybrid nerfed) health bonus and doesn't degrade
- Upgrade the prayer bonus to +6 (do this as well with the falador shield 4 - or upgrade it even to +7 and falador 4 to +6)
- Allow it to boost the potency of defensive prayers/curses (protect from/deflect x and many of the seren curses) by 15 %
- I think for more it would need work in terms of defensive abilties, but the shield per se wouldn't be lacking any more

/updated a few more thoughts
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24-Aug-2017 16:19:52 - Last edited on 24-Aug-2017 18:53:27 by Rikornak

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Added: double or treble the price of the botanist's outfit; factory gear is thrice the current price.


Factory is significantly more powerful than botanist - it may not be on elite outfit level, but it certainly is more valuable than a few percent more xp - with both good effects inside the game and outside for herblore (the only situation where botanist shines if you own both is cleaning herbs, due to the lack of granting the bonus to factory) - the difference is more than justified

Also - you would once more only hit the players not having the set yet - be it from TH or the factory
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27-Aug-2017 10:36:09 - Last edited on 27-Aug-2017 10:40:51 by Rikornak

Rikornak

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Maybe a thought to give silver tickets in castle wars some kind of use (except for purchasing the few one time rewards):

- Replace the super potions set by regular tradeable ones
- Allow players to exchange silver tickets for level dependent combat experience (It doesn't need to be good xp/time ratios, but they should be good for something)

Change the ticket reward structure the following way (similar to soul wars):

Losing 1 Gold
Drawing 2 Gold
Winning 3 Gold

The base silver ticket reward is changed to Base + 1 for each 25 team kills + 1 for each 3 flags capped

- The Base remains at one, but can be increased by the items/events below
- Completing the medium ardougne tasks awards one more silver ticket each game, completing the elite ones one gold.
- Castle Wars enhancers now grant one ticket of both kinds after each game (instead of double gold tickets)
- Minigame weekends are now also affecting silver tickets

An ability upgrade granting a secondary effect to a not-so-much used ability (similiar to mutated dazing shot) could be introduced. That effect could be stand-alone or be used in conjunction with a new ability. This would be a new reward for gold tickets.
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31-Aug-2017 08:34:47 - Last edited on 31-Aug-2017 08:50:10 by Rikornak

Rikornak

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The link doesn't work and is just redirecting on this page again.

/update: Found it: Looks quite interesting and I certainly hope Jagex will continue to release some cool stuff. I do not think the effort should be too high since the framework is available now, but it can be used to give some short-termed activities to players when there is a total lack of content again
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31-Aug-2017 10:40:45 - Last edited on 31-Aug-2017 11:12:04 by Rikornak

Rikornak

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Got some bigger idea again today - this time for All Fired Up:

- Change it to the fourth once monthly D&D (Players can play it as much as they want (also for unlocking higher rewards), but they'll get additional experience only once monthly)
- Burning logs in a beacon will award 125 % of the experience you would get for normally burning them. This bonus is increased to 140 % after completing the hard varrock tasks and 160 % after completing the elite ones.
- The log storage boxes are no longer bound to the elite varrock tasks, but are unlocked after completing the All Fired Up quest and fulfilling the keeper requirement (when applicable) instead. It is entirely useless as an elite reward as you would be practically done with the game at that point.
- The firemaking outfit should get some slight improvements:
*Upgrade it to a full 5-piece-set awarding 1 % experience per piece, with a 1 % set bonus. The three new pieces are awarded by completing the quest, 4 and 8 beacons at once respectively. Maybe use the chance and improve the visuals of the flame gloves.
*Allow lost items to be reclaimed with Diango.
*Allow the experience reward to be shared with the Sentinel sets, as they have an automatically log burning effect stacking with the Adze.
- The inferno adze is now awarded with completing 12 beacons at once and can be added to the tool belt with all 14 done, replacing the tinderbox.
I think it should be lowered slightly as it is too weak as a tool at its current level requirement.
*Adding the adze to your tool belt will allow it to use the strength of higher leveled hatchets.
*Allow the log burning effect to be toggled on a per-log basis on both the adze and the tool belt. This setting can also be accessed and should be respected by the sentinel outfits as well.
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18-Sep-2017 09:49:33 - Last edited on 18-Sep-2017 10:38:20 by Rikornak

Rikornak

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Now for the monthly reward portion:

- Having n beacons lit at time will unlock a n*1500 experience reward - totalling in 157500 additional firemaking experience once monthly (twice with a d&d token). I think it could be decent, but not too powerful reward in conjunction to the buffed reward for burning logs in a beacon.

Notes:

- All rewards are unlocked when you fulfill the n beacon requirement, not the point you'll actually want to claim them. The one time rewards are still given out by King Roald for the first time, as are the monthly experience then.
- The elite varrock task is changed to require a tool belted inferno adze.
- When players have already unlocked the adze, they can automatically add it to the tool belt.
- When players have the flame gloves unlocked, they can automatically claim all other items (except for the adze) at diango.
- When players have the ring of fire unlocked, they can automatically claim the quest reward and the new 4 beacon reward
- When players have just completed the quest, they can reclaim the reward with diango.
- If it isn't currently possible litting a beacon should be able to award skilling shards and pets. Strange rocks already are awarded.
- Accadia logs are currently glitched and burn out after a few seconds. They should be buffed to a value around 16 minutes (between maple and yew). Elder logs should burn around 20 minutes (I have no information about those, but I guess they can be burned).
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18-Sep-2017 10:06:04 - Last edited on 18-Sep-2017 10:30:39 by Rikornak

Rikornak

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I wouldn't really call it high leveled as you can start the minigame with a firemaking level as low as 43 (with the first actual reward at 62), but it certainly extends to high levels at a later point - and this actually is good: Extending features the higher levelled you become. In order to not devalue the task list I think the mentioned experience buff is quite a fitting replacement.

As per experience buff you currently get around 40k experience in a full run. I would say with preparations you need around half an hour to do it, probably more if you're not experienced in that. That are experience rates comparable to burning oak logs without any source of bonus experience, and easily surpassed by willow (which already can be burned at level 30) and higher logs. Or if players also want to earn woodcutting experience at the same time curly roots also grant that experience multiple times easily. This is why I think litting the beacon should be rewarded more by using higher levelled logs - and introducing this once monthly bonus. I still do not think it would be efficient compared to simply burning the logs without the monthly bonus, but it would be a step to get the players to an activity needing more effort than just claiming logs from the bank and go to the next bonfire or brazier.

Bringing the set up to modern standards (with more pieces and a 6 % reward) would allow to use more beacon milestones as reward, further giving players incentives to fulfill them more occassionally (practically every 2 beacons a player unlocks). Improving the visuals would actually just be making a new texture (and maybe a new and more detailed model) for them - they'll look somewhat stale in comparison to modern items.
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20-Sep-2017 09:12:59 - Last edited on 20-Sep-2017 09:23:13 by Rikornak

Rikornak

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The same thing with the adze, it just isn't really able to keep up with the modern game (albeit it shined in menaphos for cutting the accadia trees - but this is a grand exception). Part of the tool belt and scaling with higher tools (crystal for now and up to aetherium (t90) in the future) would ensure granting it the place it deserves.

Combining sets are such a thing. I think cremation is a perfect reason why those two sets should share effects with each other (as the sentinel outfits should include the firemaking bonus as well as it has a log burning effect while being mainly a woodcutting outfit). I still am all for adding a grand master skill suit including all skilling set effects, but this isn't part of this now.

As for the adze - what kind of problems could you imagine having it in the tool belt except for burning certain logs you wouldn't want to burn? It hasn't got a charge system like the imcando pickaxe.
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20-Sep-2017 09:14:47 - Last edited on 20-Sep-2017 09:28:08 by Rikornak

Rikornak

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...


I think skilling sets could be just be a bit more comparable with one another and in order to get a few more milestone rewards into an activity that somewhat is intended to grow with your character (players would even benefit slightly by this - by the time they'll unlock the ring they've got 3 pieces with 3 % more experience instead of 2, and by the time they'll get the gloves they have the full set at 6 % experience instead of 5). More pieces also could open up more options (like a head addon, maybe as a reward for 11 or 13 beacons?), but if you don't like that part it doesn't need to part of the whole thing of course. I just think it is good discussing this out.

As for the adze - I am entirely sure that nobody that fulfills the requirement to obtain the adze would ever use it for mining. Sure at the time that thing was released there was nothing better than a runite pickaxe (and surely was a bank safer at that time), but since then two better ones have been released and runite pickaxes aren't even hard to pick up by low levelled f2p ironmen - not to speak of non-ironmen members that fulfill the adze's requirements and could easily purchase a dragon one and upgrade it to crystal in prif (and will possibly even have done it at that point). Maybe the best option would be just unlocking the auto burn logs functionality in the tool belt (animation would be that of the hatchet when normally chopping and the adze when burning), while the actual tools determine your gathering speed.
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21-Sep-2017 08:09:14 - Last edited on 21-Sep-2017 09:04:08 by Rikornak

Rikornak

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As for augmentation - I would agree in terms of consistency, but it has the same issue in here again: It is (even as a hatchet) way too weak for its requirements. I think the only "fix" for that would be increasing the adze baseline power to crystal while chopping - the same thing with the imcando pickaxe and mining.

They also would need to go with higher tiered hatchets and pickaxes in the future as well (so this is why I think they both could both shine as functionality unlocks for the tool belt (also ones players really have to work for)) instead of being actual items - but the imcando pickaxe additionally has a charge system so this would be out of question for now. But the existence of tools up to tier 90 will kill them off for good, when no measurements are taken (either tier buff or tool belt - or both)
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21-Sep-2017 08:10:25 - Last edited on 21-Sep-2017 08:31:12 by Rikornak

Rikornak

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Some small suggestions for the Phoenix Lair D&D:

- Speed up fletching the ribbons by 1-2 ticks as the process is awfully slow
- Allow players to skip the cutscenes for spawning and rebirthing the phoenix, they're really not that interesting players have to watch them every single time
- Remove the confirmation to leave the final cave when the quills have been claimed (and the escape option to avoid losing the chance on your eggling)
- Introduce a tracker for completions and use it for a quick chat option as well as a threshold mechanic regarding the phoenix pets with a threshold passed after 15 completions each. The first pet is ensured to be awarded after 100 completions and the second one after 200. Change the 'Arise from Ashes' MQC achievement to require talking with the phoenix about her brother and increase the RuneScore awarded to 25.
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29-Sep-2017 07:12:03 - Last edited on 29-Sep-2017 07:41:57 by Rikornak

Rikornak

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I could live with it, but I would compare it with the Har-Aken pet: It has a base drop chance of 1:200 with a threshold of 40 (most other boss pets are scaled up from that)-> directly applying it to the phoenices with a base chance of 1:100 would lead to a threshold of 20, but as you have only 1 attempt per day (2 if you've got d&d tokens available), it should be increased further slightly (maybe not 15, but 17 or 18).

If you could try as often as you like I do not even think a threshold would be needed at all (1:100 doesn't sound too bad on a first glance), but with the system as is it should be there to help extremely unlucky players (which still would need to do it for 200 days in the worst case then). Threshold systems actually just are for dealing with uncanny amounts of bad luck.
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30-Sep-2017 09:46:29 - Last edited on 30-Sep-2017 10:04:12 by Rikornak

Rikornak

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Maybe a thought for the combat items of fist of guthix:

- Remove the currently existing degradation mechanic entirely, all combat items will be freely tradeable
- Optional: Introduce a Stone of power fragment used to empower any FoG robes for 10 hours of combat. Empowered robes are for members only, boosted to tiers 55, 65 and 75 respectively and revert back to the regular variant as soon as it runs out of charges. The fragment should cost 150 tokens (the former cost of recharging battle robe tops) and could either be tradeable or untradeable (I'd suggest tradeable for money making)

As of my thoughts: I think the current degradation mechanic is totally asinine, as it manages to degrade fairly interesting niche tier items outright to junk (with the exception of battle robes for f2p only) - and this is why I do not think it actually gets players to replay FoG, if it was to be shifted to higher tiers it could actually encourage to obtain the robes either for use or (in conjunction with the tier booster) for money making.

If you want thoughts on set bonuses I would suggest:

- Druidic robes: I wouldn't change it as it is fairly unique, maybe the chance could use a boost
- Combat robes: 5 % chance to fully refund the costs (instead of just catalyst runes) of any combat spell
- Battle robes will increase the hit chance of any curse spell and gain a 20 (50 with SoL/D) % chance to fully refund the costs of any combat spell
- All effects are stronger while all three items of a distinct set are empowered

The shields will require some additional work to be viable - maybe some kind of passive effect (e.g. why not a damage reflect for the spike shields and a revenge-like one for the berserkers, in addition to a strength bonus) - that could even make room for dragon variants, but I guess low and mid levelled shields aren't really needed right now

Otherwise soul runecrafting gloves could be introduced as well, but somewhat altered due to the special mechanic of that altar
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08-Oct-2017 18:29:59 - Last edited on 08-Oct-2017 19:15:16 by Rikornak

Rikornak

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"The arcane capacitor necklace is no longer a requirement for the Borrowed Power spell in the Lunar Spellbook, instead now only requiring 3 astral runes. The spell can be unset and subsequently reset within bank areas."

Getting rid of the item requirement was a good upgrade for this spell, but it could be improved even more I guess:

- Hand out free (with a graphical polish similar to the other standard amulets - uncharged would be a dull orange, while charged would be shining) cosmetic overrides of the uncharged and charged arcane capacitor amulets upon unlocking borrowed power (I guess the amulet is entirely gone for now)
- Replace the wave spells by its surge variants (I doubt someone at 99 magic would even consider using the wave spells when they have the choice). Allow borrowed power to activate autocast while it is set to a combat spell.
- Allow the spell to be set on Prism of Dowsing, Crystallise, Rapid Growth and Crystal Mask after completing 'The Light Within'
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23-Oct-2017 15:46:32 - Last edited on 23-Oct-2017 15:59:32 by Rikornak

Rikornak

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Afaik only players who had a necklace before 23 october still have it (under the assumption they do not destroy it), as you're charging the spell directly now instead of the amulet.

I just thought the two (refined) overrides could be a nice, small full completion reward, as all what would be needed would be the current gold amulet model with a dull* and a shining orange gem respectively

*I know the originial uncharged capacitor isn't orange, but it did something that wasn't done by other jewellery until the graphical rework last year: It graphically showed differences between the unenchanted and enchanted version. Thus is why I think the uncharged capacitor could be treated as the 'unenchanted' version in terms of graphics after a refinement. Besides it would help differing it from a diamond amulet.
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04-Nov-2017 09:23:53 - Last edited on 04-Nov-2017 09:38:37 by Rikornak

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Some more suggestions for shooting stars:

- Mining a shooting star while being capped with stardusts automatically gives the dust to a random player currently mining the star not at the cap. This will allow players to go on mining while not ending up 'stealing' potential progress of players that came at a later point.
- Add gems to the loot table and have the rewards for turning in stardust scale with your total level, improving quantity and quality of loot - a 2600+ total level should get runite ore and dragonstones for instance, while it would be adamant and diamonds for someone around level 2000. Allow gems and ore to be rarely improved by one tier above what would be obtained normally. The runes fit thematically and should just rise in quantity.
- Add a buff icon and timer for the mining bonusSeems already to be in development
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19-Nov-2017 08:51:42 - Last edited on 21-Nov-2017 08:35:46 by Rikornak

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The Great Orb Project:
- Redesignate a world to be TGoP-themed


For minigames like GOP, a designated world could make a big difference?
Even if it is a single world for multiple named minigames, this could help players find teammates/competitors.

Just yesterday it was challenging to find anyone to play with, despite GOP being spotlighted.

Of course, it could partly be interest or lack of, but hopefully with thousands of players online at any one time, there must be half a dozen up for a game? :)


World 60 used to be the GOP world, but I guess they figured more people were doings penguins than GOP so they changed it. World 62 wouldn't be a bad world, since no one plays Stealing Creation on that world.

I'd suggest World 60 since that'll still be in most people's minds. Penguins and TGOP probably won't compete for players, right?


If it's a Gop World, it should be F2P - Gop is F2P too, and P2P'ers can play on F2P. (the majority of Gop-play was always on F2P, even for Membership-holders.


As for worlds I think we should have both: Members have an advanced route and thus should have a place to go on spotlight as well (as the 'regular' spotlight world fails to do that for some reason in contrary to a fitting theme world). As a further improvement the p2p world should make use of something they already did for the sinkhole world: Designate it to a minigame as well as a thematically fitting d&d (in this case sinkholes and shifting tombs) - which helps to make use of a theme world while the d&d isn't up. All in all this would be:

F2P: GOP
P2P: GOP & Rune Goldberg Machine (which would perfectly work with one another as they even are in the same place)
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18-Dec-2017 14:18:19 - Last edited on 18-Dec-2017 14:26:34 by Rikornak

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F2P: GOP
P2P: GOP & Rune Goldberg Machine (which would perfectly work with one another as they even are in the same place)



-tries to come up with a stronger link between Livid Farm, and Gop-
-checks RGM World location-
(cannot find)
-wonders what to do next-


I would say 135 for F2P Gop, as it was the most used, recently, but it's EoC only, now..
Before that, other than 61, the most used by actual players, were 134; before that was 169 and 165 (with one group based on 181, while that was up).

17? I know they use it a bit, but it's also a non-activity-label, atm.
(34 tends to be bad ping, or was, even for most States, so not there).


A D&D/Minigame combo theme world just would be one option to re-designate worlds to existing minigames: Shifting tombs/sinkholes just work wonderfully in conjunction as you could play several quick rounds of the former, while going to the latter when it is up to spawn. GOP/RGM would work as it is in the very same location. So for doing this a fitting pair of activities would have to be found, it wouldn't help if it was theme to two permanent activities in different places (as players naturally would spread out then at all times instead of being focused on the d&d when its up and the minigame when not). But of course I am more than sure there would be other options out there as well.
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18-Dec-2017 21:11:40 - Last edited on 18-Dec-2017 21:36:36 by Rikornak

Rikornak

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Tbh, they were reasonably priced. What needed fixing was the xp obtained while Gopping, so that you weren't falling behind in xp, by getting an xp-boosting item.

If they'd been any cheaper, they'd have not required enough time in the game to even pick up the most basic concepts (tbh, it usually takes someone about 700k+ tokens to get them down, and start concentrating on the advanced stuff - was more like 1m, during the time information on mechanics had to be self-discovered, rather than handed on a plate, from the get-go).


I personally see purely xp boosting sets (not more advanced ones like factory or any of the elite variants which will always be useful when using that skill) as a tool, which is intended to actually help to skill and entirely loses its use upon reaching you aimed level - they shouldn't be prestigious in the first place. If you could use them from level 1 onwards (which you can't) it would save you a whopping 650k of xp when your aim simply is level 99, 5.2 millions for level 120 and 10 millions when you're actually trying to reach 200m xp. Specifically the master runecrafter falls out of any use for level 99 and would be extremely questionable for level 120 when wanting to obtain them via GOP. Thaler prices are certainly more reasonable (8.3 (+ waiting time) hours per piece when playing spotlighted minigames), but the runespan rates are a joke - see my post on page 34 of how I would balance out runespan/GOP rewards with an unified currency.

I certainly see place for rewards obtained on longer terms, but unless you want to see them without any real use, xp sets aren't the right thing for that. Ideally it would be something offering some use forever (ability/spell unlocks and upgrades (I love the mutated dazing shot for that idea), passive skilling effects (like the dungeoneering scrolls), advanced skilling outfits) or maybe also a cosmetic to show off.
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18-Dec-2017 21:25:50 - Last edited on 18-Dec-2017 21:42:46 by Rikornak

Rikornak

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I agree with your MTA suggestions, with the amendment that Lord Drakan gave, of a chaos rune consumed.

I think a chaos+nat (or fire+chaos) staff (or perhaps wearable item) should be available from Gop.


On a second thought for this: Using the spell on the ancient or lunar books could actually have an additional cost of 1 chaos or astral rune respectively. It wouldn't work against the upgrade thought (as the spells aren't previously available, but I still do not think it should feature additional costs on the standard spellbook.

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I also think that reducing the hybrid pennalty would be a good reward-add-on, but because it's potentially so big, I think it should be only available from multiple sources, each contributing a piece (so you'd need to get one piece from each of several Minigames, and a piece that drops from bosses/from trisk, very rarely).

I think it should also require one completed patch for each item, and possibly only give a 1-2 lvl increase, per patch (though more than one patch could be added to the same item, up to a set limit) - perhaps with each added patch being of a different tier.

Some parts in the process could be tradable, if that allowed the requirements in the Minigames to be higher - so that while harder to get, not everyone had to get them in person.

Perhaps, for the Minigame aspect, it could be a random chance reward, for every time you achieve a set skill-based target in the Minigame (though not many Minigames have reliable targets, that can't be AFK-d).


The hybrid penalty is a general mechanic that is featured on all hybrid-styled gear, rendering them entirely useless unless they've got some really fancy passive effect. It needs to be gone in every case, not just clipped away for this one and additional effort.

I used a tier increase on certain milestones as it is a solid mechanic already featured on many kinds of event armour
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19-Dec-2017 07:12:21

Rikornak

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It could be done with upgrade patches, but considering the extremely high price of the shield it shouldn't be needed. Besides each tier setup would be an additional item (that is why warpriest armours are only scaling twice), that would lead to insane cluster in the database.

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*Upgrade it to a full 5-piece-set awarding 1 % experience per piece, with a 1 % set bonus. The three new pieces are awarded by completing the quest, 4 and 8 beacons at once respectively. Maybe use the chance and improve the visuals of the flame gloves.

I believe the whole point to the current setup, is so that you can use it with the Lumberjack outfit, and Rabbit's Foot Necklace.
Perhaps having a way of combining the 2 outfits, if you make it 5 piece, might counter that.
(Ah, I see that was considered, a few posts down).

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*Adding the adze to your tool belt will allow it to use the strength of higher leveled hatchets.
*Allow the log burning effect to be toggled on a per-log basis on both the adze and the tool belt. This setting can also be accessed and should be respected by the sentinel outfits as well.

That sounds like it'd be very complicated to code, especially with all the augment add-ons making it cluttered atm.


As for the 2 piece firemaking set alone an inhertience mechanic would already be in need as brawler gloves still are not able to inherit the effect of skilling sets that are featuring gloves.

Ideally it would work in this way: Firemaking set + lumberjack set inherit their effect to the sentinel (I know it is woodcutting, but since it has this burning logs effect) sets, while the brawler gloves can inherit firemaking effects from all sets along the line.

My imagination for a tool-belted adze would be only the trigger for auto burning logs to be honest
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19-Dec-2017 07:19:41 - Last edited on 19-Dec-2017 07:25:51 by Rikornak

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As I said it's main issues are being too weak as both hatchet and pickaxe - so it either needs to be buffed (acadia trees just were lucky they're not hard to chop, otherwise the adze also wouldn't have shined in menaphos) - or able to make its effects passive. As for the toggles - I guess they're on the level as the other tool belt drop converters are. Animation could work the following way: Log burning enabled shows the adze (with the strength of your tool-belted hatchet), disabled shows your normal hatchet.Nevermind I've even written it like that in the post

For the sentinel set: The shark sets feature a similar feature allowing you to toggle whether you want to catch or consume caught fish.

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- Hand out free (with a graphical polish similar to the other standard amulets - uncharged would be a dull orange, while charged would be shining) cosmetic overrides of the uncharged and charged arcane capacitor amulets upon unlocking borrowed power (I guess the amulet is entirely gone for now)

I have mine, still, so would like refunds for them, if they do get taken away (would help in getting 10m Produce.


It is only cosmetic, any charges it may had left were rolled over directly to the spell: The only difference between you and players who had not used it before it you've got the amulet still lying around
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19-Dec-2017 07:23:52 - Last edited on 19-Dec-2017 07:59:27 by Rikornak

Rikornak

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I guess a reason for culling minigames could be the one they had with rat catchers: Old spaghetti code that seems to interfere with the game every time they're trying to add something to the game. As for this I think a culling could work, if parts of a certain minigame are reborn somewhere else (as an idea all those red vs. blue team pvp games could be in a modernized (!) version different game modes in a pvp game which are shuffled for each round) and all rewards are re-distributed adequately. This doesn't imply the new game would need full feature parity, but the good parts should be rolled over to the new version. Another option would be partially introducing features to a similar styled/themed minigame. The only thing that mustn't happen is that rewards are lost or significantly harder to acquire afterwards.

As for the minigame hub: An absolute must have will be instance shards for every single team based game - otherwise it won't work. Considering it has a lodestone it will fullfil its 'I want to play quickly something (spotlighted)' job, but I do hope removing minigames is refering to removing them from the hub instead of the game (except for my exception mentioned above). The hub shouldn't be too cluttered, but could maybe feature a free teleport to the spotlighted minigame.

New minigames still should be featured in certain places - maybe not really shattered worlds like, but shifting tombs have integrated themselved wonderfully in menaphos. The hub also just could offer a place to queue for popular games (or offering teleports there). But as for this I think it would be more elegant if players could do this via an automatic matchmaking system, that could be integrated in the currently existing grouping system.
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06-Jan-2018 07:08:57 - Last edited on 06-Jan-2018 07:18:42 by Rikornak

Rikornak

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I wonder whether the clue scroll from trouble brewing is a one-time purchase or not (like the ones obtained from feeding a monkey bananas or findable after 'Do No Evil'), as it is provided over a chat option instead of the shop interface. If so it could provide an achievement, if not it should be certainly added to the interface.

What would you think about the following prices?

Easy 50 Po8
Medium 100 Po8
Hard 300 Po8
Elite 1000 Po8 (increased chance for a master upgrade)

Seeing how master clues were released (1 % chance as an elite upgrade or TT reward) I wouldn't sell them directly, but rather use the upgrade mechanism used elsewhere (but with improved odds - something around 5-10 %)
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17-Mar-2018 07:10:49 - Last edited on 17-Mar-2018 07:17:01 by Rikornak

Rikornak

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But it is actually quite a fair distribution with goals in sight (you wouldn't have to grind out for days/weeks). Maybe an additional thought - while I do not know what pirate implings will award after their rework later this month, I'd suggest they could drop a random clue (most likely a medium one, but it could be every tier. Pirate implings in trouble brewing would do this quite rarely, as they're intended to obtain materials for the game - but they could have the scroll sometimes as an additional reward directly sent to your bank in order to prevent locking inventory space and allowing directly signing up for another round after the last one is finished.

Some thought on concrete distribution of clues, when one is obtained (pieces of hate would improve the odds for higher tiered ones):

Easy 25 (15)
Medium 50 (40)
Hard 20 (35)
Elite 5 (10) - pieces of hate would increase the upgrade chance to master to roughly 5 %

I must really admit I've fallen in love with treasure trails recently (not with elites, but especially with masters after a somewhat clunky start) and would be more than happy to see another source.

I've got a suggestion for hard clues though: Puzzle box pictures currently are a mix of the ones used for elite clues and those stemming from early RS2. Why not entirely using the old elite ones in here (they do not look that shabby and would allow for some more variety when players actually do both kinds). Elites also could get the sliske picture used in the 2016 easter event added (http://runescape.wikia.com/wiki/File:T.A.R.A._puzzle_box.png)
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19-Mar-2018 07:33:42 - Last edited on 19-Mar-2018 17:24:39 by Rikornak

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A suggestion for tears of guthix:

- Remove the level cap for experience awarded and allow it to scale up to 99 (120 for applicable skills)
- The ornate bowl will now increase experience awarded by 20 %, instead of raising the level cap to 50.

I do not think tears of guthix is inherently a bad activity, but its extremely low level cap of 30 (50 with an ornate bowl) makes it quickly lose its initial value when levelling up further. As the scaling still would be linear (6/7.2 xp per tear and level) it still would become gradually less impressive the more a player progresses (especially past 99), but it could be still worth the time.
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12-Jun-2018 08:08:56 - Last edited on 12-Jun-2018 08:12:49 by Rikornak

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As soon as you've reached it you won't get more xp per tear, no matter you are 50, 99 or 120. The current xp formula would be 6 xp per tear and level with level not being able to go past 30 (or 50 with the ornate bowl). Thing is - the xp are really good at low levels and even somewhat a bit past this cap, but the higher you get, the less weight it carries. I must admit I didn't tried it since its QoL improvements, but I guess the issue itself still stands. 60-70k xp are not much when you almost need 10 million to level up. Improvements: Tooltip / (F2P) QoL v2
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13-Jun-2018 09:26:33 - Last edited on 13-Jun-2018 09:34:19 by Rikornak

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Got an updated list of my fishing trawler suggestions from page 23:

- The shark's tooth necklace has a bonus for increasing the heal over time when eating baron sharks, the issue just is you can't wear it in combat due to the total lack of stats: In order to solve this issue I would put on a +30 bonus to all styles (something in between glory and fury, but lacking a prayer bonus) and extend its fuctionality by affecting the secondary effects of great maki and great gunkan as well. I doubt it would make it overpowered, but it will give this thing some niche use outside of catching sharks and wobbegongs.
- Shimmering shells should affect every player on the current trawler, this thing is rare enough to be honest
- The ardougne cape 4 reward table also is a bad joke, as they're not at all able to appeal to players having completed it. This is why I would suggest the following tiering of rewards:
*Failure: Current junk table rewards
*Success (no cape): Fish, trawler supplies, current ardougne 4 rewards (with ores and/or stone spirits being replaced by mithril and rarely adamant salvage), slight chance at rare rewards. This loot table should basically work like the current ardougne 4 table.
*Success (Ardougne 4): Fish, trawler supplies, improved common rewards (adamant and rune salvage, mahogany planks, uncut dragonstones), improved chance at rare rewards. Amounts of rewards are increased as well. The effect becomes active at all times.
- Allow players to catch more recently released fish including green and blue jellies, rocktails and sailfish.
- Award slight, level dependant xp rewards for repairing nets (crafting), fixing holes (construction) and bailing (fishing).
- Significantly increase the fishing experience awarded for successfully completing a trawler (or in other words: remove the 60 % xp penalty for each caught fish). I think a good reference could be xp rates slightly better than waterfall fishing at high levels.

See page 61 for QoL improvements.
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23-Jun-2018 12:33:03 - Last edited on 30-Jan-2019 20:52:08 by Rikornak

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Addition of nature rc gloves to FoG. Would greatly benefit nature runners and TGOP players.


I guess we could fill up the whole set up to soul at this point. The mechanic for soul gloves needs to be altered somewhat due to the special functionality of that altar though. Maybe they could disintegrate after using 1000 charges (10 full crafts - 800 soul runes) instead of essences.

What might also be important for those (not just the new ones, but all FoG runecrafting gloves) would be to allow them to work as a substitute for any ethereal outfit gloves if owned and worn with the rest of the set. Yeah and of course an increased charge count, but this has already been suggested.

Also I am not too sure if the gloves are working with abyss runecrafting, but if not they certainly should do so as well.

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On a related note, I should probably write up a suggestion for a spotlight and thaler rework, but given that Jagex have left it untouched for a few years despite its broken state, I'm not very motivated.


We can just keep trying.
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14-Jul-2018 08:20:17

Rikornak

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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.


Those xp rewards need to scale with your level in the first place. If an activity grants xp it is most likely stuck to some level (SC 50, TB 40-esque, Tears of guthix 1-30 (or 50 with the ornate bowl - which is only available at a point at which you're way past 50 for most skills),...) - of course they're greatly outperformed by some skilling location intended for 90+. That will only be getting worse when more skills are extended to 120 (or think more ahead in the future - potentially even higher)

The scaling should be preferably more than linear, as this would be a guarantee the activity would still be getting more and more uninteresting at higher levels (unless their base would be high enough - penguin points scale with your level, but they still wouldn't be too impactful at high levels, unless you've done back to the freezer). Stuff like sinkholes or guthixian caches are so good, as they have a proper scaling mechanic.
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17-Oct-2018 06:13:08

Rikornak

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Got a concrete concept of how to fix the black ibis set. Players should want to obtain it from its original source instead of thalers, vic (or nic), which currently isn't possible due to its uncanncy mechanics in conjunction with a far less than ideally designed activity. PP needs a lot of work (possibly even more than what I've suggested on page 32), but I'd like to focus on ibis for now:

- Remove the level 78 thieving requirement to obtain it in the first place. If a player can play PP, they should be able to earn this set.
- Improve the base drop rate to i/1000, with i being the room number. Wearing a sceptre of the gods or having the skilling weekend active will improve the odds to i/750. Having both will lead to base odds of i/625. Luck enhancers can further improve this by 2, 3 or 4 % for tier 2, 3 and 4 respectively (instead of 3 % for tier 3/4). Master camouflage grants a 10 % bonus chance. The maximum chance you'll get this way will be 1.216 (or 1.459 at a skilling or menaphos/sophanem weekend) % in room 8 with all effects unlocked.

That way the set still wouldn't be too common, but it could actually feel obtainable and will likely be even used as an aid to reach level 99. Especially if PP would get fixed to be a viable activity.
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22-Oct-2018 07:37:25 - Last edited on 22-Oct-2018 07:50:30 by Rikornak

Rikornak

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Too clunky (see my post on page 32), mediocre to bad xp rewards (it isn't even closely viable at any level), it has some cool exclusive rewards actually (sceptre of the gods and ibis), but it's money making capabilities aren't really good either.

It had some niche as an alternative to coshing in the thieving guild (as that was really hurtful to your wrist, when being done over an extended time), but you could just stick to the gullible tourist in menaphos now from level 30 onwards (which offers more than 4 times the xp PP could offer at those levels and still would be comparable in your early 60s). On level 62 onwards safe cracking is superior in every aspect. On level 91 onwards dwarf traders, safe cracking and prif thieving (maybe 94/95 rather than 91) are superior - depending on what you want (xp, money making, low attention activity).

What would I think how to fix it:

- Flow improvements as per page 32
- Remove the xp penalty for unlocking a door with a lockpick or charming a snake in an urn.
- Drastically increase the baseline xp (the rates just are higher at all levels now than they were in 2006) and improve the scaling from room to room. That point should respect the flow improvements of course. As a rough guideline they should look at what could be achieved with pickpocketing at a certain level and balance it out for that.
- Completing the hard desert tasks will note all ivory, pottery and stone artefacts.
- Completing the elite desert tasks will note all artefacts and allow gold and jewelled artefacts to be fenced in noted form.
- Artefacts are rebalanced to provide a multitude of components when disassembled, similar to elite dungeon relics. More valuable artefacts count as higher levelled items in terms of junk.

I actually do not think it needs to be totally superior in terms of experience, but if it is left as it is, many players would get their ibis set and never return again.
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22-Oct-2018 12:14:09 - Last edited on 22-Oct-2018 13:18:47 by Rikornak

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Ouh - just read your brewing suggestions: I love them and they could actually be quite some neat buffers that way.

I've compiled the following solution for the most general buff classes (ignoring special items with their own mechanics, i.e. god banners) a while ago:

*Pies: Multiple bites, heals, static boost. Will have the strongest effect at low levels, but will first be outclassed by potions, later by ales.
*Ales: Single use, scales with level, keeps stats at the boosted level. Will be stronger than pies at high levels, but weaker than super potions.
*Potions: Multiple doses, scales with level - would offer the strongest boosts (non-combat potions should scale likewise combat potions do as well). The extreme potions do (where they exist), but that should also be applied to regular and super variants (with flatter curves of course).

Other effects that keep stats on certain levels (wilder pies and overloads) wouldn't be affected by it, as they'll remain unique effects for those items. Other individual effects (i.e. healing for saradomin brews) will also be left as is.

Going for comments to the effects now:

- Cider should be allowed to be treated with the stuff (or any other spice variants). It's a horrible gamble right now and I know why I avoided the mature variant when I gathered the 28 ales for the drunken dwarf.
- Dwarven stout: I'd change it to geodes, with a higher weighting to metamorphic ones in preparation to the mining/smithing rework (Concept of geodes: https://docs.google.com/document/d/1dPKfjkB598dG34MYktPwOPW-BH0A6VJ-s3X5wW-fWRE/edit)
- Wizard mind bomb: I think fertile soil was put in a bad place by the introduction of ultra compost and should just passively provide that effect after reaching farming 92.

Got no criticism for the other effects, they're a bit niche, but actually interesting. Keep on going :)
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26-Oct-2018 09:36:29 - Last edited on 26-Oct-2018 09:39:09 by Rikornak

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Mostly :)

Btw did some slight updates to my MTA suggestions on page 37:

- Added an additional rune cost of 1 astral rune on lunar and 1 chaos rune on ancient when using the Enhanced Alchemy spell. Using it on standard still would feature normal costs.
- Unlocking the MTA teleport also allows to craft a teletab.
- Added some reward table for making it available to f2p on the second post
- Reworded a few things to make them more clear
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27-Oct-2018 10:52:41 - Last edited on 28-Oct-2018 05:36:33 by Rikornak

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@Yusou

Would leave some commentary to the MA stuff and their aftermath:

- SW was a horrible choice for those (older) imbues due to its currency system. Without buffs. Those could have worked as a CW silver ticket reward (I mean imbuing just implies it's enhanced with magic, but their source could've been well whatever), as those are except for a low two digit number entirely useless as well - but well they honestly aren't worth a single zeal - and even diamond/dragonstone are fairly questionable. Imbued onyx rings and those fremmenik ones at least sorta are interesting to low levelled players, who can't afford/obtain higher levelled rings. Agreed with the raid stuff, that was wasted potential as those actually are great rewards for once.

- Unless locators are super cheap (once more talking about CW silver ticket dimensions), they couldn't be made interesting minigame rewards (right now). Divination certainly wasn't the worst choice. They have removed the quest kit as it always was niche, but certainly had no more role in the modern game. I mean - maybe they're using a chance making locators appealing with the m/s rework, maybe...

- Outfits: The price was a bad joke certainly, but you shouldn't forget it is just a cosmetic non-override set - basically worthless today. Some wrong sense of achievement shouldn't be the reason to make it more awful to obtain than it should be. I know I am using this the third time now in that thread - but they could've been good CW silver ticket rewards (I'd say something around 1000 for all sets, with some scaling towards the higher levelled variants)

- Titles: Agreed with that.

- Credits: I guess they just wanted to prevent influxing a massive amount of GP for potentially otherwise worthless items. I honestly am happy I got compensated for the stuff I had put in.
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06-Dec-2018 05:54:30 - Last edited on 06-Dec-2018 06:14:58 by Rikornak

Rikornak

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Maybe leaving a thought towards imbued rings:

- I wouldn't try getting the high end rings (lotd/hazelmere/asylum/death) removed from raids now - that just won't happen. It is more feasible to try making the ones at SW more appealing and get some good, but niche ones added in there as well (basically SW will feature items useful for everyone, but most high end players then). This said fortune really should be be moved from raids to SW though, as nobody raiding would even consider imbuing them (unless they just want to hoard it for a collection).
- Buff up the style bonus of gold/sapphire/emerald/ruby/diamond to +8/10/12/14/16 respectively. Reduce their zeal costs to 1/1/2/2/3.
- Instead of imbuing plain dragonstone and onyx rings do this to their enchanted variants - they're permanent after all. The ring of wealth (i) will offer +12 armour/+18 all styles for 5 zeal. Remove the imbued ring of fortune from raids and add it with +22 armour/+21 all styles stats to soul wars for 8 zeal. Buff imbued lotd slightly to compensate (+22.5 all styles). If players have imbued dragonstone/onyx rings they're getting a plain variant and the zeal required refunded.
- Lunar and DK rings (but berserker) are fine as is. Unsure if berserker (i) could be fixed, but I'd suggest +19 armour/+20 all styles for 5 zeal. Charos should have its costs reduced to 2 zeal.
- Consider adding a superior leviathan ring (i) to SW. 8 Zeal, +50 Defence, +20 all styles
- Consider changing ring imbues (both SW/Raids) to tradeable items. Especially for SW some reliable money-making couldn't hurt.

/Update: Slightly rewritten, included special rings, added thoughts.
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06-Dec-2018 06:21:42 - Last edited on 07-Dec-2018 08:42:11 by Rikornak

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I might have a few more ideas for the blast furnace - regarding a state post the mining/smithing rework:

- Relocate it below the artisans workshop. Alternatively add a direct connection (portal, cart system,...) between the workshop and the furnace.
- Reduce the smithing level requirement to 30 in order to participate.
- Allow it to directly access ores from and store bars in the metal bank.
- If that wasn't changed allow ironmen to use it.
- If somehow feasible grant f2p access.
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15-Dec-2018 09:32:44 - Last edited on 16-Dec-2018 06:36:51 by Rikornak

Rikornak

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An alternative solution might be what is done with a fair set of pocket slot items: They could work from the inventory and just be equipped in the pocket slot to conserve space (like urns). As lower and medium levelled players do not have too many pocket slot items available that would be actually a viable solution for them. Problem with that would be that those glove skins would be lost that way - but a glove skin package could be neat reward for FoG I guess...

As for elite outfits I think they all are the same: Head, Body, Legs, Gloves and Boots. Inheritence would be a nice solution as well and should actually also be extended to brawler gloves wherever applicable.
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17-Dec-2018 06:58:25

Rikornak

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Small familiarisation suggestions:

- Include more modern tertiary materials (demon claws, nihil stuffs, phoenix quills,...) in the box of summoning ingredients and only hand out materials relevant to one's level. It should be less about value, but more about stuff a player actually might want to use instead of just selling it.
- Hand out smaller junks of summoning experience for each shard collected with a chance on the skilling pet, shard and golden rocks.
- Chance to include some lost MTX item: Add the fang of mohegan as a reward. Allow it to be recharged by playing more familiarisation.
- A bit TOO familiar: Allow players to guaranteed assume the form of a familiar they hadn't had yet if they own the full Shaman's Outfit. As soon as the achievement is completed it will return to full random.
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28-Dec-2018 06:59:47

Rikornak

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Got the updated shooting star suggestion for here as well:

- Since the d&d tracker tells the exact timer when a star crashes telescopes should do this as well. Mahogany telescopes should tell the exact location as a bonus.
- Re-add a scaling level adequate xp bonus for mining the star, roughly equal to what could be achieved with the highest levelled ore available. Mining requirements for higher layers aren't needed, just scale the xp awarded.
- Mining a shooting star while being capped with stardusts automatically gives the dust to a random player currently mining the star not at the cap. This will allow players to go on mining while not ending up 'stealing' potential progress of players that came at a later point.
- Add igneous geodes (with a proc chance to metamorphic) to the loot table and have the rewards for turning in stardust scale with your total level, improving quantity and quality of loot - take roughly the dwarven instinct aura tiers for that. Allow stone spirits to be rarely improved by one tier above what would be obtained normally. The runes fit thematically and should just rise in quantity.
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10-Jan-2019 18:14:37

Rikornak

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Lord Drakan said:
Yusou Bhoroi said:
You should be able to use it to make any bar which requires 2 types of ore (other than Elder Rune), without having to use the secondary ore (whether that be coal, or something else, like Lumnite, for Rune).

Is it not working correctly? o:

I think it works for just coal and luminite now (in which case the 60 Smithing requirement is ridiculous and should be removed, if it hasn't). Could be extended to drakolith and maybe even phasmatite, I should think. At the cost of speed, perhaps.


It's basically that - 60 smithing requirement left as is and just luminite added as a secondary. I would suggest move it to below the artisan workshop (which should be used a lot on w70 then - another problem just is it is basically in the middle of nowhere, which doesn't help for such a niche activity), reduce the smithing requirement to 30, reduce every other requirement to 5 (since those activites only award token xp anyway), open it up to free players - it would be decent enough that way.
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10-Jan-2019 18:16:00 - Last edited on 10-Jan-2019 18:17:16 by Rikornak

Rikornak

Rikornak

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Lord Drakan said:
Hm, I'm not sure what this would accomplish. It's basically removing some armour and tools that work like rune and making them overrides instead. :/


I think that might actually be a better solution than the existing rewards: If players are only interested in the bxp their process would've been streamlined, if they're more interested in alternative styles (especially tool ones would be a fairly unique reward honestly) and animations they have actually something more to work their way towards.

The stuff is fairly hard to balance as appealing equipment as both melee and ranged have extremely simple options available to grab equipment at level 50 and 60 - which even would be permanent - mages have at least permanent t50 magic equipment and a degrading variant at 60 (or also a full permanent set of power armour as a quest reward at t60). Thing is - even as an ironman you just would grab your runite, blue dragon and mystic items after you've earned your access to the champion's guild, rather than playing the minigame for some time - especially if you would want a shield at that tier.
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18-Jan-2019 17:51:52 - Last edited on 18-Jan-2019 17:52:19 by Rikornak

Rikornak

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Some thoughts for a full castle wars rewards rework:

General:

- Remove all buyable supplies and allow them to be directly collected within the arena. Instead of adding super potions supply Castle Wars Supreme Overload Salves, Restores and runes.
- Remove the no ticket / game progress penalty for joining in a game late.
- Reduce the games played requirement for unlocking capes to 50/100/500. This is a drastical cut, but we're still talking about almost 8 days of pure time nonstop playing to complete it - at a minimum. Likewise the requirement to be ranked is reduced to 50 games as well.

Silver tickets:

- Silver tickets still will be used to buy capes and basic decorative sets.
- Add tradeable super potion sets for a single ticket. They should hold some value for making overload potions.
- Allow single tickets to be exchanged for bonus experience equivalent to a small star in any combat skill. This is fairly poor experience for the time spent, but could be quite useful for vic or nic.

Gold tickets:

- Change the reward structure to 1/2/3 tickets for losing, drawing or winning respectively.
- Completing the ardougne elite tasks awards one additional ticket regardless of outcome.
- Enhancers are changed to award one additional ticket (instead of doubling tickets awarded).
- Drastically reduce the gold ticket price to buy most rewards and refund the difference:
+ The price for detailed decorative pieces is cut by 2 (i.e. 145 tickets for a full set).
+ The price for intricate decorative pieces is cut by 5 (i.e. 580 tickets for a full set).
+ The price for profound decorative pieces is cut by 5 (i.e. 830 tickets for a full set).
+ The price to buy a faithful shield is reduced to 20 tickets.
+ The price to buy halos is reduced to 30 tickets. Change them to have a +15 prayer and +17 power (saradomin strength, guthix ranged, zamorak magic) bonus without any requirements to be worn. All armour and other passive effects are removed. It's basically t70 head jewellery then.
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22-Jan-2019 18:48:18 - Last edited on 23-Jan-2019 06:53:22 by Rikornak

Rikornak

Rikornak

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The price reduction is steep, but it is required to be changed like this since everything related to CW went out of bounds long ago. If this is done interesting rewards can be introduced in an interesting and meaningful way without making the stuff ever more insane. I mean - we have 80 days of non-stop playing for the highest tiered cape right now.

Other gold ticket reward suggestions:

- Add a skill codex used to mutate a niche skill for 200 gold tickets. It is a tradeable reward, enabling more advanced money-making to CW.
- Allow individual extreme potions to be bought for a single gold ticket. As a secondary requirement players need to have the herblore level to brew them for themselves.

General reward philosophy:

- New rewards should be balanced in a way they can be obtained in reasonable amounts of time. Since you could get 6 gold tickets at a maximum (3 base + 1 free elite + 1 free enhanced + 1 free bonus weekend) a skill codex would require at least 34 games with 23 minutes each = 782 minutes = roughly 13 hours of pure time - under the assumption every game is won. That's still much especially compared to soul wars, but it is at least somewhat reasonable.

Achievements:

- Talk to Lanthus while wearing a full set of profound armour is changed to a regular minigame achievement.
- Mutating the new skill will be a regular completionist cape requirement.
- Unlock all five castle wars capes is added as a trimmed completionist cape requirement (so 500 games and one game with most kills/captures).
Improvements: Tooltip / (F2P) QoL v2
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22-Jan-2019 18:51:21 - Last edited on 23-Jan-2019 07:13:51 by Rikornak

Rikornak

Rikornak

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Lord Drakan said:
Seems reasonable, nice :). I would rather make the halos and shield more useful than cutting down their price that much. Level 70 head jewellery seems hardly useful, since, ya know, helms exist. :P


I think it could actually compete better as jewellery as opposed to real armour.

If it has to compete with a real (t70) helm, it will likely fall short (at least for non ironmen since GWD head items aren't really expensive nowadays. If it was a piece of jewellery it could actually be a fairly appealing piece of equipment to lower and medium levelled players (like amulets of glory, fury - or a deathtouched bracelet), as they would be able to sacrifice defence for the sake of having good offensive stats available sooner than normally - and since the new costs would require a bit of effort, but allow them to reasonably gain them, it should even become a fairly common sight then - not just for keepsaking (I mean I love their styles, but they shouldn't be reduced to a pure cosmetic).

The great prayer bonus would certainly be an extra, which might cause it to remain viable even for high levelled players for skilling prayers (think of using the superheat form more economically).

/edit: Woo post#600 :)
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24-Jan-2019 17:49:14 - Last edited on 24-Jan-2019 17:57:57 by Rikornak

Rikornak

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More trawler suggestions - this time with a QoL focus:

- Change the deposit box to a regular bank chest. Makes it easier to fetch premade supplies and accidentally banked shells.
- Make tiger sharks more common. Considering they'll be able to be obtained from the shadow reef, they should be able to be obtained in bigger quantities than just one every few games - it achieves nothing, but making them unfeasible to use. It might not hurt if they were to get some kind of secondary effect, since they're no longer the best food ingame for quite some time. Maybe it could be some support food providing both sushi effects at once: Restoring prayer points and health over time in addition to a direct heal. Secondary effect would be increased by wearing a shark necklace.
- Drastically increase the effect of contribution on your activity bar. Bailing should be increased by 50 to 100 %, patching should be something between tripled and quintupled, make fixing the net instantly refill the bar. It might help if checking the net while it isn't ripped restores a bit of the bar as well (only with rope in the inventory of course, to include a net guardian for instance - it just would help the whole team to get more loot). That could be a counter suggestion for capping the amount of players on the trawler at once.
Alternative suggestion: Introduce an instance shard for trawlers.
- Increase the buy limit of swamp paste to 10000.
- Add a bank all button to the loot interface.

All suggestions are done with the reward improvements on page 50 in mind. Did a slight adjustment to the page 50 suggestion, refering to salvage instead of ores now. Also suggested now to have the ardougne 4 cape effect active at all times, instead of requiring it to be worn.
Improvements: Tooltip / (F2P) QoL v2
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30-Jan-2019 19:46:31 - Last edited on 30-Jan-2019 20:58:23 by Rikornak

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