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Rikornak

Rikornak

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Okay leaving a bit of feedback now:

Mining:

- Allow the stamina mechanic to come with some more grace period (like smithing). Being active should be rewarded, but players shouldn't be forced to click every 4 ticks to remain at 100 %. I think a tiering used like the one for heat would be fine 0-33 %, 34-66 %, 67+ %.
- Could also be the stamina bar be displayed under the progress one?Seems to be implemented according to patch notes, but I don't see where.
- The sheer existence of pure essence is currently a punishment for being a member (it's worth less than the regular for quite a long time now): Either remove it entirely and replace every application by rune essence again or make it more valuable by granting a chance on a double rune proc for instance. The former solution would also fix the issue free ironmen aren't able to create runecrafting urns

Smithing:

- 10050 % respect for a single piece of the blacksmith outfit is waystill a bit too much for the actual use it offers. Lower it to 20 % per piece (120 % in total with the head addon) and grant a slight chance to obtain a piece when doing the ceremonial sword d&d. Don't forget the whole set would save you 650k xp at most - so it shouldn't only be fully obtained when you're halfway through anyway already.
- Allow players to learn how to smith defenders they've already obtained once up to rune. Losing a high levelled defender should hurt, but that way some small-ish catch up would exist this way.
- Iron spits do no longer seem to be present under iron misc stuff. Allow free players to smith them as well.
- The furnace doesn't recognize deposited ores without closing and opening the window again.
Improvements: Tooltip / (F2P) QoL v2
Quick Fixes: Invention

13-Nov-2018 11:35:13 - Last edited on 27-Nov-2018 12:52:40 by Rikornak

Rikornak

Rikornak

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- Rebalance the smelting urn to a general purpose smithing urn. It's currently not worth the wasted inventory slots and it won't be worth being kept as smelting will no longer be a viable training method.Fixed, thank you
- Consider the 'Respect' mechanic to be converted to some kind of numerical system, which doesn't require players to cap out to buy certain rewards.
- Starting low levelled items at max heat doesn't seem to always work currently.
- It's not really clear how to turn in ceremonial swords after finishing them.
- Some misc projects still are at non-adequate levels: Dragon platebody (should be 60-esque), Dragonfire shields (should be 70-esque) Spirit shields (should be 75-esque). I think it doesn't hurt if those projects are slightly higher than what they're used to create, but especially the dragon platebody is extremely off.

Tierscape and general feedback in another post.
Improvements: Tooltip / (F2P) QoL v2
Quick Fixes: Invention

13-Nov-2018 11:35:23 - Last edited on 20-Nov-2018 17:36:09 by Rikornak

Rikornak

Rikornak

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Some more feedback:

Tierscape:

Due to a mining/smithing beta I'll just focus on melee weapons and melee/hybrid equipment and nothing else but their basic stats (I guess it's not the place to fix anything else wrong with equipment?). The changes generally aim at keeping stuff useful (or make it more useful in the first place), by moving it into more adequate niches not directly competing with standard metal equipment and other easy to come by equipment.

- Buff Initiate armour to tier 35
- Buff Proselyte armour to tier 45
- Buff Obsidian equipment to tier 65
- Buff Elite Black armour to tier 65
- Buff GWD1 Godswords to tier 77 in a similar fashion to the armadyl battlestaff
- Extend all tank armours at tier 80 and above with an health bonus, like they're supposed to have (it affects linza and Second Age - the new metals actually got it implemented). Is tier 70 also intended to have it? If yes the remaining barrows armours (and the ones used in dungeoneering) should get one as well, if not it should be removed from necrite.

General and beta related stuff:

- Add the damage and penetration stats to the pickaxe mouseover tooltip.
Fixed Bonus: Also add it to the tool belt.
- Allow players to lock tools permanetely in their belt. They would only be taken out when they're replaced by a better tool.
- I guess it isn't intended your imcando pickaxe is converted to 100 imcandos in the beta.
- New achievements look fancy :) Got a few more suggestions myself:
* Finish a ceremonial sword with 80/100 % and earn the one-timed smithing xp rewards (if the one-timed rewards still are a thing of course)
* Add achievements for owning the full golden mining and blacksmith (+ add-on) sets. I do not think that just elite sets should be honoured.
- Harvesting 60 things from fruit trees is now listed under herblore achievements for some reason
Improvements: Tooltip / (F2P) QoL v2
Quick Fixes: Invention

13-Nov-2018 14:26:24 - Last edited on 20-Nov-2018 17:38:49 by Rikornak

Rikornak

Rikornak

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Feedback regarding the crystal pickaxe and the pickaxe of earth and song:

- Reintroduce the double chance for golden rocks for the crystal pickaxe, restore its special attack and inherit both to the pickaxe of earth and song. If the spec is unfeasible give us at least the double chance back. Being able to augment those pickaxes is nice and all - but they should have a tad bit more to step up from regular metal ones.

Feedback regarding metal spikes:

- Allow them to work with hybrid armour as well, as long as a melee weapon is equipped.

Older feedback regarding shooting stars:

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 geodes 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 geodes 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.

More achievements:

- Find a metamorphic geode (mining)
- Crack 1/5/10/25 igneous geodes (mining)
Improvements: Tooltip / (F2P) QoL v2
Quick Fixes: Invention

13-Nov-2018 20:30:38 - Last edited on 13-Nov-2018 21:47:05 by Rikornak

Rikornak

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Lord Drakan said:
Also, I noticed many mining sites for high-levelled ores are rather easy to access, which shouldn't be the case. Since the ore box exists, it's fine to put them in more remote locations, as players don't have to bank anyway. Doing this also ensures those locations remain viable at high levels.

...

Also, as others have remarked, some metals (adamant, rune, ...) not reauiring a secondary like coal isn't good. Value of coal must be maintained to ensure things like Managing Miscellania and the coal trucks remain viable.


- Considering the existence of the living rock caverns coal trucks need some rework anyway to be viable again - take the live state or beta, doesn't matter for that - they're useless as is. I think an option would be changing the elite seers task reward to an infinite passive ability (maybe unlocked after the easy or at most medium tasks). So using coal will send it directly to your bank, no daily cap whatsoever. The easy/med/hard storage increases need replacements as well then. Maybe a rising chance on duplicate coal?
- Miscellania can easily be fixed by including higher levelled secondaries (which I think I can recall was even the plan at some point). Albeit the rework itself has no effect as (unless you want the coal as IM) it isn't the best choice to set your subjects on that currently anyway.
- As for coal in general we shouldn't forget the new auto-heater which consumes coal in order to allow afk smithing. I would even suggest different settings consuming more and more coal to allow different degrees of afking for exponentially rising costs
- As for more exotic locations. I think another possible solution would be some progress boost for gated (quest/task locked) and wilderness locations (20-25 %?)
- As for afk-ing: You are way faster if you keep your stamina up (re-clicking a rock restores it) - even moreso if you use rockertunities.
Improvements: Tooltip / (F2P) QoL v2
Quick Fixes: Invention

14-Nov-2018 07:25:33 - Last edited on 14-Nov-2018 08:43:33 by Rikornak

Rikornak

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Some more sophisticated auto-heater settings idea:

The auto-heater comes with different settings, allowing different degrees of afk-ing at variating costs:

- No-to-low heat (current functionality): 1 coal
- No-to-med heat: 3 coal
- Low-to-med heat: 5 coal
- No-to-high heat: 7 coal
- Low-to-high heat: 10 coal
- Med-to-high heat: 15 coal

Basically Low-to-med, Low-to-high and Med-to-high are intended to not just consume more coal, but also consuming it faster, as the threshold is reached more often as if the re-heating was done at no heat. Especially med-to-high should give an heavy impact on your hourly costs.

The heater will be triggered upon reaching the distinct threshold. If there isn't enough coal available, it won't drop to a lower setting. It will not allow to obtain the 'Hot in Herre' achievement.
Improvements: Tooltip / (F2P) QoL v2
Quick Fixes: Invention

14-Nov-2018 08:23:00 - Last edited on 14-Nov-2018 08:46:19 by Rikornak

Rikornak

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LazarusSmith said:
Bane stuff and RotM


I'd like to ask a question: You do know, that bane ore (just the ore) isn't exclusive to RotM anymore for over three years now?

I would agree if tuning the weapons was bound to the same step how you learn tuning the ammo (so partial completion of RotM - the scroll should teach you how to tune bane items in general) - maybe even needing a magic level, but the ore argument is so invalid. And thus restricting access to the pure base equipment.

Yes - locking an entire tier behind a quest isn't a good idea (just because you can doesn't imply you should). Especially it already isn't too competetive with other t80 equipment - and the next tier (possibly tiers if we're taking a look in the far future) of standard equipment doesn't come with a quest lock. Locking a special functionality to make more out that stuff behind content - why not?
Improvements: Tooltip / (F2P) QoL v2
Quick Fixes: Invention

14-Nov-2018 08:48:20 - Last edited on 14-Nov-2018 09:09:14 by Rikornak

Rikornak

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Got another piece of feedback regarding Lapis lazuli, other semi-precious gems/jewellery and the dwarven army axe:

- The dwarven army axe is comparable to a steel pickaxe in live. Was the nerf to bronze intended?
- Lapis lazuli are now considered regular semi-precious gems and can be found while opening geodes or mining low levelled gem rocks. They're slightly higher levelled than opal, but lower than jade. The dwarven army axe is no longer required to find them, but it boosts the chance of obtaining geodes while mining common gem, copper and tin rocks instead.
- Wooden knots are now tradeable and can also be rarely obtained from regular trees without using the axe. The axe now boosts the chance to obtain knots to current rates.
- The lapis lazuli brooch now features a +1 all style bonus. Make it available to free players.
- Change all unenchanted silver and gold up to diamond jewellery to f2p items.
- Make the following enchanted jewellery items available to f2p: Ring of luck, Ring of respawn, ring of life, Traveller's necklace (only wizard tower unlocked), Necklace of gluttony, Phoenix necklace and forinthy brace.
Improvements: Tooltip / (F2P) QoL v2
Quick Fixes: Invention

15-Nov-2018 06:42:21 - Last edited on 15-Nov-2018 07:02:01 by Rikornak

Rikornak

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Squat18 said:
What happened to F2P getting access t60 and t70 ores? With the new smithing method, F2P high level smiths will only be able to get a fraction of xp with rune bars at a very sluggish rate in comparison to our "high level" ore/bar option of the current runite.


It's the same as for members. Making bars will be for money, making items will be for experience - t60/70 ores are not much better in that aspect.
Improvements: Tooltip / (F2P) QoL v2
Quick Fixes: Invention

16-Nov-2018 06:45:54

Rikornak

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Got more feedback:

- Reintroduce animated armours and add some slight combat/smithing xp reward (alongside the bonus respect) for defeating them - or maybe consider some kind of smithing buff (i.e. faster progress) for a few minutes. In order not to have players fight over them they could be some kind of co-operative boss or instanced spawn. Basically just an activity like in the deep sea fishing hub.
- Consider increasing the materials awarded for disassembling +x equipment. Since we're smithing less items now than before the rework, we should get roughly the same amount of materials from those fewer items in order to not negatively affect invention with everything related to smithing in some way. The materials awarded could scale more than linear (i.e. +0 awards 10 materials for a bar, while +1 would award 31 for 3 bars in total)

should be said:
There's a fine line between making mining being too grindy, and mining being too easy. For the extra rewards available, I'd like mining to take roughly the same time as did previously to train to 99. As of right now (11/17), the xp seems to be granted relatively quickly.

orikalkum and drakolith's icons don't match the rest of the ores (Drakolith is entirely orange...). Perhaps the colors can be changed? Also, the names are getting longer and longer - can anything be done to get nice simple 2-syllable names like "runite"?

And why is "core ores" essentially every single ore in the smithing interface? Just call them "ores" lol.


I guess the xp rates were balanced in a way that you've got comparable ones to live while slacking off (as the rework shouldn't feel like a punishment for players who didn't skill before it). The system is highly rewarding for activity, so it will of course be faster.

Gold, Silver and lots of other stuff aren't core ores. Core ores just are the basic metals which come every 10 tiers and are used to smith basic equipment.
Improvements: Tooltip / (F2P) QoL v2
Quick Fixes: Invention

17-Nov-2018 06:28:01 - Last edited on 17-Nov-2018 07:37:54 by Rikornak

Rikornak

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Say said:
Upgraded masterwork should be called Elite Masterwork for consistency with other t92 power armours and other upgraded armours in general (eg. elite void).


Achto, hardened, superior? It's not like they're not using other affixes at all. Besides - it's a new kind of armour (with its own mechanics), NOT upgraded malevolent one - which will likely be released alongside Elite Dungeon 3.
Improvements: Tooltip / (F2P) QoL v2
Quick Fixes: Invention

17-Nov-2018 09:24:47

Rikornak

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Wolfrin said:
Perhaps I'm missing something, and if I am someone please feel free to correct me.

For some reason I had been incorrectly assuming until now that the t90 and t92 armors created by smithing would be untradeable.

My logic went thus.

The mining and Smithing reworks are being done, in large part, to encourage people to use these skills and make them useful.

t92 armor was added as a smithing exclusive to give high/max smithing players incentive to ....smith.

t90 and t92 armors being tradeable encourages those with money, namely basically every player who has 99 smithing, a good reason to NOT spend 20 hours making the best armor in game, and choose instead to let someone else do so for minimal cost.

Did I miss something? Does having these armors tradeable not completely defeat the entire purpose of the rework?

Thanks.


They require a lot of work timewise (12 hours or something like that) to be done, awarding nothing more but token experience (it is intentionally extremely low so the time used for it isn't worth it if you're up to xp). If it awards just a token profit for the time used nobody would smith them and they automatically would rise in value again.

The t92 pieces additionally need to be recharged with a completed t90 counterpart every once in a while. They will be valuable as the effort is too high for many players to create them themselves.
Improvements: Tooltip / (F2P) QoL v2
Quick Fixes: Invention

20-Nov-2018 08:04:04 - Last edited on 20-Nov-2018 08:07:05 by Rikornak

Rikornak

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More feedback related to masterwork smithing:

- Masterwork rivets indicate a 500 xp reward for completing them in the smithing interface while they actually award none. Add some token xp reward and change the indicator towards this.
- Add some token experience for finishing (lined) masterwork armour pieces.

Beta related feedback:

- Add leather to the free material handout
Improvements: Tooltip / (F2P) QoL v2
Quick Fixes: Invention

20-Nov-2018 18:09:40

Rikornak

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K a t i e x said:
I love the new mining and smithing rework. I think its going to be fun again.

The only criticism is that when mining the light animica ore it is very had to see which one is sparkling.

Does anyone know if the ore that we are mining now will be taken off us and we will be back to the start when it is released in January?


If you mean ore in the live game: Nope - you could start getting an head start right now.
If you mean ore in the beta: What happens in the beta, stays in the beta.
Improvements: Tooltip / (F2P) QoL v2
Quick Fixes: Invention

22-Nov-2018 18:18:36

Rikornak

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Feedback one last time - this time regarding skillchompas:

This piece of feedback just is intended to soften the impact the rework will actually have on them. They need to be fully reworked by themselves eventually (adjusting/fixing hunter levels required, introducing new higher levelled ones,...)

- Have skillchompas ignore the hardness mechanic entirely.
- Consider adjusting the damage modifier so they would be able to compete with a +0 pickaxe of the next tier.
Improvements: Tooltip / (F2P) QoL v2
Quick Fixes: Invention

24-Nov-2018 07:00:43 - Last edited on 24-Nov-2018 07:00:55 by Rikornak

Rikornak

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Feedback time:

- Add tooltips regarding the set bonus of trimmed masterwork items. It's information that should be there showing how awesome that set is.
- Why is the stamina bar for mining used on a toggle, while the heat one for smithing isn't. I would either suggest showing both by default or moving the heat bar to a toggle as well.
Improvements: Tooltip / (F2P) QoL v2
Quick Fixes: Invention

28-Nov-2018 18:42:09

Rikornak

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Fire Hawk154 said:


1) Smithing is absolutely useless after level 60. In the Q&A it was said the Smithing skill wouldn't get nerfed and I believed it. Trying out the beta and finding Smithing has been massively nerfed for F2P players puts a bad taste in my mouth. I don't think anyone expected us to get access to level 90 gear, and we shouldn't, but atleast the XP rates and profits should've increased at higher Smithing level to stay the same as the live game. That does mean that a F2P player with level 99 smithing should be able to get about 300K smithing xp/hr at low cost.


What was actually nerfed? You didn't lose any functionality, at most you lost a bit xp rates per hour. But guess what - you no longer need to grind out levels you're not really intended to reach to create equipment which is way too low. Are you *that* stuck up in RSC (it may actually have worked at that time - but certainly not anymore with something tagged with RS2) design decisions to actually think it is good we have a runite platebody (t50 - or well 40 at the time it was introduced) at level 99, a dragon platebody (t60) at 92, a malevolent cuirass (t90) at 93 and a tetsu body (t85) at 90 right now?

And what low costs? Smithing rune equipment is causing a drastical loss per item right now. Now you got likely the option to make decent xp with decent profit by upgrading rune items to +3 and sell them afterwards - or beefing up your xp rates by buying those of others and creating burial armour (but well - you have to pay this of course then).

Yes - it may be you've lost a bit potential of xp rates, but as you've correctly acknowledged - you have unlocked all features, but better handling heat mechanics and mining around level 60. So if you desperately want to reach higher levels you still can do it by grinding them out with underlevelled methods (like now) - but the important difference - you do no longer need to in order to have everything unlocked.
Improvements: Tooltip / (F2P) QoL v2
Quick Fixes: Invention

02-Dec-2018 07:36:48 - Last edited on 02-Dec-2018 07:40:53 by Rikornak

Rikornak

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Fire Hawk154 said:
2) The above problem will result in a large decrease in market for rune bars and lower, as the large majority of higher levelled F2P players will not be training the smithing skill anymore after the rework. Since the demand for bars will decrease drastically, making bars will not be as profitable as it is now. That takes away any little incentive there was to training the skill in F2P, other than to raise ones total level.


(Elder) rune Burial armour, elder rune equipment, (trimmed) masterwork - and repairing the latter two. Easy as that.

And what incentive do you have right now, but to increase your total? Unlocking features, that certainly are useless at the level unlocked as they should've been 20-50 levels (depending on the metal, I am not reducing it to rune now) earlier?

Fire Hawk154 said:
3) It's annoying to train. I'm fine with there being a penalty for AFKing, but the whole idea of bars cooling down seems rather complex and doesn't make the skill more enjoyable. Just make it very simple and decrease the XP rate with like 10% if you haven't clicked in a minute. That's simple and everyone understands it. Atleast you won't have to worry about efficiency every 5 seconds.


Get yourself an auto-heater (I guess it should be available to f2p) and do someone the favour of buying their coal. And semi-afking for smithing/mining doesn't need *that* much of attention even without it.

Or well - you could of course increase those then-useless smithing levels: Be high enough and you can smith each kind of f2p equipment (well except burials maybe) without ever having to bother running out of heat. Firemaking helps as well - giving this skill also some kind of use for once.
Improvements: Tooltip / (F2P) QoL v2
Quick Fixes: Invention

02-Dec-2018 07:43:12 - Last edited on 02-Dec-2018 08:31:18 by Rikornak

Rikornak

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Fire Hawk154 said:
6) It makes no sense to have +1, +2 and +3 for the majority of tiers. It just clutters the game up with useless items and slows down the skill. Regular gear and a +3 version would've been sufficient for bronze to rune, probably beyond that as well (with the exception of elder rune).


Well - it allows players to min-max in certain situations, increases the threshold for burial armour, allows to have xp rewards to scale properly and increases the bar consumption (I mean worthless bars were one point of your critisim after all...) by doubling the influx for each increment (+2 to +3 upgrade already needs 8 more bars).

Until you come to bane the base equipment is actually as good as you would expect them to be, with the increments giving you slightly more than you would expect of a piece of equipment at a certain level.
Improvements: Tooltip / (F2P) QoL v2
Quick Fixes: Invention

02-Dec-2018 07:51:30 - Last edited on 02-Dec-2018 08:02:36 by Rikornak

Rikornak

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Oliver Drago said:
Liking the update so far guys, though just a thought and someone might have already brought this up and if not glad to be bringing this up now. In regards to the masterwork and trimmed masterwork armor, Just curious if they are going to be mirroring the T90 and T92 range and magic armor equivalent prayer bonus or not. only seems fair to make it balanced. but if you guys do have that in mind then disregard my above statement. looking forward when the update is released!


Those armours are differently - trimmed masterwork isn't elite malevolent. Or should elite sirenic/tectonic also come with a 5 piece set and set bonus to have it balanced? And well - simply being able to be repaired with a regular item instead of degrading to dust?
Improvements: Tooltip / (F2P) QoL v2
Quick Fixes: Invention

05-Dec-2018 08:32:17 - Last edited on 05-Dec-2018 08:33:01 by Rikornak

Rikornak

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Oliver Drago said:
I can see your point there, well let me ask you this. do you think the masterwork and trimmed masterwork should get a prayer bonus even if it is lesser then other available armor out there? just curious on your thoughts.


I would say they don't need - prayer bonus isn't (or at least shouldn't) be the reason to choose one armour over another, it is just a slight extra - allowing you to save a few coins over time probably. I am not against adding it, but if they don't want to do it they don't have to (as I said, it is a different class of armour than (elite) malevolent.

Quimiquente said:
I have a few questions regarding some of the items coming up with the update, being them the Pickaxe of Earth and Song and the new Elder Rune Amour.

At first, I thought that this new pickaxe, which requires an imcando and a crystal pickaxe, would be the absolute best in the game, since both items used for it have somewhat of a challenge in getting them, but it has the same stats as an elder rune pickaxe +5. The problem I see here is that this would make the Pickaxe of Earth and Song just not worth getting. For one to get the incamdo pickaxe, one would need to acquire all of the golden mining outfit, get all of the imcando fragments from fire geysers and get a dragon pickaxe gilded with a lava nymph. As for the crystal pickaxe, one would just need a dragon pickaxe and 4000 harmonic dust. Still, these requirements, when opposed to those needed to make a +5 Elder Rune Pickaxe, make the journey feel unworthy. Why make this super pickaxe that takes hours, maybe days or weeks to finish, when you can spend half an hour producing a +5 one with raw materials? Would you buff it, or nerf the others? Put in some special passive effect on it? I just really want to know if this is something the people at Jagex is working on.


You can augment E&S, while you can't do that with elder rune.
Improvements: Tooltip / (F2P) QoL v2
Quick Fixes: Invention

06-Dec-2018 06:59:22 - Last edited on 06-Dec-2018 07:01:54 by Rikornak

Rikornak

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It was left online for a while longer, but they didn't included any further updates, as they're up to finish it for a live release in the first update next year. Not sure how long this phase was, but seemingly it's over now.

As for tasks - They should check the following:

- Ardougne elite: No adjustment needed for a runite crossbow
- Daemonheim: No adjustments needed
- Desert: No smithing related tasks
- Falador: No adjustments needed for blurite crossbows
- Fremmenik elite: Since there is no higher levelled smithable hasta it should be moved down to medium or hard
- Karamja: No smithing related tasks
- Lumbridge easy: Smelting steel still is fitting for easy (or even moreso as a level 20 task)
- Lumbridge medium: Move it down to easy / No adjustment needed (both steel platebody and silver bar)
- Lumbridge hard: Replace it by a runite chainbody or move it down to medium
- Morytania: No adjustments needed for cannonballs
- Seers: No adjustments needed for enchanted diamond bolts
- Tirannwn: No adjustments needed for crystal items
- Varrock hard: Replace the adamant helm by a necrite one or move it down to medium. Consider this task is available for free players currently.
- Varrock elite: Since it still needs a high fletching level and runite remains the highest levelled bolt no adjustment should be needed - if fletching gets a rework as well something should be done. Consider it is available for free players.
- Wilderness: No smithing related tasks
Improvements: Tooltip / (F2P) QoL v2
Quick Fixes: Invention

13-Dec-2018 05:46:14 - Last edited on 13-Dec-2018 06:00:48 by Rikornak

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