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Runecrafting Talisman Rework

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Notcool97

Notcool97

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Stelliferous said:
So what I liked about Summoning was that it did use certain things as consumables, like Nature Talismans. This made the price go up to I think 10k? It was a nice drop when I got them on Slayer Tasks.

The other option could be to just make them alchable.. like 300gp. Different Talismans can alch for different prices, like 250-350. Possibly higher.

That way you won't get what you got with Summoning and have one be worth 10k. \





However it would be nice if there was a way to get more Runecraft xp. Everybody knows Runecraft xp is really bad. So what about being able to turn a Talisman into the Rune itself, for more xp and less gp since they are more expensive than pure ess.
No support for messing with XP rates. This idea is good for giving value back to skilling, making it easier to level up the skill would just devalue it again.

06-Jun-2019 15:11:41

Notcool97

Notcool97

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Yes. The issue with skilling isn't the XP rates - it's fine if not every skill is 200k XP/h - it's the fact that it has been made redundant because PvM drops flood the game with more skilling resources than you could get by using those skills.

I like this idea because it provides a boost to the amount of runes you get from runecrafting whilst lowering the impact that PvM drops have on rune prices. If people don't like training the skill them they don't need to do so. I don't like the look of the Inferno and other content that basically requires a twisted bow, but I don't demand that jagex makes it easier for me.

06-Jun-2019 15:52:41 - Last edited on 06-Jun-2019 15:54:52 by Notcool97

Notcool97

Notcool97

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Stelliferous said:
New idea. How about they just do this instead:

Talisman + soft clay + law rune + X amount of specific rune = Altar Teletabs!

They teleport you to the altar directly. This was possible in rs2 with the Runecraft minigame, as a reward for playing it.

The X would need to be appropriately calculated obviously to make this cost a significant amount of gp. Let me do some math

small pouch, medium pouch, large pouch, teletab, 24 essence = 42

Throw in the giant pouch and you get 53.

Air: X = 250
Mind: X = 200
Water: X = 150
Earth: X = 100
Fire: X = 75
Body: X = 75
Cosmic: X = 50
Chaos: X = 50
Nature: X 25
Law: X = 25
Death: X = 25
Wrath: X = 25

This results in high Runecraft level necessary to use what you craft to pay for the runes. Making this mostly an XP source instead of a GP source.

And so that you can't pay to win in Runecraft, just limit how often you can use the teletabs. Being able to do it once every 5 minutes would increase your xp rates by less than 20%, at the cost of a significant amount of gp. The obvious loophole being to go around multiple altars, so the 5 minute restriction would apply to ALL altar teleports simultaneously.

OR. Have a longer limit, allowing you to utilize ALL altar teleports within that limit. It would take you roughly Two minutes or less to visit all of the altars, resulting in about ~8x the exp rate in that duration. Thus, the limit should be once every Hour to match the less than 20% increase in experience above, but only if you can and do visit all 12 altars.

The 1 hour version seems healthier.
a 20% XP boost would still be extreme so no support. The issue is that rcing is low profit because PvM droptables, the XP rates are fine as it is. The whole idea of being able to teleport right to an altar is very easyscape regardless of any limits you arbitrarily add to it.

06-Jun-2019 16:01:27

Notcool97

Notcool97

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Stelliferous said:
Oh but please just turn talismans into more GP because that's what runescape needs. :)

Also, talismans are associated with altars, not runes.
i never suggested turning talismans into gp, although you did by suggesting they become alchables. All you are trying to do it shoehorn this brilliant idea into something that will make rcing easier for you rs3 style.

06-Jun-2019 16:29:11

Notcool97

Notcool97

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The inferno is too difficult, they should add a weapon that hits 100 on lava based monsters. To balance this, it only lets you kill 100 lava based monsters per hour, and it's max hit on Zuk is reduced to the insignificant amount of 95. Great idea?

06-Jun-2019 16:33:47

Notcool97

Notcool97

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Stelliferous said:
Notcool97 said:
Stelliferous said:
Oh but please just turn talismans into more GP because that's what runescape needs. :)

Also, talismans are associated with altars, not runes.
i never suggested turning talismans into gp, although you did by suggesting they become alchables. All you are trying to do it shoehorn this brilliant idea into something that will make rcing easier for you rs3 style.

This isn't even rs3 style, this is logical creativity based on what a Talisman actually is and does. And this is more osrs style, akin to BIRDHOUSES which is hourly exp rates for Hunter.

And turning talismans into fuel to make more runes only increases profits because anyone who runecrafts sells the runes unless they are ironman. Because you can't just use all the runes you craft as you level up runecraft, so more runes = more gp. It also doesn't make sense from a design perspective. How exactly does putting a talisman in your tiara result in the creation of more runes? beats me!
Runes aren't gp. The idea doesn't give you raw gp so it is false to say it is turning talismans into gp. Basically the only way to turn talismans into gp is via alching them or selling them to shops. Selling an item on the grand exchange or trading it to another player for gp does not create gp; it transfers already existing gp from one account to another.

06-Jun-2019 16:43:37

Notcool97

Notcool97

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Sigh. Increasing the XP/h of a skill by 20% would mean it takes far less time to reach lvl99. If you would have previously got 30k XP/h it would take around 430 hours to get lvl99. At 36k XP/h that would be lowered to about 360 hours. Is reducing the time to max a skill by 70hours (16% reduction) not significant?

06-Jun-2019 16:49:29

Notcool97

Notcool97

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I see no problem with making most of the Runes in the game come from the Runecrafting skill. The fact that this would affect the market only goes to show how broken the market currently is due to most runes coming in as drops from PvM. Fixing this issue would be a positive not a negative.

06-Jun-2019 16:52:36

Notcool97

Notcool97

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Stelliferous said:
Notcool97 said:
Sigh. Increasing the XP/h of a skill by 20% would mean it takes far less time to reach lvl99. If you would have previously got 30k XP/h it would take around 430 hours to get lvl99. At 36k XP/h that would be lowered to about 360 hours. Is reducing the time to max a skill by 70hours (16% reduction) not significant?


It is significant but that's also very very bad xp rates................................

It modifies the 99 climb from

super hardcore extremely slow

to

hardcore extremely slow
It is perfectly fine for some skills to be slower than others. It is perfectly fine for some skills to be more expensive than others. It is fine for bosses to be harder than others, more rewarding than others etc. If you hate doing a skill then don't do it. Jagex doesn't owe you 99s.

06-Jun-2019 16:58:21

Notcool97

Notcool97

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Stelliferous said:
Notcool97 said:
I see no problem with making most of the Runes in the game come from the Runecrafting skill. The fact that this would affect the market only goes to show how broken the market currently is due to most runes coming in as drops from PvM. Fixing this issue would be a positive not a negative.


no no no not opening up the Market can of worms. This isn't economy class.

The thing is, the basics are supply and demand. Increasing supply in one area (rc) doesn't decrease supply in other areas (combat), nor does it affect the demand at all. Therefore more supply with less demand = lower prices. Inflation. Doesn't actually affect anything outside of runecrafting except lowering the prices of runes in general which is a negative for the game. We don't want 100k abyssal whips right? Right. Abyssal whips should always be above 1m even as more supply comes in because that's the price we like it as due to the rarity and means to obtain. Increasing supply of whips devalues it without increasing the ease at which to obtain it so when you get a rare drop it's not worth as much as it feels it's worth.
If you actually read the idea before demanding easyscape, the OP suggested reducing the amount of runes dropped by monsters as well, so the overall supply would not increase dramatically.

06-Jun-2019 17:11:36

Notcool97

Notcool97

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Something being "fine" obviously doesn't mean it can never change, but it does mean there aren't many reasons to change it. If it works, why break it?

If something is "fine" then there is no *need* to change it, otherwise it wouldn't be fine.

06-Jun-2019 17:12:40 - Last edited on 06-Jun-2019 17:14:02 by Notcool97

Notcool97

Notcool97

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Stelliferous said:
Notcool97 said:
Something being "fine" obviously doesn't mean it can never change, but it does mean there aren't many reasons to change it. If it works, why break it?

If something is "fine" then there is no *need* to change it, otherwise it wouldn't be fine.

Talismans are fine as they are

/thread
I've given my reasons for why PvM drops should be nerfed and the rune supply should primarily come from the skill designed to create them. Your only reason for increasing the XP/h is that you want it to be easier and quicker. If only there was another version of Runescape that caters to that mindset.

06-Jun-2019 17:24:27 - Last edited on 06-Jun-2019 17:24:51 by Notcool97

Notcool97

Notcool97

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I personally find the notion of Runes coming into the game mainly from the Runecrafting skill to be pretty oldschool. The current situation where most of them seem to come from monster droptables seems far from oldschool. Since this suggestion seeks to address this issue, I don't think it is un-oldschool at all.

30-Jun-2019 22:52:07 - Last edited on 30-Jun-2019 22:53:44 by Notcool97

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