Runecrafting Talisman Rework
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could you give a general idea of how many runes extra would come from talismans, and I'm assuming you'd want all of the rune drops to be replaced by noted talisman drops of an equivalent quantity instead?
Not exactly - monsters would still drop runes, but less frequently. Again, I go with the analogy of herbs and herb seeds. Monsters drop both herbs and herb seeds. The herb seeds allow the number of herbs dropped to be lower in general, but don't entirely replace herb drops. It would also differ by monster.
So in general runes would drop less frequently and talismans more frequently, but it wouldn't be a straight one to one conversion and it would differ by monster, to avoid things being boring.
As for the number, I was thinking something like 200-250 runes per talisman. That would put talismans which correspond to high-demand runes (like the nature talisman) at a value of around 40k-50k, which would be in value comparable to a herb seed like Ranarr.
On that note, there's two ways a chance-effect could be done. That is, a charge could be expended per-essence regardless of success, and talismans would grant more charges to compensate, or a charge could be expended only upon success, with less charges per talisman.
I think the first one is better for three reasons.
(1) The effective number of runes per talisman would vary, which would feel more interesting to players (less deterministic)
(2) Players could plan out usage more easily (not having their charges disappear too fast or too slow)
(3) It would be possible to actually allow for a player's level to have an impact on the success rate, allowing this to scale for players who've gotten a higher Runecrafting level, and making leveling up Runecrafting more interesting past just milestones and unlocks.
Let us lower Combat
try looking at my old school runescape suggestions wikia! just search for it on fandom and you should find it.
30-Jun-2019 16:26:17 - Last edited on 30-Jun-2019 16:27:20 by ed789121main
In short, what makes the game "oldschool" is incredibly subjective. So it's basically meaningless. Anyone could object to any suggestion you do support with the exact same reasoning.
Mind you, if it would change the feel of the game too much for you, that's totally fine, and I think an excellent reason for not supporting. But don't say it's not "oldschool" as if that's an objective statement.
Either way though, I appreciate the feedback.
30-Jun-2019 19:09:50 - Last edited on 30-Jun-2019 19:10:37 by Clawdragons
30-Jun-2019 22:51:53 - Last edited on 30-Jun-2019 22:52:43 by Notcool97
30-Jun-2019 22:52:07 - Last edited on 30-Jun-2019 22:53:44 by Notcool97
- All rune drops become "<Altar>-Infused Essence" (such as "Body-Infused Essence" or "Soul-Infused Essence", etc.), a new tradeable -stackable item, essentially rune essence that is aligned to a particular rune type already. When taken to the appropriate altar and with an appropriate talisman/tiara, each Infused Essence is converted into a rune of the appropriate type, granting a small token amount of Runecrafting XP. Additionally, there is a 5% chance per Infused Essence converted to give a 1% boost in Runecrafting XP of all runes matching the type of the Infused Essence for the next hour, and this can stack over time, up to a maximum of 10%. So converting Earth-Infused Essence may give a 1% boost to all earth runecrafting for the next hour, for instance.
This, in essence (pun intended), would make rune drops from monsters only usable by Runecrafters in a similar manner to seeds needing a Farmer. The Monster killer, though, could still trade the Infused Essence to make some money off their efforts, in a similar way to seeds.
Just a thought. But I do support your primary idea here, as talismans need further utility in the game, and they need something extra to link them more intimately with Runecrafting. As it is, they are basically unneeded in the game. sTReTCh1028
08-Sep-2019 20:41:48 - Last edited on 08-Sep-2019 20:43:18 by sTReTCh1028