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Combat drops need a hard nerf

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rishinger l

rishinger l

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Title says it all really.

Combat right now, provides an incredibly broken amount of gold/hr for literally no risk.

Like as an example, look at vork, zul, or the revenant caves....all of those (not including any rare drops) can EASILY give 4-5m per hour worth of random drops like ores, seeds, armour etc etc.

or even going slayer, if you do say one task of gargoyles thats easily 1-2m just in cash, ores and metal bar drops, not even including the rune armour drops.

And when you include rare drops into this...that GP/hr can easily double or triple.

This has caused literally every other way of making money to become quite literally useless...and in turn, caused all the non-combat skills to become dead content.

Like for example...there literally isn't a single herblore potion that makes any profit because of how common herb drops are from monsters.

Or who's going to go mine 231,268 gold ores to smith bars and hit 99 smithing when they can just do combat for about...10-15 hours (if they have no rare drops) and make the money that way so they can cheese the smithing skill and earn 380,000 smithing exp per hour.

The exact same thing applies to making dart tips to fletch darts, or, cutting trees for logs to craftbows, or gathering planks for construction, or mining gems to cut for crafting.

Literally no-one has any reason to go level up their non combat skills and gain the ability to farm skilling resources because the steady amount of gold/hr is so ridiculously broken that literally anyone can just sit there killing monsters, and make more gold/hr then quite literally any other skills can provide.


What combat needs is to have less constant gp/hr, such as ores, herbs, seeds, logs etc etc, and instead have the main benefit of combat be it's rare/unique drops that are worth large amounts of money.

22-Dec-2018 16:39:25

rishinger l

rishinger l

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Quote of mine from another discussion that caused me to make this tread:

"If we want seeds coming from combat, then i think they should exclusively come from things like, tree spirits, elfs, moss giants... you know the types of creatures that you would naturally expect to have seeds.

And even then i think that the bulk of seeds should be bought via NPC shops....or thieved from master farmers...or maybe give druids a theiving option and have them exclusively hold things like herbs as well as tree and herb seeds for you to steal.

Because if we make it that seeds are primarily obtained Via NPC shops then it provides a much needed gold sink into the game....and if we make the second easiest way to obtain seeds come from something like thieving druids then it gives people an incentive to do thieving and actually makes the skill relevant and useful."



tl;dr

Basically 99% of the drops from monsters killed through combat should be basically just Armour and weapons...or any crafting material that can be harvested from them, i.e like dragon hides from dragons...or runes from wizards, herbs from druids etc etc....

If people can no longer just cheese combat for millions of gold/hr and end up not getting any skilling resources from monsters, then their going to be forced to actually level up their non-combat skills.

Because it's going to become the most viable way to access the rewards they provide...instead of just farming items, selling them on the G.E and buying literally anything with that gold like they do now.

Edit: its like 3 am rn....i'll expand on the problem, as well as ideas and solutions tomorrow.

22-Dec-2018 16:40:13 - Last edited on 22-Dec-2018 17:11:11 by rishinger l

rishinger l

rishinger l

Posts: 1,612Mithril Posts by user Forum Profile RuneMetrics Profile
333333333 said:
No support! People uses combat to boss and stuffs to get good drops!
If you like to gain your own raw materials yourself then you're free to do that!


Exactly...people use combat and bosses to get good drops......but does anyone go "you know what, im going to skill to get some items today!"

When is the last time you went and gathered a large amount of resources using non skilling skills, or whens the last time you created a weapon/some armour, or high level potions for yourself instead of just farming bosses/slayer monsters for a while, selling their drops and buying every items you want?

The fact that people use combat and bosses to get literally everything is BAD.

Because combat provides the most steady GP/hr out of literally anything....as an example, when is the last time you leveled up a non-combat skill with the purpose of creating some sort of item/armor, instead of just farming gold through combat?

Literally no-one has any use for the non-combat skills anymore, except to reach 99, all of them are dead content, and having literally 3/4 of the games skills be dead content? that is the worst game design/balance you could ever ask for.


Combat shouldn't be the default way to buy literally everything, combat drops should be almost primarily unique monster drops, or items you'd expect that monster to carry, i.e like wizards holding runes.

if i want to get gold ore to level smithing i should be mining it myself, not just farming say vork for 10 hours and having enough money to 99 smithing.

plus this would also make all those resources more valuable, and give people reasons to go skilling again because rn, theres literally nor reasons to.


tl;dr

Combat shouldn't be so brokenly OP in the amount of items and gold/hr it provides that people have literally no use for any non-combat skills.

and removing all (or most) the skilling drops from drop tables would help fix the economy too.

23-Dec-2018 02:59:38 - Last edited on 23-Dec-2018 03:00:46 by rishinger l

Jennette
Jun Gold Premier Club Member 2013

Jennette

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Exactly how does skilling provide any risk? When you claim combat has no risk?

If you die you can lose all of your stuff, some bosses do not allow failure and all items will be lost that are not protected.

When skilling is made equally challenging, tedious and risky then we can talk about pvm being op.

If you want to make gp skilling play rs3 M&S update yay... (sarcasum)
Lost Coconuts.
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Lost Coconuts in a Paradise Lost, monkeys and pirates welcome.

24-Dec-2018 06:55:47

rishinger l

rishinger l

Posts: 1,612Mithril Posts by user Forum Profile RuneMetrics Profile
Jennette said:
Exactly how does skilling provide any risk? When you claim combat has no risk?

If you die you can lose all of your stuff, some bosses do not allow failure and all items will be lost that are not protected.

When skilling is made equally challenging, tedious and risky then we can talk about pvm being op.

If you want to make gp skilling play rs3 M&S update yay... (sarcasum)



Skilling isn't meant to provide a risk...their called non-combat skills for a reason.

Plus skiling is MORE tedious then combat.....and combat has literally no challenge or risk at all...i can sit there doing vork or zul, literally one handed, not using my keyboard at all and make 4-5m an hour (assuming i get NO rare drops.)

There is literally no skilling method that comes anywhere close to providing the amount of gold that Combat does..

Combat should be almost solely the rare drops/unique items that provide massive amounts of gold, you should be able to constantly farm gold through combat for literally no risk, at a much faster speed then skilling provides.

like i could sit there in guthans, or range/mage at gargoyles, or abby demons, or abberant spectres etc etc and make 1000x more money then any non combat skill provides.



The way it i meant to be (and it used to be) is that combat provides large risk, as well as large reward, where as non-combat has no risk but a lower reward....but now combat provides literally NO risk whatsoever, and gives an even higher reward then it used to...while your non-combat skills still have no risk...but the "reward" is literally almost nothing......like 95% of smithing items, fletching items, crafting items, potions ALL give a loss when created, so even using the term "reward" is wrong, because you literally cant make any profit with those skills...or you can but it is nowhere near close to the gp/hr Combat provides...and has caused literally every non-combat skill to become dead content.

24-Dec-2018 07:20:16

rishinger l

rishinger l

Posts: 1,612Mithril Posts by user Forum Profile RuneMetrics Profile
And there is allready waaaaay too much gold coming into the game, so instead of buffing non-combat skills, we should be nerfing the drops from combat.

i.e if you suddenly couldn't get herb drops from monsters then the price of potions would increase to the point where creating them actually gives you a profit, and would make people plant/farm herb seeds to gather herbs...or if they had something like a theivable druid that provided herbs and herb seeds then it would also make thieving relevant too/a viable way of farming resources.

Or if gargoyles didnt drop Thousands of gold ore per hour then people would have to mine it themselves and it would be way harder to cheese to 99 smothing in a single day.

literally every skill is like this, all of them are 100% useless when compared to combat, there is quite ltierally no reason to level any of those skills, except to reach level 99....and making 3/4 of the game dead content is never good.

It needs to be rebalanced so that Combat "CAN" Give large amounts of Gold/hr but only through rare expensive drops, if you want constant Gold/hr with no risk it should come from skilling, not combat.

24-Dec-2018 07:24:28

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