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120 Summoning Familiar Ideas

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Tom Grey
Oct Member 2019

Tom Grey

Posts: 7,203Rune Posts by user Forum Profile RuneMetrics Profile
UrekMazino said:

Great reading comprehension, I only said I would not prefer too much integration of the skill into other skills.

How you managed to read my comment as "Lets not do something new" and "leave the skill in a broken state" baffles me. My thread is literally trying to bring new ideas to the skill and I've mentioned over a hundred times that raising skill cap and fixing the lower levels are compatible. I don't understand how you can say that, I've already tried my best to avoid jargon, but you still appear to have problems reading simple English?

There's also only 1 troll in my support list, I suggest you check before you speak next time. As for new mechanics for training or diversifying the skill, I've also already mentioned this many times, this thread is purely for familiar ideas, its in the freaking title. This thread isn't meant to be an entire skill expansion document. I don't have the time nor have reserved enough spaced on this thread to cover such a large topic.
Funny how you think this thread suggests new ideas, when it doesn’t. All you do it repackage old content with tougher familiars so that you can justify 120 cap. Everything you suggested is boring and doesn’t improve the skill in any way past 99.

12-Feb-2019 17:38:21

ChicNbiskits

ChicNbiskits

Posts: 1,561Mithril Posts by user Forum Profile RuneMetrics Profile
Tom Grey said:
UrekMazino said:
~snip~
Funny how you think this thread suggests new ideas, when it doesn’t. All you do it repackage old content with tougher familiars so that you can justify 120 cap. Everything you suggested is boring and doesn’t improve the skill in any way past 99.
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OFF TOPIC: I've noticed this as well.

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ON TOPIC:
The Summoning ideas that I posted were to simplify/expedite design & development time, as the models and animations are in-game.
("color-palette swaps" seem to work, with little effort, for most mmo's anyways.)

Inprovement/"Repackaging" without customisation & immersive gameplay?

If JaGEx/FGU can't figure out 21 levels of content, I feel bad.

12-Feb-2019 20:40:35 - Last edited on 12-Feb-2019 20:42:10 by ChicNbiskits

iAmKoto
Jul Gold Premier Club Member 2016

iAmKoto

Posts: 971Gold Posts by user Forum Profile RuneMetrics Profile
Tom Grey said:
UrekMazino said:

Great reading comprehension, I only said I would not prefer too much integration of the skill into other skills.

How you managed to read my comment as "Lets not do something new" and "leave the skill in a broken state" baffles me. My thread is literally trying to bring new ideas to the skill and I've mentioned over a hundred times that raising skill cap and fixing the lower levels are compatible. I don't understand how you can say that, I've already tried my best to avoid jargon, but you still appear to have problems reading simple English?

There's also only 1 troll in my support list, I suggest you check before you speak next time. As for new mechanics for training or diversifying the skill, I've also already mentioned this many times, this thread is purely for familiar ideas, its in the freaking title. This thread isn't meant to be an entire skill expansion document. I don't have the time nor have reserved enough spaced on this thread to cover such a large topic.
Funny how you think this thread suggests new ideas, when it doesn’t. All you do it repackage old content with tougher familiars so that you can justify 120 cap. Everything you suggested is boring and doesn’t improve the skill in any way past 99.


Well, my ideias suggestion are nice tbh... such as new charms using invention materials

12-Feb-2019 21:37:18

Tom Grey
Oct Member 2019

Tom Grey

Posts: 7,203Rune Posts by user Forum Profile RuneMetrics Profile
iAmKoto said:
Tom Grey said:
UrekMazino said:

Great reading comprehension, I only said I would not prefer too much integration of the skill into other skills.

How you managed to read my comment as "Lets not do something new" and "leave the skill in a broken state" baffles me. My thread is literally trying to bring new ideas to the skill and I've mentioned over a hundred times that raising skill cap and fixing the lower levels are compatible. I don't understand how you can say that, I've already tried my best to avoid jargon, but you still appear to have problems reading simple English?

There's also only 1 troll in my support list, I suggest you check before you speak next time. As for new mechanics for training or diversifying the skill, I've also already mentioned this many times, this thread is purely for familiar ideas, its in the freaking title. This thread isn't meant to be an entire skill expansion document. I don't have the time nor have reserved enough spaced on this thread to cover such a large topic.
Funny how you think this thread suggests new ideas, when it doesn’t. All you do it repackage old content with tougher familiars so that you can justify 120 cap. Everything you suggested is boring and doesn’t improve the skill in any way past 99.


Well, my ideias suggestion are nice tbh... such as new charms using invention materials
Dont get me wrong, there are good ideas on the thread and in OP to rewamp the skill that we got right now. Add few familiars here and there. But it all fits into 1-99 bracket. 100+ should offer something much more than the same old style of training and tougher familiars.

This is why slayer, invention and dungeoneering got 120 wrong. It Should feel like a completely new skill after 100, rather than same old training with faster rates and some tiny bit better rewards.

12-Feb-2019 23:50:19

UrekMazino
Nov Gold Premier Club Member 2015

UrekMazino

Posts: 6,434Rune Posts by user Forum Profile RuneMetrics Profile
Tom Grey said:
Funny how you think this thread suggests new ideas, when it doesn’t. All you do it repackage old content with tougher familiars so that you can justify 120 cap. Everything you suggested is boring and doesn’t improve the skill in any way past 99.

Show me where in the game do we see:
- familiars that use ancient spells
- my dragon spec ideas
- familiar spec that act as porters
- things that increase crit damage cap
- curse effects that I listed
- chance to make stronger version of potion
- consuming resources to increase proc chance of gathering
- familiar that affects smithing
- WoW warlock portal
- familiar horde
- plenty of my dg famliar ideas are also not present in game

Looks like someone has reading comprehension problems.
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120 Summoning Familiar ideas.

13-Feb-2019 01:21:52

UrekMazino
Nov Gold Premier Club Member 2015

UrekMazino

Posts: 6,434Rune Posts by user Forum Profile RuneMetrics Profile
Tom Grey said:
Dont get me wrong, there are good ideas on the thread and in OP to rewamp the skill that we got right now. Add few familiars here and there. But it all fits into 1-99 bracket. 100+ should offer something much more than the same old style of training and tougher familiars.

This is why slayer, invention and dungeoneering got 120 wrong. It Should feel like a completely new skill after 100, rather than same old training with faster rates and some tiny bit better rewards.

No skill should require new content at every single level, or we'd have 99 different trees to cut from. And I've said before, skill revamp/rework can be compatible with a level cap raise. Don't have to only do one.
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•ï¡÷¡ï• Cwar United for CW games/Ardy task/Trim req. •ï¡÷¡ï•
120 Summoning Familiar ideas.

13-Feb-2019 01:26:21

Tom Grey
Oct Member 2019

Tom Grey

Posts: 7,203Rune Posts by user Forum Profile RuneMetrics Profile
As you said before and your arguments are still invalid. I’d rather a skill has content at every level to 99 that all can enjoy, than some content to 99, even less for 120 but those over 100 completely dwarfs everything you achieved before. Hence the reason they should be completely different or not be introduced before.

13-Feb-2019 10:24:16

UrekMazino
Nov Gold Premier Club Member 2015

UrekMazino

Posts: 6,434Rune Posts by user Forum Profile RuneMetrics Profile
Tom Grey said:
As you said before and your arguments are still invalid. I’d rather a skill has content at every level to 99 that all can enjoy, than some content to 99, even less for 120 but those over 100 completely dwarfs everything you achieved before. Hence the reason they should be completely different or not be introduced before.

How come I don't see you protesting the lack of new weapon/armour/abilities tier for each level? Oh yea, because you don't have to have new content at every level. I don't understand why you're so adverse to having a level or two that doesn't doesn't unlock new things. Were you playing the game a decade ago? Because we sure as hell lacked a lot of content back then compared to now. Will your gameplay experience really be ruined when that 30 minutes between getting to level 115 and level 116 offered no new unlock? How come I didn't see you complain about that time you didn't unlock new content at level 119 magic despite spending at least 10 hours training?
°l||l° Modest Skillers T7 Citadel | Skilling clan recruiting players. °l||l°
•ï¡÷¡ï• Cwar United for CW games/Ardy task/Trim req. •ï¡÷¡ï•
120 Summoning Familiar ideas.

13-Feb-2019 11:31:47

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