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120 runecrafting thoughts

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CoolBeans568
Oct Member 2018

CoolBeans568

Posts: 388Silver Posts by user Forum Profile RuneMetrics Profile
Caipher said:
Peaky said:
The only people who want skills bumped up to 120 are those who already have those skills at 120, and those who are working on it.

So, no support. I'm fine with 120s if they are necessary. They are currently not necessary.
^ This


Plz explain how thats true in the slightest?

OT: Im neither for nor against.

15-Oct-2018 22:08:50

Yusou Bhoroi
Dec Gold Premier Club Member 2017

Yusou Bhoroi

Posts: 8,486Rune Posts by user Forum Profile RuneMetrics Profile
As long as they make GOP viable, as a training method, and give it good rewards, again (while changing the token system to reward based on proficiency), then I would be all for 120 RC.

I have an outline of one way to revitalise GOP, in a sustainable way (well, I have multiple such plans, it's just that this one brings together several of the other things they have mentioned planning (as general concepts), while also being able to fit into a 120-RC system.

Link to that idea.
(It's 6 posts, and likely to expand, so didn't wish to end up burying this thread in a long set of posts - hence linking to it, elsewhere).

16-Oct-2018 01:16:11 - Last edited on 16-Oct-2018 01:17:20 by Yusou Bhoroi

Peaky

Peaky

Posts: 332Silver Posts by user Forum Profile RuneMetrics Profile
CoolBeans568 said:
Caipher said:
Peaky said:
The only people who want skills bumped up to 120 are those who already have those skills at 120, and those who are working on it.

So, no support. I'm fine with 120s if they are necessary. They are currently not necessary.
^ This


Plz explain how thats true in the slightest?

OT: Im neither for nor against.
Sure thing!

So, it is a bit of an exaggeration. However, there is some truth to this. Those who have a virtual 120 would be happy with their virtual 120 suddenly giving them some benefits. They already did the work, so they don't see it as a problem, as they aren't likely to think about the game's health as a whole. Those who are working on a 120, even if they are FAR from it, want it because hey, they're already planning to do it. By the time the skill is 120, they may have already reached that goal, or close to it.

99s are easier now more than ever, but they still take time. 120s take WAY longer than 99s did back in, say, 2005. Skills designed with 120 in mind aren't much of an issue, as the xp rates(and in the case of Invention, the xp curve) is adjusted to compensate for it, making 120 more reasonable for less "hardcore" players.

120 Slayer proved to be a bad idea with poor execution to match, so asking for an extension, without even a REASON to do it, is plain asinine. The majority of players who ask for this, either have the respective skill at 120, or they are working on it, or it is simply their favorite skill.

Better idea: Fix Runecrafting first. It is SLOW xp until later levels, either with Runespan, or Abyss with Demonic skull. Free players can only make 6 types of runes while they can use, what, 11 varieties? Levels for making multiple runes are weirdly set up so at 98 and 99, you get the ability to make more of the lowest level runes. Runes only free players will ever make.
Why RS Mobile is a stupid idea

16-Oct-2018 02:09:33

Yusou Bhoroi
Dec Gold Premier Club Member 2017

Yusou Bhoroi

Posts: 8,486Rune Posts by user Forum Profile RuneMetrics Profile
I'd prefer they made all skills 120, given the increasing xp rates, the lack of space for some old content to be viable, and the fact that people largely seem to be aiming to get all 120s/200ms, and complete all Boss logs, before they even consider attempting most other content - so the faster they get to a point where they feel they can do other things, the better, imo.


120 RC is much faster than 99 was, in 2005. Even if you count late 2005, when tiaras were available (yes, you could get a 140k/hr rate, but no one other than 2 people ever did, because those 2 were using up all the resources for doing so, and had to have 100s of people helping them get the stuff for it).

Tenberi outlines the disparity, on the previous page (he is even generous with the amount of xp he gives for the Ouriana Altar - as that would require good handling, and 99 Agil + run-restore items).
There are other skills that are similar.



With far, far less effort, and no extra resources, a player can get 1-50, on a new account, in well under 3 hours, while semi-AFK. The rate of xp from AFKing methods, alone, is around 9x faster than the early 2005 xp rates (which means even AFK 120 is faster than full-concentration 99 was).

16-Oct-2018 03:19:00

Ulume

Ulume

Posts: 1,237Mithril Posts by user Forum Profile RuneMetrics Profile
Tenebri said:
Ulume said:
...
...
I'm not sure why you felt the need to pull out half of one sentence from my whole post then present it as though that was the entirety of what I said. The second half of the very sentence you quoted refutes your refutation of my post: "and, according to most players, more fun to train than non combat skills." I stated explicitly that exp gain is not everything in considering whether or not raise a skill to 120. It is one factor to take into consideration, and another being enjoyability. There are other factors in addition to take into consideration, which I didn't list.

16-Oct-2018 03:30:32 - Last edited on 16-Oct-2018 03:31:34 by Ulume

Yusou Bhoroi
Dec Gold Premier Club Member 2017

Yusou Bhoroi

Posts: 8,486Rune Posts by user Forum Profile RuneMetrics Profile
They can introduce/remake-viable fun (enjoyable) methods for training, if they increase the cap for some non-combat skills, to 120. Currently, there is no room to do so (and soon wouldn't be, even if they did extend to 120, given the rate of xp/hr increase, that keeps occurring).

Combat pretty much has the content for training up to/past 120s, it's merely the fact that increasing combat stats that much would invalidate almost every monster/boss that exists, so far.. and it's would be like the EoC, all over again, with it taking 6+ Years to sort out things, and still having swathes of content imbalanced by it, or left for dead.
(With stat boosts, you'd end up having >lvl 133, in effective stats - and be rubbing up against hit-caps, with most of your hits, especially if they ever introduced >t99 gear).



I agree that he took the 1st part of your sentence out of context, but thankfully it addresses points made by others, by doing so.

16-Oct-2018 03:46:27 - Last edited on 16-Oct-2018 03:48:36 by Yusou Bhoroi

Ulume

Ulume

Posts: 1,237Mithril Posts by user Forum Profile RuneMetrics Profile
Yusou Bhoroi said:
They can introduce/remake-viable fun (enjoyable) methods for training, if they increase the cap for some non-combat skills, to 120. Currently, there is no room to do so (and soon wouldn't be, even if they did extend to 120, given the rate of xp/hr increase, that keeps occurring).

Combat pretty much has the content for training up to/past 120s, it's merely the fact that increasing combat stats that much would invalidate almost every monster/boss that exists, so far.. and it's would be like the EoC, all over again, with it taking 6+ Years to sort out things, and still having swathes of content imbalanced by it, or left for dead.
(With stat boosts, you'd end up having >lvl 133, in effective stats - and be rubbing up against hit-caps, with most of your hits, especially if they ever introduced >t99 gear).



I agree that he took the 1st part of your sentence out of context, but thankfully it addresses points made by others, by doing so.
No arguments from me there, it would be extremely difficult to balance if new gear came with 120 stats, simply making the point that based on the current state of the game, the combat skills are the only ones I could personally justify giving a bump to 120.

16-Oct-2018 04:00:16

Rikornak
Oct Gold Premier Club Member 2013

Rikornak

Posts: 5,484Rune Posts by user Forum Profile RuneMetrics Profile
Yusou Bhoroi said:
I'd prefer they made all skills 120, given the increasing xp rates, the lack of space for some old content to be viable, and the fact that people largely seem to be aiming to get all 120s/200ms, and complete all Boss logs, before they even consider attempting most other content - so the faster they get to a point where they feel they can do other things, the better, imo.


120 RC is much faster than 99 was, in 2005. Even if you count late 2005, when tiaras were available (yes, you could get a 140k/hr rate, but no one other than 2 people ever did, because those 2 were using up all the resources for doing so, and had to have 100s of people helping them get the stuff for it).

Tenberi outlines the disparity, on the previous page (he is even generous with the amount of xp he gives for the Ouriana Altar - as that would require good handling, and 99 Agil + run-restore items).
There are other skills that are similar.



With far, far less effort, and no extra resources, a player can get 1-50, on a new account, in well under 3 hours, while semi-AFK. The rate of xp from AFKing methods, alone, is around 9x faster than the early 2005 xp rates (which means even AFK 120 is faster than full-concentration 99 was).


You are forgetting some important aspect: While the skills always were 99, the skilling options weren't (not that they're even fully like that today - see agility with huge skill gaps). Players basically had to use low and medium levelled skilling options to reach that aim. Of course more players will hit the level cap, when their maximum potential doesn't end at something level 50-esque (well or even lower depending on when you wanted to do it).

Also skilling locations shouldn't just be valued by their pure xp output. You're practically sacrificing every profit you could make when skilling RC via the span. On the other hand you're going to have a massive risk on abyss RCing (especially as a HCIM)
Improvements: Tooltip / (F2P) QoL v2
Quick Fixes: Invention

16-Oct-2018 07:01:40 - Last edited on 16-Oct-2018 07:08:01 by Rikornak

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