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Topics - Hi Im Ethan

Pages: 1 2 3 4
1
Feedback / Strung Rabbit Foot, Agile Set & Others
« on: May 17, 2019, 07:43:09 am »
More random feedback that I posted in Discord. Most of these were buried as well so I made another thread.

Strung Rabbit Foot:
Currently the only item in-game that provides any sort of bonus to thieving, the strung rabbit foot has a really ridiculous crafting requirement making it quite a pain to get. Considering how easy it is already to get a rabbit foot, it makes this thing have an unnecessary grind IMO. While the amulet does have other uses in other skills giving it more value, I could see bumping down the steep crafting level requirement a bit to make it more feasible for most players to get. 80-85 crafting seems more fair compared to the current 95.

If some of the other changes I bring up occur, then this requirement change could be ignored. But as of now, being the only useful item for thieving and agility(?) with such a steep crafting requirement is just tedious.

Agile Set:
This set is rather upsetting in its current state. The -10kg weight it provides isn't even distributed properly (possible bug?), making the legs the only useful part of the set. And it doesn't really have much more use aside from that. Now that we no longer have unlimited run energy as members, it has definitely gotten some more use, but the set is still lacking IMO, as it pretty much is the only good item you can get from actually doing the Brimhaven agility course.

Some tweaks that we've brainstormed/discussed:
-Split the weight reduction evenly between both pieces or give the top -10kg as well
-Give the set a bonus for agility and, preferably, thieving as well; increased success chances on completing an obstacle or successfully pickpocketing would be really beneficial
-Slight xp boost from agility could be useful as well; giving the set an additional +5% xp split between both pieces would be a nice bonus
-No damage from failing obstacles: this would be nice for lower levels
-Extra tickets from the dispensers?

Brimhaven Rewards:
Speaking of Brimhaven, the rewards at the moment aren't really that exciting either. There are, at most, 2 useful items in the shop you'd want to grab currently: the agile legs and the black cavalier for clue scrolls, totaling up to only 444 tickets. Everything else is a useless cosmetic, and while cosmetics are nice, there isn't much purpose going past the 444 tickets to get more rewards currently. Other reward exchanges have been getting some nice updates, so I think this shop could use one as well.

Some possible additions:
-Agility xp lamps
-Something that increases agility/thieving success rates (should agile set NOT be updated with those changes)
-Something that booses agility/thieving xp (should agile set NOT be updated with those changes)
-??? Something else, I'm not sure what though

Adding in more ways to be rewarded with xp would be nice, as the mid-level grind of agility is atrocious as you're pretty limited in your choices. The addition of xp lamps, or possibly, a way to turn your tickets in for xp could help with this grind, as JP put it in discord:
Quote from: JP
levels 40 - 75/80 or so
you only do 1 obstacle for xp during those lvls right now
would give u a reason to do full arena

Thieving Additions?
Thieving has been in sort of a content drought for awhile it feels like... We really haven't gotten much for it recently. Since most herblore changes would be tied in with thieving due to Master Farmers, it was a shame that it wasn't the case with Fellstalk seeds/Morchella Mushroom spores, correct me if I'm wrong. Major thieving additions have been discussed before that I recall - Pyramid Plunder was brought up a couple times - but I don't even think we need something that major to be added to just give thieving some fresh air. New NPCs/Stalls to steal from could be nice, alongside some new items related to the skill that improve the xp/success rates as I mentioned earlier. Just to make the skill a bit more exciting.

If I'm missing a specific updating for it let me know, because I can't really recall any recent updates for the skill in a long time.

2
Feedback / K'ril Tsutsaroth & Zammy Wines
« on: April 08, 2019, 07:45:55 pm »
I brought this up in the discord channel awhile ago but the conversation got buried so I guess I'll make a thread about it.

K'ril:
His droptable is kind of ass compared to the other GWD bosses (Nex excluded). 5 different types of runes, an unreliable zammy wine drop, and 3-dose zammy brew drops paired with some other generic filler make his dt feel generally unrewarding outside of good alchs and gold drops between him and his minions. Most of the other GWD bosses have good resource drops that give them variety, but K'ril basically has none of that.

Some possible tweaks:
-Scrap like all of the rune drops, keep blood/death runes at most even though they already have so many different drop sources. The other GWD bosses drop at most one type of rune and while it makes sense for him - as he drops the magic set - it feels a bit excessive.
-Buff the wine drop, it's a decent quantity but doesn't drop often enough to make him a viable source of wines. Increase the quantity or rarity and possibly give him a rarer bulk drop of them.
-Make his zammy brew drop 4-dose like it probably should be, as this is the only instance in GWD of a 3-dose potion drop. Zil drops her brews in 4-dose but he doesn't, seems more like a bug to me.
-Swap out the super attacks for restores possibly? Graardor's restore drop is incredibly nice, and with the prayer changes it could be a much better alternative.
-Move Zil's jangerberry drop to K'ril and possibly have K'ril drop torstols as well. Gives K'ril another fairly useful herblore drop.
-If he needs any other filler drops, adamantite/runite bars could round out the droptable or some other small bulk supply drops for skills that might be lacking in them. I can't think of any alternatives at the moment.

Wines:
Collecting wines feels like a bit of a slog, especially being such a key ingredient going into late-game herblore. Most current drop sources are either very slow or not worth bothering with due to quantities or risk. It would be nice to see some more drop sources for wines or simply improving some of the drop sources slightly.

Some possible tweaks:
-Buff monks' wine drop slightly, either by increasing the chance from 30% to 50-100% or make it drop in small quantities, like 1-3 or so. Alternatively you can give them rarer bulk drops like what spiders received for red spider's eggs, although not nearly as much.
-Improve and add wine drops to some more bosses as currently only 2 bosses drop wines. Nex's wine drop feels fine but as mentioned before, K'ril's drop is fairly unreliable. Some other bosses that could use a few new drops include Corp and SDC, and possibly a few others.

3
Showcase / Ethan's Gallery/Request Thread
« on: October 19, 2018, 06:04:04 pm »
Ethan's Request Thread
Currently OPEN for requests.

After putting some thought into the idea of doing requests once again due to some interest, I decided that I'd give it a go.

For those of you unfamiliar with me, I drew some free requests way back in 2015 when I was really bad at digital art. Granted I never quite committed with them due to a waning interest and general lackluster experience with digital art, which I've worked on over the years. They were fun while they lasted but became too time consuming and overly-complicated.

So I'll be trying this again, this time taking a different approach. This will be my request thread where you can request art for me to draw.



Rules & The Basics:

I'll start by going over some rules and the basic info I'd appreciate you know before posting:
  • I'll be sticking with Emps-World related art, but I may branch out in the future to other things. Please only request pictures of your characters for the time being.
  • I'll stress that these are requests, not commissions. Just because you post a request does not mean I will guarantee you artwork.
  • I have full control over which requests I pick and choose in which order. I will keep it pretty much first come first serve, but I may go out of order and skip over requests for others that meet my requirements or that I'm more interested in drawing.
  • I will be drawing any requests on my free time, so as a result I will not be giving any concrete dates as to when each request I draw will be finished. I will try to keep requests high on my priority list but there are a lot of times when I simply cannot focus on these.
  • Depending on how popular this will be, I may open and close requests as I see fit to not back myself up with too many requests. This is just so I don't overwhelm myself and I can complete the requests I have decided to take.

Additionally, here is some info regarding content that I will draw:
  • No wings please. This is just to make my life a bit easier. If you post a request including wings, I will not add them.
  • If you post a request for your character, I would appreciate it if you post the full equipment screen.
  • Post multiple images of your character from a couple different angles if possible. 1 or 2 is perfectly fine, it just helps me out.
  • Feel free to give me any ideas regarding pose and other specific details you'd like, as long as they aren't too complicated.
  • Only one character please. I will not draw multiple people in a single request.
  • I will not draw you multiple requests unless I feel enough time has passed. Please do not spam my thread with multiple requests or I will ignore them.
  • I will send you sketches of your in-progress request as well as posting them here so that you may suggest any changes or tweaks to your request before I start working on the final product. I will not go back and revise any requests once they are finished, unless it is a very minor fix.

Failure to abide by my rules might result in any current or future requests you make being ignored. If you have any questions, feel free to ask me here, in-game, on Discord, or by PM.



My Gallery:

Any finished art I will be posting here as well as posted in replies on the thread. Saves scrolling to find each piece I make as well as to show off what kind of art I will be making.





4
Showcase / Spooky
« on: October 06, 2018, 08:27:50 pm »
Do people even still post in this
Been trying to get back into digital art
This looks better on the darker forum themes im sorry


5
Suggestions & Ideas / Giving Wiki Contributors an in-game rank
« on: September 28, 2017, 05:06:37 pm »
This has been a subject talked about briefly before but has yet to have any form of actual suggestion regarding it so I thought I'd create a formal suggestion for it.

With the amount of content on the wiki required to be inspected and updated by currently a pretty small wiki team, there is a big reliance on players to help us find and fix errors or outdated information on the wiki itself. This is mainly done through the wiki feedback thread on the forum, but with the seemingly-majority of our playerbase not familiar with or generally uninterested in using the forums, it's hard to rely on this topic to get a large sum of traffic. Granted it is still used, but I don't think it is currently used enough as we'd like it to be. This is coupled with the general lack of information in-game regarding who exactly players can go to to talk about and discuss wiki feedback and report things that need to be updated. I've seen discussions before where people, rather than going to forums or telling me what needs to be updated once informed, simply go on about how "the wiki is outdated" or "things on the wiki are wrong," etc. It always seems like very few people actually know who is on the wiki team in-game.

Since the wiki team is currently rather small, I think it would possibly be beneficial to giving us in-game Wiki Contributor ranks, much like how we have the ranks here on the forums. This could be a simple icon like perhaps a W next to our names to make us distinguishable but not confuse our roles with those of the staff team and their crowns. You could put members of the wiki team on the staff team list as well, but I don't think that this is necessary since it again requires a reliance on people to look at the forums rather than in-game. We'd have to look over who currently has the Wiki Contributor rank on the forums as well and remove any ranks of players no longer on the wiki team (I've seen one or two I believe) to get rid of any confusion should any of those players choose to play or return to the game.

Not that this is a major necessity, but I feel that helping us stand out in-game to those who generally don't know how to report on stuff like this would be beneficial. We have the ranks on the forum and now in Discord, but as far as I've seen this has done very little to help distinguish us as who we are and what our role is in-game.

6
Feedback / Improving KBD's Lair & an Agility Shortcut
« on: September 14, 2017, 02:24:56 am »
Currently the only two places to kill black dragons in the game are in the Barbarian Dungeon and in KBD's lair in the Rimmington Dungeon. In the Barbarain Dungeon, there are only two tucked away in the far corner which is incredibly tedious to get to, on top of generally being an incredibly inefficient spot due to the low amount of black dragons. In the Rimmington Dungeon, you have a wonderful amount of black dragons to kill in a multi-combat area that would be incredibly efficient for multiple players, which is more or less ruined by the presence of KBD due to his INCREDIBLY large aggro-range (he can basically lock onto you from halfway across the room). Basically, both of these spots aren't that great at the moment. I would like to see some possible changes to make these spots better.

Firstly, I think we should consider moving KBD from his current spot in the Rimmington dungeon. His lair is so massive and yet he makes using it for any reason that's not to kill KBD nearly impossible. You can't efficiently kill black dragons there without constantly being harassed by him. If possible, maybe doing something like in the Kalphite Lair where KQ's lair is seperated from the rest of the dungeon by a hole in the ground leading to another room would be nice, allowing us to stick the entrance to his lair in the same spot as it originally was to avoid confusion. Not sure how possible something like that is, but it'd be nice. KBD's lair could therefore be a smaller room in a multi-combat zone still connected to the Rimmington dungeon, and he could possibly still be aided by a couple black dragons. The lair on the other hand could now be used to kill black dragons as well as possibly housing a second mob inside of it to give the dungeon a little more diversity (hint: Green dragons).

As for the Barbarian dungeon location, all I'd like to see is simply making the Agility shortcut leading to the dungeon's rear ladder in Catherby usable. Makes getting to this spot (and the rear of the dungeon) so much freaking easier.

7
Suggestions & Ideas / Emps Wars Rewards
« on: June 03, 2017, 02:28:39 am »
A lot of the rewards in the EW Ticket Exchange have lost their desirability due to the sheer amount of them in circulation and the fact that almost all of them are tradable, making them somewhat easy for any player not restricted by an Ironman status to purchase if they chose to do so. CW was overall an unpopular minigame (I dunno how much the change back to the old-style EW affected its current popularity), so grinding out the tickets to purchase these items legitimately is even less desirable as a result, possibly made even worse due to the nerf to current ticket earning rates.

If the current ticket earning rates are untouched, then I think a slight decrease to the majority of the reward prices could balance out this issue. A decrease of about 5-10% at most (possibly excluding brawlers) would suffice, not too crazy to compete a little better with the current rates.

Re-approaching the Minigame Reward System:
I would like to also suggest a possible different approach to how the reward systems of current minigames work to a system more designed around the idea of sinking obsolete items via upgrades. This idea would work similar to how the current Recolored EP Items work: yield a recolored item but require the item to be recolored along with the EP. In the case of EW, this would possibly result in creating item sinks for the current massive supply of the old minigame rewards, making some of these high-tier items degradable to encourage revisiting the sinks themselves. This might result in cheaper upgrades as players could buy the required items with cash instead of with EW Tickets, but that's just an unfortunate outcome of utilizing the old rewards. Making these items untradable could fix the problem somewhat, but I feel that there's just too many of these items in circulation currently to make that a very viable option.

An example to illustrate my point: Item A would be available to the player in the reward shop from the start. Item B would appear in the shop as well, but players could not purchase it as it would perhaps appear "blacked out" (like placeholders). In order to get item B, players must first buy item A, then if they still have enough tickets, buy item B with item A and the tickets required. Item A and the tickets are lost, and players now only have item B.

Item A is removed from circulation, keeps the supply of item A down. BUT it still means that players have to actually purchase item A instead of simply skipping over it entirely for the better of the two items, in this case item B. And if item B was degradable, this might keep up a demand for item A when players use up the charges on item B.

Anyways, here are some ideas:


Initiate Armor and Proselyte Armor: While still somewhat popular due to its absurdly high prayer bonuses, the armor itself is incredibly lackluster due to its stats being designed for only level 20 defense. 74 tickets for the entire set is reasonable, but its paper-thin defensive bonuses and pathetic offensive bonuses hardly make the +26 prayer bonus worthwhile, especially considering high-tier melee armors with the SGS are still quite effective and provide much better stats overall.
Introducing the Proselyte Armor into the Ticket Exchange might be a possible idea, designing it to be more mid-tier armor (level 40-60) and providing somewhat higher prayer bonuses as an upgrade to the Initiate Armor.


Ava's Attractor, Accumulator, and Alerter: Aside from Ava's Accumulator, the Abyssal Cape, and Skillcapes/the Max Cape, there are very few ranged items in the cape slot specifically designed for the skill itself. Introducing the other two Avas could be a possibility as well.

Ava's Attractor would be the downgrade to Ava's Accumulator, either requiring a lower ranged level to wear (level 30-40) or taking its place requiring level 50. It would provide less offensive bonuses and would have a lower chance to save your arrows (25-30% perhaps), but require about 30-40% of the tickets required to purchase the Accumulator. This would be the main Ava players buy from EW to start.

Ava's Accumulator could receive a slight buff, being bumped up to a ranged level requirement of 60 should Ava's Attractor take its place at 50. Aside from that and a potential price drop adjust to this new system, the Accumulator would remain mostly untouched. To get the Accumulator, players would need to upgrade it from the Attractor with tickets, therefore requiring players to buy the Attractor first.

Ava's Alerter would be the upgrade to Ava's Accumulator, requiring a higher ranged level to wear (level 70+). To get the Alerter, players would need to upgrade it from the Accumulator with tickets, same process as the Attractor. The price should be around that of the current Accumulator to get the upgrade, maybe slightly less. The Alerter would be untradable and provide much better offensive stats (possibly better than the Max Cape) alongside a higher chance to save arrows (Around 67% at maximum). To balance this, the Alerter could be made degradable but possess a generous amount of charges once upgraded, perhaps 5,000-10,000 or so. This would keep the Alerter itself desirable to re-obtain alongside offering a potential sink for Accumulators. Other possibilities include recharging the Alerter with Accumulators, although I'm really open for any sort of suggestion regarding this.


Helm of Neitiznot (e) or Helm of Neitiznot (charged): The Nezzy currently doesn't see too much love at the moment. It's a cheap melee helmet with decent stats but now faces steep competition from the Bandos Helmet for offensive stats and from the Gladiator Helmet for prayer bonus. It basically lost two of its niches that it was already pretty mediocre in, so perhaps an upgrade to the helmet could give it some popularity again. As to what the upgrade would do, I really don't have any solid ideas in my head at the moment, so that's up for discussion. A unique "operate" effect with a cooldown could be an idea, but as to what that is I don't have any solid ideas.

These are just some quick ideas I had that I wanted to share. I feel that more could be added to the EW rewards as well to increase the desirability of playing the minigame. Revisiting the old, more popular version of the minigame is a good start, but if the rewards aren't that much different than what they were before you've really only solved half of the issue IMO. Of course these ideas depend entirely on:
A) The new rewards being desirable enough to the players to maintain the longevity of playing the game, and
B) EW simply remaining a somewhat popular minigame to play in order to be able to obtain/reobtain these rewards should they follow a system similar to the one I've mentioned.

Of course, these are completely out of my control. I would love to hear your opinions as well.

8
Guides / [General Guide] Antifires
« on: April 26, 2017, 09:59:33 pm »
Antifires
- A quick guide on Antifire Potions and their general usefulness -



DISCLAIMER: This guide is less of a "how-to" and more of a "what to expect." This is also my first guide so any sort of feedback on it is appreciated.



The Basics:
Antifire potions were introduced into the game on October 9th, 2015. They serve as a sort of "consumable stepping stone" between the Anti-Dragon Shield and the Dragonfire Shield, providing the player with more dragonfire protection than the former but less dragonfire protection than the latter. Each sip of an Antifire potion provides the player with 5 minutes of dragonfire protection, with a 4-dose potion lasting for a total of 20 minutes. Unlike potions that modify a player's stats, the dragonfire protection provided by an Antifire potion is constant and does not weaken as its duration decreases, similar to the effects of an Antipoison.

[ < < ]

To create an Antifire potion, the player must have 81 Herblore. Optional skills also include 73 Farming and/or 1 to 82 Slayer. Each Antifire potion made, including cleaning the herb and creating the unfinished potion, yields 1,135 Herblore experience. The ingredients required are Lantadymes and Dragon Scale Dust. Players can recieve Lantadymes as drops from various monsters or can grow their own via Farming. Dragon Scale Dust is created by crushing Blue Dragon Scales with a Pestle and Mortar. Players can receive Blue Dragon Scales as drops from Blue Dragons or can pick them up as world drops in the Barbarian or Rimmington/Catherby Dungeons.

[ + + ]



Usage & Effectiveness:
As stated earlier, the strength of Antifire potions' dragonfire protection lies in between that of the A-DS and the DFS; however, their niche is that the protection that these potions provide to the player stacks with the shields. A player can achieve roughly the same amount of dragonfire protection of the DFS with an A-DS and an Antifire potion.

[ + ]

Additionally, if used with the DFS instead, Antifire potions can push the player's overall dragonfire protection to around that of a second DFS. This can be particularly useful against some of the stronger dragons like Mithril or Obsidian dragons and KBD.

[ + ]

However, where I see their overall usefulness in PvM is their allowance for players to use other means of weaponry against dragons which the shields would otherwise prevent. With Antifire potions, players do not have to worry about equipping an A-DS or DFS and be stuck using a one-handed weapon so long as the gear they use provides decent defensive bonuses or the player uses protection prayers to aid them in combat. Two-handed weapons like the Anger Weaponry or the Zamorakian Spear are now viable choices to boost a player's DPS and overall offensive effectiveness while the player still is able to block most of the dragonfire damage they would otherwise receive by using these weapons against dragons. They also allow players who use weapons like the Saradomin Godsword to safely use a special attack without having to worry about taking any possible damage from dragonfire by unequipping their shield. Alternatively, other shields like Spirit Shields or off-hand items like Defenders become viable options to use, allowing players to benefit from higher offensive and defensive bonuses as well as possible increased damage soaking.

There are still some drawbacks to these potions, however. As a potion, the boosts they provide are limited, so players will have to be mindful of watching the remaining duration of their dragonfire protection. Additionally, the dragonfire protection Antifire potions provide is much shorter than most stat boosts that other potions give the player, usually requiring the player to take multiple potions which can take up inventory space. On their own, the potions are still weaker than a DFS and become redundant should a player not be able to improve their DPS and offensive effectiveness enough in combat.

Regardless, Antifire potions are a nice way for players who might not have access to a DFS or have trouble killing dragons to receive better, cheaper temporary protection during combat. They also open up many more options for usable weapons and gear for players, improving their damage output. These potions generally seem to be underappreciated for the strength and utility that they provide, so I hope that this guide might help players get a better understanding of just how much strength they do have.

9
Goals & Achievements / I wonder what skill it is
« on: April 05, 2017, 03:39:55 pm »

10
Off-Topic / Construction Bugs
« on: April 03, 2017, 05:08:19 am »
My workbench is not in the spot my workbench should be in. The way this room is oriented currently did not allow me to build a workbench in that spot (I would click it in the build menu but nothing would happen). I was able to solve this by rotating the room one time then building it, but rotating it back to the original position ended up making this happen.

Also, certain built items in rooms do not seem to be able to be removed no matter how many times you remove them. I've noticed this with the Teleport Focus in the teleport rooms and any of the plants in the formal garden.


11
Suggestions & Ideas / Small Ranged QoL Suggestion
« on: March 02, 2017, 06:26:58 am »
Nothing particularly complex, but I've noticed that thrown projectiles like Darts and Knives are placed in the inventory when picked up. It would be a nice little convenience if they too behaved like arrows when picked up and were placed back into your equipped stack, much like how the arrows are placed right back into the quiver.

Reasons are all the same reasons as arrows. ::)

12
Showcase / ok
« on: February 18, 2017, 04:15:05 am »
Might do something with these later.
Was messing around with posing and I liked how they turned out in the end.



13
Feedback / Feedback to the Rimmington/Catherby Dungeon Mobs (Continued)
« on: January 19, 2017, 07:29:36 am »
I would like to revisit this topic that I originally made to provide my own feedback to the changes that arose from this original discussion as well as perhaps elaborate on the original discussion itself.

While this will mainly be about my original discussion, I will also be making points that stem from my feedback and the new changes as well.

Starting with my own feedback to what got changed as a result of my feedback overall, I personally feel that what changed was a very good start to improving the state that this dungeon is currently in. With that being said, I feel that there are still certain things that I was expecting to also occur alongside this feedback to the dungeon and the mobs to improve this state that simply never occurred. Granted my first topic on this was very brief as I mainly started it to raise a discussion on the matter (which did raise some discussion regarding most of the points I raised in that feedback) but did not go into too much elaboration into the matter and I apologize for not taking the time to really discuss more of my opinions. I'm hoping that I can now really flesh out some of those points that I brought up and make an even better feedback this time around.

Giant Champions:
I appreciate that a large sum of the Giant Champions were ultimately removed from the Dungeon to allow for other mobs to take their places. The giants took up a ridiculous amount of space in this dungeon but were hardly ever touched or killed. However, the issue still remains that the champions are by no means a viable mob to kill for drops: the droptables were left untouched with the only drops being Big bones and Limpwurt roots. If anything, all this really accomplished was shrinking down the amount of space that these mobs wasted in the dungeon itself, as their status as basically a useless mob has not changed in the slightest. At this point, it would be easier to simply remove them altogether if we are not going to give them any sort of appeal as a mob. All these giants serve as right now are easy sources of XP, and - which I stated in my previous topic - is hardly ever used by most players looking to train combat.

Are they supposed to be a decent source of Limpwurt roots right now? Because if that's the case then they certainly aren't doing a good job at it, considering Hill Giants possess lower stats, less hp, a faster time-to-kill, a drop rate of roots that's most likely the exact same, on top of a chance to drop a large sum of roots in a noted form.

These mobs need some sort of a droptable at this point, at least something to give them that viability and possibility to receive traffic. We could construct a similar droptable for them based off of the other giants, but move the large resource drop of 50 noted Limpwurt roots from the Hill Giants to their new droptable; however, rather than take away that nice large resource drop that Hill Giants had, we could simply reduce its quantity and rarity to make it a slightly more common but less quantitative drop. Giant Champions could therefore become a sort of upgrade to the Hill Giants for players who are looking to acquire more resources while still being able to train their combat skills efficiently.

The New Additions:
I think we received some interesting replacements to the Giant Champions in these rooms, although they were not really what I was expecting to be honest. I think that the Greater Demons were a good call: they really didn't have a viable location that was easy to access and actually worth going to. The Lesser Demons, on the other hand, didn't really feel necessary. Case in point these demons reside in the Barbarian Dungeon right outside of the Blue Dragon room and barely anyone ever kills them in the first place. They are a nice, weak source of the Obsidian Cape and Dragon Platelegs, but that's about it. I utilized them on my Ironman to get these resources when I didn't have membership and it proved to be very effective, but they really only seem to fill such a small niche role aside from being a Medium Slayer task. It's nice that there's more of them, but it didn't feel like it was necessary. I think a better mob could be placed in this room instead, and the Greater Demons moved to another location in the dungeon...

Fire Giants:
Which brings me to another mob that I actually completely forgot was in this dungeon in the first place. The Fire Giants are tucked back away in the corner next to the first floor Mithril Dragons, if any of you need a refresher. Why these mobs are here in the first place sort of baffles me, considering there are already so many of them in the Smoke Dungeon already. Not to mention the fact that their droptable has not been adjusted to behave outside of the Smoke Dungeon itself, so that means that they still drop the chest key to the Smoke Dungeon Chest.

Pros to these mobs being here that I can think of off of the top of my head are:
-A nice way to complete a Fire Giant task (if they still even are a task) to players who might not have access to the Slayer Helmet to yield its bonuses alongside the protection of the Facemask
-A nice way to easily kill Fire Giants for any of their drops without having to deal with the Facemask/Slayer Helmet protecting you from the smoke in the Smoke Dungeon

Both of these are very much the tiniest of niches that I feel players wouldn't even complain about if they were removed entirely. Greater Demons could be placed in this section of the dungeon instead so that another mob could be replaced in the original areas that I discussed.

Chromatic (Green or Blue) Dragons:
I still believe that Green Dragons would be a perfect addition to this dungeon. The Rimmington/Catherby Dungeon has basically become the staple dragon dungeon at this point, housing every dragon aside from Frost, Obsidian, and Green Dragons (including KBD). On top of this, Green Dragons have such limited spawns, being only accessible in the Wilderness, which really takes away from their already limited appeal IMO: their droptable is basically the exact same thing as the rest of the Chromatic Dragons, with the only difference being that they have green hides/a green hatchling, rarer drops for dragon weapons/gear, and a much lower difficulty. I don't understand why it seems to be necessary to lock them away in the Wilderness when they have such little reward for the (extremely potential) risks. Of course that's just my opinion on the matter. ::)

If not Green Dragons, then more Blue Dragons would suffice.

Black Demons:
I'm very indifferent about them. It's another nice location if you don't want to deal with the multi-combat in the Barbarian Dungeon, but I still feel that that spot will remain much more popular.

Metal Dragons:
That little change was very beneficial IMO. Gets rid of some of the chaos in the Iron/Steel Dragon areas. I think that, however, they still need something that will give them more traffic as a mob. An easy solution to this is to simply make all of these Metal Dragons available as Slayer Tasks. They're all really solid mobs with good droptables, and their vastly superior Mithril Dragon is already a task locked away in Duradel's selection of tasks. Seeing the Metal Dragons make their way into Vannaka and Duradel's selections as well would be a great addition, mixing up the variety of tasks that we would be able to possibly receive. I'm actually quite surprised that they still aren't tasks in the first place, considering we got more Iron Dragons in the newest dungeon as well.

This same argument could really be made to the other mobs in the dungeon that aren't assignable as tasks as well too, giving more options for possible Slayer tasks is a great possibility to influence traffic to these mobs.

TL;DR:
  • Giant Champions -> Add droptables or scrap them completely, they're wasting space at this point
  • Lesser Demons -> Don't feel necessary
  • Greater Demons/Fire Giants -> Remove Fire Giants, move Greater Demons there
  • Replace the Lesser/Greater Demons with Green or Blue Dragons
  • Make Metal Dragons (And some of these other mobs) assignable as Slayer tasks to possibly increase popularity

Sorry I like making walls of text.

14
Feedback / Anger Weapons
« on: December 10, 2016, 08:31:21 am »
Back around a year ago I made a feedback topic regarding the Anger Weapons, which unfortunately died out pretty quickly due to lack of a discussion. I feel that enough time has passed to bring it up once again.

I feel that there has always been two major issues regarding the Anger Weapons. The first issue is hard to necessarily prove because I feel that it becomes more of a mental issue than a statistical one; it's hard to prove that this is an issue, more that it just feels like it is. Regardless, I think most of us would agree that the accuracy-based Anger Weapons (Sword and Spear) feel much weaker when compared to the damage-based Anger Weapons (Battleaxe and Mace). I feel that this becomes more of a mental issue because theoretically, the Sword and Spear should be able to out-DPS the Battleaxe and Mace by a landslide. However, I feel that in all cases, the Battleaxe and Mace seem to do more damage, excluding the additional +11 Maxhit when taking regards to size. The accuracy buff just doesn't feel like it exists: either the buff itself is incredibly weak or we as players just completely glance over it.

If the accuracy buff and damage buff follow an identical scale (The buff provided to accuracy is equal to the +11 Maxhit), then it simply doesn't feel like it's enough, accuracy-wise. These weapons are just completely outshined by the Battleaxe and Mace. I think we should look into tweaking these values to improve the overall performance of the Sword and Spear so that this isn't always the case. Another possible solution is to add an additional effect that will, following a similar scale regarding size, cause the weapons to deal a minimum damage that's more than 0 rather than a 0 itself (these values would be very low, not exceeding perhaps 5 at most), essentially a guaranteed hit on something larger than 1 tile. While I don't believe something like this would ever exist, it's just an idea, anything to give these weapons more appeal.

The second issue, which I argued in my original topic, is that these weapons are clones of eachother: The Battleaxe and the Mace possess the same buff with the same stat increase, as well as the Sword and the Spear. Being the main appeal of the SP Shop, this is sort of a waste, considering you would only have to spend half of the total SP on these weapons to yield all of the benefits that these weapons give the player. SP is by no means something hard to acquire, but this simply feels unnecessary in the already-limited reward pool that the SP Shop offers. I'm all for expanding the rewards available to us in the SP Shop, but I think that the mechanics that the Anger Weapons could be tweaked so that all 4 of these weapons are unique to help expand it as well.

Charr suggested this to me and I really liked it so I'll basically rehash it: rather than the system we have now, the buffs provided to the Anger Weapons are distributed by 5 points that can go into either the accuracy buff or the strength buff. An example for the sake of my suggestion, lets say that each point boosts the buff by 30% (EXAGGERATED VALUE, JUST AN EXAMPLE), and we distributed the points to the weapons like so:

Anger Mace: 4 points into strength, 1 point into accuracy (+120% strength, +30% accuracy).
Anger Battleaxe: 3 points into strength, 2 points into accuracy (+90% strength, +60% accuracy).
Anger Sword: 2 points into strength, 3 points into accuracy (+60% strength, +90% accuracy).
Anger Spear: 1 point into strength, 4 points into accuracy (+30% strength, +120% accuracy).

As a possible balance, we will also adjust the speeds of the Mace/Spear so that they attack slower (two-handed speed), giving us two variants of the applied effects (Slow, High-Hits/Accurate Hits vs. Fast, Steady DPS). This would change all of the Anger Weapons to have unique effects and possibly traffic more appeal to the other 3 Anger Weapons that are never touched or mentioned.

Possible cons I can see arising from these are the fact that the accuracy weapons could possibly always do damage, albeit not high amounts, and the new variants of the Mace/Spear becoming completely outshined as well by the new variants of the Battleaxe/Sword, so I'm all ears for other possible tweaks/changes.

Thoughts?

15
Screenshots / Why did I do this
« on: December 09, 2016, 02:00:56 am »

WHY
IT TOOK LONGER TO BUY 19 MORE THAN IT DID TO BUY 50

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