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Topics - Charr

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16
Goals & Achievements / 250m herblore
« on: September 22, 2017, 10:09:20 pm »

14 hours of catching hedgehogs, a full day of making extremes , another day of finishing extremes and starting with overloads, another day to finish the overloads and I'm finally done.

17
Feedback / The brew nerf
« on: September 19, 2017, 05:10:32 pm »
Both zamorak brew and saradomin brew received a considerable nerf in the latest update. This topic is about that nerf.

Healing: from 16 to 13 per dose
Stat boost: from 24 to 5
This applies to both brews.

The reason for their nerf is as follows:
I am aware that this is a nerf to super potions, but it was impossible to add new potions with super potion's combat power. Extreme potions and overloads are untradeable. Also brews have received a nerf in their healing power and stat boosts. On the other side though, their stat reduction effect is no longer that strong. Some level requirements for potions have also been reduced.
I don't really care for the nerf to super potions myself. Extremes and overloads are going to replace them no matter how good you make them. This topic isn't about super potions. Drugs made a topic about those already.

I feel as if brews really wouldn't have made overloads useless. If anything they'd be used alongside them, and quite a lot at that. I think it's a shame that they won't now. The healing reduction is a whopping 12 hp per inventory slot, that's over half of a manta ray it got reduced by. If anything using more than just manta rays should be encouraged. They'll still be usable with them, it's just that you're giving people less of a reason to use them for no reason. If you want them to be food rather than stat boosting you had already pretty much achieved that, people don't use sbrews for the defense boost but for the heal and boost.

Nerfing brews when their usage is not affected at all by overloads really hurts them. You've already nerfed their exp, which hurts the ingredients for them as well. Unlike super potions they don't get a huge sink out of overloads, it would mean you're essentially making some moneymaking methods less viable and decreasing the value of brews.

The stat lowering properties of brews are mostly ignored. The vast majority of people know to bring restores or repot after drinking brews. Making them decrease stats less didn't give them any extra benefit whatsoever. That was a really lackluster way of compensating for the nerf. You should not do something like that ever again.

Zbrews as a healing potion are going to be inferior to sbrews, I honestly wouldn't mind if the healing aspect got removed from it completely. It can offer a higher dps bonus than overloads but reduce your total hp, that might actually be interesting. I wouldn't mind it being turned into a potion that works for ranged and magic too, since brews do that as well.


18
Suggestions & Ideas / Frozen keys (non-boss gwd loot improvements)
« on: September 14, 2017, 09:35:34 am »
I touched on ancient creatures and blood reaver loot being a bit lackluster in my feedback topic about the recent updates. I have a suggestion to add to that that will improve the drop tables on basically any monster in the gwd that isn't in a boss room.

Frozen keys
These keys will allow you to enter a boss room without the required 10 killcount. The pieces required to assemble a key are dropped by every monster in the gwd. There is a piece for each faction. There should be some mid level crafting or smithing requirement to assemble the key.
  • Every monster will have a chance to drop the key piece of their faction. The droprate should be about 4%.
  • Spiritual creatures are mostly regarded to have a droptable that is garbage, giving them either a higher droprate for the key pieces or an additional chance to recieve a whole key might be a good idea.
  • Whole keys could be added as a rare drop from blood reavers as well.
The pieces and keys should be tradable. Keys are consumed upon use.

19
Suggestions & Ideas / Bonfires
« on: September 13, 2017, 06:19:32 pm »
Suggesting them for the millionth time. If you don't know what they are: they're the ability to use logs on a fire in order to burn them rather than making lines of fires.
  • People won't be able to mess up your exp rates by making fires in front of you. We no longer have w2 to get around this, so it'd be nice.
  • Group skilling without the 'omfg stop taking my ores'.
  • Firemaking training becomes less tedious and more afkable.
  • Woodcutting becomes less tedious because you can just bring a tinderbox instead of banking and it'll actually be convenient to do so.
If necessary, reduce the base exp for logs.


20
Feedback / Feedback on the latest two updates
« on: September 12, 2017, 04:03:46 pm »
Nex
  • Absolutely great that you released a boss with actual mechanics, can't thank you enough.
  • Smoke phase is dull. Drink a super antipoison to nullify all mechanics. Would've liked to see at least a mechanic there.
  • Would've preferred corner npcs to have some kind of shield rather than being summoned without any visuals.
  • Robin hats and inf, pls remove.
Gwd
  • Ancient creatures are actually a good slayer task if you barrage them.
  • Guthix arrows but no guthix bow to fire them with. Maybe add an npc that'll change god bows into other god bows if you give him 500 arrows.
  • Blood reavers will be okay if you have a nex piece to wear so ancient creatures don't aggro, otherwise they're bad.
  • Blood reavers need a better drop table, at least make them drop noted fury sharks. Ancient cere is a possibility too.
Clues
  • The way collecting dyes was implemented is really nice.
  • The way they look on certain items isn't great, in terms of colouring barrows is the only one that actually looks good.
  • Would've been a decent opportunity to improve the flaws/frustrating parts of clues, sadly that didn't happen.
  • Max hood can be dyed but there's really no reason to wear one, maybe give it a purpose?
Misc
  • Skilling aura fix has made them worth buying, thanks for that.
  • The map icons are really great overall, if only people would use their bloody map.
  • 1-5 keys to go through dialouge is great, shenven's dialouge is long as hell and it helps.

21
Guides / Nex' kneesocks' guide to killing Nex
« on: September 10, 2017, 05:06:27 pm »
It's been fun watching everyone struggle but we've withheld information for long enough. This is going to be a full guide to killing Nex.

Why kill Nex?
Here are a few reasons.
  • It's the only boss in this game that has some sort of difficulty to it, some people might find the challenge appealing.
  • It drops the best in slot armour for each style
  • Its common drops are great value and add up to a lot over time
  • It's actually fun to kill
Stat requirements
I would recommend being completely maxed. You can get away with less, but you sacrifice efficiency and increase your risk of dying by doing so.
  • 99
  • 99
  • 99 or or
  • 70 (preferably higher)
  • 70 (to get to Nex)
  • 96 (to make overloads)
Getting to Nex
Nex is located in the god wars dungeon. Teleport there using a ferocious ring. Starting from the rope, go south and enter through the big doors and go down the hole. There is a tunnel you'll have to go through, this requires 70 agility. It doesn't have a membership check so non-members can go through. After you're through it's a short walk to the boss room.


Directions to Nex.

On your way to the boss room there will be ancient creatures and blood reavers. The mages have the ability to freeze you and it's a multi-combat zone, you could be slowed down significantly on your way there. I'd recommend wearing an ancient ceremonial set. Blood reavers will still be aggressive, but the ancient creatures won't touch you if you wear it. You could also bring gear for npcs of the other factions, but the run to the doors is short so it's not really necessary.


Teams & instances
It's recommended that you do Nex in groups of 4, as that's the amount of people she'll give a drop. She will also get considerably stronger versus larger groups and in the public room. Instances also prevent someone from coming in and ruining your kill or taking your drops. You can join an instance by right clicking on the door you enter before the boss room. What you enter will be the name of the instance, others will be able to enter it by typing the same name.


How to enter an instance.

It should be noted that anything inside the instance will disappear if there is nobody in the instance. If you die your items will appear outside of the instance, however if your group managed to kill Nex while you were busy walking back your loot will be in the instance.

The actual secret to Nex is coordination and communication. You will have a way easier time if your team is able to properly communicate during the fight. Typing during the fight is not recommended, voice chat is definitely the better option. If you're all on the same page about the fight and you're able to communicate you'll be ahead of the vast majority of people that have gone to kill her so far.

Gearing up for Nex
There's a bank just before the boss room where you can gear up. I'm not gonna give you single setup to use, a few things are up to preference and things like supplies depend on how many kills per trip you're aiming for. The gear setups are more focused towards not dying than dealing the most damage, if you're interested in killing it as fast as possible there is a part at the end of the guide about damage calculations.

Choosing a combat style
All combat styles work at Nex, she has no weakness to a specific style and each style has an effective setup. Since most of the people reading this guide won't be very experienced with Nex I'd recommend against melee. Ranged and magic are a matter of dps vs safety. Ranged generally has better dps, a magic setup with blood barrage has better healing and is thus safer.

vs vs

Slayer tasks
Nex can be assigned as a slayer task by Shenven. It may help to get one for your first few kills as slayer helmet and chaotics increase your dps by a huge amount. You won't have to deal the most damage to her to receive credit for your kill.


Actual gear

  • Elite void
    The best armour for dps. Recommend you take something else if you're not experienced though. Especially good for groups.
  • vs
    Third age vs Gwd armour
    Both are perfectly fine to kill Nex with, if you're inexperienced and don't have gear get 3rd age.

  • Spectral spirit shield
    Pretty much the go-to shield for Nex due to its hp boost and operate effect. Will be explained later.

  • Statius' warhammer
    A really good way of decreasing Nex' defence. A 10% decrease regardless of hit, can use with any style. Is lost on death completely if not protected.

  • Bandos godsword
    If you're using melee it can be better at reducing defense than swh. Don't use if not using melee.

  • Onyx bolts (e)
    Best damage for bolts and decent healing from the lifesteal as well.

  • Dragon bolts (e)
    Equal damage to onyx bolts. No lifesteal but cost less money to use.

  • Emerald bolts (e)
    The 10 poison damage will add up if she's poisoned in the beginning of the fight, don't use after she's already poisoned.

  • Diamond bolts (e)
    Decent damage, reduces defense by an okay amount over time. Slower than swh but worth using if there's a lack of them.

  • Staff of light
    Best staff if you're not on a slayer task, spec decreases incoming damage by 20%.

  • Damage and accuracy auras
    Solid boost to dps. Use whichever fits your combat style.
Supplies
As a general rule of thumb always take (4) dose potions. Using potions at the bank before entering the boss room can get you an extra dose of brew, overload and save an inventory slot on antipoison. If you're doing multiple kills per trip keeping antipoison in your inventory might be necessary.

The supplies you take vary depending on if you're going for single or multiple kills. For low amounts of kills per trip you should take higher amounts of manta rays, the opposite being true for long trips. I don't recommend taking only brews as food as it might lead you to be unable to heal more damage than Nex deals at some points during the fight. You won't need more than one or two super restores. You should be able to get at least 2 kills per dose of overload. Try a few different inventory setups and find out what works for you.
  • Manta rays - For when you need to heal up.
  • Fury sharks - If you have some, bringing a few for when you get really low could save your life.
  • Saradomin brews - Healing, use after eating fish if you need more healing in a single tick.
  • Overloads - Stat buffs, allows free use of brews for healing. Careful when re-potting in fight as it deals 20 damage to you.
  • Super restores - To restore prayer points if necessary.
  • Super antipoison - Prevents poison damage.
Nex
Still need to put an image here.

2100 175 165 144 156 156

You can enter her boss room by climbing down the hill in the room where the bank is. Once you go down the only way to get out is to teleport, bring one you can use in combat in case Nex respawns after killing her.


A map of the boss room.

Phases
Fighting Nex you'll go through 6 phases. All the phases have different mechanics and should be dealt with accordingly. Nex will switch phases based on how much of her total hp she has left. The exact amount of hp she has before she switches is written down with each phase.

Water phase
2100
Protect from magic

Nex has some attacks she will use in every phase, I'll go over these here. She has a standard melee attack that is single target and can hit around 40s. Be wary if she targets you with her melee attack, multiple in a row might kill you. She has an AoE attack that will deal damage to everyone nearby as well, this attack changes styles depending on the phase.

If you're standing in the middle there is a chance she'll use her sliding attack. She will move across one of the lanes, knocking back and damaging anyone in her path. This will hit you two times for up to 40s, be sure to eat if you get hit. She will move to the middle and say "There is no escape!" when she uses this attack. She will target a single player with this attack and move in that player's direction relative to the middle. You can dodge this by stepping to any lane to the side of the one she's sliding down. If your group stands in the same lane she will only be able to slide down that lane, thus you'll be able to predict where she goes and have an easier time reacting to this attack. If you dodge you'll get some attacks in without Nex damaging you at all.


Nex' slide attack.

Pray mage as her AoE attacks are magic based. If you're using swh or bgs spec use it immediately. If you're using emerald bolts (e) use them until you see poison damage being dealt to her. Nex will summon Fumus at the end of the starting phase, kill him or she will sacrifice him later to heal for 300 hitpoints. You'll want to move close to the corner where the next npc will be summoned so that they can be dealt with quickly.

Smoke phase
2000
Protect from magic

The only thing that changes from the starting phase is that she will attack with a high damage dealing poison. You will be completely immune to this if you've had a dose of super antipoison. Nex will summon Umbra at the end of the smoke phase, kill him or she will sacrifice him later to heal for 300 hitpoints.


Nex summons Fumus.


Nex sacrifices Cruor.

Shadow phase
1600
Protect from ranged

During the shadow phase her AoE attacks will switch from magic to ranged, as such you're advised to pray ranged. She will also lay down an area of shadow barrage that will deal damage over time if you're standing in it. This doesn't hit very high but it hits quite rapidly, focus on getting out of this rather than damaging her. Operating your spirit shield if you're in an AoE is a good way to prevent damage as well. Nex will summon Cruor at the end of the shadow phase, kill him or she will sacrifice him later to heal for 300 hitpoints.


Nex' shadow barrage attack.

Blood phase
1200
Protect from magic

Her AoE attacks will switch back from ranged to magic, switch your prayers accordingly. She will occasionally target the square under every player with blood barrage. This attack can be sidestepped, and if you don't do so she will heal the damage she deals. Pay attention to where your teammates are standing as well, you do not want to walk into a blood barrage that targeted them. Nex will say "I demand your blood!" whenever she uses this attack. Nex will summon Glacies at the end of the blood phase, kill him or she will sacrifice him later to heal for 300 hitpoints.


Nex' blood barrage attack.

Ice phase
800
Protect from magic

The ice phase is why you wear a spectral. During this phase nex uses an ice barrage attack that works similarly to her attack during the blood phase. However, instead of healing her this attack will hit a lot harder than the one in the blood phase. It can hit up to 102. Nex can still use other attacks while the ice barrage attack is on the ground, the damage can stack so it is absolutely vital you dodge. She has another attack specific to this phase where she touches the ground, this attack can freeze you. Glacies can also freeze you, but for a much shorter duration. If frozen make sure to make use of your spirit shield operate do negate the damage from at least one barrage. Prioritize healing rather than attacking. At the end of the ice phase she will say "Zaros, protect me!" and enter the last phase.


Nex' ice barrage attack.

Zaros phase
400
Protect from ranged

Her AoE switches back to ranged, pray accordingly. For this phase you'll have to move to the middle. If you aren't in the middle she will heal back up to 400, lifesteal and reflect all damage dealt to her back to whoever dealt it. It's recommended that you move to the middle near the end of the ice phase. Do that as late into the ice phase as possible as it will be slightly harder to dodge the ice barrage when you're standing near the middle. This is the only phase you're forced to deal with the slide attack, sidestep it as instructed earlier.


Nex' healing when not in the middle during the zaros phase.

Once you've killed her pick up your loot and decide if you want to leave or not. Going for single kills per trip is the safest way to go, going for multiple saves you a bit of time since you'll have to run back less.

Loot
Being a difficult boss Nex has really good loot. If your group properly splits loot you should profit almost every trip, it's amazing profit in the long term. A lot of her common drops are used for supplies to PvM with so they'll always retain value. She also drops the best armour for each combat style, which is probably what most of you are after. You will also get an elite clue scroll every kill. If you've got the hang of the fight you should average about 3 minutes per kill.

      

I'll make it easy to grasp what you'll get by giving some numbers, keep in mind this loot is based on groups of 4 and should be split between that group. I'm excluding nex pieces as their value is obviously really high. These values were calculated on 10/9/2017.

Minimum value for a single kill: ~200k
If the entire group gets a low value alchable. Very low chance of this occurring.
Average value for a single kill: ~1m
With blood runes and dragon arrows being replaced by wines of zamorak and onyx bolt tips you should get around a mil per kill.
Maximum value in common drops in a single kill: ~4.8m
This is excluding armour piece drops or the rarer drops of supplies that contain higher amounts.

Honorable mentions
There are certain items or tactics that are effective but there are reasons not to use them.
  • Taking Nex to the middle in every phase
    I'd say Jp invented this during his earlier attempts to solo Nex and that's exactly what I think it's effective for. Taking advantage of the fact that successfully dodging her slide attack gives you a few free hits is good. It can most definitely work in groups, however it's a lot harder to coordinate and there's a high chance someone will mess up. You can do this in groups if you communicate well.
  • Vengeance
    Nex hits high quite often so vengeance would be an effective dps increase. With vengeance other you could have only one person be forced onto lunars and effectively let everyone use veng. The reason this isn't entirely viable is that vengeance other can't be cast while attacking. It also gives you yet another thing to pay attention to during the fight, which is the cooldown. It works, but we came to the conclusion it wasn't worth using.
  • Vulnerability, enfeeble and stun
    These spells are very cheap ways to reduce Nex' stats and all cap at 50%. Defense, attack and strength can be reduced and the spells should make the fight quite a bit easier overall. However, due to the fact that it can splash and it locking you into the normal spellbook they aren't entirely the most efficient to use. The runes also take up 3 inventory slots and for damage you'll mostly rely on rod of ivandis. Swh beats it in terms of quickly getting rid of her high defense level and a more dps focused setup will result in faster kills. It's definitely good for people on a low budget or groups without swh however.
  • Praying melee
    If you're using a ranged setup it sounds quite reasonable to pray melee instead of magic. Especially if Nex is targetting you. In practice this doesn't really work out as you'll spend a lot more time getting hit by her AoE. Magic setups are generally more resistant to her melee attacks.
  • Morrigan's javelins and dragon darts
    Both are very effective but highly expensive. Darts also lack the utility bolts bring. If you don't care too much about money feel free to use them, they're quite good. If you're not an ironman or actually sane it'd be better to stay away from using them. Bringing a single javelin to get a phase over with quickly if necessary isn't too bad of an idea though.
  • Abyssal cannon
    Offers similar dps to a hunter's crossbow with onyx bolts (e). Ammo is relatively cheap and easy to get on your own. It completely lacks the utility of using bolts, you won't get any lifesteal, poison or defense lowering. Because it's 2-handed you won't be able to wear a spectral, drastically increasing your risk of dying in the fourth phase.
  • Mirror shield
    It reduces the damage the monster you have as a slayer task will deal to you. It gets a mention because for it's incredibly cheap price it does quite well so long as you're on a slayer task. It's the only that can completely prevent you from being 1-shot during the ice phase, spectral makes it very unlikely but there's a very slim chance you can get stacked for a 125. It's bad besides that though.
  • Ice shield
    If you're using mage you might think using ice shield during the ice phase is a good idea. It does completely prevent any freezes from Nex or Galcies during the phase. Being able to always sidestep is definitely valuable, however there's still the chance you run into an attack that was targeted at someone else. It also lacks the small window of immortality spirit shield operate has. Good during the ice phase if you're using mage and don't have a spectral.
  • Regen bracelet and vampyrism
    The idea is to just lifesteal back most of the damage she deals to you. However they don't provide enough to heal you at a rate that would benefit you more than just equipping something for higher dps. Can work as budget options, however far less efficient.

Damage calculations
This part displays and compares the damage output of certain setups. Keep in mind this is theoretical dps, eating and dodging is not factored in. Everything was tested using piety and overloads, as you'd be using those anyways if you were serious about killing Nex fast. The new dps meter in the attack styles tab is what I use to acquire most information.
Defense drops
This is to display how important it is to reduce Nex' defense level. I will test both the accurate and rapid style. Since the buff one might actually consider using it to save a bit of money at the cost of a tiny bit of dps.
  • Gear
  • Reduction (-10% def per swh)

    Accurate: 54.34% accuracy & 4.72 dps vs Rapid: 46.45% accuracy & 4.72 dps

    Accurate: 65.07% accuracy & 5.76 dps vs Rapid: 59.61% accuracy & 5.96 dps
Comparing armour
This should help you choose what armour to use for Nex. I'll mostly focus on dps, but will talk a bit about defense as well.
Without defense reduction

  • Accurate: 54.34% accuracy & 4.72 dps vs Rapid: 46.45% accuracy & 4.72 dps

  • Accurate: 57.01% accuracy & 4.72 dps vs Rapid: 50.72% accuracy & 4.81 dps

  • Accurate: 48.77% accuracy & 4.11 dps vs Rapid: 42.33% accuracy & 4.09 dps

  • Accurate: 49.72% accuracy & 4.05 dps vs Rapid: 43.13% accuracy & 4.03 dps
With defense reduction

  • Accurate: 65.07% accuracy & 5.76 dps vs Rapid: 59.61% accuracy & 5.96 dps

  • Accurate: 67.82% accuracy & 5.62 dps vs Rapid: 63.01% accuracy & 5.99 dps

  • Accurate: 61.53% accuracy & 5.19 dps vs Rapid: 55.68% accuracy & 5.38 dps

  • Accurate: 62.27% accuracy & 5.07 dps vs Rapid: 56.50% accuracy & 5.27 dps
There are a few conclusions I draw from this data. The first is that void is the absolute best dps. While it has a lower defense bonus in against ranged and mage it's melee defense bonus is actually twice that of a setup with pernix. You lack the damage soaking of pernix or third age, but her melee attack won't hit you as often. For those with experience void is most definitely the better choice. Do keep in mind that with a slayer helmet all other setups are better.

Another thing is that the difference in dps between armadyl and third age is really low. Low enough that the increase in defense bonus is worth using third age for. Unless you absolutely want that tiny bit of extra dps and you somehow don't have void.

Credit
First off I want to thank my group, Nex' kneesocks. There are quite a few things I wouldn't have discovered without this group and generally speaking they're the reason the release of Nex has been so much fun for me. The time we spent from release until we kind of stopped for a bit had easily been the most fun I've had playing emps recently. From running around the wilderness killing defenseless pvmers to sweaty nex kills, it's all been great.
  • Thomy: For finally releasing a boss that is actually more than a goblin on steroids. And also for increasing the character limit of posts from 20.000 to 30.000 so that this could be put in a single post. Adding the dps/accuracy checker to give us more clear info on combat.
  • Jp: For the initial test duo where we failed and died. I also learned a couple things from your first solo. I'll acknowledge you as a good PvMer.
  • Zack: For suggesting this entire update. :kappa:
  • Drugs: Seven.
  • Emilsen102: Expressing interest in dps comparisons.

22
Suggestions & Ideas / Pest control exp rewards
« on: September 10, 2017, 02:22:22 pm »
With the ads we're running right now we're getting quite a consistent stream of new accounts being made.

While I do think halving combat exp wasn't a bad idea, it has made the earlier levels a lot slower. I think that getting people past the first few levels faster gets them to have fun a bit faster. I'm not going to suggest increasing base exp rates however. What I'd want is to improve the exp reward from pest control for lower levels by giving it a base amount rather than it scaling with levels entirely. Currently it scales up to a maximum of 30k exp per 100 tokens. I'd want the base amount to be something like 5 or 10k exp and start scaling at about level 50.

Increasing the base amount of tokens recieved per game and considering keeping the knight alive for the entire round a win rather than a loss would help newer players as well.

On the subject of the exp rates being halved, the exp for non-combat spells weren't halved. This leads to autoalching being more attractive, which is bad.

23
Feedback / The closing of w2
« on: September 01, 2017, 12:13:24 pm »
Honestly, it went a lot better than I'd anticipated. It's definitely made the game look a lot more populated. I was definitely in the wrong about it being an overall bad decision. I found myself running into a lot more people than usual, which for the most part isn't all that bad of a thing. The wilderness (beyond edgeville) also seems to be more populated, which is nice. Certain resources are going to enter the game at a slower rate, which is also better for their value.

I do think some things should be done to compensate for w2 being closed. When doing my daily tasks I often find someone already taking up the resources I need to get. I mean sure that whole 'resource competition' is back now but it's incredibly frustrating for newer people to have someone just adze spec away all their ores/logs. Certain monsters can also be somewhat impossible to do slayer tasks for due to their low amounts of spawns. It's mostly bearable, but improving on it would definitely prevent needless frustration. Certain training methods also got affected by w2 closing. Black salamanders in the wilderness are a lot more risky now. Stall thieving at higher levels took quite a big hit in exp/h due to not being able to hop. The fact that you had to do that to get good thieving rates is a problem on it's own to be honest. Generally you have to share a lot more training spots, which I don't think is all that great.

I'd like to see certain improvements done in the future to combat these issues, they're not a big priority but should be taken care of. I can give examples if necessary, but I overall just wanted to get a topic open about it.

24
This suggestion will be somewhat of a response to this:
2) Range
I've identified a similar issue with Range, it was a lot weaker than Magic or Melee and needed to be a little bit stronger in order to compete with Magic and Melee. Following bonuses have been buffed:
  • Arrow strength bonus: Increased by 12.5% (1-2 maxhits). No worries, most of your additional damage still comes from equipment.
  • Bolt strength bonus: Increased by 5% (1 maxhit).
Bows were in general too weak and needed some adjustments in order to be as strong as whips or staves.

There is currently kind of a problem with arrows; there's way too many of them. Bow usage isn't very high, but it's there. It's just that there are way too many sources of dragon arrows. I will suggest some changes to their sources, but I have more in mind.

Fire arrows:
A lot of people might remember these from scape. If I recall correctly you obtained these by using antifire potions on arrows and it gave them a higher maxhit. I'm suggesting reverting the strength bonus buff to arrows and adding the 1-2 maxhit to the fire versions of the arrows. The catch is that these arrows would always disappear when shot. The damage bonus could go as far as 4 if they don't feel powerful enough.

I'd like the method of obtaining them to be different as well. Just using the arrows on a fire would have a chance to turn them into fire arrows. The chance would depend on your firemaking level, from 1% at level 1 to 99% at 99. The exp you get depends on the arrows used. Failed attempts would give half exp. It'd be a nice alternative to making lines of fires. Making dragon fire arrows should give similar exp per hour to burning yews or between yews and magics.

Bolts:
If you want to buff them, their maxhit really isn't the problem. They hit plenty high. Buff the effect chance instead. Also, increase the cap on ruby bolts. They are completely useless in their current state, they're essentially onyx bolts that deal damage to you instead of healing you. They should in some situations hit a lot higher than onyx bolts. They provide risk, they should provide reward as well.

Dragon arrows:
Suggest removing them from the following places:
  • Nex - replace with zammy wines or onyx tips
  • Barrows - replace with dragon darts
  • Revenant dragon - replace with death runes
  • Black demon - replace with death runes
  • Mithril dragon - replace with mithril bars
  • Tormented demon - replace with onyx tips
*Replacing means either a completely new amount or copying the existing amount of a drop and just increasing the chance to get that drop

Personally I also think it's kind of weird that you make a set out of two 1-handed weapons and one 2-handed weapon. That's gonna be kind of rough to balance anyways.

I also just want to point out that the buff to dark bow made it actually quite a decent spec weapon now, seems not a lot of people have realized that.

25
Goals & Achievements / 200m suffering
« on: August 24, 2017, 08:36:09 am »


end me

26
Suggestions & Ideas / The onyx economy
« on: August 07, 2017, 11:36:10 am »
It's really no surprise that onyxes and the items crafted from them have become kind of worthless over time. I've talked about this before; we simply have too many sources for onyxes. In order to not turn furies and stones into unsellable items those should be cut back and perhaps a sink should also be implemented.

Shooting star
The first source I want to talk about is shooting star. Every star there is guaranteed to be one onyx entering the game. The we get 8-12 star spawns per day per world. I'd say most of those are mined, to pick a number I'd say at least 10 stars are mined every day. That would mean in a good week or two we could supply everyone online with a fury and stone. Cutting the amount of stars spawned comes to mind, but given that that would make getting the outfit (which is already kind of not worth getting at all) take even longer that isn't something I'd want.

We could have the onyx be a chance to obtain and get some kind of drop table that would be given to one person every star. This droptable could contain a few different amounts of stardust, mining exp lamps and the onyx. That would already cut down the amount of onyxes from stars by a massive amount.

Tokkul shop
Every jad run gives you enough tokkul to buy two onyxes. Shenven assigns jad nowadays so it does get done a little bit more often than it used to. Simply doubling the tokkul price of onyxes would be fine. It might suck for the coming months after the change but should ultimately result in a similar or better reward in terms of price.

Onyx drops
We used to have more monsters dropping onyxes but that number was cut down (thanks mary), I believe we could still take that further. I think it can be removed from KQ, KBD and Chronozon's droptables. Thematically it would make sense for obsidian dragons to drop them, so I wouldn't mind keeping it on them. I think it could be removed from them too however.

Regen bracelet
This could've been a good sink for onyxes, so I'm suggesting it's turned into one. First off, 2% is kind of meager, buffing it to 5% would make it seem a lot more impactful. I'm suggesting we make the bracelet repairable with onyx items (except bolts/tips). 25 or 20% of the charges restored per onyx item would be enough.

Rings of stone could also be used to recharge imbued rings if we want another sink specifically for them.

27
Guides / How to get by in this economy
« on: July 21, 2017, 10:12:41 pm »
Some people seem to think the current state of the server makes it impossible to do anything at all. I'm just gonna point out some obvious things and give some tips in this topic. Feel free to link this topic to anyone that needs it.

Trading
  • Use the grand exchange for everything you want to trade. If you want more attention for it make a topic on the forum. Standing and spamming at the GE is just a waste of time.
  • It's going to be slower than it's been, we have a lower playercount and quite a lot of players that don't go out and get items for money anymore. Being patient when it comes to trades helps a lot.
  • The GE checker on the homepage is a decent indicator of what things are worth. Make sure to view the last 15 days when you're using it. Do keep in mind that whether or not you want to accept a trade is still your choice entirely.
  • Trading gear that you actually use to get other gear isn't the greatest idea, as you would need to buy that back later. Just make more money if you need other items.
  • Can't get an item you want fast? Try obtaining it from it's source. You might get it before you find a seller and you'll save yourself money too.

Moneymaking
  • Moneymaking methods that put out cash instead of items to sell might be beneficial to you if you're impatient when it comes to selling things.
  • Going after rare drops is pretty much the oldest method in the book. As such it's quite overdone on a lot of monsters and results in low prices. It will get better over time as more people realize this.
  • The rate at which you make money doesn't have to be the highest, you will eventually get rich. Just find something you find enjoyable and has a half decent income.
  • The biggest part of getting rich is staying rich. Avoiding loss is important, I would recommend not staking or pking with anything you don't want to lose.
That's all. It's not rocket science.

28
Feedback / Updates
« on: July 16, 2017, 06:31:49 pm »
It's been reoccurring for me that some parts of the recent updates feel rushed. I understand that we have some kind of reputation going for 'monthly updates' and that it would be good to keep that up, but I'm honestly dissatisfied with seeing things rushed as a result of that. I think that can potentially make the created content useless until fixed, which would require extra time.

To clarify what I mean by rushed: a change or addition that seems to have had little to no thought at all. I will now give some examples.

The dds nerf and corrupt dragon dagger
January 7th - dragon dagger special attack was nerfed after player feedback
June 9th - corrupt dragon dagger was added +12 accuracy and +9 str bonus over dds

The stat bonuses corrupt dragon dagger has are more than the original dds was nerfed by. Dds wasn't nerfed because of how easy it is to obtain or something like that. It was nerfed because it was doing too well as a special attack weapon. Playing a few rounds of emps wars should not mean that you can just go around this nerf. I don't see why people weren't outraged by this honestly.

Coal bag
The way it works makes it completely and utterly useless to the vast majority of people. The first flaw is the amount of charges it has. It has a total of 1000 charges, one is taken up every time a coal is put in or taken out. Putting the bag in your bank does not take out the coals. The charges don't even match up with the bag's capacity.

If you want it to be degradable that's fine, although a non-degradable version would be an easy surefire way to make the bag useful it can work. Making it degradable kind of removes it's use for smelting more bars per inv as you're now adding a tokkul cost to that convenience which makes it actually less of a convenience. It's only use is for people that are looking to collect a lot of coal, and those kind of people don't usually have a lot of tokkul at their disposal.

The coal bag costs 25,000 tokkul, it has 1,000 charges and it consumes two for every coal you bank. That's a cost of 50 tokkul per coal. If you take an onyx as the base price for tokkul it would make every tokkul about 15,6 gp. A coal bag would be about 390k in that case. You would pay 390k to mine 500 more coal. You would profit 210k in value from this. But why would you? Just buy an onyx and sell it and you don't have to waste any time mining extra coal. We can safely conclude that due to that, this item has no uses for anyone but ironmen looking to mine a lot of coal. Bit of a niche target audience isn't it?

Regen bracelet
In terms of what it does it's actually pretty useful. Degrading makes sense. Not introducing bracelet crafting or making it repairable with onyxes would've been easy ways to actually make onyxes have some value again. Instead the bracelet is just put in a reward shop for a minigame that nobody really plays. I get that bracelet crafting would require new jewelry crafting interfaces, but we're using ancient interfaces for those anyways, they could use the update. At least a dozen or more onyxes enter the game every single day, a degradable item made from them would be really great.

There are probably more things to be named here but I'll save everyone the hassle of reading more.

29
General Discussion / Charr rants about resets
« on: June 16, 2017, 09:48:05 am »
I'm just gonna go and throw out a few paragraphs about it since I feel the need to. This is a rant, nothing more.

The general appeal of a reset to players that haven't been actively playing the game is understandable. It would be fresh start for everyone. It's benefits are blatantly obvious to everyone. However I do think they are far outweighed by the negative impact a reset has on the server.

Resets are usually brought up as a problem solver for whatever problem we have. Item oversupply? Reset. PvM not rewarding enough for you? Reset. Don't know what to do beyond leveling and gearing up? Reset. It most definitely has an effect on problems, however this is temporary. The actual solution for a problem could be applied without a reset and still work. It would leave us with some leftovers from when the problem existed, but that's something that is possible to have the playerbase clean up on it's own. If players don't want to do that it's not big enough of an issue to them.

Players themselves could help fix a ton of problems by simply organizing. Highscores don't feel competitive? Organize an event that has people speedrun something for direct competition. Too many items in the economy? Sink items by alching them. We don't have all that many tools to do this easily, but it's not impossible to do. And rather than a reset giving us more tools for this would also be an option.

Resets would also "bring back" competition. This is something I find a tad bit misleading honestly. You would have a few days of everyone being in the competition and then it would go back to there being a huge difference between the players in the top and everyone else. It will definitely be fun the first few days. If people do however enjoy just going through the maxing process again to be able to compete in the highscores then they can already do that. Yes, it takes a considerable time to get to the top. It will take a considerable amount of effort to stay there as well. Resets aren't going to change that at all, after a while you'd just have more people asking for a reset because they think they can't compete. I think there is plenty of room for competition in the current highscores. The amount of people that are maxed is still pretty low, especially for ironmen. If you want to compete you can, you just have to catch up, that's completely possible to do. If you think the bar is too high on normal accounts try ironman mode.

It's not strange that people would generally feel a lot better about themselves if there weren't so many people that are so far ahead of them. That's not something that should motivate a reset though. Because if you reset it once you will eventually end up with the same situation you were in before, except you'd have lost a bunch of loyal players due to the reset. It just seems like whining to me that people say they can't compete. I created my account in 2015 and I've been on the front page of highscores for quite a long time. It's possible, it just takes a bit more than being lazy.

Having resets be something that is impossible is something that prevents the playerbase from being insecure about the future of the game. If you've had a reset for reasons what stops a reset from occurring again in the future? If current problems are solved what stops new problems from being created? What would guarantee the old problem will be fixed in the first place? If resets are a possibility in the future that would seriously take away from people's motivation to play the game. It's an actual problem with deadman mode in osrs, which is evident by how much easier they've made it to get through the early stages of the game. I don't know why people are so hellbent on wanting to start over.

The argument that people against a reset are only out for their own benefit is weird to me. Wouldn't wanting a reset so you've got an equal start to people that have already played the game for an extensive amount of time be for your own benefit too? Isn't every single thing that's suggested beneficial to the person suggesting it? Why would anyone suggest something that doesn't benefit them in any way?

Even if you completely disregard everything I've mentioned a reset is still a risk. With the current playerbase we can not afford to take one of that size. Catering towards those that are already loyal to your server rather than those that have already quit is a logical choice.

30
Suggestions & Ideas / Costume room/bank space issues
« on: May 12, 2017, 10:34:45 am »
Pretty much every update we get we'll see at least a few items get introduced into the game. This isn't necessarily a bad thing, but bank space is an issue that grows bigger and bigger. Yes you could just bury this topic and say 'stop collecting stuff that is pointless' but some people enjoy collecting items. It will eventually get to the point where even if you only own items that serve an actual purpose you will run out of bank space.

To add a huge buffer to this problem and add a bit more functionality to construction I suggest adding the costume room.

The costume room has furniture in it capable of storing certain items. These are:
Clicking on them will redirect you to a list of what they store in osrs, this can and probably should be different for us

The room is within our revision so it should be possible to add it. The storage would be coded as a 'second' bank with placeholders that can't be removed or moved. Being able to store almost all cosmetics and even some non-cosmetics that you may not use a lot in your house would certainly save you a ton of bank space.

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