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Events / Re: NPC Hunt Event
« on: March 07, 2019, 06:21:35 pm »
Blue Moon Inn.
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Out of these options I think Fight Kiln would be the one what I'd like to see the most.I've listed a few things that I've thought of recently and have been planned in the past. What are your thoughts on this? What would you like to see in the game this year? Not all things mentioned above require an equal amount of development time. I'm just interested in the rough direction updates should be going.
- Invention skill: deconstruction of items to obtain materials that allow you to craft powerful utilities. These could aid you in combat, improve skilling, improve xp rates, etc.
- Construcion batch #2: dungeons & menagerie
- 3D sound engine
- Quick prayers
- Fully accessible Karamja: A quest that introduces Karamja including the jungle and Marim (Ape atoll). The map would be configured with new skilling activities and a fully accessible Karamja area.
- OSRS players & nps: This would update the visuals of your player and npcs (where possible!!) to look similar to OSRS characters. Having the same map is an impossible task, because of all the differences in positions. I'd basically have to rewrite the entire game to achieve that and I doubt that'll ever be worth the effort and time. What could be done is to introduce OSRS maps as new and separate areas. We'd have 2 versions of the GE, barbarian village, etc. However I feel like this would be really confusing and also unnecessary. I've already started this project a while ago, but stopped due to the amount of issues and bugs that occurred graphically and logically. Would this still be a thing?
- Fight kiln - a new single player minigame with 3 new capes as reward.
-Looks like you found it. Studying the case with infinity robes while wearing infinity robes makes your character perform magic skillcape emote.
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this ?
Also the tests with barraging npcs in melee armour are quite unfair, because there is no difference if you barrage them in melee gear or not wearing anything at all. There's no negative bonuses!I do understand that but imho it's quite weird to use magic with melee or range gear. Spells do not hit that high that often but that wasn't the problem here.
Combat triangle doesn't work as intended - you can tribrid a braindead ranger not switching prayers and still get outdamaged.This however.
Spell Effects
I've been watching some wilderness fights and this has been a topic for quite a while now: The hit chance of spell effects. Magic hit chance and spell effect chance have always been one value and with this update I am separating them. The chances of successfully applying a spell effect on your opponent is double your accuracy. So even if you've got only a chance of 30% to hit your enemy with a magical attack, the chance for a spell effect to apply is 60%. This change may sound harsh, but I think that freezing spells in the wilderness have lost their purpose. The damage output is fine imho and I don't want to change that.
if anything this is just going to push rich players to dominate the area with clan mates to constantly protect them and pk other pvmers since it is hopeless with no TPing.This is exactly what was happening pre-nerf? Revs were a bit too good source of raw money and hence they were nerfed.