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Showing content with the highest reputation on 11/20/2019 in all areas

  1. Having read the recent Staff Feedback posts, It's clear I could both be more active and more transparent with everyone. I've decided to write up this development blog on Zulrah so you can see our progress from start to finish, as well as be notified when we've been working on this piece of content. If this Dev Blog is well received, I may make one for future projects too. Thanks for the idea @Timburt! Well, where to start? With what's completed so far, of course! What we've done so far: 1) We fixed an issue with the teleport location map (see below spoiler) 2) Added the ability to teleport to Zulrah. 3) Created the instance-starting via NPC on the docks of Zul-Andra. 4) As far as the combat of Zulrah goes, we have currently completed the full phase system, as well as the different attack sequences. We also have all three coloured models of Zulrah attacking with their correct combat style. 5) Zulrah's Melee AOE attack is fully working as well as the Jad Phases. 6) Our most recent piece of work was creating acceptable GFX for Zulrah's different attacks. As we aren't an OSRS based server we have to design these ourselves to make them feel as close to the original as possible. I feel Splash did a good job with this. 7) We also started work on the final special attacks; snakelings and poison clouds. This is an interesting one as we need to place them at specific co-ordinates in certain phases so fairly time consuming to do. To-do list: 1) We need to copy over the drop tables from the OSRS Wiki and then re-balance them to make them suited to Ely. 2) We need to disable Summoning Familiars and Cannons in this area. 3) When we finish the final special attacks, we'll need to get some of the Elysians online to help us test Zulrah to ensure the combat is flawless and the boss is balanced. This will most likely be the last step before release. 4) We also need to handle how to reclaim your items upon death, we will most likely mimic the same system OSRS uses for Zulrah. 5) The main drops from Zulrah will need to be made 100% from scratch as we don't have any of the required assets such as the OSRS Blowpipe attacking animation. It shouldn't be too hard to use something similar, though. We also need to find a solution for Monster Carnage and the Serpentine Helmet as we want to move it to exclusively Zulrah. Moving forward, any time we work on this piece of content I'll create a new post detailing what we've done (I'm more than likely going to reserve a few posts below this one so I can just edit it in and have it all in 1 spot). If you'd like to see more of this type of post in the future, please do let us know. We hope to get Zulrah released by the end of November!
    5 points
  2. Thanks for the feedback @Smarting, @Timburtand @BigGreen. I'm pretty swamped down with work IRL but I'll try to make more of an appearance on my days off.
    2 points
  3. In-Game Name: Callum. What Are You Suggesting: I'm suggesting something that is consistently talked about, rather frequently suggested in some manner or form, and just generally needed: a rework to the Dungeoneering system. Who/What Does This Benefit: Literally everybody on the server. Chaotics are some of the BIS weapons for those who aren't incredibly rich, and Dungeoneering is a milestone that any player has to overcome if going for the coveted Completionist Cape. Any Additional Information: Dungeoneering is quite frankly noted as the most tedious skill to complete in-game. Not because of its difficulty in any manner, but mainly due to the fact that the repetitive nature of it makes it so mind-numbingly boring. So, what I'm suggesting today is a few alterations that may alter this process slightly; potentially making this non-enjoyable skill either more fun or easier to bare. For this, it'll be split into sub-sectors depending on each suggestion so far. The Dungeoneering Floor Ladder: For those grinding this skill; whether it be on Fridays or anytime within the week, one of the most tedious parts is having to exit the dungeon - go down a slope - enter a door and restart. A simple fix; add a next floor button to the end menu to immediately take you across to the next room. The Boss Reworks: We're completely familiar with how Dungeoneering works; you kill three bosses that are incredibly easy to kill due to the fact that they all attack with Magic, rinse and repeat for incredibly long hours and gain points. A point of annoyance within this grind is that all of the menu options/doors options (Small, Medium or Large floors) do the exact same thing. For this; a variance of bosses that scale dependant on your current Dungeoneering level that actually require you to either team up to fight them, or actually bring supplies with you. Take this as a basic standpoint and work with what you will: Small Dungeons - Level 1-80 (Current Dungeoneering bosses + extra?) Medium Dungeons - Level 80-99 (Mid tier bosses; require switches + minimal supplies - potential of 3-5 new bosses) Large Dungeons - Level 100-120 (Top tier bosses; requires all combat styles, supplies and additional players depending on PvM experience). There is plenty of Dungeoneering bosses to choose from, with a list from the Runescape Wiki located here that will give variance to this skill - https://runescape.fandom.com/wiki/Dungeoneering/Bosses The Skilling Overhaul: Possibly not requested by many, but having a Dungeoneering skill similar to that of its true nature could be something of interest to players; I especially would love to see a full Dungeoneering or close to. What does this entail? A labyrinth of rooms with variety of monsters and skills required to find and fight the boss.
    1 point
  4. How to lose a HCIM in 10 days. UIM Series with your game knowledge should be fun I guess. And finally maybe a 1k kill log? like mr no sleep kind of guides? loot from 1k bandos or 1k kq and such should be fun grind and rewarding for you and for the viewers.
    1 point


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