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Gravity

Diamond Patron
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Everything posted by Gravity

  1. As much as I want gauntlet, the whole fun/point of gauntlet is that you have to run around and use your brain in the time alotted to gather resources/weapons. Just adding the boss takes away literally 90% of what gauntlet is and thats boring imo. If its not full I don't want it. Maybe not 1:1 but not just something we just walk up, slap recurve on and clap
  2. Whenever you see online moving i'm open
  3. HUGE THANKS TO SATOSHI FOR THE DOPE ARTWORK
  4. Ely (gyazo.com) This one is T2 so idk about t1 but sub top and bot are asking for virtus requirements when its tier 70
  5. Can't plant any palm tree seeds/saplings in fruit tree patches Also can we get teles to fruit tree patches west of tree gnome village, east of catherby and north of brimhaven as these are kinda out of the way to get to.
  6. T3 Chaotic maul has no attack animation, punching 700s on kids foreheads Dung farm patches can't be reused after its used once and it seems the yield is extremely low aswell. only ever gotten 1-2 herbs ever
  7. I know Jake just reported this a while ago along with TB but it seems like freeze/entangle WORKS, BUT, only when it wants to. I tested an entangle on someone, the first entangle landed, got XP, saw the animation but he was still able to move. The 2nd time I did it the same thing happened but he wasn't able to move, And yes I am absolutely positive I hit both times
  8. Gravity

    Virtus T2

    T2 Virtus doesn't combine with nomadic I can't dissemble Hexmoon and i'm gonna go out on the limb and say it prolly doesn't work with T2 either DONE
  9. https://gyazo.com/365405eeef125bb0c50f734aa60c56d8 Ty for Fix greatest update this year so far
  10. Huge easy hardcore ironman exploit. Confirmed dead but he is still a hardcore to this day. Please fix Ely (gyazo.com)
  11. Shard of Ice/Staff of Eternal frost override doesn't work with T2
  12. THIS IS TOXIIIIIC Much love my brothaman
  13. bumping cuz jake got a black phat
  14. Have you wanted your very own TokHaar-Kal cape but didn't have the time or energy for it? Do you have a spare 250m lying around? WELL LOOK NO FURTHER! INTRODUCING, GRAVITY'S KILN SERVICE!!!!!!!!!!!!!!!!!!!!!!! Guarenteed to get you a TokHaar-Kal OR YOUR MONEY BACK!!!!!!!!!!!!!!!!! Feel free to drop a DM @ me ingame or on Discord @Keemo Still not impressed? JUST LISTEN TO THESE SATISFIED CUSTOMERSSSSSSSS!!!!!!!!!!!!! ((((((((((((((((((INSERT SATISFIED CUSTOMERS HERE)))))))))))))))))))))))))
  15. Imo this minigame is just awful dead content, in addition to being insanely annoying especially if your not a patron. Also slightly buggy as our run was almost ruined by a ghost that couldn't be attacked by left clicking or casting a spell on it. Luckily it attacked me with auto retal on and that was the only way I could even touch it. https://gyazo.com/b7ebc170ab7b84c97cbe2728a3897317 Also I assume this is just a visual bug but some of the monsters health bars will say 1/1(https://gyazo.com/cde216fa7704a4c06535f963041bd85e) but really have way more HP than that. So I thought of a couple ideas that could possibly make this minigame better. For one, make these monsters aggresive lol. Especially on the early rounds where it spawns more weaker enemies they tend to wander off and make it rather annoying to track down and attack. And the ones that are aggresive how insanely short aggresive range to the point where they don't actually attack you unless you literally stand a couple tiles near them if not right next to them. Same goes for the later waves. After waves like 15-20 everything will just be non aggresive towards you. This would just be QOL to make the minigame less annoying. Next off with the way to obtain gear, coins. Everytime you kill a monster you get coins. Would be nice to have some kind of bonus milestone for hitting a certain wave. (I.E every 5 waves you get extra coins that scales up as you go up in waves. Would also be nice instead of starting off with just a weak ass novite dagger, we got some gear from every combat style starting off with the basics obviously, (shortbow and arrows, bronze/iron scim and shield, basic elemental staff and some mind runes) The shops in here are weird and also become absolutely useless after like wave 30 depending on which method you take. The ranged store has hand cannon shots in it without a hand cannon. It also has saggitarian arrows that you cannt use because there is no sagi bow. The highest tier of ranged armor is black d hide, would be nice to have higher tier weaponry/armor such as royal, karils, arma, Chaotic, and saggitarian. Could also include some lower tier things like snakeskin boots, ranger boots, and glaviens. Also would be nice to have enchanted bolts like Diamond bolt (e)s , Dragon bolt (e)s, or Onyx bolt (e)s. The magic store has only one useful staff being the ancient staff. Staff of light, Armadyl Battlestaff, Polypore, possibly Chaotic staff, or Celestial Catalytic staff would be nice upgrades. The only magic armor are mystic robes which there are 3 different colors of which are all different prices for some reason but have the same stats. Upgrades could include Ahrims, Subjugation, and Celestial. Things like infinity boots and ragefires would also be nice. Also Soul runes are missing from the runes and Arma runes could be a bonus if Arma staff is added, and a larger stock of runes in general would be great. The melee store armor stops at rune while the weaponry stops at dragon. Dragon armor, Torags/Guthans/Dharok/Verac, Bandos, Primal, and possibly Graetorian. It's pretty much the same for the weaponry with stuff like whips, sara swords, whip vines, kraken tent, and perhaps a Chaotic rapier/longsword. Some more spec weapons like dragon warhammer, korasi, enchanted excal, claws, Godswords, etc etc would be nice. Also see some defenders in there as well including the grae one. The supplies store isn't that bad but I would like to see flasks in there. In addition to flasks, Extreme att,str,defence,ranged,magic, Sara brews, Super restores, Prayer renewals, regular Magic potions, and Spec restores would be a nice addition. I also feel like the regular attack, str, defence, shrimp. trout, and tuna could 100% be taken out as these are useless. Karambwans for combo food wouldn't hurt imo. The general store should be replaced with like a Jewelry/Misc shop with things such as Dag rings/Capes/Amulets/Bracelets/Gloves/ etc etc possibly auras. If so would have to move the Anti-Dragon shield to melee shop or something. After wave 30-40 all the waves become insanely repetive, by this i mean it's literally the same monsters with the same number monsters. Some variety in mobs would be nice. Bosses for reaching certain milestones would be a nice switchup every now and then. Like a zombie overlord or something idk. Just mobs with a different attack style other than melee that makes the player actually pay attention and not just flick melee pray. Or possibly a boss that has a specific mechanic to it that you can't just kill it by simply attacking it. Now on to the rewards, if you can even call them that. The only thing that used to be worth going for was the sagitarian armor and bow but that was added to summer shop/monthly boxes so it was taken out. Now we are just left with the zombie outfit and a useless potion. Me personally, I cannot think of what you could possibly add as a reward besides basic shit like CKeys so imma leave that up to the community and/or you guys but we can for sure get rid of that potion. Perhaps a zombie pet similar to how dung has the Sneakerthingy pet that you can buy for points. Also for the love of god lower the amount of waves you have to do for achivements, 250 is way to fucking much imo esp since you have to do it all in one go.
  16. Suggestion: Black Partyhat used to be a wildywyrm exclusive item and now there are multiple ways to obtain it and not one has been obtained through it's original source. Can we change the black phat on ww drop table to a Wildy Partyhat that mimics the Wyrms image or something and KEEP IT EXCLUSIVE TO JUST THE WYRM. Also the drop rates of all the PvP items/armors on WW are pretty weird, I feel like they should all be the same drop rate if not similar. IE, VLS has like a droprate of 487, the actual Vesta armour is 366, while morrigans is 133. And Zuriels is not even on the drop table at all. The way it's drop table is right now is almost comparable to Blink which is supposed to be good for ironman. Imo I think wildywyrm's drops should be more focused around making some kind of GP and not so much towards the skilling side since we have an abundance of bosses that already do this already. Also always getting burnt bones and grimy guam for killing a boss that is in the wilderness and is on a time basis seems lack luster and kinda troll. If burnt bones gave some kind of decent XP, perhaps somewhere close to Void bones/Superiors since you can't really farm it like you can the others. Or possibly change it so some other bones, just would be nice seeing as with achivements people are going to be killing it alot and would be interesting what kind of action goes down :^). New Wild Owner
  17. As i'm writing this I have done kiln a total of 8 times today on 4 different accounts all under 30 minutes, Not one has been ticked off and yes i am using a timer. Sometimes the crystals do not spawn on the waves they are supposed to. I believe this happens if you are too far away from the spawn point when it happens but i'm not sure. Sometimes the arena doesn't transition when going from wave 10 to 11 and 20 to 21. Hasn't happened to me going from wave 30 to 31. I believe this also happens if you aren't near the center when it transitions but i'm not sure. If you use a magic crystal at any point in kiln, it will boost you indefinatly until you either fail or beat kiln. Sometimes Har-Aken likes to no-clip through the floor at the end, doesnt really affect anything just looks weird. https://gyazo.com/ed1f63e83bc08392500d9f96bbcb5336 If at any point you hold spacebar or accidentally click anywhere during the final cutscence before you fight Har-Aken it will glitch out forever and never proceed to the fight. Only way to fix this is by logging in and out. If you're using a divine and pop and invuln crystal, you still take no damage but it will drain your prayer as if you are taking damage. Also i'm not sure if any bonus was added into this minigame as far as bonus minigame rewards go but you only get 1 cape if you do complete it, but you do get the bone cape if you're the lucky person and only if.
  18. I got meds that were supposed to treat how i was feeling, helped for about a day which is why I was on and then everything got worse. Also seeing the lack of "respect, care" some people have as to throw out the "Hard R" word (2 staff members included) was not helping me mentally. If you have a problem with black people thats your issue but I take offense to that word and I don't like seeing it. Hopefully that changes but its been almost 1 year and noone seems to give a shit about that word but me. I'm not name dropping any individuals because you know who you are but I hope you can find a more intelligent, mature insult to use. With all that being said I wish you all the best of luck and as i right now I have no will to play any video game of any kind so i don't see a comeback in the near future. I wish no hate on anyone and I hope you all have a blessed day. And Kyle, with all that shit i gave you, you better be comped by the time I come back nerd. And thanks for all the kind words that you people said to me.
  19. Hello nerds, it's been a while. I um, don't know really where to begin but I will start with this. One day I did plan on coming back to this game... However... I have recently been in out of hospitals for the past couple of months. Why you may ask... mental health issues. Even writing this is fucking with me because I never thought a day in my life where I would feel so low like how i've been feeling. Ive been suffering from depression, anxienty, and panic disorder. This has been going on for several years... I've been pushing things in my life to the side and using things that will make me "feel better in the moment" so I can forget and move on. Well its all caught up to me... unfortunately. I wll say this, I never planned on taking a "break" this long. I just haven't found the energy, motivation, happiness that I once had, NOT ON THIS SERVER, but in life in general. I hate getting too personal especially to alot of you because some of you don't really know me or care about me which is totally fine. However I can say that I thought I would not be on this earth maybe 2-3 months ago. I have been lurking on these forums for so long aching to log back in one day but I could just never bring myself to do it... I've made some good, excuse me, great friends and had really good times on here that really make me miss playing. I don't wish for any sympathy. I don't want anything I do not wish to gain anything out of making this post. However my doctors have been pushing and pushing and pushing me to go back to my old roots. Go back to happier times. Go back to doing the things you used to do everyday that you enjoyed. Easier said than done doc, but this is my first step. For the ones that do care to read this and happen to still be ingame and don't see me, this post was more of a "warning" for the future. I do plan on returning one day, but not TOday, so I can relive those glory days and catch up on all the shit ive missed. A huge part of me really hates making this post because most of you are complete strangers to me, but for the ones who aren't this really is picking a huge weight off my chest and head. And you nerds know who i'm talking about... :^) For those who actually cared to read that all the way through, I thank you and have a blessed life. :D #StillMyWild
  20. Haven't bumped in a while
  21. Gravity

    Buff Dung

    Username (ingame): Gravity Suggestion (short description): Buff Dungeoneering Skill Why (explain what this will benefit, and how): Skill very repetitive and slow Details (a more thorough explanation of the above): Right now the skill is boring and slow in my opinion and i'm sure others agree. I've thought of a couple of ways to boost dungeoneering in different ways. Before I explain a boost want to suggest instead of clicking on the ladder at the end of every dungeon and having it take you outside and upstairs. An option to just simply go to the next floor rather than having to do a bunch of unnecessary clicks. This would indirectly boost xp as you could get to floors faster and more efficient. Boost group dungeoneering experience. The way dungeoneering would work in pre EOC, the more players you had in your party, the more expereince you earned. This of course made the dungeon itself a little harder but you would receive more XP as a result. On here if you have more players in your party the "dungeon" (boss) gets harder to kill (more hp) but you don't receive any bonus for it. You would also have the option of having the floor not count EVERY player in your party if you wanted to make the floor easier. For example, a party of 5 has 1 maxed players, one at 2200 total, another at 1500, and the other 2 are less than 1000. Before you start the dungeon you get an option to set the number of players in terms of the bonus you would recieve at the end to 1-5 and this would directly affect the difficulty and size of the floor. In this example you would might want to set the number of players a little lower because of the 3 players who probably have a hard time getting through the floor. Coding different bosses into the rotation. Currently we only have 3 bosses in rotation. Theres nothing wrong with these bosses themselves but seeing the same 3 OVER AND OVER AND OVER again when there are almost 30 different unique bosses that aren't being used. This can also be tied into boosting the amount of experience gained because some bosses at higher levels are going to be harder to kill as well as unlock. One way I thought of to rework our CURRENT dung would be to have bosses tied to the number of players in the party. As in if you are running dung solo you would get one boss. If you had a partner you would get two bosses, and if you have three you would get three etc... Each player could spawn in at the normal start and doors could be added in similar fashion to the way it is now. (Click on the door to unlock and behind it is the boss). You could boost experience this way by calculating the number of bosses killed on that floor with the number of players. For example, I'm in a party of 3, the current floor is giving 14k solo exp for completing. We all three kill a boss and end the floor and the exp recieved is 42k. (3x my solo exp. 3 bosses, 3x bonus) Another way of reworking our CURRENT dung would be to have the NPC's HP or level tied to the number of players in the party. Same way as before, all players spawn in at start but how it is now there will only be one door with one boss. Lets say you run a solo and get Frostweb and she has 2500 HP and 14k exp for completing. Now let's add a partner and now the boss has 5000 hp. Finish the dungeon and you recieve 28k exp for completing (2x the solo exp) One last way of reworking our CURRENT would be having the Skill requirement level of the boss tied to bonus XP for completing. As stated before we only have 3 bosses in rotation that can really be afked. This one is pretty straight foward, harder the boss, better the xp. And lastly another SUREFIRE way to buff the skill is to code the skill itself FULLY. Realistically everything I've stated previously is coded into the actually full dung itself with even MORE ways to boost xp you earn or to make to easier/harder. Party experience, complexity of the dung, level of the floor, amount of deaths, how fast did you complete, did you use auto guide, prestige floors etc... This is all included in terms of boosting xp and on the boring side of our current dung, this would add doors that have a requirement (skills, kill all monsters, key), slayer monsters with unique items, bosses that drop dung items (primal), binding weapons, etc... This would also be very beneficial for skillers and the economy as you won't have to do any combat to level up dungeooneering as you could be the person making potions,armor, weapons, opening skill doors etc... And for people who don't like dung or aren't that experience, they can buy floors (leech) which would add another money maker and incentive to do the skill.
  22. Username (ingame): Gravity Suggestion (short description): Buff/Tweak recent Rev Revamp Why (explain what this will benefit, and how): To make revs a viable money maker/place of interest Details (a more thorough explanation of the above):I know it just came out and the revamp is great a step in the right direction, but I think it needs to be tweaked abit if the point of doing so was to make them a viable money maker. For one I don't believe certain emblems should be locked to certain revs. Any rev should be able to drop any emblem at any tier. Only the level of the rev should matter.The lower leveled ones should obviously have a smaller chance of getting the bigger ones and a higher chance at the smaller ones and vice versa. Also the rarity of these I think needs to be changed. I hard camped them for about 10 hours and didn't recieve a single emblem. I know RNG is a huge factor but I manged to get almost 10-15 weapon/armor drops and 10 brawling gloves and still didn't get one. And I was told that they were on similar rarity but it doesn't seem so as I hit that table a fair number of times. I was thinking about using the system similar to statuetes in RS 2012 where there were several different ones which were worth different values with the lowest being 35k i believe and the highest 5 or 10m. But the rarity of these were alot more common than you think because just about no matter what level rev you were killing, in about roughly 25 kills you could get a drop and that made going to rev worth while. The "random" (common,uncommon,rare) drops need to buffed as well. The rarity of which i saw "alchables" drop pretty much the same as a weapon drop, it wasn't even worth bring alchs with you because at most in a trip i would alch like 300k worth of items. And this would be well over 500-600 kills, and its not just because the drop rate was so high, it was only rune items so you weren't getting alot for them anyway. I could see why rune items would be in there but I think dragon items should be in there as well of course on a little bit of a higher rarity. You could make more doing theiving @ home or slayer. The skilling item drops are a nice idea but I feel like there needs to be more items and more of them in terms of quantity. (Apart from the magic seeds, dragonstone, and crystal keys which i think are fine).The skilling item drops are similar to the "alchables" in that they feel way more rare than they I feel they should be. Id say in about 150 kills i would probably get 1 addy bar drop and its only like 20ish bars which I could go camp avansies for that long and get way more bars in less time. The pure essence I feel like doesn't need to be on the rev drop table at all or nerfed abit. Pure essence is on just about EVERY NPC's drop table and its not even in any kind of demand not to mention its in unlimited stock on the grand exchange and I was recieveing this drop just about every other kill if not back to back. The uncut diamond drop should be noted otherwise i don't see a point in this drop w/o having the amulet on. And after 10 hours I didn't get an amulet either so I assume its pretty rare which would make wearing it a big risk already on top of being skulled. And i'm not sure if they are but the higher rarity emblems should be on the world drops so it adds that danger factor and the emblem trader should be moved to home or edgeville but not next to the cave. Another point of having the emblems/stats added into the game is that it gave pkers incentive to try and kill people for loot as they would drop these emblems and they could cash them in. But if the emblem trader is right next to the emblem they could just cash it in right there immediately with no risk. I'm not saying its hard to teleport out of the rev cave but there isn't much risk in having them be 0gp (always dropped on death) but have the trader right there so your probably never going to be caught in a situation where its on you and your about to lose it. But this is speculation as I have never recieved a drop so i don't know if theres like a delay or something. In regards to the PvP items/armors, I think they need to be buffed but not like before. Now I do agree that they needed to be nerfed from what they were before but not this hard. At this moment they hold no value as they don't last very long at all. I believe the drop rate got increased which made they more rare but who would want to buy something that is going to break 30 minutes later. It probably wouldn't sell for much and considering the rarity people wouldn't want to camp revs as such. I think the corrupt items need to be buffed to lasting at least one hour WHILE WORN (not in combat) but their variants stats' should be nerfed and drop rate increased by about 5-7% so they aren't on par which non corrupt which makes getting non corrupt worth more. And non corrupt to atleast 8 IN COMBAT. I feel this would make them sought after not by everyone but by the people who would actually use it for what it was intended for, PvP combat. And it would give it a decent price value so even if you aren't someone who enjoys pking, you could sell it and make money for it, An addition to the Forinthy Bracelet This is a suggestion not related to the revamp but I think it would be a nice idea to add. It requires 74 crafting and holds 5 charges but I could also see it being added as a drop from a rev. What it does it grant Rev damage immunity for one minute and aggression for one hour. It doesn't have to be that long but I think it could be something to consider and could possible add a faster tele to the revenant cave on the bracelet as a bonus.


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