Jump to content

Callum

Veteran
  • Posts

    321
  • Joined

  • Last visited

  • Days Won

    44

Everything posted by Callum

  1. I'd personally be fine seeing a recolour of the standard Veterans Cape depending on the years you've achieved, saves time with model adjustments and is symbolic. No support on any other benefits to them though, they should be purely cosmetic items and offer no gain.
  2. Been a while since the last one, so bump on this.
  3. Some horrific rng, but an amazing outcome at the end. Well done nerd!
  4. Very nice guide Nelly! Should help fill the gap in the market and hope to see more people grinding this boss!
  5. Locked as the format was not adjusted. Feel free to re-post with the allocated formatting above.
  6. Firstly, if you could adjust this to include the format then that would be appreciated. Locked within 24 hours without a format - The weapon is intended to be more beneficial against dragons, but I wouldn't oppose a small buff to its accuracy to give it more benefits as it isn't used too regularly due to other weapons being superior.
  7. I support the idea of an unfinished NPC similar to the NPC in OSRS located at Nardah. Can be a tedious task making Grimy Potions nowadays. Support again on the decanting of true Potions/Flasks. This has been suggested in variation before and whilst on topic, the links to previous suggestions revolved around Potions are located below:
  8. So far the common consensus of experience mode is varied between 2.5x-5x with the restriction being included that Vote Tickets can't be used on this mode to stop boosting of overall experience in a similar sense to Old School Runescape's restriction of Bonus Experience Weekends. The implementation of this style of gamemode would require a fix of Potion Flask making which currently requires Potions of any dosage to be transferred into Empty Flasks that can be made. As of right now, this is an updated version of the restrictions list that this mode would offer: No usage of Donation perks at all. Shops completely useless unless there is no formal method of obtaining said items (Fighters Torso, Spirit Shards, Pouches, Select Herblore Secondaries). These items could be removed from stores over time and added into obtainable methods throughout the game. No usage of Vote Tickets to increase overall experience rates per hour. No trading between players; with every account limited and locked to either an Ironman, Hardcore Ironman or Ultimate Ironman account.
  9. I do like the premise of skilling points, but feel that they could be repurposed in a sense. I'm currently trying to think of a work around for it but completely open to suggestions on what they could be used for.
  10. In-Game Name: Callum. What Are You Suggesting: I am suggesting some alterations to the methods of obtain-ability, trade-ability and options of Skilling armour obtainable in-game. Who/What Does This Benefit: The Skilling community and Completionists. Any Additional Comments: So this suggestion ultimately breaks down into the main four sections all of which will be described below: NOTE: ALL OF THESE SUGGESTIONS ARE ON THE BASIS OF REMOVAL FROM THE SKILLING POINTS SHOP AND ALTERING THE ITEMS TO BECOME UNTRADABLE AS INTENDED. The Obtain-ability Update: So as of right now there are two primary methods of obtaining Skilling armour in-game: Skilling Points and purchasing it from players. The alterations that I am suggesting here would completely remove the usage of the Skilling Points Store (Or have it repurposed) and have the items be randomly obtained either through the usage of a task system (Burn 500 Logs = Ring of Fire etc). In its current form, you're basically given these items for free for just doing anything with choice. This change would make them a more sought out and collectable item. The second suggestion of obtainability would have each item piece have a random drop potential whilst completing the tasks in a similar sense to pets with a reduced rate. The Trade-ability Update: Briefly noted in the notes section above, any of these alterations would remove these select items as trade-able between players. Whilst some might not be keen with this change, the items themselves don't hold significant value within the economy and are not actively traded due to the surplus of items in-game already. This section is more to alter the items as to what they are intended to be. The New Additions: So we're all familiar by now with what Skilling armours are currently in-game and to the select few this may seem daunting but here me out. The additions I am discussing are the addition of the Witch-Hunter outfit for bonus Hunter experience and the addition of either the Wicked Robes or tiers of Runecrafting Robes. Both these additions would not only include new options of Fashionscape, but increase the general demand and popularity of some of these Skilling methods. The Collection Log: This entire sub-section is dependant on the previous ideas being added into the game. The premise would include a Skilling armour section to the Collection Log to give those who enjoy the grind another option to go hunting for.
  11. With the current decade coming to an end and the roaring 20's coming swiftly I ask you this: What goals or ambitions has everybody got that they would like to achieve in the upcoming year? Me personally, with my Masters Degree completed I'm planning on fully pushing myself into the world of film and television and beginning the hunt and grind for my dream job.
  12. Definitely requires a fix, hopefully the boys can get on this soon with the current Magic meta for Zulrah being in high demand.
  13. Legends is a 10x game mode and quite easy to max (only downfall being the longevity and repetitiveness of Dungeoneering) so for a full grind I do personally feel that 2.5x would be a fitting amount to fully keep people invested for a major period of time. Got to imagine that with a vote ticket that would be buffed but potentially 5x might be more reasonable depending on what people are interested in doing?
  14. In-Game Name: Callum. What Are You Suggesting: The implementation of a new gamemode. Who/What Does This Benefit? It benefits those who are actively seeking an intense grind where everybody is on equal terms. Any Additional Comments: So you'll probably be asking "What's this new mode?", "Why do we need a new mode?" If people want a challenge then play Legends"... and these are all valid points. But what I am suggesting here is a brand new gamemode where every player is set on equal terms with realistic experience rates to climb the ranks. So what exactly is this mode? The title of Realistic (1.5x/2.5x potential experience rates?) would be a restrictive experience mode where all accounts are limited to that of an Ironman status, in a similar sense to the current Twisted Leagues on Old School Runescape. So what exactly makes this mode any different than the previous modes in-game? The restrictions. Donation Restrictions: In the current form, any account can be benefited with the donation benefits of accounts and get an incredible advantage against others. While this is entirely within the rights of these users for supporting the server, a mode where everybody is on equal terms would truly prove to be a grind and an enjoyable experience for those who seek the activity. This new gamemode could be played with any style of Ironman account to open a whole new array of competition. Shop Restrictions: In the current game, Ironman accounts can benefit incredibly from shops such as the food store, combat stores, training store and so forth. The basis of this mode would restrict the accessibility of these shops to only include items that would be otherwise unobtainable in-game without the usage of stores (Spirit Shards for example for Summoning) so that every item obtained is a true achievement. Experience Rates: As previously noted, this would be the most challenging mode to date. The rates themselves could spur anywhere between x1 to x2.5 to make this a full grind. Why Ironman? Some people might be sat questioning "Why make this mode Ironman exclusive? Why not open it to default accounts too?" and the simple factor of that is that the grind itself is self-sufficient. If the mode was introduced as a generality, it would instantly be hit by people trading items across to gain the best experience rates per hour and ultimately devalue the entire premise of this mode.
  15. Now this is the content I live for. But fantastic work guys, amazing to see the 718 breaking out of its shell further into OSRS and hopefully we'll see more in the future!
  16. So proud of the progress you're making, keep up the good work mate!
  17. In-Game Name: Callum. What Are You Suggesting: An adjustment to the Game Filter option to allow for Unique Item added to the Collection Log. Who/What Does This Benefit: Everybody who is actively gaining new drops/hunting items on the Collection Log. Any Additional Information: In it's current form, the Game chat option of 'All' includes the notification when a new item has been included to the log, with a red text symbolising that item. But the game chat can easily flood the feed when doing activities and become quite a nuisance. I'm requesting that the option be included to get the message when the 'Filter Game' option is selected. Game Log - http://prntscr.com/qe0e2w Filter Log - http://prntscr.com/qe0dva
  18. Merry Christmas @IdanikI! The proud owner of a fuckload of tea! https://prnt.sc/qcbdbo
  19. Oh, was completely unaware of this. I guess in this sense the rate itself could use buffing? It definitely needs it.
  20. Used to be a rite of passage on any Ironman account going for it up until the Training Store. But even when people are Clue Hunting, the Jad steps, it becomes repetitively annoying. Personally, the Smouldering Stone never should have been on the Hellhounds table to begin with. It's a Cerberus exclusive yet we're too far in to revert it now unless Administration decided to do a full rollback on the item.
  21. In-Game Name: Callum. What Are You Suggesting: The removal of specific items/instances of global reward messages to avoid spam. Who/What Does This Benefit: Pretty much every player who comes on consistently. Any Additional Information: In its current state, there are a set number of items or instances that are overused within the global reward message system that become a general nuisance for either something with no value or something that is easily obtainable. Off the top of my head, these are some of the ones that could use removal or adjustments: Smouldering Stone from Hellhounds - The item is near worthless due to the incredible rates that it comes into the game and thus does not need to be announced server-wide. Fight Caves - In regards to the Fight Caves, its slightly different. If it could be adjusted to "PLAYER has completed the Fight Caves for the FIRST time" and never post again, then that could be something more relevant. But due to the fact that the Caves can be completed within a minute or two, it generates incredible amounts of spam. Crystal Chest Rewards - A bit of a yes or no to some players, the rewards themselves aren't viewed as valuable and do not really require a global feed to know that somebody has got another item that they are going to Alch. The Fish Mask, Rubber Chicken and Web Cloak are some prime examples of this. These are off the top of my head, there is more than likely to be many more. If there is any prime ones that I have missed then feel free to post them below and I will update the thread.
  22. It's incredibly good gear not just for Mage, but for tanking and a bit of Range too. Given that a lot of the server revolves around Melee as BIS or Range as the secondary, Magic is generally unused. Hopefully this fix/update may inspire people to use it as a primary combat method.
  23. 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.
  24. I think a good system could be a comparison of skill guides that takes into account cost-exp p/h ratio against profit-exp p/h ratio could be something interesting for people trying both methods of either efficiency or profit gain. One thing I'd suggest if you do make any skill guides; a separate account that doesn't have any donator/patron bonuses so that the regular player will get the right exp rates/similar style of setups and methods.


×
×
  • Create New...