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Comp Cape Rework Dev Update Thread is locked

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Max Zuba
Mar Member 2005

Max Zuba

Posts: 280 Silver Posts by user Forum Profile RuneMetrics Profile
I like the stuff i'm seeing here. It all makes sense to me.

After reading the other players responses on this thread, i think you need to clarify some points. As alot dont fully understand it or think you are overcomplicating things.

1) That you will be basically combining the current comp requirements with the existing achievements system. And catagorising their difficulty as tier1 or tier2 or tier3.

Comp cape effectively becomes the reward for completing all tier 1 rewards
A new cape would becomes the reward for completeing all tier2 rewards
Trimmed comp cape effectively becomes the reward for completing all tier3 rewards

2) how you fit other current capes into this new model.

Quest cape isnt going, it'll be the tier1 cape for lore
A new cape will be the tier2 cape for lore
Master quest cape isnt going, it'll be the tier3 cape for lore (currently more acurate desription as it includes lore books which you described at tier3 reqs)

Max cape isnt going, it'll be the tier1 cape for skills
A new cape will be the tier2 cape for skills
A new cape will be the tier3 cape for skills

3) Stats are only relevant for combat. And comp isnt about combat, its about completionism

If you want the best ingame cape stat wise then comp isnt for you
If you want to do all that runescape has to offer then comp is for you

4) The biggest hurdle i see is for those players that worked hard to get all these reqs just because of the stats & abilites on the cape. These are the ones who will get hit the most with any sensible changes you make going forward. The sooner you fix this the better, i just hope the number of these people isnt high.

5) In the old days there was no special reward for getting 99 in a skill, but players still did it. There is no reward for getting 200m xp in a skill, but players still do it. Reward players that get to these milestones, but make it cosmetic. The game changed when 99 capes with stats got added. You created an endgame. Now its time to fix it.

12-Mar-2019 18:38:57

Barnabis
Oct Member 2015

Barnabis

Posts: 3,772 Adamant Posts by user Forum Profile RuneMetrics Profile
My biggest problem with the Comp Capes is the absolute grotesque waste of time of AFK-wars, champion challenge drops and chompie bird hunting. They should be removed from the future capes, don't force bad content on players!

My suggestions for them is to.


1.) Rework the Castlewars armor to be far more beneficial for all mini-games instead of just castle wars and drop as a comp cape requirement (except for legacy capes) I have only 3 examples but they would benefit all mini-games.
- 10% more tokens from Fish Flingers
- 50% more runes crafted while playing great orb from Chaos and Nature alters.
- 25% chance to gather double cabbage from facepunch bonanza.

2.) Unlock an ability to upgrade Ports Death Lotus armor via Chompie Bird Hunting. To become power armor. It may sound over powered, but it really is a huge pain in the ass to complete these so players deserve this. This would be in-line with melee armors from mining and smiting rework as making masterwork is not nearly as annoying.

3.) Champions Challenge. While they can be completed weekly, once a month defeating all available champions will grant the user 1 slayer point per 1k xp the champion has rounded up. Example the Jogre champion has 8460 xp so only rewards 8 slayer points. The mummy has 8580xp and rewards 9. The exception would be the last two as you don't find a scroll for them. This would be 36 total slayer points. Possibly bump the imp and goblin up to 3 points and 2 points to make it an even 40. Consider 10 reaper points for defeating both human and gnome. Would be an option from death once a month instead of a regular reaper challenge.
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12-Mar-2019 18:42:35 - Last edited on 12-Mar-2019 19:01:09 by Barnabis

Mikke II
Aug Member 2020

Mikke II

Posts: 2 Bronze Posts by user Forum Profile RuneMetrics Profile
Love the ideas in the design document; feels like it adresses the issues I've experienced, it removes the "all or nothing" problem with achievements, and moves benefits to where they should be while leaving the achievement capes cosmetic.

Love it!

12-Mar-2019 18:43:18

woochy
Nov Member 2018

woochy

Posts: 1 Bronze Posts by user Forum Profile RuneMetrics Profile
Just stop here, you've proven you're not capable of changing it in a good way, removing max and master quest cape is legit a stupid idea.

I'd love to see you guys do something with like all the feedback people are giving because clearly I am not the only one who disagrees with these idea's

12-Mar-2019 18:45:43

Mr Ghost

Mr Ghost

Posts: 4,358 Adamant Posts by user Forum Profile RuneMetrics Profile
Looks good so far, but there is one major issue that needs to be changed: achieving cape tiers after the first should provide further bonuses. Someone who has T3 completionist cape should have something to show for that over someone who has T1. I'd hope we can all agree that more difficult things should carry greater rewards; it's the underlying concept for almost every single challenge/reward mechanism in the game. Even if the stat bonus for further tiers is pretty minimal relative to the initial bump for T1, something as small as a further +1 prayer bonus, there needs to be *something* gained from further advancement, just as a matter of principle. Someone who has T3 should have some kind of benefit from that.

Yes, that will mean that people will want to get the maximum tier. No, that isn't a bad thing. That is how this game works. You work hard for a major milestone and you get something nice for it. If people cry about another T3 requirement being added that will make it hard for them to get that extra +1 prayer boost back (or whatever other bonus), they should also cry about having to earn a bunch of money or be really good at PvM to get T92 weapons, or whatever other piece of advanced content. And like I said, it doesn't even have to be a big bonus. People aren't going to be excluded from PvM teams as scrubs for not having that extra +1 prayer boost, but some small bonus should be there in recognition of the vastly increased challenge of the higher tiers. Keeping it present, but small, would be a nice balance between just not rewarding that further progress at all, and making it mandatory for everyone and giving people motivation to be unhappy about further content. Nobody should be dreading a new skill release because it will make them lose +1 prayer or something that minor.

12-Mar-2019 18:47:40

MawrBuwch
Sep Member 2007

MawrBuwch

Posts: 68 Iron Posts by user Forum Profile RuneMetrics Profile
I'd suggest you consider an alternative way to reward players for accomplishments that are removed from the new capes, rather than just say "Well they're still on that crappy legacy cape you destroyed and left to your old pal Diango."


Take CW for example. By far the hours to do this exceed any other grinds by tenfold. Saying it will be on a legacy cape is ridiculous. You should consider a way for players to sell back achievements that will no longer be attached to the new capes. I don't know what that currency would be and I understand it would have impact on the economy. But you could make a very conservative guess on hours required to obtain one of these grinds, and then translate that to an xp lamp or minigame currency or something else.


Example - CW task takes 1,000 hours (I have no idea what that number should be). A very conservative estimate on a maxed player's ability to earn xp in any skill during game play is what, maybe 50k/hour? 1,000 * 50,000 = 50,000,000. So if you banish that accomplishment to a legacy rag you should offer a huge xp lamp which some might feel compensates them for all that wasted time that could have been used for skilling toward their 120's or 200m's.

12-Mar-2019 18:47:41

Copyright
Jun Member 2013

Copyright

Posts: 4,271 Adamant Posts by user Forum Profile RuneMetrics Profile
Turn all capes into legacy.

I hate that you are removing the max cape and replacing it with something that IS NOT recolourable, because so many people have max capes it's no longer an accomplishment to you to get 99 in all skills still? - Well it bloody should be.

Also, you don't have a good track record at all for cape "reworks", FULL offence but I expect your "skills" replacement cape to look #&%$ing #%&$. Just like you having to go back and add "Retro" versions to skill capes because the newer versions are atrocious, skill logos still haven't been fixed on them either, that they just float.

Edit: Now my rage about the max cape changes are over:

I'm not sure what your intention is with skilling Tier 1, 2 and 3, but could I suggest the following.

Skilling Tier 1: Unlocking either: Artisan's cape, Combatant's cape, Gatherer's cape or the support cape.
Skilling Tier 2: 99 in all skills
Skilling Tier 3: 99 in all skills and 120 in dungeoneering, slayer and invention.
©

12-Mar-2019 18:48:31 - Last edited on 12-Mar-2019 20:34:04 by Copyright

Ojacha

Ojacha

Posts: 404 Silver Posts by user Forum Profile RuneMetrics Profile
Here's my feedback, but a little bit about myself first.

I am a loyal player for more than 12 years, and have been actively aiming for Comp for many years, though never achieved it. As a lone wolf type of player, I find myself more and more demotivated by the sheer amount of group bosses being released in-game. That, and the difficulty level of said bosses that I won't hesitate to call insane, have ultimately stopped me from aiming for comp any longer.

Now many players (most of whom have admirably obtained reaper) point out that killing all bosses should be included in 'completion', and anyone who hasn't achieved this admirable task is not deserving of the cape. I have nothing to argue against that. If not playing content I don't enjoy means I won't get the cape, so be it. Then my journey ends here. I am willing to go for the Castle Wars req, but group bossing at such a difficulty, and at the rate at which they are currently being released is where I draw the line.

However, I find this proposal to be a good one. Though I likely will never reach the tier 3 cape because of reaper, putting 2 tiers below that gives me something to aim for in the nearby future once again.

I see a lot of players are not satisfied with the 'legacy comp' proposal, as it still devalues the current cape by taking away their perks and stats. I will stand by this case and make the following proposal.

Instead of attaching cape perks to the player upon unlocking them, give each comp tier a minimal amount of slots upon which capes (and their perks) can be attached to.

For example.

Tier 1 comp: Low stats, Max cape perks, 2 perk slots
Tier 2 comp: Medium stats, Max cape perks, 4 perk slots
Tier 3 comp: High stats (akin to current comp), Max cape perks, 6 perk slots.

The player can then choose themselves which capes to attach to it. This way, each comp tier has an increased benefit, with tier 3 retaining the value of the current comp.

(Continued below)
'If there is no one left to stand behind, then I will have to stand alone.'

12-Mar-2019 18:49:05 - Last edited on 12-Mar-2019 19:13:05 by Ojacha

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