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Comp Cape Rework Dev Update Thread is locked

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Ojacha

Ojacha

Posts: 404 Silver Posts by user Forum Profile RuneMetrics Profile
I very much like the change of keeping the current capes and integrating them into this new system. However, the suggestion to make similar capes alongside these makes little sense to me. I see no reason to have both the Max cape and Skills 1 cape in this system when they both practically have the same function.

I'd go for option 2 regarding the quest cape. This way, when designing new capes, it's possible to create a consistent look and feel for every cape category, while keeping the option open to switch to the retro version. Mechanically they should still be the same capes they are now, while being changeable cosmetically.

I would also use this option for the max cape, meaning you will have a 'new' cape when it comes to looks, while keeping all the perks it currently has. If the option of recoloring is not possible for the new look, the retro version should remain having this function.

Another idea I've had (which builds on my previous idea on page 13) is to distribute the current comp bonuses among their respective categories, meaning each cape gives the bonuses related to their category. These bonuses are distributed among all tiers.

Skills.
-Max cape bonuses.

Combat.
-The combat cape should be the only cape granting combat stats, passive or not.
-Ava's alerter.
-Fire cape Strykewyrm bonus.
-Spirit cape.
(This solves problem 1, removing the need to do non-combat content for combat stats.)

Exploration.
-My idea is to create slots on this cape to which achievement reward items like seers headband and explorer's ring can be added. With the amount of slots increasing per tier.
This would integrate the Ardougne cape 4 bonus of comp into the explorer cape.

Quest.
-Bonesack
-Jerrod's cape
-Quest cape perk
-Master quest cape perk

Minigames.
-No idea for this one.

Comp.
-All of the above. (This keeps comp as the best cape in game (even more so with new rewards for each category added.) While stat-wise the combat cape is a proper alternative).
'If there is no one left to stand behind, then I will have to stand alone.'

16-Mar-2019 19:50:51

Stealthlead
Aug Member 2008

Stealthlead

Posts: 4,253 Adamant Posts by user Forum Profile RuneMetrics Profile
Can you shed some light on whether or not you plan to remove certain group bosses as a requirement? I currently have one achievement left which is Solak which requires 120m to leech as I cannot find a team to do it with.

If you cannot shed light on the matter, can you at least give a proposed time frame for the soonest you would release said completionist cape rework?

16-Mar-2019 20:40:46

SeasMaster
Apr Member 2008

SeasMaster

Posts: 14 Bronze Posts by user Forum Profile RuneMetrics Profile
I am very happy with keeping the Quest Point Cape as T1 Lore and Master Quest Cape as T3 Lore Capes. In fact, I would even like to make a suggestion as to what to fill the T2 gap with.

A new T2 Lore Cape can be created which takes the Master Quest Cape requirements that are directly Post-Quest achievements, such as "Nomad's Genesis."

In contrast to this, the Master Quest Cape can maintain it's place as T3 Lore cape by keeping all non-quest related Lore books that are dropped by slayer creatures or bosses, because they require a lot more time and effort put into them to maintain. Ofcourse, any Post-Quest achievements that are also deemed very lengthy to complete can also be moved here, or likewise easier to obtain moved down to the T2 category.

On the topic of naming, I have had the idea for awhile to rename these capes to "Master Quest Cape" and "Grandmaster Quest Cape" to thematically fit in the difficulty tier of Quests.

16-Mar-2019 21:19:11

Dear Diablo
Nov Member 2023

Dear Diablo

Posts: 101 Iron Posts by user Forum Profile RuneMetrics Profile
I’ve already got Comp Cape - what’s happening to me?
Your existing Comp Cape will be converted to a Comp Cape (Legacy). Since the Legacy Cape requirements will never change, you'll never lose that cape


Err... so are we establishing that you can always be awarded the legacy version?
i'm fine with that if so.

as far as cosmetic overrides go i'm strongly against that, i am very fond of the retro cape styles and always will be, preferring an actual item isn't a crime...
I Was Once, Possibly, Maybe, A Cowboy King.

16-Mar-2019 21:50:09

DarkNihility

DarkNihility

Posts: 612 Steel Posts by user Forum Profile RuneMetrics Profile
I have a concern about the fire cape effect.
They mentioned briefly about it in the video.
They said how all capes would get the bonuses from the tiered achievements, such as attack, armor, and prayer bonuses, along with the ava's arrow collection, but not the effect of the fire cape. I just want Jagex to make sure they take into account all possibilities before they make any changes.

This may be a very specific example, and only affect a small portion, but I'd like to voice my concern.
Currently, I use my comp cape to do ice strykeworm tasks. Comp cape has the best combat stats, is usable for all combat styles, and has the fire cape effect. If they take away the comp cape and replace it with these new tiered capes, will they have the fire cape stats or no? If so, how many of them? See if they don't then I miss out. I lose my potential on killing strykeworms because of this update. I would have to wear something less effective such as the kiln capes or fire cape. Now I do not own a fire cape, and only own the TokHaar-Kal-Ket (melee kiln cape). I own this cape because I completed the fight kiln before the kiln cape was spit into 3 different capes. The cape I was replaced with was the melee variant. Now seeing as ice strykewyrms are weak to fire spells, it would be inefficient to use magic with a melee cape. I barely got by completing the fight kiln, and do not think I could do it again to try to receive the magic variant.
So if new capes do not receive the fire cape effect, I propose two solutions. 1) Make the kiln cape one universal style cape. Or 2) Give players the option to switch out capes. (ex. Melee for Magic).

17-Mar-2019 01:51:24 - Last edited on 17-Mar-2019 01:51:38 by DarkNihility

Enriched_One

Enriched_One

Posts: 46 Bronze Posts by user Forum Profile RuneMetrics Profile
Stealthlead said :
Can you shed some light on whether or not you plan to remove certain group bosses as a requirement? I currently have one achievement left which is Solak which requires 120m to
leech
as I cannot find a team to do it with.

If you cannot shed light on the matter, can you at least give a proposed time frame for the soonest you would release said completionist cape rework?



Highlighted word is what annoys me (you can look at my stats this acct is f2p only). So Leech is now considered doing content for oneself???? you should be ashamed to even admit it!!!!

17-Mar-2019 03:54:29

Shiny Cape
Feb Member 2015

Shiny Cape

Posts: 46 Bronze Posts by user Forum Profile RuneMetrics Profile
Tier 3 Needs to definitely have best stats and outclass other tiers. In developmental entry you said Tier 1 would have the stats and there would be no more stat increase from there. There would be NO point to doing lore w/o the boosts. Bring the Achievement cape from OS here :D

17-Mar-2019 06:17:33

Rikornak
Oct Member 2013

Rikornak

Posts: 9,169 Rune Posts by user Forum Profile RuneMetrics Profile
Stealthlead said :
Can you shed some light on whether or not you plan to remove certain group bosses as a requirement? I currently have one achievement left which is Solak which requires 120m to leech as I cannot find a team to do it with.

If you cannot shed light on the matter, can you at least give a proposed time frame for the soonest you would release said completionist cape rework?


You can be fairly secure that solak won't be featured on tier 1 combat and thus in conjunction tier 1 comp. He'll be most likely featured on tier 2 combat though, if you're lucky just on t3. And well - if you want legacy comp - nothing will change in there.
Improvements: Tooltip / (F2P) QoL v2
Quick Fixes: Invention

17-Mar-2019 06:51:42 - Last edited on 17-Mar-2019 07:03:24 by Rikornak

Lego Miester
Nov Member 2023

Lego Miester

Posts: 35,339 Sapphire Posts by user Forum Profile RuneMetrics Profile
Maintaining my existing questpoint cape and max capes as cosmetics is honestly the main thing I cared about. Graphically updating is always a mixed bag and I was worried my max cape would become dull rather than how vibrant it is in the older graphics.

STOP MAKING NEW GRAPHICAL ITEMS DULL AND BLURRY. IT DOESN'T LOOK GOOD.

(not all new items look this way either. I love orik armor to death)
Headcanon Haven, where everything is made up and the points don't matter.
OSRS Lore: Xeric
Slepe Tight - Slepe Lore

17-Mar-2019 07:22:20

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