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Comp Cape Rework Dev Update Thread is locked

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Aunty Shark

Aunty Shark

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but can we try and ignore that since it isn't a problem and we're not trolls here to give jagex problems and be challenging though. once we all agree my idea is good we can help them realise the actual things that should and shouldn't be on the list, since they will be able to be any tier we like.

19-Apr-2019 16:01:53

Cb555
Apr Member 2011

Cb555

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Honestly, I don't even know the position of the rework at this point - things seem to be posted on random different sites, as if to make it as hard as possible to keep track of everything, as usual. Thankfully most of it ends up on reddit at some point or other, but I've no doubt missed things on there as well.

My main concern points at the moment are:

1) comp cape stats are linked to what at this point? what about the non-raw-stat benefits? Is something linked to each type or have they dropped that idea since and gone with something that actually gives players a choice on how to get the benefits (such as requiring X T1/2 requirements of any type, similar to their initial thought but without it being just 1 T1)

There is a LOT of combat covered in the other types of content, especially lore and skills, so this just seems heavily biased if stats are linked specifically the the combat section, even more so if reaper (incl. group bosses) is still marked on T1 combat as doing so solves nothing for 80-90% of players.

2) Has reaper even been looked at? {edit} got my answer for this one - as it won't delay development they're leaving it until later, understandable. They have a rough idea which from what I can gather gives 2 vague solutions: a) remove/split/reshuffle it or b) keep it on but make a story mode type thing to make them accessible - this latter option honestly feels obsolete - ED story mode is only done by those to meet reqs as it is worthless beyond that, any bosses with a story mode would be the same - nothing more than a forced loss for those that can't do the normal version. Dev time req too.

3) Have they actually thought of rules for how they assign requirements? failure to follow the original design was what put comp in the state it is now - that and refusal to correct the mistakes that they even admitted were mistakes at one point - reaper was one of these, but there was plenty of other requirements that failed to meet the original comp/trim design.

20-Apr-2019 17:50:01 - Last edited on 20-Apr-2019 19:21:37 by Cb555

Rikornak
Oct Member 2013

Rikornak

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Cb555 said :
...


As for 1: What actually is known is that there are some passive combat stats assigned to both combat tier 1 and 2 and some other kind of benefit to tier 1 skills and lore (whatever this might be). Areas and activities, tier 2/3 lore/skills and t3 combat do not have any benefits assigned currently. Certain former rewards that were linked to specific capes and unified under comp just seem to become passive as soon as you unlock them (e.g. ava's device after animal magnetism).

As for me the reward side looks fairly fine, albeit some benefit for activites might not hurt - for areas it somewhat is the task set. Maybe it could be entirely passive (except for operating based stuffs) as soon as you got t2 areas done?

1/3: I personally think they should try to get ambigious (that could be part of multiple categories) requirements into one distinct category as a single achievement shouldn't be able to block multiple capes horizontally. The problem is basically everything could be covered with skills as most activities, combat, quests,... make use of skills. Likewise tons of contents are at least indirectly locked behind quests so it would automatically be needed to be lore achievements. Most minigames also heavily feature either skills or combat - they practically could dissolve that category and put the bit remainder into misc - and so on and so on...

Generally I think Activities and Areas should have the most distinct definition (i.e. using a skill or fighting in a specific context), while Combat and Skills are more vague (just doing your stuff). Lore is lore and misc is everything not fitting somewhere else.

2: The story mode basically solves the issue with lore related content locked behind hard PvM. The AoD lore book would be a massive issue for lore related content if it wasn't massable. Since you can't obtain killcount in story mode it's more of a fix for lore based achievements rather than combat.
Improvements: Tooltip / (F2P) QoL v2
Quick Fixes: Invention

21-Apr-2019 07:03:28 - Last edited on 21-Apr-2019 07:07:41 by Rikornak

Rikornak
Oct Member 2013

Rikornak

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It might not hurt if they could press on working that list - both by including the existing stuff into the tier system as well as introducing new unlockable requirements - also as achievements ingame for now - over time. That also would help to prevent some nasty surprises for specific players when the thing is finally released. Improvements: Tooltip / (F2P) QoL v2
Quick Fixes: Invention

21-Apr-2019 07:06:39 - Last edited on 21-Apr-2019 07:08:24 by Rikornak

Cb555
Apr Member 2011

Cb555

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Rikornak said :

1: Not sure I'm a fan of any stats being locked behind T2 combat (trim equivalent) tbh, but I guess as long as the bulk of it's on T1 (and ideally group bosses are upped to T2) I'd live with it. I'm assuming it's still passive stat bonuses.
2 things to note:
a) As passive stats, they'll need to disabled or very clearly indicated in PvP content as even tiny differences can have a big impact there - disabled would be better otherwise it risks T2 combat being effectively required for unrelated content (combat category is>98% bossing).
b) Currently the bulk of stats are available at max cape (Skills T1) with comp giving a fairly minor bonus on top of that. Will the T1/T2 combat stats just be this small difference or the whole lot of comp stats? If it's the whole lot then the vast majority needs to be T1 AND reaper needs to be removed from it at the least - otherwise a huge number of players are potentially locked out of stats they currently have. If it's just the difference, the bulk still needs to be on T1 instead of T2 as T2 is largely trim equivalent and again potentially reduces the available stats that players currently have.

2: My understanding is that they're looking at a story mode as an alleviation of the reaper req - not just lore. I don't see the point of this as beyond lore reqs for MQC and boss pets the only reason to boss is the profit from loot. A story mode ends up being something done purely for specific cape reqs because it is straight up undesirable content if those requirements weren't there due to guaranteed losses. It's little more than a bandaid fix to warrant keeping the requirement just because the content was designed for a relatively small subset of players to begin with.

3: For reqs that could fall under multiple, I can understand them only being put under 1 - my concern is that without clear guidelines for each it increases the likeliness of inconsistent requirements going forwards.

21-Apr-2019 16:58:07

Uncl
Mar Member 2013

Uncl

Posts: 13,097 Opal Posts by user Forum Profile RuneMetrics Profile
Rikornak said :
...

Did not answer

Cb555 said :
...

Questions, just gave opinions and thoughts about what may, might, i-think-maybe-if-i-were-in-charge to happen.

I would say, for pvp, these passives and actives CANNOT and SHOULD NOT be disabled. This is a replacement for the capes and must remain active. If you PvP, be ready to bring it, and have your own cape. I would actually like to see more items available to be used in PvP. Let's see full gear combat.

Again, let's not nerf everything.

I know this is all combatscape, but what do the 3-4 other capes give/yield ( lore, explore, mini-games, skills? ). Why not the same stats as the combat cape?
My Threads:
Starting Player Owned Ports-v2

22-Apr-2019 16:11:27 - Last edited on 22-Apr-2019 16:13:02 by Uncl

StGerolf
Mar Member 2006

StGerolf

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I saw their idea of tiers, but that would still block me from advancing in the area's I am no good in. I think that for the tiers they should divide it in
T1: doable for non specilalists (like killing half of the bosses)
T2 doable for specialists and
T3 crazy completionists.

T1 should not that hard to regain with new updates, T2 can be hard to regain and T3 again is for the very hardworking few. That would mean that the different T1's are achieved by most maxes, T2 only by the ones who liked that part.
I like to skill, I dont like to boss. If I have to kill all bosses at least once, I will quit bossing because even T1 will not be achievable for me. On the other side, if you need to have all skills at lvl99 the bossing community will likely stop doing skilling any further.
If you want the tiers to encouraging you to play the game, the first stap should not be impossible.

22-Apr-2019 20:31:17

Hupw
Apr Member 2017

Hupw

Posts: 1,861 Mithril Posts by user Forum Profile RuneMetrics Profile
@StGerolf
"the first stap should not be impossible."

Being asked to do the bare minimum isn't really impossible. Did you know that if you try really hard, over and over again, you get better at things you aren't good at?
H̸̛͘͠Į̸̛͜͜

22-Apr-2019 21:42:21

StGerolf
Mar Member 2006

StGerolf

Posts: 356 Silver Posts by user Forum Profile RuneMetrics Profile
for bossing is killing every boss rather enoying if you dont like bossing. for skilling is getting every skill to lvl99 rather enoying if you dont like skilling. Tier 1 should not be equal to completionist now, it should be something different.
If you can have tier 1 with some time effort, less whinig will happen everytime a new update is here. Now the bossers are complaining if the skills are higher and the skillers are complaining if there is a new boss. It can be solved if the tiers for bossing are giving a reward only usefull for bossing, but that is whisfull thinking.

22-Apr-2019 22:41:34

Hupw
Apr Member 2017

Hupw

Posts: 1,861 Mithril Posts by user Forum Profile RuneMetrics Profile
@StGerolf
you're asking for a participation award. The completionist cape isn't a participation award, its (was) acquired by completing a significant majority of the game. if you don't want to skill your easyscape skills or fumble through a few boss kills, it isn't for you. Well, i guess if you hop on to reddit and get a bunch of upvotes you might get your way. that seems to be how they are deciding how this is going to work. Comp capes for everyone! you get a comp cape! you get a comp cape!
H̸̛͘͠Į̸̛͜͜

23-Apr-2019 01:49:28

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