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All skills 120 in RS future

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11 Years F2P
Oct Member 2023

11 Years F2P

Posts: 916 Gold Posts by user Forum Profile RuneMetrics Profile
remember 10 yrs ago, where getting 99s looked impossible? back then, having even one 99 was impressive.

120s are today's 99s

everyone is maxed, or almost maxed. too many people have the equivalent of 120s up to 200m. its time for runescape to add new challenges

and for people saying "boohoo, why no content past 99 if 120 :( ((". what i remember from 10 years ago (or even 2010) is that most skills didnt even have anything past lv 70-80. yet skills went to 99 didnt they?. to me, no content from 80 to 99 is 19 "empty" levels. yet 99 to 120 is only 21 levels, not so far away. jagex took 10 years to fill the skills with stuff up to 99 (yet not many skills are filled up to 99 content). this would give jagex an other 10 years of developpement for stuff up to 120.

support.

08-Feb-2016 00:35:15

Split1arrow
Nov Member 2022

Split1arrow

Posts: 241 Silver Posts by user Forum Profile RuneMetrics Profile
I feel that allowing all skills to go to level 120 would be detrimental to the game honestly. I'm sure that many players would embrace the idea and max all skills to 120. But, on the other hand I'm afraid many players would feel very overwhelmed and quit (remember the release of EOC). Also, allowing skills to go to level 120 would not be very welcoming to new players. I mean think about starting a new account, and trying to catch up with the pace of the game. I mean completing all quest and training all skills to level 120.... How long would that take a from scratch? 10 years?

08-Feb-2016 04:38:08

Lysium
Jul Member 2012

Lysium

Posts: 4,703 Adamant Posts by user Forum Profile RuneMetrics Profile
Split1arrow said :
I feel that allowing all skills to go to level 120 would be detrimental to the game honestly. I'm sure that many players would embrace the idea and max all skills to 120. But, on the other hand I'm afraid many players would feel very overwhelmed and quit (remember the release of EOC). Also, allowing skills to go to level 120 would not be very welcoming to new players. I mean think about starting a new account, and trying to catch up with the pace of the game. I mean completing all quest and training all skills to level 120.... How long would that take a from scratch? 10 years?


People are fully maxing new accounts within 1 year already, and making hundreds of mills in the process. Ofcourse not all, but quite some people.
When you obtain T90 equipment, you can enjoy all content already. So with not too much effort and game time, you can enjoy as good as the whole game.
Making skills go to 120, only increases the longetivity of the content in the game and might also make players feel more motivated to continue playing.
As you might understand, some people quit playing a game when they (feel) have completed the game.
Owner of Ellie, Shrimpy & KBD pet! :D

08-Feb-2016 10:04:06

Tfunny1

Tfunny1

Posts: 507 Steel Posts by user Forum Profile RuneMetrics Profile
Lysium said :
Split1arrow said :
I feel that allowing all skills to go to level 120 would be detrimental to the game honestly. I'm sure that many players would embrace the idea and max all skills to 120. But, on the other hand I'm afraid many players would feel very overwhelmed and quit (remember the release of EOC). Also, allowing skills to go to level 120 would not be very welcoming to new players. I mean think about starting a new account, and trying to catch up with the pace of the game. I mean completing all quest and training all skills to level 120.... How long would that take a from scratch? 10 years?


People are fully maxing new accounts within 1 year already, and making hundreds of mills in the process. Ofcourse not all, but quite some people.
When you obtain T90 equipment, you can enjoy all content already. So with not too much effort and game time, you can enjoy as good as the whole game.
Making skills go to 120, only increases the longetivity of the content in the game and might also make players feel more motivated to continue playing.
As you might understand, some people quit playing a game when they (feel) have completed the game.

Have you played the game at all recently? All skills now have VIRTUAL LEVELS to 120. This creates a more tangible goal for players who want it without shoving it down the throats of players who don't. Additionally it doesn't result in ******** up all the existing gameplay by making skills overpowered by being over 99. Everyone already complains about monsters being too easy as it is - just imagine what darkbeasts will be like with 120 ranged and 120 defense! And if they actually add in content above 99 - how powerful will a level 115 prayer be? how about a lvl 115 potion? I think there's a much greater risk of quitting if skill caps get raised to 120 than if they don't.

08-Feb-2016 17:06:37

Makemyday112

Makemyday112

Posts: 375 Silver Posts by user Forum Profile RuneMetrics Profile
I think that they should focus updating and filling all the levels of the ones we have right now.
I also think they should find other ways of requirements other than an xp grind,as that's one of the benefits of maxing a skill now.
...

08-Feb-2016 19:14:20

Red Silk Vow
Aug Member 2023

Red Silk Vow

Posts: 1,553 Mithril Posts by user Forum Profile RuneMetrics Profile
Split1arrow said :
efs


Whatever number the level cap is irrelevant to how welcoming it is. What makes it unwelcoming is that with the exception of direct combat stats, everything other than dungeoneering is stupidly scaled. It's slow. It's largely unrewarding, even if you ignore the way the economy has changed in the past decade.

Nevermind that iron ores are onehit when mining and one inventory space when smelting, and rune isn't. I've had rune I mined for so long I had time to leave the room and get a drink before it finished. That's not fun, and if someone can walk up and get lucky and three-swing it... I'd rather transmute it, which is at least closer to combat for 'useful skill'. Except for some reason, it isn't as fast as feathering dragon darts and crafting ascension bolts, and unlike Invention, can't be done with noted items. Such... useful divine energy. Creates planets, cannot manipulate certs. Certs that can be disassembled for pieces the same way whole gear can.

I played one mud, albeit not for very long (because of rl things and my friend not enjoying it, not through any faults of the mud itself or heavy playerbase itself), but one thing stuck with me because of how peculiar it wound up in the end. You had seven classes, each with 201 levels, so you would wind up at 1407. Then, you could advance to the next tier, and do it again. At the ninth tier, I think it was, you would reach the cap, and exp costs would remain the same, allowing you to repeat this final tier endlessly for extra levels. I recalling the player in first spot on that particularly leaderboard being an easy ten thousand levels above the next guy.

PP and Priff made thieving fun and then rewarding, to me. I would more than happily earn 50000 levels like that guy if more thieving content like them came out. If it was the old 'steal from nature chest' or 'trap random ardougne mobs in a house'? No thanks.

09-Feb-2016 14:51:15 - Last edited on 09-Feb-2016 14:53:30 by Red Silk Vow

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