Forums

(F2P) QoL Improvements v2

Quick find code: 185-186-269-66062546

schlesy

schlesy

Posts: 123 Iron Posts by user Forum Profile RuneMetrics Profile
Original message details are unavailable.

1.1.3 Magic:

- The Fletching skill will introduce an array of staves (see below), ranging from tier 1-60, most of them available to f2p

As much as I agree with the existing staff being fletched, I feel it's more reasonable that the staves of higher tiers would be crafted from their respective magical hide.
I would suggest instead of adding oak/willow/maple staves, to add imphide/spider silk/batwing staves, requiring same amount of hides as Dual(6,4 and 4), and craftable at level 19/29/39.

About the 40 and 50 tiers, I still feel that a yew staff would be a mistake, but not so sure about the magic staff. It would need name consideration, which brings me to this:
Original message details are unavailable.

- Battlestaves are buffed to tier 45 (p2p)
- Mystic staves are buffed to tier 55 (p2p)

How about making the battlestaves F2P? Not including the double typed(mud,steam,lava), but the rest? Pherhaps adding a fletching ability from magic logs, but in any case it would still require more than 1 log per staff, for price regulations.
Original message details are unavailable.

1.2 Dungeoneering:


- Free players are granted access to the Varrock Sewer and Al Kharid resource dungeons at level 65 and 75 in order to allow them to obtain magic logs and semi-precious gems respectively.

Technically, F2P already have access to 2 magic trees near mage training area, they just can't chop them. Still, Supported.
Original message details are unavailable.

- Introduce a gravite quiver, able to generate arrows and bolts up to tier 55. It doesn't degrade when used with a gravite weapon. Members can combine it with a chaotic remnant,

I thought about a different approach, more similar to the newly added stalker essence.
Adding to the hellhound a new drop called hellhound spikes, which can be added to rune arrows to create tier 55 hell arrows.

About the rest, nearly full support.

13-Jan-2018 20:36:41

schlesy

schlesy

Posts: 123 Iron Posts by user Forum Profile RuneMetrics Profile
Original message details are unavailable.
1.1.2 Ranged:

- All Javelins are now two-handed weapons
* All existing main-hand and Dragon off-hand versions are automatically converted
The game is lacking two handed throwing weapons and javelins are the only ones I could imagine worn this way, similar to the ranged sunspear.

Why only the Dragon off-hand, and not all of them?
Original message details are unavailable.
1.1.2 Ranged:
- Snakeskin armour is buffed to tier 35


How about simply making it a Power-armour?

13-Jan-2018 20:44:42

Rikornak
Oct Member 2013

Rikornak

Posts: 9,169 Rune Posts by user Forum Profile RuneMetrics Profile
Hi there and thank you for your input - I'll go with your points one-by one:

- I personally do not see battlestaves (and even moreso mystic staves as its direct upgrade) as good main tier items as they're fairly (battle) / extremely (mystic) expensive for their tier. A battlestaff comes with a fixed cost of 7k, while both maple bows and mithril items only cost a few hundred coins. It also won't fix the issue the issue that the game is lacking staves on such a big scale (take a look on my list on page 13 for that).

The staves additionally are used for p2p crafting training and could have some unpredictable effect on that, while I think shifting them into gap tiers could make for a good membership benefit.

Making staves the same way as books and wands could work, but staves made from cloth are somewhat weird to be honest - and it would lack a tier 40 one still.

Taking a look feature wise I also think it wouldn't hurt giving fletching something more than just ranged weapons and ammo (and scrimshaws on high levels), while crafting already offers tons and tons of features.

- I guess a second location for magic trees wouldn't hurt
- Tier 55 arrows could be solved on so many different ways, totally agreed on that (the quiver even wasn't the first idea on that thread, but rather evolved over time). I personally am prefering the quiver as it would also cover up bolts and not just arrows - and allows to fix the upkeep cost that comes with gravite ranged weapons not able to generate their own ammo (which also was a point of critism). It also wouldn't create redundancy with broad arrows/bolts for members as it is a new item class.
- Dragon javelins are the only ones also including an off-hand variant. All others just are main hand only.
- For snakeskin that again are two solutions that could work, but I'd prefer a tier buff as it would shove it into an unique niche, while not creating yet another situation where the other two styles were to lack counterparts.
Improvements: Tooltip / (F2P) QoL v2
Quick Fixes: Invention

13-Jan-2018 21:34:00 - Last edited on 13-Jan-2018 22:02:38 by Rikornak

schlesy

schlesy

Posts: 123 Iron Posts by user Forum Profile RuneMetrics Profile
Original message details are unavailable.

- I personally do not see battlestaves (and even moreso mystic staves as its direct upgrade) as good main tier items as they're fairly (battle) / extremely (mystic) expensive for their tier. It also won't fix the issue the issue that the game is lacking staves on such a big scale

I guess I didn't explain myself correctly. I do speak about buffing them a tier up, making ALL mystic items to be tier 50(which is part of the problem, in my opinion). These suggestions aren't alternatives, but add up to create a complete system.
Original message details are unavailable.

The staves additionally are used for p2p crafting training and could have some unpredictable effect on that, while I think shifting them into gap tiers could make for a good membership benefit.

Battlestaves were used for that, there is a reason why GE price had fallen below the 7k.
I believe it would actually raise their cost, as lots of F2P would seek them.
Original message details are unavailable.

Making staves the same way as books and wands could work, but staves made from cloth are somewhat weird to be honest - and it would lack a tier 40 one still.

Taking a look feature wise I also think it wouldn't hurt giving fletching something more than just ranged weapons and ammo (and scrimshaws on high levels), while crafting already offers tons of features.

Well, I might have agreed, but when you make a book out of wool cloth, I feel staves made of hides sounds plausible. Also, Hopefully all of the magical hides would (hopefully) become part of runecrafting later, so I don't think it would hurt.
Also logically, there is no reason why a oak stick would have better magical features than any simple tree.
However, how about this: Staves would require a wooden base, beside of cloth. the process would require crafting and fletching levels, and give xp in both? I feel this might work well.

Also, many thanks for the respond

14-Jan-2018 03:33:09

schlesy

schlesy

Posts: 123 Iron Posts by user Forum Profile RuneMetrics Profile
Original message details are unavailable.
Hi there and thank you for your input - I'll go with your points one-by one:

- I guess a second location for magic trees wouldn't hurt
- Dragon javelins are the only ones also including an off-hand variant. All others just are main hand only.

Thanks for the clarification, maybe should add to main posts.
Original message details are unavailable.

- Tier 55 arrows could be solved on so many different ways, totally agreed on that (the quiver even wasn't the first idea on that thread, but rather evolved over time). I personally am prefering the quiver as it would also cover up bolts and not just arrows - and allows to fix the upkeep cost that comes with gravite ranged weapons not able to generate their own ammo (which also was a point of critism). It also wouldn't create redundancy with broad arrows/bolts for members as it is a new item class.


Well, bolts are already solved, if you wonder, with diamond bolt being tier 60, so this new addition is more focused on what's missing in my opinion.
Secondly, how does the gravite knives work? Is it also suffering from this problem? How it was fixed there, and why not simply reapply it here?

As for broad, they still keep their niche of slayer, and I don't see the leaf blades fail because of rune having the same stats level.
Original message details are unavailable.

- For snakeskin that again are two solutions that could work, but I'd prefer a tier buff as it would shove it into an unique niche, while not creating yet another situation where the other two styles were to lack counterparts.

As for the snakeskin, I think that Power variation is more simple than half tier boost. Remember ranged already has more half tiers than the other styles(red/royal) so while I do agree it's working, I prefer it to become a power armour.

In side note, I actually like it when the combat variations have their uniqueness.

Still, you have my support for these suggestions.

14-Jan-2018 04:03:10

Rikornak
Oct Member 2013

Rikornak

Posts: 9,169 Rune Posts by user Forum Profile RuneMetrics Profile
For staves: I'll totally agree with magic armour (and at least sources, maybe also wands) should be coming from runecrafting eventually, but I don't see why all magic weapons would have to do so. See like rangers get most their weapons from fletching, but some stuff is directly smithed (e.g. knives). Using two skills at once (literally at once, not using a pre-manufactured component from another one) probably would limit the availability for low levelled equipment too much (even if the levels were to be adjusted likewise the mining/smithing rework). As for now I guess it would be the safest solution to use the dungeoneering system.

Note: I just would like to create a framework for low and medium levelled items (aka baseline equipment, which should be as simple as possible to pick up, also for the sake of ironmen and beginners (RS can be somewhat overwhelming at first)), not to restrict the options Jagex could have for high levels (so why shouldn't a staff made from energy not also work instead of just wooden ones?).

Note for Battle/mystic staves: I guess it was stated at one point that the enchanted battlestaves aren't part of the mystic set and just seem to share a name (they also were t40 when the mystic set still was t30). If we're leaving ironmen out for now battlestaves were traded for something in between 6-6.5k for the past few months, which still would be extremely expensive for a t30 weapon. Mystic staves at t50 would fit valuelike for now in comparision to runite, but certainly not anymore after the m/s rework. While a lot was fixed for magic with the eoc and also the past few months (not just for f2p, the whole game), it still is the combat skill suffering most from outdated design decisions (but with well implemented staves it certainly would be roughly complete - polishing always could be done later still).
Improvements: Tooltip / (F2P) QoL v2
Quick Fixes: Invention

14-Jan-2018 06:37:29 - Last edited on 14-Jan-2018 08:53:20 by Rikornak

Rikornak
Oct Member 2013

Rikornak

Posts: 9,169 Rune Posts by user Forum Profile RuneMetrics Profile
Javelins: I guess I could rephrase it like this, thank you. I'll just have to take a look of how I'll solve it with the character limit.

Bolts: It is a comparable issue to the armadyl crossbow and its lack to t75 ammo. Higher levelled ammo would be there, but would be somewhat a waste (as diamond bolts are expensive - and you couldn't use them at full potential). Said like this we have neither bolts nor arrows at t55 except for the broad variants. As I said I try to prevent redundancy as much as possible, as multiple options at one tier would lead to players taking the most economic one and abandoning the other one entirely.

For commentary: Gravite knives degrade (like every piece of gravite equipment), but they don't consume ammo in addition. The quiver would degrade with every weapon except for gravite (and in the t80 variant chaos), negating the additional cost.

Snakeskin, power armour and consistency: I personally am extremely unsure why the snakeskin armour was made f2p in the first place (in contrary turoth und kurask boots were because there were no ranged boots for the respective tier until a few months ago). If it still was a p2p armour it could be made fairly safely into power armour, but like this it could become a balancing issue (as ironmen once again are not able to pick it up), while having slightly better equipment in a few slots for few levels shouldn't be that much of an issue. Totally agreed on each style should feel unique, but I do not think that equipment would be the right parameter for that - at least not at low levels. As for niche tier armour I'll try to fit in the temple knight ones for melee and for magic actually lower kinds of polypore armour could be a good candidate... but I guess more stuff that helps with f2p-p2p transition could be done at a later point.

All-in-all: There are multiple solutions for most of those issues, but I hope I could help to understand why I've taken specifically the ones I've listed here
Improvements: Tooltip / (F2P) QoL v2
Quick Fixes: Invention

14-Jan-2018 06:58:36 - Last edited on 14-Jan-2018 08:43:40 by Rikornak

Quick find code: 185-186-269-66062546 Back to Top