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(F2P) QoL Improvements v2

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schlesy

schlesy

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1.4 Crafting:


- The dwarven army axe can now be used by free players and gets the following improvements:
* While mining copper or tin any semi-precious gem can now be found. Lapis lazuli are now tradeable semi-precious gems, which also can be found in gem rocks.
- Free players can now craft and wear lapis lazuli brooches and relevant silver jewellery

While not in the current scale, I guess this expansion would show us new lapis jewellery (braclet, necklace and amulet). Have you considered which effects they would gain?
I would seek for abilities which wouldn't degrade. Perhaps we could make an Amulet of sight, giving +18 ranged bonus, which would be the equivalence of Amulet of magic and Amulet of strength.
Maybe the braclet could be a weaker variant of the Regen bracelet, but that feels a bit overpowered, even for a 1.5 times effect.
As for the neclace, it would probably get a totally new effect, as I can't think of any higher tiered effect that could be lowered for this jewellery.
Your considerations?

17-Jan-2018 09:32:04

Rikornak
Oct Member 2013

Rikornak

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Actually I didn't really made my mind about that yet, but if I had I would go more into the direction of skilling or utility extras.

As enchanted amulets mainly (I think the only exception was glory with its mining extra) are combat boosters I think the amulet of sight makes sense. I just would change the amulet of accuracy then to a weaker all-stat thing, placed in between power and potency (maybe around +10 for all stats).

If the bracelet was a lesser regen bracelet it should feature slight combat stats (similar to the deathtouched thing), it is an issue every combat bracelet suffers from. Maybe as a different thought it could feature an effect like the polishing perk, granting a change to upgrade low levelled materials to the next tier (albeit I wouldn't go further than allowing to upgrade t20->30)

The necklace could be an item that increases your stamina regeneration while resting as stamina is an issue at lower levels
Improvements: Tooltip / (F2P) QoL v2
Quick Fixes: Invention

17-Jan-2018 09:45:43 - Last edited on 17-Jan-2018 09:58:18 by Rikornak

schlesy

schlesy

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If the bracelet was a lesser regen bracelet it should feature slight combat stats (similar to the deathtouched thing), it is an issue every combat bracelet suffers from. Maybe as a different thought it could feature an effect like the polishing perk, granting a change to upgrade low levelled materials to the next tier (albeit I wouldn't go further than allowing to upgrade t20->30)

The necklace could be an item that increases your stamina regeneration while resting as stamina is an issue at lower levels
Stamina is running energy? Because I don't recall other systems used in lower levels, other than hitpoints (which is covered by the braclet).

Also, If combat stats are to be applied, I think they should be first added to the regen braclet, not the "lesser" version. The polishing perk sounds nice, I like the idea, though it will need more nerfing than just lower tier limitation.

17-Jan-2018 12:13:49

Rikornak
Oct Member 2013

Rikornak

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Yes - I was refering to running energy

For the bracelet: As I said every braclet that has some kind of combat intention (mainly the two headhunter ones, combat and regen, to a lesser extent also inoculation and forinthry) needs the hybrid power stats, as they are restricted to non-combat (or trivial combat) situations without. They added it to the deathtouched as players just sticked to their normal power gloves. The polishing version would of course be prone to balancing, but it certainly should be useful enough to be actually used at those levels
Improvements: Tooltip / (F2P) QoL v2
Quick Fixes: Invention

17-Jan-2018 12:38:10 - Last edited on 17-Jan-2018 12:40:02 by Rikornak

schlesy

schlesy

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1.1.1 Melee:
- Allow free players to play the Recruitment Drive quest and buff Initiate armour to tier 35
- Proselyte armour is buffed to tier 45 (p2p)

Small note: Recruiment Drive and Initiate armour is actually required and gained before players can gain White armour. As such, putting it as tier 35 (higher than white) sounds a bit off. I would suggest to actually nerf it to level 15, seeing Recruiment Drive is a very basic quest, but keep the prayer bonus just as current.
As such, Proselyte armour should only be buffed to tier 35, even though the prayer bonus could be sufficient to differ it from the mithril armour, so I'm not sure it's necessary.

17-Jan-2018 15:56:16 - Last edited on 17-Jan-2018 17:53:43 by schlesy

Rikornak
Oct Member 2013

Rikornak

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White armour makes absolutely no sense in terms of progression - and never has (yet it still does lore-wise). This said it should be treated as what it is: A cosmetic, that was given some use with invention. In terms of lore it was you've joined the elite club, but got into the white knights later on to go after the rules (this is why the initate armour is supposed to be stronger than white, as you would have done otherwise normally).

The templar knight armours always were more powerful as the white ones (initiate mithril-esque, proselyte adamant-esque pre-eoc), but I actually think fitting them in between mithril and adamant would fit the value they have (while still leaving enough air for a meaningful progression (35 for proselyte would be a bad joke either). A prayer bonus alone isn't a reason to choose one armour over another, it is an extra at best. At my suggested tiers they are a decent reward for the players who actually want to obtain them, but not so powerful players have to absolutely obtain them.

See the initiate armour more like a post-quest reward: You get something for directly doing it (like many newer novice-level quests) and further rewards upon reaching certain levels

Also consider that there are lore-wise two ranks left that would be released as joke-armour as well in the current system most likely (you can't sell anyone an adamant armour with prayer bonus as an interesting reward for an expert-level quest)
Improvements: Tooltip / (F2P) QoL v2
Quick Fixes: Invention

17-Jan-2018 18:21:24 - Last edited on 17-Jan-2018 18:24:43 by Rikornak

schlesy

schlesy

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In terms of lore it was you've joined the elite club, but got into the white knights later on to go after the rules (this is why the initate armour is supposed to be stronger than white, as you would have done otherwise normally).
Hmm... You got a point there, I did forget the lore-wise of Wanted!
Still, in my opinion, perhaps it should feel more like Elite black armour, seeing them as a higher levelled group within the white knights. Still, some parts in this feels odd, like Sir Leye being weaker than any other knight in the game. Perhaps he's going easy on you because he underestimates you...
I'd like to see a more fixed version before rereleasing it to f2p. Perhaps removing Sir Leye, as his joke will continue living within Evil Dave's Big Day Out. Sounds weird to me that tiffy would give the same challenge to the player twice...

17-Jan-2018 23:56:39

Rikornak
Oct Member 2013

Rikornak

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Haha - when we're there elite black armour would also be something we should have to look at: It is grandmaster level t40 stuff at the moment. I guess they could make t60 melee power armour out of it, it won't break the quest as it comes with a 65 defence requirement anyway (and it would complete the sets of t60 power armours)

Seeing at those two quests: The issue wouldn't be recruitment drive as a fifth age quest, it actually is the evil dave one in the sixth age - so I actually do not know why the latter ignores the former, but it simply could be an oversight

Seeing on Sir Leye: I guess it it due to game mechanic, as he has to be fought unarmed
Improvements: Tooltip / (F2P) QoL v2
Quick Fixes: Invention

18-Jan-2018 05:48:12 - Last edited on 18-Jan-2018 05:49:45 by Rikornak

schlesy

schlesy

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1.5 Fletching:

As we lack many low levelled staves the fletching skill now also allows to fletch staves from any standard log. None of the staves grants elemental runes, nor are orbs able to be attached to them. All Staves need 1 of their respective logs. For balancing reasons fletching staves should give less xp than the combined for fletching and stringing a shieldbow of the same tier.
Staff (tier 1): Requires fletching 11, grants 18 xp. This is the staff already ingame.
Oak Staff (tier 10): Requires fletching 26, grants 48 xp.
Willow Staff (tier 20): Requires fletching 41, grants 75 xp.
Maple Staff (tier 30): Requires fletching 56, grants 110 xp.
Yew Staff (tier 40): Requires fletching 71, grants 142 xp.
Magic Staff (tier 50): Requires fletching 86, grants 175 xp.
Elder Staff (tier 60, p2p): Requires fletching 96, grants 200 xp.
So I have done some thinking, and I have a new approach about the staves problem.
How about creating orbs from the corresponding leathers, that will buff the staves?
The current magic staff will need to be renamed, but will be made be attaching a wool orb (made from the cloth). The problem I'm getting there is that if we are to boost each staff half tier, the Magic Mystic staff (which should be f2p) will be tier 55, thus rendering the gravite staff as useless (even more than the Gud raider axe done to main hand melee gravite).
It should be noted, that in this case I'd prefer a new orb create for tier 40, made only from fine cloth, rather than using the splitbark orb for this (on the other hand, the spider one could be used).
Another point I am wondering about, is giving f2p higher elemental staves. Definitely not at highest tier, and also not double core (mud, etc.), but maybe something in the 30's or 40's.
(Hence my suggestion of making battlestaves f2p). I do think it is useful (even today, I prefer the Armadyl battlestaff over any other, for it's infinite air).

18-Jan-2018 14:39:02

Rikornak
Oct Member 2013

Rikornak

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The first part is yet again more complicated than it has to be for basic equipment (sure: It works for veterans starting a second account, but the basics of the game should be able to be grabbed quickly - also in sake for mobile release potentially bringing new players in here).

Secondly: Buffing the staves was done in the intention NOT to give them to free players, it was done to prevent redundancy and making them entirely useless - and to make them more useful as they're right now (again: who would use the overpriced battlestaff and the significantly overpriced mystic staff for combat?!). Elemental battlestaves could be introduced (in their t45 version) as boss drops (see it similar to how t60 dungeoneering items are obtained as boss drops in f2p, while members can simply smith them). Mystic staves are more special as the ability to have them enchanted is p2p quest locked (and I do not think something so deeply woven into membership could be made f2p easily). If it was to remain t40 they're junk anyway as the battlestaff variants is enough for rune saving - or the mystical staff for all runes bar air if previously obtained.

For commentary: Saying that the gud raider axe made the gravite sword pointless isn't entirely right: While the former has no upkeep costs, it comes with a significantly higher investment cost (http://services.runescape.com/m=itemdb_rs/viewitem.ws?obj=34828). It also isn't totally easy to get your hands on one as ironman: The dropchance to obtain any gud raider item is 1:512 - and this doesn't imply you've got the right one when something drops. Also you can't farm them all day long like dungeoneering token or normal boss drops. Sure - a f2p mystic staff as t55 would do that to gravite... but as I said this isn't the plan
Improvements: Tooltip / (F2P) QoL v2
Quick Fixes: Invention

18-Jan-2018 17:44:59

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