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(F2P) QoL Improvements v2

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schlesy

schlesy

Posts: 123 Iron Posts by user Forum Profile RuneMetrics Profile
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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).
You understood me worng. The idea was to reformat my idea into your building, as I do feel the usage of of cloth in creating the staves does make a fine point, yet I agree it shouldn't be the basic tier. I'm still trying to build the way of implementing them without breaking existing content.
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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.
Well, first thing first, I know myself as a lover of elemental savings, and I believe there are more players who would pay more for a staff that provides extra rune saving as a feature during combat. Perhaps, and I'm considering it, this could be the niche for my cloth staves.
Secondly, the Mystic staves are not in my intended to become f2p.
Third, I do like the idea of the (basic) elemental battlestaves coming as monster drop only in f2p.

18-Jan-2018 19:06:39

Rikornak
Oct Member 2013

Rikornak

Posts: 9,169 Rune Posts by user Forum Profile RuneMetrics Profile
I am sorry - I misread a few things (mistaken your idea of the upgraded magic staff for the existing mystic staff - and well there is the mystic al staff also ingame):

As for an upgrade system I actually think the one from the mining/smithing rework doesn't sound too shabby - would be interesting to see how it works out ingame then

And sure - rune conservation is an useful tool (f2p have them with the avernic wand, book and the two mindspike staves available already). I think with the t45 battlestaves players would have the choice how much they want to invest (as it still is high enough to be somewhat useable - so 45 rune-saving, 50 non-degrading, 55 degrading (and ideally 60 degrade-to-dust))
Improvements: Tooltip / (F2P) QoL v2
Quick Fixes: Invention

18-Jan-2018 20:20:31

Rikornak
Oct Member 2013

Rikornak

Posts: 9,169 Rune Posts by user Forum Profile RuneMetrics Profile
Updated variant of the bolt scaling idea:

Ammunition no longer has fixed requirements, but rather a potential maximum (similar to food), which is achieved at the levels given. Using a weapon with lower levels or having a lower ranged level than the potential reduces damage dealt. Secondary requirements (other skills and quests) remain intact. See Arrows on page 24.

Bronze: 1
Opal / Fragment: 5
Iron / Opal (e): 10
Blurite / Pearl: 16
Steel / Jade / Pearl (e): 20
Black / Silver / Jade (e) / Topaz: 25
Mithril / Topaz (e): 30
Sapphire: 35
Adamant / Sapphire (e): 40
Emerald: 45
Runite / Emerald (e): 50
Broad / Ruby: 55
Barbed / Ruby (e) / Bane: 60
Diamond: 65
Dragonstone / Diamond (e): 70
Bakriminel / Dragonstone (e): 75
Royal / Onyx: 80
Wyverns Spines / Gem-tipped Bakriminel / Onyx (e): 85
Ascension: 90
Blight: 92
Enchanted Bakriminel / (Enchanted) Ascendri: 95

Special ammunition is fitted to the tier of the weapon it is intended to be used with. That said bone bolts will now scale up to tier 48 to accomondate zanik's crossbow.
Improvements: Tooltip / (F2P) QoL v2
Quick Fixes: Invention

22-Jan-2018 12:46:17 - Last edited on 20-Jun-2021 05:15:25 by Rikornak

schlesy

schlesy

Posts: 123 Iron Posts by user Forum Profile RuneMetrics Profile
Original message details are unavailable.
Updated variant of the bolt scaling idea:

Ammunition no longer has fixed requirements, but rather a potential maximum (similar to food), which is achieved at the levels given. Using a weapon with lower levels or having a lower ranged level than the potential reduces damage dealt. Secondary requirements (other skills and quests) remain intact. Arrows have their potential maximum set at their current ranged requirement.

Bronze: 1
Opal: 5
Iron / Opal (e): 10
Blurite / Pearl: 16
Steel / Jade / Pearl (e): 20
Black / Jade (e) / Topaz: 25
Mithril / Topaz (e): 30
Sapphire: 35
Adamant / Sapphire (e): 40
Emerald: 45
Runite / Emerald (e): 50
Broad / Ruby: 55
Barbed / Ruby (e): 60
Diamond: 65
Dragonstone / Diamond (e): 70
Bakriminel / Dragonstone (e): 75
Royal / Onyx: 80
Wyverns Spines / Gem-tipped Bakriminel / Onyx (e): 85
Ascension: 90
New solak related bolt / Gem-tipped Ascension: 92
Enchanted Bakriminel / Enchanted Ascension: 95

- Allow ascension bolts to be gem-tipped with every tip, similar to bakriminel (p2p)
Liked.

Mentioning food, I'd like to suggest fixing some of the lower level fish, as currently all fish up to Mackerel heal 200.
Here is a possible list:
Crayfish/Shrimp/Minnow - 200(should consider some variations between them).
Sardine - 300
Herring - 400
Mackerel - 500
Trout - 600
Cod - 700
Pike - 800
Salmon - 900
Tuna - 1000

Your opinion?

23-Jan-2018 16:13:03 - Last edited on 23-Jan-2018 16:15:18 by schlesy

schlesy

schlesy

Posts: 123 Iron Posts by user Forum Profile RuneMetrics Profile
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- Allow free players to purchase bone crushers and gold accumulators. All upgrades, overcharges and tool belt unlocks remain p2p only.

As much as I like the idea, I think it should be noted that it's not so easy to keep the upgrades P2P. Currently, the seedicide appears in the F2P toolbelt, so that former members won't lose their seedicide on their f2p time, just because they added it to the toolbelt. As such, the bone crushers and gold accumulators should act the same. As for the bonecrusher upgrade, since it doesn't create a new item, fromer members will be able to use it as well. The overcharge on the other hand, is more easier. Still, since the item doesn't change, former members would still benefit from it.

On the fishes note, I'd like to continue updating the list with the following:
Slimy eel - 950 (bit lower cooking level than tuna, so a bit less cure)
Rainbow fish - 1100
Cave eel - 1150 (bit lower cooking level than lobster, so a bit less cure)
Anchovies - 100 (to make it less useful than shrimps for direct eating)
Karambwan - this one bothers me, since I don't want to over power it like in oldschool, but still it can't remain so low. I thought about 1500, and to push Lava eels to that as well.

Another thing I'm thinking of, is making iron spit and roasted meats f2p.
The poorly cooked meats heal 200, while the roasted variants should heal 600(bird), 700(rabbit), 800(beast). The rabbit sandwich should also be increased to heal 500.

24-Jan-2018 12:43:27 - Last edited on 24-Jan-2018 13:51:26 by schlesy

Rikornak
Oct Member 2013

Rikornak

Posts: 9,169 Rune Posts by user Forum Profile RuneMetrics Profile
As for the features for former members: My intention was to leave the tools in the belt, but keep their effects disabled while on a free world. Maybe for the bonecrusher only players could use a npc to get it out of the belt as an once only service. Bonepicker functionality should remain disabled as well.

As for the accumulator: The permanent variant would remain a p2p object anyway, the overcharge for the regular one could work like certain other objects (e.g. Gofannon amulet): Members can earn additional charges, but they can be used on a free world as well

Food changes: Sound fair, but I would keep anchovies at 200 as the absolute low ground as they are level 1 fish just like the two others. I'll take a detailed look on all that stuff somewhat later.

Iron spits and skewered meat are a fair change as well.
Improvements: Tooltip / (F2P) QoL v2
Quick Fixes: Invention

24-Jan-2018 18:57:15 - Last edited on 24-Jan-2018 19:08:57 by Rikornak

schlesy

schlesy

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

- Allow free players to level p2p only non-elite skills to 20. Make features available to f2p wherever reasonable.
5 is way too low to serve as a good teaser, a somewhat higher cap grants the opportunity to try the skills out properly
While I do agree f2p would benefit from raising the level cap, I think the problem isn't the cap.
F2P should get the following from each skill:
The ability to train the skill in a similar manner to how members train the skill.
Level unlocks, which require them to train the skill for extra content.
Usefulness, so raising the skill benefits their gameplay.

Most P2P skills include these features.
Agility: train by laps, shortcut unlock at 5, easier access to falador west mine.
Herblore: train by cleaning herbs and make potions, ranged and magic potion at 3 and 5, boosting direct combat levels.
Thieving: pickpockets and stalls, stalls at 2 and 5, money and low resources.
Slayer: train by a slayer master, crawling hand at 5, lowest monster with rare drop table access.
Divination: wisps, protents and locations at 2-5, locations give quick item gains.
Farming: planting and harvesting, Onion at 5, growing own vegtables.
Summoning: make pouches, dreadfowl at 4, combat assisting.

Hunter and Construction, both fail to show any unlocks(ignoring Perils of Ice Mountain) or any usefulness, with Construction missing the training ability.
The main part should direct on fixing both of these skills teasers, more than raising the cap.
After all, no new content would be added in these skills by just raisng the cap.
Things to deal with this for Hunter:
Make polar and common kebbit furs useful in F2P (not just by selling in the GE, as this excludes ironmen from the skill).
Add west of Gunnarsgrunn a new creature for f2p to hunt, giving an item useful in F2P med game (perhaps some sort of x5 tiered arrowheads), requiring level 5 at Hunter to hunt.
Roast meats to F2P.

25-Jan-2018 16:27:01

Rikornak
Oct Member 2013

Rikornak

Posts: 9,169 Rune Posts by user Forum Profile RuneMetrics Profile
Certainly agreed on they should extend functionality, but designing entirely new activites are somewhat out of the scope of the thread. It mainly for now just is they can do something with the skill and not being capped out within a few minutes (and start wasting xp)

I added some more elaborate suggestions for herblore as I could think they should be pretty easy to get into the game (other than a new hunting area for instance)

If we were to convert features to f2p my reasonable would like the following to me:

- Agility: Certainly the two crossbow shortcuts (albeit the Lumbridge-Al Kharid one is slightly redundant nowadays), Varrock south fence
- Construction: It really is the odd one out. It can't be solved by converting features to f2p - and I do not think a good solution would be introducing a nexus-esque activity just for the sake of f2p skilling. Probably the best long-term solution would be introducing overworld construction sides (shortcuts, material dispensers (Why not a bait dispenser near some f2p fishing locations) - but that is certainly out of the scope in here
- Divination: Practically everything up to level 20
- Farming: Cabbage, Guam, Redberry, Tomato, Marrentil, Oak trees and Tarromin - this way most functionality of the farming skill would be shown
- Herblore: Already added a full suggestion list + some new features due to balancing reasons
- Hunter: Tough thing by just converting features to f2p, the only thing I could think about would be catching baby and young implings
- Slayer: It already has in p2p extremely few features in the range 1-20, it would certainly need one or two new creatures, that could live in an extended portion of the taverley slayer dungeon (it already was extended once with the f2p level 5 trial thing). Otherwise maybe cave bugs
- Thieving: Mostly farmers and double loot unlocks for men I guess. Maybe free players can be let in the thieving guild with its extension later this year...
Improvements: Tooltip / (F2P) QoL v2
Quick Fixes: Invention

26-Jan-2018 07:20:56 - Last edited on 26-Jan-2018 07:22:46 by Rikornak

schlesy

schlesy

Posts: 123 Iron Posts by user Forum Profile RuneMetrics Profile
Here is a new suggestion: As the Lumbridge-Al Kharid shortcut is slightly redundant, as you say, why not lowering its agility level to 4 or 5, and allow building its hidey-hole at Construction level 1, changing it's building equipment on the way to regular planks and nails, giving 400 xp, making Construction level 5 attainable within the current system?
True, it's way off, but it is solving a current problem, before expanding the problem with raising the cap.

While I do fond the idea of bait dispensers, it's very useless nowdays with the prawn perks rendering the use of bait. Anyway, adding a endless source of feathers sounds...

Outside the scope would require new creatures to hunter, adding usefulness to kebbit furs, and new overworld construction activities.

Or, how about this: Instead of One equal cap, different skills will have different cap, leaving Construction at level 5 cap(or even lowering it) while allowing other skills grow higher.
In this way, divination should by limited to 19(to not touch tier 3) and agility could raise to 21(giving the long sought GE shortcut). Side note: young implings are level 22.

Your opinion?

26-Jan-2018 09:56:41 - Last edited on 26-Jan-2018 10:03:41 by schlesy

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