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(F2P) QoL Improvements v2

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Rikornak
Oct Member 2013

Rikornak

Posts: 9,169 Rune Posts by user Forum Profile RuneMetrics Profile
Idea for potential maximums for arrows - new items are indicated with (n) - names are placeholders and can be adjusted:

Bronze: 1
Fragment / Crayfish (n): 5
Iron: 10
Lesser Fishscale (n): 15
Steel: 20
Fishscale (n): 25
Mithril: 30
Reinforced Fishscale (n): 35
Adamant / Ice: 40
Lapis (n): 45
Runite: 50
Broad / Greater Fishscale (n): 55
Dragon / Bane: 60
God* / Superior Fishscale (n): 65
Dark**: 75
Stalker: 80
Wild**: 87
Araxyte: 90

*Godbows are now considered shortbows and buffed up to tier 65
**Increased potential due to the sighted shieldbow variants

New arrows summarized (see the base idea from schlesy at the end of page 24):

Crayfish: Fletching 5 - 4 tips per crayfish
Lesser Fishscale: Fletching 15 - 4/5 tips per herring/makarel
Fishscale: Fletching 25 - 4/5/6 tips per trout/cod/pike
Reinforced Fishscale: Fletching 35 - 4/5/6 tips per salmon/tuna/rainbow fish
Lapis - Fletching 45 - 4 tips per lapis lazuli
Greater Fishscale: Fletching 55 - 3/4 tips per bass/swordfish
Superior Fishscale: Fletching 65 - 4 tips per catfish

The new arrows are created by applying the new tips to headless arrows.

Fletching levels are already brought to a fixed system
Improvements: Tooltip / (F2P) QoL v2
Quick Fixes: Invention

14-May-2018 05:35:59 - Last edited on 16-May-2018 22:10:50 by Rikornak

Rikornak
Oct Member 2013

Rikornak

Posts: 9,169 Rune Posts by user Forum Profile RuneMetrics Profile
I hadn't even thought the lapis as a new (enchantable) bolt tip, but more like the amethyst tip from OSRS exclusively for arrows. I guess it actually could work fine as you're able to obtain most gems significantly earlier than you can craft something from them. As for commentary: I think most semi-precious jewellery effects extremely niche (e.g. the metamorphosis ring is only getting use at hunter 80+), but I guess they have their applications.

As for hardwoods - in one of the first versions of the fletching suggestions I also had suggested teak and mahogany staves at tiers 25 and 35 respectively as a half-tier members benefit, but removed them after some feedback. Those alongside the half-tier crossbows could actually be something to expand the fletching system later, but those items should definetely be p2p only then. As for the second crossbow I'd suggest making it from gold (it isn't a material intended for combat, but neither is silver (which is quite well reflected as no silver weapon has a base power above t30)). I won't add neither of them for now, but it should be kept in mind if a fletching rework will eventually come.

As for the t55 one, I do agree (doesn't need to be the KBD, could be either of the bosses) - added that alongside a shield (and the already suggested power body) to the experimental section (as equivalent to gud raider).

As for bolts/bolt tips - I guess that was a slight misunderstanding
Improvements: Tooltip / (F2P) QoL v2
Quick Fixes: Invention

14-May-2018 05:52:20 - Last edited on 14-May-2018 05:59:34 by Rikornak

schlesy

schlesy

Posts: 123 Iron Posts by user Forum Profile RuneMetrics Profile
Original message details are unavailable.
Idea for potential maximums for arrows - new items are indicated with (n) - names are placeholders and can be adjusted:

Fragment / Crayfish (n): 5
Lesser Fishscale (n): 15
Fishscale (n): 25
Reinforced Fishscale (n): 35
Lobster (n): 45
Broad / Greater Fishscale (n): 55
Bane: 60
God* / Superior Fishscale (n): 65
Dark (+ darkbow): 75
Wild (+ strykebow): 87

*Godbows are now considered shortbows and buffed up to tier 65

Crayfish: Fletching 5 - 4 tips per crayfish - applied to bronze arrows
Lesser Fishscale: Fletching 15 - 4/5 tips per herring/makarel - applied to iron arrows
Fishscale: Fletching 25 - 4/5/6 tips per trout/cod/pike - applied to steel arrows
Reinforced Fishscale: Fletching 35 - 4/5/6 tips per salmon/tuna/rainbow fish - applied to mithril arrows
Lobster - Fletching 45 - 4 tips per lobster - applied to adamant arrows
Greater Fishscale: Fletching 55 - 3/4 tips per bass/swordfish - applied to runite arrows
Superior Fishscale: Fletching 65 - 4 tips per catfish - applied to dragon arrows

Fletching levels are already brought to a fixed system

First thing, I suggest that the new arrows won't use the metal arrows, as we don't need them to be upgrades. They would be just fine as basic fletching on headless arrows.
Second, I am still kinda against using lobster for this, and feel it should still be lapis oriented. Fact is, you have hard time naming it. Also, remeber that as half-tier near end of f2p you could easily show more variation than "copy it with next tier". The game should be lively, with some things out of pattern.
Third, crayfish bits could be called cray tips.
Fourth, I would put also levels that fit the current system, so it could be possible to implement it both ways.
Also, Fragment has an effect which put it with much higher power, for notice.
Last, I would use Hardwood/Acadia shafts for the tier 75/87 arrows, as I prefer a tier of items rather than an unique effect per item. Could be otherwise.

16-May-2018 18:56:15

schlesy

schlesy

Posts: 123 Iron Posts by user Forum Profile RuneMetrics Profile
Speaking about re-tiering stuff, the most crucial of these would be studded leather.
While most of the items are crafted/fletched/smithed at higher levels than wielding, studded leather is the Only tier to be crafted at a higher level than the above it.
Currently,
Soft leather(1) crafting starts at level 1, and ends at level 19, 7 pieces.
Hard leather(10) crafting starts at level 25, and ends at level 29, 6 pieces.
Studded leather(20) crafting starts at level 38, and ends at level 45, 6 pieces.
Carapace leather(30) crafting starts at level 30, and ends at level 36, 6 pieces.
Snakeskin leather(30 Currently) crafting starts at level 45, and ends at level 53, 5 pieces.
Green dragonhide(40) leather crafting starts at level 57, and ends at level 64, 6 pieces.
Blue dragonhide(50) leather crafting starts at level 66, and ends at level 72, 6 pieces.
Red dragonhide(55) leather crafting starts at level 73, and ends at level 78, 6 pieces.
Black dragonhide(60) leather crafting starts at level 79, and ends at level 85, 6 pieces.
Royal dragonhide(65) leather crafting starts at level 87, and ends at level 93, 5 pieces.

While we could fix all of these, fixing the Soft leather, Hard leather and Studded leather will put it in a line of sort.
As for the new crafting levels, I'd copy them from the wizard/imphide/spider silk, with the exception of the vambraces. The vambraces are now tier 5, giving ranged armour of 7.5, and are again better than the leather gloves. They are made at level 9 crafting. Also, at level 32 crafting, they could be made into Spiky vambraces, which are makes it power armour without penalty to armour(as currently). This would mean they would feel like tier 10 power, yet they will still only require level 1 Defence to wear.

All the rest could remain to be fixed up in a later time.

16-May-2018 19:44:10 - Last edited on 16-May-2018 20:58:53 by schlesy

Rikornak
Oct Member 2013

Rikornak

Posts: 9,169 Rune Posts by user Forum Profile RuneMetrics Profile
As for the ammo:

- Agreed on using the tx0 ammo as a base isn't really needed, changed it accordingly.
- I guess we could go with lapis, it wouldn't be my actual preference, but it certainly isn't a bad solution. It also isn't like it would be overly complex.
- I included special kinds of ammo (also bane for instance - or a quest example with the ice arrow) just for having a complete table for rebalancing, I didn't take any special properties into account - just the pure tier. I also highly doubt a level 5 ranger would ever be able to use some. The only thing I excluded is ammo specifically used with a certain weapon (e.g. training arrows)
- As for the higher tiered shafts I almost think they would be too much: Almost every non-shieldbow at or above tier 70 is a chargebow (the sole exceptions would be the hexhunter and noxious bows. Winds of Waiko and 2nd age exist - but they're more like prestige objects rather than actual weapons. So I guess it would be fine if the base ammo of that certain shieldbow would scale alongside with it when it is sighted. I changed it though that their base potential is higher now, but doesn't specifically synergize with those bows. Note: A missing piece of ammo wouldn't be as bad with the potential system as players could use higher tiered ones and simply have it scaled down, albeit commonly used weapons should of course still have a fitting piece of ammo.
Improvements: Tooltip / (F2P) QoL v2
Quick Fixes: Invention

16-May-2018 21:53:54 - Last edited on 16-May-2018 22:32:21 by Rikornak

Rikornak
Oct Member 2013

Rikornak

Posts: 9,169 Rune Posts by user Forum Profile RuneMetrics Profile
The studded leather dialemma can be lead back to the fact it is part of the old broken system and carapace were introduced with reasonable levels. My favourite example the runite platebody needs higher levels than the still unreasonably placed dragon platebody and the fitting introduced malevolent one. Or tons of other examples like obsidian and tetsu...

If we were to take the dungeoneering level up table the stuff would be distributed like this:

tx0: magic gloves
tx1: ranged gloves
tx2: magic boots
tx3: ranged boots
tx4: magic hood
tx5: ranged hood
tx6: magic legs + both shields
tx7: ranged legs
tx8: magic top + off-hand
tx9: ranged top

I love that system for the reason as it manages to have the levels both reasonable (your artisan skill has not to be signficantly higher than the combat one) and relevant (every level unlocks a new feature)

I am not entirely sure if upgrading/decorating equipment will require higher smithing levels than the base equipment - if not the main features of the skill would be unlocked at levels 10, 20, 30, 40, 50, 60, 70, 80, 90 and 99 (those t90/92 masterwork armours). Sure the big advantage would be artisan skill is equal to the combat skill, but it leads to so many empty levels (except for the ability to better handle that heat mechanic).

Ideally those ranged armours would be fitted into either of those frameworks. Magic equipment already is (but that is more due to the fact that most of it only was introduced with the EoC)

Vambraces would be that big exception. I could imagine they will rebalance the gloves to the strength of the vambraces - like chainmails, square shields and helmets are given the strength of platebodies, kiteshields and full helmets after the m/s rework. T1 equipment for some reason has this weird behaviour it actually has stats ranging up to t5.
Improvements: Tooltip / (F2P) QoL v2
Quick Fixes: Invention

16-May-2018 22:02:45 - Last edited on 16-May-2018 22:11:26 by Rikornak

schlesy

schlesy

Posts: 123 Iron Posts by user Forum Profile RuneMetrics Profile
I think you missed my point. It's true that these will need a whole rework, which should wait to M&S be finished, but my point is that this part of fixing the basic tiers 1-20 shouldn't wait for that, but rather be made fairly early. It is a very main level problem.
Currently, the pieces of armour which include tier absurds like studded leather are:
Death lotus(90), while royal D'hide is up to 93. Yet, Royal D'hide starts earlier, at level 87.
Sirenic mask(91) and hauberk(93), same levels as the equivalent royal D'hide pieces.
Tetsu(90) and Malevolent(91-93) in smithing. Yet, rune smithing does start earlier, even if it should(and would) be nerfed to more reasonable levels.
And Fungal(3,12,21), which is better than spider(22,23,24 respectively).

Btw, all of these are degrading, which could be interperated as a reason for these armours requiring lower levels. As such, the only "real" piece of content which might break it except of studded leather is Dragon platebody and square shield. Both which are more like repairing rather than actuall smithing.
All in all, while I do agree these fixes could and should be made, none of them is urgent as fixing the cow leather crafting.
I did think of renumbering current ranged tiers, allowing some degree of freedom for higher levels:
Soft(1) crafting starts at level 1, and ends at level 9.
Hard(10) crafting starts at level 10, and ends at level 17.
Studded(20) crafting starts at level 20, and ends at level 27.
Carapace(30) crafting starts at level 30, and ends at level 36.
Snakeskin( 30 35 ) crafting starts at level 37, and ends at level 42.
Green d'hide(40) crafting starts at level 45, and ends at level 51.
Blue d'hide(50) crafting starts at level 53, and ends at level 59.
Red d'hide(55) crafting starts at level 61, and ends at level 67.
Black d'hide(60) crafting starts at level 69, and ends at level 75.
Royal d'hide(65) crafting starts at level 77, and ends at level 82.

17-May-2018 22:17:46

schlesy

schlesy

Posts: 123 Iron Posts by user Forum Profile RuneMetrics Profile
Another thing which could be done, albeit perhaps more complicated, is to boost Basilisk, Turoth, and Kurask to tier 45, 55, and 65 ranged power boots respectively. This way, they wouldn't have multiple items with the same power levels. That being said, if this would be made, those boots must return to their p2p state, which they might not want to do.

17-May-2018 22:33:43

Rikornak
Oct Member 2013

Rikornak

Posts: 9,169 Rune Posts by user Forum Profile RuneMetrics Profile
I am not sure though how readily they would bring a low-level-rebalancing forward though. As for that, I really hope that the m/s rework will be a huge success, so they'll consider doing this for other skills as well.

Most of your suggested levels would be something to start working with (albeit black/royal still are way too off - it shouldn't start when you're combat-wise already in the next tier, red slightly).

As for more special kinds of armours (namely the polypore variants) I guess they should be buffed into niche tiers as well, namely 5 for mycelium, 35 for fungal (crafting levels should be increased to 35, 37 and 39 respectively) and 65 for grifolic (crafting levels should be lowered to 65, 67 and 69 respectively). Ganodermic is already fittingly tiered, albeit their crafting levels should be significantly decreased (75, 77, 79). Actually while we're at it the pieces introduced with the EoC (boots/gloves for ganodermic (e.g. 76 and 78), gloves/shield/wand/orb (e.g. 66/68/70/70) for grifolic should be moved to the crafting system as well and start degrading)

As for the slayer boots - admittingly I must say I personally would prefer they wouldn't have come into existence at all. Well the damage was caused, but converting them to power armour already shifted them into adequate niches. The only piece overlapping with something else would be the kurask boots with demon slayer, but they both have their applications: Demon slayer is required to contribute to the set bonus, kurask is significantly cheaper. As for the other pieces I highly doubt they'll introduce full power armour sets at those levels. Dagon'hai and Elite Black Knight are 40, but as a grandmaster quest reward they're both way too low in level (especially considering you need 65 defence to start it) - I guess they both should be buffed up to t60 (or even 65).
Improvements: Tooltip / (F2P) QoL v2
Quick Fixes: Invention

18-May-2018 06:10:01 - Last edited on 18-May-2018 06:31:18 by Rikornak

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