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(F2P) QoL Improvements v2

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schlesy

schlesy

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To be honest, my main problem with tuska's anima islands returning to f2p, is the fact they are mostly p2p skills oriented.

Island 1 uses divination(m), agility(m) and dungeoneering
Island 2 is firemaking, prayer, and divination(m) again
Island 3 requires woodcutting, herblore(m) and farming(m)
Island 4 is all construction(m) and hunter(m)

In my opinion, this is the main reason the minigame became members only, and probably remain that way.

It might be possible to create a smaller f2p version, using fishing as a hunter substitute, and crafting instead of construction, while swapping divination for prayer.
But I don't think it should be done this way.

Instead, I'd try designing a f2p source for the armours, based on other minigames( or perhaps a new one with equivalent stats).

25-Oct-2018 19:53:17

Rikornak
Oct Member 2013

Rikornak

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I guess the big issues would be island 4 with no f2p skills available at all and island 1 restricted to that gatestone mechanic, so it could be done as a smaller rotation using only the remaining two (basically like GOP is working right now). Otherwise some slight rework wouldn't hurt as we wouldn't need two isles using the very same skill, but I do not think isles should use different skills for f2p and p2p. But if one or two skills per isle are p2p only shouldn't be an issue as long as it can be done reasonably with the f2p one.

As for adding the stuff to other activities I think it should fit (i.e. adding any warpriest armour to fist of guthix doesn't make sense thematically). I am not really sure if anything else currently existing in f2p would make sense (unlike selling all warpriest armour as godless booty).

Preferably it will be just them as they all come with unique passive effects (damage reduction, chance on cooldown reducition or passive crit chance), than a new one. If it's a new one it could work as some kind of wild card (like the sliske set).
Improvements: Tooltip / (F2P) QoL v2
Quick Fixes: Invention

26-Oct-2018 07:02:56 - Last edited on 26-Oct-2018 07:10:56 by Rikornak

Lord Drakan
Sep Member 2010

Lord Drakan

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Body runes are the best that F2P can craft, right? I'd argue they should also have access to law since those're at least used for all teleport spells including low-levelled ones, but the question is, should you open up Entrana for that? They can't do Enlightened Journey or farm there, nor glassblow, or do Lost City. Would Jagex be okay with having so many members' advertisements (they seem to have stopped with that) just for he law altar?

Also, I maintain the Mage Training Arena should be F2P, with limited rewards. It's in a free location and all but two enchantment spells are F2P. Would also be another source of runes.
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26-Oct-2018 08:39:38

Rikornak
Oct Member 2013

Rikornak

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Yeah - craftable ones are capped at body right now, but they can buy every one up to death (excluding astral) at a few shops. With some slight extensions the chaos, cosmic (when allowing them to do lost city - Zanaris could be actually quite a cool membership hook after all) and law can all be easily opened. Nature would be somewhat tricky, but could be solved by opening up the full GOP route to f2p - and well: Death has such limited use in f2p it actually would be sufficient if just was buyable. Improvements: Tooltip / (F2P) QoL v2
Quick Fixes: Invention

26-Oct-2018 09:55:54

schlesy

schlesy

Posts: 123 Iron Posts by user Forum Profile RuneMetrics Profile
Original message details are unavailable.
I guess the big issues would be island 4 with no f2p skills available at all and island 1 restricted to that gatestone mechanic, so it could be done as a smaller rotation using only the remaining two (basically like GOP is working right now). Otherwise some slight rework wouldn't hurt as we wouldn't need two isles using the very same skill, but I do not think isles should use different skills for f2p and p2p. But if one or two skills per isle are p2p only shouldn't be an issue as long as it can be done reasonably with the f2p one.
Actually, the only island feasible with f2p skills only, is firemaking at island 2. island 3 main progress is gained from the farming extension.

I would later make 2 posts about mage training arena and staves, but no promise.

26-Oct-2018 11:53:44

Rikornak
Oct Member 2013

Rikornak

Posts: 9,169 Rune Posts by user Forum Profile RuneMetrics Profile
MTA improvements:

- The Apprentice, Teacher and Master wands are buffed to tiers 55, 60 and 65 respectively. The beginner wand will remain at tier 45 due to having no direct competitor.
- The Beginner, Apprentince and Teacher wands are able to save an elemental rune of choice, similiar to (Tower) Mindspikes. This will be an unique perk for wands, as the only rune saving one is the avernic at tier 1 for air runes.
- The master wand will be able to save all elemental runes at once, making it to an interesting tool even for high leveled players
- The mages' book will be buffed up to tier 65 and gets a 10 % chance to save all catalyst rune used for alchemy, telekinesis and enchantment spells (this will include bolts/jewellery and bones to x spells)

As I think that the thing that could keep an activity relevant for extremely long times are good unlockable spells, abilities or passive effects I'll suggest a new spell in here: Enhanced Alchemy.

- Enhanced Alchemy will require 300 Telekinetic, 600 Alchemist, 3000 Enchantment and 200 Graveyard Pizazz points and will replace the low/high alchemy spells while on a p2p world (similar to mutating abilities).
- Enhanced Alchemy requires (besides the unlock) 97 magic and has the costs/casting speed of low alchemy and the result/xp award of high alchemy
- Enhanced Alchemy is available on all spellbooks, but will feature an additional cost of an astral or chaos rune on the lunar or ancient spellbooks respectively.
- Unlocking this spell is a requirement for the completionist cape

The other unlock - bones to peaches - should be buffed up quite a bit: Each peach is now able to restore up to 1280 (80 % of a monkfish as tier 60 food) life points. It is a tier 60 unlock - so it shouldn't just generate tier 20 food - especially considering the effort to unlock it.
Improvements: Tooltip / (F2P) QoL v2
Quick Fixes: Invention

27-Oct-2018 05:52:49 - Last edited on 27-Oct-2018 05:59:28 by Rikornak

Rikornak
Oct Member 2013

Rikornak

Posts: 9,169 Rune Posts by user Forum Profile RuneMetrics Profile
I think the weapons and this duo of spells would already have generated quite an interesting reward structure, but I think we can still go a bit further:

- Unlockable spell: Mage Training Arena Teleport - Standard spellbook, level 44, 2 Law Runes and 1 Cosmic Rune - should be a cheap unlock (no more than a few minutes in each activity) for quickly returning to the MTA, Completionist Requirement. Also allows to create the teletab in a POH.
- Introduce low levelled rebounders: A fair price could be 5 T / 5 A / 50 E / 5 G Pizazz for the tier 1 variant, with the price being doubled for each further tier - giving a grand total of 635 T/A/G and 6350 E Pizazz for a t60 rebounder. I also would have rebounders permanently unlocked upon the first purchase, so losing your high levelled variant for some reason just will enforce you getting a new t60 one. Rebounders are named alike to their respective main hands (wizard, imp, spider, batwing, splitbark, mystic, griffolic).
- The prices of other rewards could maybe also be reviewed to fit them adequately into the modern game (we just are no longer in 2006).

All numbers could also be prone to further balancing (I think they may be set a bit too high)

Free players will be able to enter the arena, chop the magic trees in front of it and buy runes, the beginner and apprentice wands, rebounders up to t50 and the mage training arena teleport. Infinity might be something to consider, but it would make balancing more complicated again.
Improvements: Tooltip / (F2P) QoL v2
Quick Fixes: Invention

27-Oct-2018 05:54:33 - Last edited on 28-Oct-2018 05:33:21 by Rikornak

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