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(F2P) QoL Improvements v2

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Seasons Past

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Rikornak said :
[...]the standard spell book combat spells rework was done for different reasons (the same reasons I want to see the air rune gone from non-air spells) - they were way too expensive for what they were, having made magic as a whole rather unfeasible to use[...]
While I agree that the rune cost made Magic infeasible for combat, I see the issue as being similar for law runes. The difference is that for the latter, the cost is more in terms of convenience than actual gold. A lot of times it's not worth dragging around a pocketful of runes just so you can cast Lumbridge Teleport and save a few seconds by not having to use the lodestone.

In both cases, the rune costs have made their respective spells - i.e. combat and teleport - rather useless, as better alternatives were or are readily available, namely Ranged/Melee and alternative forms of teleportation such as lodestones and enchanted jewellery.

Rikornak said :
Of course now given the law rune can't just be bought at a f2p shop, that brings it to a new dimension. You would have to kill things for a rather rare drop to be able to use teleport spells as a f2p ironman. It's certainly feasible enough, I've recently watched a YT series of an OS UIM who had to do this, but I think from a purely game design perspective magic and runecrafting are horrible even nowadays - not just when it comes to teleporting.

In general I wouldn't see it as too insane if free players could be allowed access to entrana to be able to make their own law runes with an adjusted level - it still makes it a fairly meaningful unlock - more than it would be for members to be fair. But I certainly think players should be able to buy a couple of law runes daily as well until they reach that point. They can purchase death runes after all...
F2P actually can buy law runes in RS3: https://runescape.wiki/w/Lundail's_Arena-side_Rune_Shop

I agree with the rest, though.
Spirit of Forinthry ~ Runecrafting: Magic Armour ~ F2P Extensions ~ Dragon Slayer improvements ~ New Player Experience

31-Mar-2023 17:32:15

Rikornak
Oct Member 2013

Rikornak

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Admittingly I hadn't had on the radar, that free players have access to the mage arena store, but I don't really think it's a place on which you'd stumble as a novice player - in contrary to the ones in burthope, port sarim and varrock.

My issue basically is - the runes used in elemental spells pre-eoc basically had had no relation to them - they were - with the exception of the mind rune, which almost exclusively was used for strike spells - rather generic catalyst runes (basically like the soul rune, which is kinda the successor of the blood rune, but never had had a combat spell attached to it - probably due to the inability to create it up to 2017, which would have broken surge spells even more than that insane mix out of death and blood runes), that basically were nothing more than an extra for a lot of spells. The law rune on the other hand is an integral part of teleport spells - every teleport spell (not just in a literal sense, but also spells that somehow involve moving things) involves it - to explain something like this is more than the cut of some rather random rune - also like air runes on non-air spells, which still is there, because why not.

When it comes to actual costs - you cast a lot of combat spells, while you wouldn't be teleporting all the time (I mean it was a training method pre-eoc, considering how unfeasible combat magic was in most cases), but for that you could consider if those 200 gp + whatever the elemental runes cost are worth the saved time over a lodestone (lumby probably really isn't a good example, since the teleport spell almost sends you to the same location - but now ask why players have asked for a taverley teleport, despite the lodestone existing for way over half a decade at that point - since the time saved can be valuable for some).
Improvements: Tooltip / (F2P) QoL v2
Quick Fixes: Invention

01-Apr-2023 10:37:00 - Last edited on 01-Apr-2023 10:49:45 by Rikornak

Rikornak
Oct Member 2013

Rikornak

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Also not to forget, that most runes will become cheaper, since my runecrafting concept proposes a massive increase in rune creation for all runes above air, since rune availability is a different issue, that should be tackled as well. I mean... OS once more tries to fix it via shops for ironmen for high levelled runes.

That you have to carry around runes certainly is an issue for teleport spells in general. But you won't fix it by replacing law by mind or body runes - unless you come by something that drops those, rather than law. There is no reason for players to carry those types of runes either.
Improvements: Tooltip / (F2P) QoL v2
Quick Fixes: Invention

01-Apr-2023 10:37:43

Seasons Past

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The mind/body rune suggestion was to help make teleport spells more consistent with Runecrafting, as well as give more use for those runes. It wasn’t to make teleporting more convenient necessarily. As you’ve said, law runes are strongly associated with teleports, so I get that not all players would support changing them, even just for low level spells.

Taking air runes out of most teleports is the part I think would go furthest to make teleport spells more worthwhile to use. The main issue with teleport spells is the opportunity cost, not the financial cost as was the case for combat spells, but I’d still argue that the result was/is similar.

One reason for adding a basic rune pouch is that newer players could put law runes in it, not only cutting down one more inventory space but also eliminating the need to withdraw law runes for teleports. Since the basic version wouldn’t have any requirements, the cost/benefit payoff wouldn’t be an issue as it is for the small rune pouch. Players could of course also store elemental runes, saving space during combat. I should mention that this suggestion was mainly aimed at low-level players.
Spirit of Forinthry ~ Runecrafting: Magic Armour ~ F2P Extensions ~ Dragon Slayer improvements ~ New Player Experience

04-Apr-2023 21:23:51

Rikornak
Oct Member 2013

Rikornak

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In general it will be brutally difficult to ensure parity between RC and magic without re-designing both skills.

Right now the only runes, that have level parity between creation and use are air, mind (historically not, since it was a level 2 rune for a level 1 spell), water and earth - and astral, which can be created way before being used. Fire is slighly off by 1 level, but all other runes are off way more than that. My concept would create parity for fire - all other runes still would be off - but in general not even closely as much as they are now. Just 'fixing' law runes, by replacing it by level adequate catalyst runes, leaves every other rune still broken.

And that ignores a whole other can of worms you're opening with that - for instance enchantments are used for low levelled jewellery - so the cosmic rune literally needs to be available at level 6 as well and that ignores the fact that the alter also is locked behind a lower medium levelled quest. You basically need to be able to create all existing runes at level 60 for soul runes or 65 for the increase with astral runes, with altars being unlocked extremely close to one another, since you just start to use all of them so early.

I don't even see 75 as ideal for the final rune, but it's basically like with woodcutting - the game just doesn't offer content past that point as it stands - it just conceals it by locking a level 60 core material behind some level 90 tree - mining/smithing was worse - level 40 material for 85, which needed up to 99 in the other skill to process it for all things. But it's at least a system you properly could build upon - you wouldn't need to squish a new rune at 95 like OS did with the wrath one.
Improvements: Tooltip / (F2P) QoL v2
Quick Fixes: Invention

05-Apr-2023 12:40:28 - Last edited on 09-Apr-2023 06:46:10 by Rikornak

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I realized that I overlooked some of what you wrote on rune pouches. Rikornak said :
Now the small rune pouch. This thing in its current form is awful. It always stemmed from the same source as the large one, it can't be upgraded, it can't be equipped - so you're basically stuck with it when you've accidentally bought/crafted it.

To be fair I just would get rid of thing from abyssal runecrafting and introduce it somewhere (something like runespan or GOP) as a f2p obtainable reward, since it still would be fairly appealing to be fair. Maybe making it equipable, since 'just' saving one inventory slot is a bit lacklustre, maybe making it tradeable for those who do not want to engage in whatever activity it will come from. If tradeable it could still also be made from abyssal threads, I could imagine the ability to sell it to free players could make them more valuable than just to create large or grasping variants.

But all in all - there isn't really a need to introduce something even more awful, when this thing could be repurposed.

A different thing I once thought about was allowing players to equip a lot more of things into the pocket slot, since that one is rather uninteresting for low levelled players. Stuff like runes, thread, bait,... doubtfully it would be a game changer, but that's basically QoL - and that's what this thread is about.
Being able to equip a stack of one kind of rune, in either the pocket or ammo slot, would solve the issue I brought up with inventory management for Magic. I support your suggestion of allowing other stackable items such as thread and fishing bait to also be placed in the pocket slot.

I now see what you meant about repurposing the small rune pouch. I agree that it should be made equipable and either tradable and upgraded into the large version, or F2P and obtained from the Runespan.
Spirit of Forinthry ~ Runecrafting: Magic Armour ~ F2P Extensions ~ Dragon Slayer improvements ~ New Player Experience

14-Apr-2023 20:25:13

Villkixs

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I don't see the harm in giving f2p the miniquest Enter the Abyss.

Give F2p the Small pouch, reward.

The Ability to enter the Abyss, should remain members.

Speaking of Teleports a Teleport to Burthorpe would be very nice to have.

FSW gave this in form of an item.

23-May-2023 08:40:43

Aslon Dak

Aslon Dak

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Regarding the purchase of law runes by free players:

While it is true F2P can buy law runes at Lundail's Arena-side Rune Shop, it is not the best option for three reasons:

1) This shop is located in The Deep Wilderness, which is not a particularly convenient location for F2P to travel to, even if they have opted-out of PvP.

2) The Grand Exchange sells law runes for significantly less than Lundail's shop.

3) Players (even free players) can buy law runes in greater quantity from the G.E. than from the shop's limited stock.
Aslon Dak: Still 'Scaping after 19 years!
You can buy XP. You can't buy experience.
"...From The 'Scape" is very nearly here.

09-Jun-2023 05:27:07

Aslon Dak

Aslon Dak

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So we have a little more information on Necromancy.

As I expected, F2P will be skill-capped at level 20. I think this will be the norm for any further skills released in the future, unless and until Jagex does something truly shocking by releasing a new F2P skill. Raising the skill caps on older P2P skills from level 5 to level 20 is a little more likely, I believe. It just makes sense, and would benefit free players and members alike.

Getting back to Necromancy, I have watched most of the streamers' videos on the upcoming skill, and so far I have seen nothing specific to F2P, aside from a quick mention of the skill cap.

Have I missed any actual information on how Necromancy will work on free worlds? I know this skill will raise the maximum combat level - but do we know what the new maximum combat level for F2P will be? The new maximum total level (not counting virtual levels) will be 1790 for F2P.

I am also curious how many rituals and combat abilities F2P will have access to. Will F2P be able to craft some or all of the necrotic runes? Will the new underground city be entirely members-only? Which of the new armors and weapons will be usable by F2P - and will they be worth using, given the level 20 skill cap? Will F2P have any new monsters to fight using Necromancy - maybe even just Necromancy (sort of like Slayer)? How might existing skills and actions be affected? For example, could cremation award Prayer and/or Necromancy XP, in a way similar to how logs can give Firemaking and/or Fletching XP?

Do you have any answers to my questions? Do you have any questions of your own regarding Necromancy's impact on F2P?
Aslon Dak: Still 'Scaping after 19 years!
You can buy XP. You can't buy experience.
"...From The 'Scape" is very nearly here.

09-Jun-2023 06:08:57

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