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(F2P) QoL Improvements v2

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Rikornak
Oct Member 2013

Rikornak

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Necromancy is basically a fourth primary combat skill (so basically like attack/strength, ranged and magic). Taking an existing member with 138 cb for reference necromancy will have no effect at all until he becomes 99 as well. Since the other primary combat skills remain capped at 99 (for now?), necromancy will be the determinator of your combat level from necromancy 100 onwards - resulting in a cb of 152 at necromancy 120. It's possible they'll extend the other skills eventually - necromancy is a trial for a lot of combat related things after all - most notably the way combat works, which easily could be yet another EoC.

Most (the cb thing certainly is a fact) of what I am saying now is speculation from my side:

As for a free player it won't affect your cb at all (unless your other primary combat skills are lower than 20 as well), but it's most likely you'll gain some minor benefit akin to that 500 hp relic from archaeology - possibly the first rune, a couple of spells, some passive benefit via a ritual (albeit dunno if you could deadlock yourself on a bad choice considering you can't re-spec, since the system offers you all at once at 120 - so it's most likely just outright excluded) - but I wouldn't expect too much of an evolution, just a good taste of how this skill is supposed to work when you finally become a member and something minor for having it levelled.
Improvements: Tooltip / (F2P) QoL v2
Quick Fixes: Invention

09-Jun-2023 16:41:57

Rikornak
Oct Member 2013

Rikornak

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But in general you won't use it too much after you're done with your trial - unless it offers some exceptional money making option, which archaeology certainly did for a while. It's an extreme difference if you're fighting with t50 equipment and stats at this level or higher - or t20 with stats capped at 20. You'll just continue to fight as you previously did - possibly with some alteration due to the things you've earned.

That said it could be interesting if they're extending the other p2p skills. Summoning after all would increase your maximum cb to 128. Would it break something iconic? Hard to tell, but even for a free player it's not the first adjustment of the cb formula.
Improvements: Tooltip / (F2P) QoL v2
Quick Fixes: Invention

09-Jun-2023 16:42:32

Rikornak
Oct Member 2013

Rikornak

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Aslon Dak said :
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.


In general I do agree with that - but you're forgetting about IM for whom this is a viable suggestion (in contrary to killing things to get some, which also would work - but certainly not for using teleports constantly).
Improvements: Tooltip / (F2P) QoL v2
Quick Fixes: Invention

09-Jun-2023 20:09:21 - Last edited on 09-Jun-2023 20:17:30 by Rikornak

Aslon Dak

Aslon Dak

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Rikornak said :
Aslon Dak said :
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.


In general I do agree with that - but you're forgetting about IM for whom this is a viable suggestion (in contrary to killing things to get some, which also would work - but certainly not for using teleports constantly).

Yeah, that's a good point. I am not an iron, and I often don't take iron limitations into consideration. Since they cannot use the Grand Exchange, that rune shop would be their best source of law runes.

It is odd that irons can buy items from shops, yet cannot buy the same items on the G.E. It seems less like keeping irons self-reliant than just limiting where they can shop.
Aslon Dak: Still 'Scaping after 19 years!
You can buy XP. You can't buy experience.
"...From The 'Scape" is very nearly here.

10-Jun-2023 02:24:04

Aslon Dak

Aslon Dak

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If Necromancy is going to be an equal determinator compared to the other three combat styles when it comes to the formula for calculating combat level, then no it will never impact my combat level (currently at 124, with all my combat skills at level 98). It will be interesting to see which buffs F2P might have access to - increased damage/accuracy, damage reduction, maybe even a straight-up addition to combat level.

There seems to be several similarities between Necromancy and Archaeology, besides the level 20 skill cap for F2P. Rikornak, you mentioned the Archaeology relic all players have access to. That was the first thing I thought of when the prospect of passive buffs was brought up in the newspost. Those could be fun to create and activate, even though the number of these benefits available to F2P will be pretty low, I'm sure. Hopefully, we will at least have two to choose from.

You also brought up the potential for money-making after we are done training Necromancy, as with Archaeology resources. I sold a lot of Archaeology resources, and I reckon I will do the same with Necromancy.
Aslon Dak: Still 'Scaping after 19 years!
You can buy XP. You can't buy experience.
"...From The 'Scape" is very nearly here.

10-Jun-2023 03:08:51

Aslon Dak

Aslon Dak

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Out of all the new content coming with Necromancy, I am most looking forward to the new combat abilities, and the new upgradable gear. Although I figure what F2P will have access to will be weaker than my rune +3 gear, I am still eager to add the new armor/weapons to my collection.

Rikornak, which aspects of Necromancy are you looking forward to the most?
Aslon Dak: Still 'Scaping after 19 years!
You can buy XP. You can't buy experience.
"...From The 'Scape" is very nearly here.

10-Jun-2023 03:18:11

Rikornak
Oct Member 2013

Rikornak

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The basic premise of an ironman is to only rely on the resources the game world has to offer - which ingame shops kinda are - especially the RS3 variants. In OS you basically even could hop game world to graze off more items (unless they have been bought by other IM). What was forbidden is the interaction with other players, albeit that had been softened up over the years. IM can now boss (and technically be boosted by more powerful regular accounts) or do dungeons (I think that one just with other IM) with other players - albeit they're still locked out from doing minigames on an extremely wide scale - and in extension the rewards they would offer.

The difference to archaeology is that the "talent" system offers you the choice of a path to progress - without any option to fix potential mistakes you may do, wheras you just could switch out relics as much as you like for a cost - and yeah, you only got one singular thing in your free trial. As for necromancy you would have to level up to 120 in order to have them all (i.e. you eventually wouldn't have potential 'mistakes' - at a level you never could reach as a free player). It would be more than a can of worms if you'd have to tell free players 'tough luck', rather than do a few more levels.

In general - I am most hyped about how combat will work out. They basically said it needs more attention compared to revolution (I think just plain revolution, not +/++), albeit it won't be as sweaty as full manual combat, which a lot of players outright hate - and which to be fair is an extremely unintuitive combat system as it stands right now - granted RS always heavily relied on 3rd party sources. Of course we don't have details so far, but the basic premise intrigues me - and I genuinely would want to see the other three combat styles to evolve likewise. Otherwise - the story line of course, which also is similiar to archaeology with the skill being interwoven in the narrative.
Improvements: Tooltip / (F2P) QoL v2
Quick Fixes: Invention

10-Jun-2023 07:52:57

Rikornak
Oct Member 2013

Rikornak

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It also will be extremely interesting to see how 120 necromancy will work out against 99 in the other styles. Of course necromancy won't have distinct accuracy (albeit accuracy is also part of the evolution of how combat works while using necromancy - you'll deal reduced damage with low accuracy rather than missing - which just is not fun , so that's certainly something I would like to see them to get rid off globally) and berserker auras - which certainly limits its power when players are forced to stick to general purpose combat auras.

They outright will have access to comparable equipment to the other styles, but will end up higher levelled - in a fashion you'll have 14 (sure it's just a random number without any actual capability to tell others how strong you are) more combat levels than possible otherwise. Maybe you need to be 120 to be as strong as the other styles (alone by the fact you're getting your abilities over more levels), maybe you're outright stronger, unless you're in some place in which you just couldn't use necromancy (like the DKs or the rexes - albeit there they said they might add a necromancy based rex).
Improvements: Tooltip / (F2P) QoL v2
Quick Fixes: Invention

10-Jun-2023 08:00:43 - Last edited on 10-Jun-2023 08:06:52 by Rikornak

Rikornak
Oct Member 2013

Rikornak

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It's a bit interesting. They finally are going to fix woodcutting (but no word about the associated skills like firemaking, fletching and farming).

The good thing is - we're getting a new core tree every 10 levels (all with existing trees), hatchets no longer have that weird progression from RSC extrapolated even on one released in 2014, higher tiered hatchets in general are more adequate (I mean honestly - the t70 (or 71 since they continued to use some RSC crap) hatchet basically was just a t57.5 one) and core trees above acadia are finally feasible to cut.

Now the bad ones. It doesn't seem like they're taking the other skills into account, so fletching when it comes to equipment becomes even less acceptable (i.e. we need suddenly material from a t70/80 tree in order to create a t40/50 bow) and free players basically do not have access to teak and acadia, which are supposed to be the new t30 and 50 trees respectively. It's entirely possible they have taken it into account, but at least they haven't lost a single word about it.

Overall I can't imagine free players would lose out on something even in the worst case - but that's just given the fact how horrendously broken WC is in the first place.
Improvements: Tooltip / (F2P) QoL v2
Quick Fixes: Invention

14-Jun-2023 18:49:22 - Last edited on 14-Jun-2023 18:52:24 by Rikornak

Rikornak
Oct Member 2013

Rikornak

Posts: 9,169 Rune Posts by user Forum Profile RuneMetrics Profile
Otherwise - the grove sounds extremely nice, the woodcutting building isn't too useful, but kinda better than quite a few of the other ones - even when you do not plan on woodcutting for a while. A box for wood is a great addition, especially considering you're actually intended to cut wood for now. I mean woodcutting way too often was just dropping produce or cutting things not awarding something in the first place...

Wood spirits are a red flag for me, considering how Jagex failed to fix stone ones for almost 5 years now, but let's see if it ends up better than those. They confirmed on stream we won't see those spirits on any current loot table for now. Probably for the best - if they work out better they still could introduce them on a wider scale. Also those anima stones for RC instead of runes.

I mean my biggest gripes right now are something I won't know how they're actually implementing it and something, that technically isn't related to woodcutting (i.e. farming, fletching, firemaking - probably in extension non-fort construction, since that one now uses 9 level adequate materials, rather than 4, that are distributed rather wildly...). At least we have a proper base to adjust those related things, I guess.

All in all - not too shabby.
Improvements: Tooltip / (F2P) QoL v2
Quick Fixes: Invention

14-Jun-2023 18:53:19 - Last edited on 15-Jun-2023 06:28:40 by Rikornak

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