Draco,
Clunky mechanics and nostalgia are no excuse for defending mechanics that were included by a dev 15 years ago that longer works here.
Using a bow to light a bonfire has been useless since the Toolbelt came out. Barbarian Smithing to make spears and hastae doesn't align with the smithing rework. The way you make crossbows can be improved. The Rube Goldberg method of making Body Bars in the Elemental Workshop isn't practical for mass producing that set of Body EW Armor.
Even then, most of us use to have to deal with running around the massive machine to move the sliders. You're argument would just as easily be taken that including the smaller UI window to remove the need to move from the top row to the bottom row just to move A2 then E8 would not be something to do.
The concept for this thread was making suggestions to improve
skilling
.
Mel's recommendations to improve and standardize access to basic skilling outfits is well within the point of this thread and does have support.
Also, the outfits are
5%
XP boost.
Typically this means that you save 650k XP if you unlock it around level 30 (30k XP) on your path from 1-99. That value gets cut in half if you unlock it around Level 92. It means you save 5m XP if you unlock it around Level 80 on your path to 120.
So yeah, I'm all for improving the point at which a player can unlock it as a QoL improvement. I'm all for making them far less RNG dependent. I'm all for removing unrelated methods to getting a skilling outfit.
The Lumberjack Outfit is
Woodcutting
yet you have to do a random combat event to get it? I'd almost say they could justify adding it as a reward drop from Croessus, chances from completing Overgrown Idols, and chance drops when you reach 100% on Evil Trees.
19-Apr-2022 13:04:15