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Invention Quick Fixes

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I ate all
Sep Member 2013

I ate all

Posts: 1,531 Mithril Posts by user Forum Profile RuneMetrics Profile
While I support most of it, I don't think "chance of +1 or +2 when obtaining a perk based on invention level" is a good idea.

It would de-value a lot of rare components, as high-levels players could just go for Biting 2 using Direct components and use this mechanic to get Biting 3 instead, rather than dismantling Nox for Noxious components.

Instead having a higher invention level should increase the odds of getting a higher ranked perk, as long as the possibility exists.

Example: Adding 5 Precise components can give Rank 1-4 Precision

A player with level 110 invention should get higher ranks on average than a player with 30 invention when placing these in a Weapons Gizmo
of the elves

24-Apr-2017 20:34:06

Rikornak
Oct Member 2013

Rikornak

Posts: 9,169 Rune Posts by user Forum Profile RuneMetrics Profile
Original message details are unavailable.
While I support most of it, I don't think "chance of +1 or +2 when obtaining a perk based on invention level" is a good idea.

It would de-value a lot of rare components, as high-levels players could just go for Biting 2 using Direct components and use this mechanic to get Biting 3 instead, rather than dismantling Nox for Noxious components.

Instead having a higher invention level should increase the odds of getting a higher ranked perk, as long as the possibility exists.

Example: Adding 5 Precise components can give Rank 1-4 Precision

A player with level 110 invention should get higher ranks on average than a player with 30 invention when placing these in a Weapons Gizmo


Hi and thank you for your feedback: I must admit I did this suggestion for 5-ranked perks in mind and will do some adjustments for 3-ranked perks and using materials of lesser quality. The system with improved odds you're describing is how it currently should work, but I guess we can agree on that our invention level doesn't really has an effect (at least not one that can be felt) on that. Someone even has written he felt like having worse odds on higher ranks.

I think a system that allows you both to generate higher leveled perks more reliable and even perks beyond the ability of your current material as a reward for having an higher level shouldn't be too hurtful (as it still includes a lot of RNG in the form of unwanted side perks for instance and especially for the fact we still don't really have a reason to go beyond certain levels).
Improvements: Tooltip / (F2P) QoL v2
Quick Fixes: Invention

25-Apr-2017 06:56:56 - Last edited on 25-Apr-2017 07:09:53 by Rikornak

Lord Drakan
Sep Member 2010

Lord Drakan

Posts: 7,043 Rune Posts by user Forum Profile RuneMetrics Profile
Ooh, profiled. Nice list.

My main problem with Invention currently (I'll await batch 2) is that it has no reason whatsoever to go to level 120. Dungeoneering did that because there was too much content to cram into 99 levels, but Invention is suffering from the opposite; you regularly go through as many as five or six levels without any unlocks, and then unlock a bunch of stuff at once at one particular level. That's just not okay, I think. With the much larger xp gaps between levels that Invention has compared to other skills, I'd say there really should not be more than two consecutive levels without unlocks. If the developers are okay with it, I'm sure a ninja fix could be to spread out the unlocks more. Also, another reason why 120 makes no sense, Invention simply stops at level 107 - you unlock the alchemical onyx and then there's nothing at all anymore (except for the master cape).

Also, a small ninja fix would be to move the Ardougne workbench to inside Cromperty's house. It currently feels very cramped in that small place with the furnace, and Cromperty's a known inventory. It's a little farther from the bank, but that doesn't really matter much with Invention, does it?
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21-Jul-2017 08:21:06

Rikornak
Oct Member 2013

Rikornak

Posts: 9,169 Rune Posts by user Forum Profile RuneMetrics Profile
Hi there - thanks a lot for your input

Original message details are unavailable.
Ooh, profiled. Nice list.

My main problem with Invention currently (I'll await batch 2) is that it has no reason whatsoever to go to level 120. Dungeoneering did that because there was too much content to cram into 99 levels, but Invention is suffering from the opposite; you regularly go through as many as five or six levels without any unlocks, and then unlock a bunch of stuff at once at one particular level. That's just not okay, I think. With the much larger xp gaps between levels that Invention has compared to other skills, I'd say there really should not be more than two consecutive levels without unlocks. If the developers are okay with it, I'm sure a ninja fix could be to spread out the unlocks more. Also, another reason why 120 makes no sense, Invention simply stops at level 107 - you unlock the alchemical onyx and then there's nothing at all anymore (except for the master cape).


The fact invention (and especially the 7 year old dungeoneering - it is way worse, if it wasn't for certain ressource dungeons (which honestly shouldn't be the main rewards of that skill) or cosmetic pets the use of that skill would currently end at level 90 (besides an increased rate of earning experience/currency)) isn't really able to make use of 120 levels was a reason why I was on the fence on extending slayer to 120.

Funnily of course the way how slayer 120 was implemented was significantly better than how it is done with the two other skills - it is not only well spread out in the 100+ content, it also filled up some skill gaps in lower high levels (gem dragons and sophanem dungeon - and I think I can recall they want to introduce some higher leveled abyssal demon variants as well in the near future).

But seeing on invention Jagex promised batch 2 will revolve mainly around levels 105-120 (wouldn't mind though if they were to introduce something for lower levels as well
Improvements: Tooltip / (F2P) QoL v2
Quick Fixes: Invention

21-Jul-2017 12:22:35

Rikornak
Oct Member 2013

Rikornak

Posts: 9,169 Rune Posts by user Forum Profile RuneMetrics Profile
Invention currently just is relatively new and thus they're lacking features for all levels (okay - to be honest the only 2 skills making full use of 99 levels are smithing and crafting), but I totally agree with some stuff is too cramped in a few levels that actually unlock something. For instance Elite skilling sets easily could have been put in a way you're unlocking them from level 20-26 instead of putting every single one on level 20. I think shifting levels for an improved level up table could be a nice extra, but I do not see it as broken as some other issues currently in that skill - albeit I would rather move requirements down than up, as it doesn't feel good taking players something away they've already gotten access to. Could be something to keep in mind at a later stage though.

Original message details are unavailable.
Also, a small ninja fix would be to move the Ardougne workbench to inside Cromperty's house. It currently feels very cramped in that small place with the furnace, and Cromperty's a known inventory. It's a little farther from the bank, but that doesn't really matter much with Invention, does it?


I must admit I haven't ever used the ardougne workbench, but I can take a look at the two locations - would sound fitting at least.
Improvements: Tooltip / (F2P) QoL v2
Quick Fixes: Invention

21-Jul-2017 12:30:09 - Last edited on 21-Jul-2017 12:30:34 by Rikornak

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