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Sin zhu
Jun Member 2023

Sin zhu

Posts: 1,585 Mithril Posts by user Forum Profile RuneMetrics Profile
Sorry to take up more valuable thread space, more questions popped into my head
1) Why have the ancient spells lost much of their sinister and vile nature simply for the convenience of metamorphosis avatars and monster weaknesses? If the names must stay changed for the sake of metamorphosis/elemental weaknesses, what key changes will occur regarding mahjarrat/zarosian lore?
2) What are your plans regarding class rings in dungeoneering that won't be able be transposed smoothly into the evolution of combat? (ie: sniper)
3) Will any hybrid items be made for melee or magic in Dungeoneering? Currently range has a bit of an advantage in the form of longbows being both weapons and shields in one bind
4) Will the chaotic staff be receiving a buff so that the inexpensive polypore staff is not as powerful as a 200,000 token dung reward?
5) How many tokens will offhand chaotics cost?
Whether or not any of these questions get answered, it's a pleasure seeing all the developers answering questions while simultaneously working on more combat bugfixes :)
until I'm called out for lieing until new information is found.

09-Jul-2012 18:09:21

Kilvehk

Kilvehk

Posts: 1,156 Mithril Posts by user Forum Profile RuneMetrics Profile
there are only 3 questions i wish to ask
how do you plan on fixing the lore to compensate for the change in ancients and the removal of the godswords unique abilitys
why is bandos better than dragon? dragon was handcrafted by the dragonkin and is made to protect. bandos on the other hand was mass produced to be used by the goblins during the godwars. in short dragon was better made and was made to protect whereas bandos was made for speed in lou of greater protection. would it be possible to put dragon and bandos on the same armour teir with dragon offering more lp boost and less c*it bonus and atk speed(see third question) and bandos offering less lp boost but giving more crit and atk speed bonus.

would it be possible to have armour give an atk speed bonus based on its weight and design. this would create more diversity in armour choices and that is what you wanted correct?

09-Jul-2012 18:10:05

Marbini
Mar Member 2017

Marbini

Posts: 127 Iron Posts by user Forum Profile RuneMetrics Profile
Oh and I have one more quick question :P :
I am an avid magic user and have been primarily using the Ancient Spellbook during the beta. I guess I'm fine with the ice spells, but Blood Barrage in particular seems incredibly weak with a drain rate of only 5%. Even attacking a group doesn't seem to drain much. Would it be too overpowered to maybe increase that to say...10% or a tad more?

09-Jul-2012 18:10:12

jir
Jan Member 2012

jir

Posts: 2,450 Mithril Posts by user Forum Profile RuneMetrics Profile
Is it intended that using Healing Aura scrolls (unicorn familiar) drains adrenaline? i worry that nobody will use unicorns after the rework and instead simply use bunyips or more likely, combat familiars.
Is there any chance of allowing us to have 2 action bars out at the same time, allowing us to keybind 24 abilities instead of 12? Right now it feels like there's too many abilities to fit on the 12 button action bar, even for mage and ranged styles it feels like there just isn't enough space for all the abilities. Of course we do have multiple bars but only one can be active at a time, and it isn't desirable or fun to constantly switch bars every 5 seconds just to do your normal abilities.

09-Jul-2012 18:11:22

Rogie
Dec Member 2022

Rogie

Posts: 12,309 Opal Posts by user Forum Profile RuneMetrics Profile
Hey devs!
- Is the Wilderness staying an entire Multi-Combat area? I'm not a huge PK'er myself, however it does allow for a huge amount of PJ'ing (Player Jumping) and makes it extremely difficult for two players to just have a regular fight without being interrupted by someone else.
- GWD Bosses (Except Nex) - Are they having their mechanics changed, I think with the changes of the drop tables like adding the Bandos Kiteshield, the bosses will become rather heavily camped again, but they are too easy as they stand. I think the EoC is a perfect opportunity to increase their abilities and make it more difficult to be able to solo them especially as at the moment it is possible to kill over 100 bosses in a single Solo trip.
- Overloads - Will they deal damage when the update goes into the live game, much like how they do at the moment in the real game?
- Red Chinchompas - Are they planned to go under a rework, or will they work in a similar way to how they do within the live game? I tried them out in Beta and you don't seem to get half as much ranged XP as you do in the live game as well as the commonly chinned Skeleton monkeys are lower combat than 150, meaning that you only gain 10% experience for killing them, it is the same with Rock Lobsters which are a popular spot for Ice Bursting/Barraging lobsters for charms.
- Spirit Shields - Why did you choose to change the way they work? In the live game, Divine and Elysian are the dominant shields, Spectral and Arcane still have their uses though, what was the reason for changing this? Surely it would have worked just fine had the shields been left the way they were?
- Completionist Cape - Why has the look of the cape changed? Would it be possible to use the old version of the cape to work with the new models?
- Abilities cancelling when moving - Is this intentional or a bug? Either way it can be annoying in certain situations. (Cooldown is activated, ability is not used)
Thanks in advance!
~ Rogie
Owner of an
Infernal Cape

~ #15
Trimmed Completionist
(28th December 2011) |
@SkillerRogie
~

09-Jul-2012 18:14:07 - Last edited on 09-Jul-2012 18:33:29 by Rogie

Joke

Joke

Posts: 25,516 Sapphire Posts by user Forum Profile RuneMetrics Profile
@ Mod Rathe
The 2nd question you answered with on behalf of Johnny Depp, so I'm not entirely sure what he meant by it, sorry!
I hope Jane has time to get to my other questions for her, though.
Thanks. :)

09-Jul-2012 18:14:42

Solosof

Solosof

Posts: 1,041 Mithril Posts by user Forum Profile RuneMetrics Profile
I got one question for now:
why is it that barrows and torva degrade and bandos doesn't. Yet bandos is stronger than barrows and a bit weaker than torva.
I understand that there is a little gap between bandos and torva, but in "Live rs" when armour degrades it's cause it's stronger than the non degrading counterpart. In the beta this logic doesn't apply, seeing that barrows degrades and bandos doesn't, yet bandos > barrows.
So my question is, will you apply the same logic by making bandos degrade, or just remove degrading from all armour, or apply it to all armours? You should be consisntent with stuff that you apply.
Thanks.

09-Jul-2012 18:15:41

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