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"Completionists" assemble.. V2

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Loki
Sep Member 2011

Loki

Posts: 65,226 Emerald Posts by user Forum Profile RuneMetrics Profile
ELITE STACK said :
Make reaper title buyable for 15k reaper points would be reasonable.
Hmmm
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Adam
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Success is not final, failure is not fatal. It is the courage to continue that counts.

30-Dec-2018 15:56:16

Singularity
Aug Member 2023

Singularity

Posts: 97,453 Emerald Posts by user Forum Profile RuneMetrics Profile
If they make it so comp loses its superior combat stats and create separate capes (i.e. a Reaper cape I see keep being suggested) that enable players to buff up comp cape stats to be above Max cape, then I sort of hope they tackle the whole group vs solo issue.

Some players, like myself, are quite capable of killing a tough encounter like a boss. However, it has to be a solo encounter and not a group-based one. Players like this dislike group encounters and much prefer solo ones. Their ability to actually kill the boss is not the problem, they're more than equipped (mentally) to do it. It's just they might have barriers preventing them from working with others (for example social anxiety).

Now, the main argument I see from the non-supporters is that, "Why should players that can't kill a boss get comp and/or have it retain its combat stats?". Well, the answer to that varies depending on which player you're targeting. If it's someone that just prefers solo encounters and avoids group, then they'd still be proving their ability to take down a monster tougher than standard mobs (sometimes they're harder than group ones especially if you look at Telos high enrage). If it's someone that outright hates bosses, well I can't think of a decent counter for that.

A complete removal of bosses from normal comp will actually make the cape easier to get whereas it wouldn't exactly change much if they split group and solo apart where normal takes all solo bosses and trim takes all. This is because those unable to kill group ones just buy kills right now anyway. All a change really does is impact the leeching market and not the cape itself.

They could either move group to trim and keep normal comp just solo bosses or add separate capes that do this instead. The base comp would require no bosses and just get buffed up by adding/owning the new capes. Only issue is it wouldn't work under the current Reaper title cape idea since there's no title for just killing solo bosses.
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31-Dec-2018 03:13:16 - Last edited on 31-Dec-2018 03:14:43 by Singularity

Rikornak
Oct Member 2013

Rikornak

Posts: 9,163 Rune Posts by user Forum Profile RuneMetrics Profile
I do not really think completionism could be treated fairly with just two tiers. Some stuff that can be completed is extremely hard, time consuming or RNG reliant - this includes content like 5k CW games, champion scrolls, collection logs. On the other hand stuff that just is a regular achievement (non-completable) should only be a regular achievement: 5k CW games made sense as a trim req, talking to lanthus in full profound doesn't.

Also if content is broken in whatever terms they should fix it and not leave it be just because some... more special players... would go bonkers because they had to endure it. This said I am happy they finally try to design comp following guidelines and not randomly deciding what ends up on which cape - or even not.

This said a rough structure for the cape could be the following:

Regular comp

- Completing all (mini)quests, useful post quest activities (items, skills - maybe xp, certainly not cosmetics) and exploration achievements contributing to the task set
- Reach maximum level
- Unlock all music tracks (this will ensure you've at least seen everything)
- Unlock every recipe, spell, prayer, passive effect and ability - I think exceptions would be okay for the Nex curses and reprisal due to their extreme rarity (see how MQC doesn't require the dungeoneering journals 16-20 for the same reason, despite fitting the guidelines), but otherwise everything that is permanently improving or extending your capabilities should be part of this cape
- Obtain a spirit cape. Because of this its perk will passively be part of the comp cape and no longer needs to be unlocked.

Trimmed comp

- Regular comp and MQC
- Unlock every permanent, cosmetic reward ingame (no pure MTX stuff and outside promotions (wikian/gamebreaker/...) of course), the exception would be extremely difficult, rare or time consuming (e.g. IFB, Champion scrolls or CW Capes) stuff
- Unlock the remainings spells/prayers/abilities/passive effects
Improvements: Tooltip / (F2P) QoL v2
Quick Fixes: Invention

31-Dec-2018 08:16:10 - Last edited on 31-Dec-2018 09:21:25 by Rikornak

Rikornak
Oct Member 2013

Rikornak

Posts: 9,163 Rune Posts by user Forum Profile RuneMetrics Profile
True trimmed comp

- Emblems: Emblems are symbols that can be attached to the back of your cape akin to the ones on the back of skill capes. They are related to the activity they're obtained from and are supposed to show both dedication and mastery. As soon as you've earned an emblem you can attach it to any comp cape, including regular or regular trimmed variants (since players will already have earned a few at that point), although it will lock itself again, when new requirements are added. Emblems could stem from the following activities:
+ Skills: Earn the respective master cape, skilling pet and all related achievements (including hidden).
+ Quest: Unlocked upon obtaining the MQC.
+ Exploration: Completed all related achievements. Arc and menaphos would also require obtaining the salty/sandy titles.
+ Minigames & D&Ds: Every related unlockable and all related achievements. Trivial content won't feature an emblem, but could be added at a later point when said activity gets extended.
+ Bosses: 100 kills on the highest difficulty, all related achievements and full collection completion. Another Emblem straight for IFB, maybe even one for FB.
+ Elite Dungeons: 100 solo kills on each boss, all related achievements and full collection completion.
+ Think of different and maybe weirder kinds of contents for more emblems.
- Complete everything that can be completed ingame - this includes achievements related to non-completables and all extremely difficult, rare or time consuming completables (e.g. everything which would be worth an emblem). This would unlock the true completionist title, customisable particles on the cape and the final emblem.

A more modular approach with those emblems could be used as an additional customisation option, which allows players to design their very own cape even more freely, while not locking the cape itself.
Improvements: Tooltip / (F2P) QoL v2
Quick Fixes: Invention

31-Dec-2018 08:16:44 - Last edited on 31-Dec-2018 09:24:15 by Rikornak

Singularity
Aug Member 2023

Singularity

Posts: 97,453 Emerald Posts by user Forum Profile RuneMetrics Profile
Expert is just as misleading as completionist imo. If the requirements are of similar nature (i.e. kill all bosses once), then it hardly qualifies you as an expert. You can't really kill something once or engage with something the first time and be an immediate expert unless you have savant-like abilities.

I mean, yeah, it's just a name and maybe shouldn't be taken literally. But say somebody new at the game comes and takes advice from someone with this cape. To the noob, they'd think they're an expert and thus take their advice as "amazing" when it might not be because as mentioned previously, doing something once or for a short amount of time is not enough to become an expert at something. The name then becomes just as meaningless as the current name does because it fails to represent what its name suggests.

I think the capes do need a new name. The challenge is coming up with an appropriate name that actually makes sense and cannot be questioned. Just like how no one argues what Max cape is.

If it proves too difficult to come up with a more fitting name, then it's best to just leave it as is and instead just focus on the requirements the two capes have.
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01-Jan-2019 20:38:25 - Last edited on 01-Jan-2019 20:45:02 by Singularity

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