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QoL Update Ideas? Thread is locked

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Typhoid Mary

Typhoid Mary

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Draco Burnz said :
Typhoid Mary said :
Whoever told you things have to be lvl 70 in-order to aug them lied.


Or considering the fact 98% of everything else that can be is t70+, id say t70 is the baseline for weapons.


So you'd be ok if I were to suggest being able to augment mechanised chinchompas since they're t75?

03-Mar-2017 13:01:47

Umami
Nov Member 2015

Umami

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Ring of Kinship ninja fix pls :) Being able to Quick-Switch from one type to another having the ring in "normal" stage in the action bar. Much more convenient than having to access the worn equipment, then right click the ring and then select quick-switch.
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03-Mar-2017 13:12:45

Sreyas

Sreyas

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Divination and Invention effigies

Original message details are unavailable.
Both are new skills that came after the introduction of effigies, and neither are considered combat skills. Why not add them as possible required skills for effigies?


Example: When investigating, the effigy "Fills your mind with recycling divine energy for modern purposes" then prompts the player to use their Divination or Invention skill to feed the effigy.

Of course, the XP given for invention can be adjusted in acordance to it's different XP slope.
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04-Mar-2017 05:30:46 - Last edited on 04-Mar-2017 05:48:01 by Sreyas

Rocky Horror

Rocky Horror

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Trimmed Maxed Cape.

Master skill capes are trimmed variants of each 99 cape so why not a trimmed version of the maxed cape for all 120's?

Mod Ryan has already added an announcement for it (in test stage)

04-Mar-2017 23:33:29 - Last edited on 04-Mar-2017 23:41:31 by Rocky Horror

Cyanid
Jan Member 2006

Cyanid

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Rocky Horror said :
Trimmed Maxed Cape.

Master skill capes are trimmed variants of each 99 cape so why not a trimmed version of the maxed cape for all 120's?

Mod Ryan has already added an announcement for it (in test stage)


I like an idea of having a "True" Max Cape, True comp, true trim. (Same idea but 120 stats obv). And then if they wanted they could extend all stats to 120 and people would still be able to keep comp/trim and work toward the "True" version of the cape.


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05-Mar-2017 03:49:32

Chee arra
Mar Member 2010

Chee arra

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Could the pirate spell sheet* be changed to allow you to teleport to Mos or Braindeath without having to be on one island or the other. The reward is super out-dated and it's overshadowed by Yanille lodestone -> fairy ring -> Mos Le Harmless, and ectophial -> Braindeath Island.

* http://runescape.wikia.com/wiki/Pirate_spell_sheet
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05-Mar-2017 06:10:31

Pyroli
Jun Member 2023

Pyroli

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Hide non-default emotes from people on our ignore lists. I'm ok with people nodding, bowing, twirling, etc., but there was a person literally spamming the tuska emote over and over a couple of squares away and it gave me a headache. There was absolutely no way to move the screen so I didn't see him unless I left the area. Toning down the tuska emote and teleport would also be good.

Add an option to block lobbiers from entering FCs until they are in the game, or auto-kick people that are in the lobby for more than X minutes. It's annoying trying to get into FCs that rely on in game info only to find out that 10 people are in the lobby and no one's calling.

Move the Shantay pass guard's walk area so he can't come within 2 squares of the bank chest. I've seen it being used for portables and stuff a lot, and you moved another NPC so it wouldn't block them so it's the same idea.

Add an option to turn pyromatics and augmented crystal tinderboxes into offhands so we can cut and burn at the same time if it isn't impossible.

Maybe let us add 1-2 skill cape to hard to get capes, like the elite ardy cape, kiln cape, etc.

It's been a while since I did farming runs, so I'm not quite sure if it still does this, but if I have noted and un-noted compost in my inventory it gives the tool leprechaun the un-noted ones first, when I'd rather just have the leprechaun take the notes so I could use the un-noted ones on a patch.

Also, (I mentioned this on the premier q&a too but the mod said it was "locked" a few pages earlier so I wasn't sure if it would be seen there), any chance of fixing the way interfaces change when we switch between eoc worlds and legacy worlds? Eoc to legacy changes interface mode and combat mode, but legacy to eoc only changes the combat mode. Any chance of world switching only changing the combat mode?

05-Mar-2017 06:59:30

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