Hey Lil Ape Pony,
1) No. The combat formula is no way set in stone and I've already bought it up that we will need to revise it. There are already a number of things floating around (like the inclusion of other skills) more on this to come but we know it's been raised a lot and intend to address it.
2) I really am sorry if it appears that way, I certainly hope none of my posts come off like that as I know myself and a few others take player feedback too much if anything! That aside, I can say that 90% of the changes you'll see week on week in the updates to beta will be from a player somewhere. Aside from the RSOF and ingame I read most other fansites threads on the topic for external/different feedback and know they have threads 80+ pages long with feedback and impressions that we can work on.
3) I've already mentioned this twice now >_> but you'll see a drastic improvement in this in the near future to give more viability to low intensity combat.
4) Yes. I imagine that is the solution we'll go with.
5) An interesting point. Ideally you shouldn't be "punished" we are just trying to make it clearer what will give the best results for killing an NPC. Part of making RS less melee-centric was introducing some shifts in this to make range/mage the more effective option. Doing something different shouldn't result in too big of a change but again, we can look at specifics if they start to flag up as massive annoyances. One such thing I've changed for the next update was changing Ice strkyewyrms weakness from melee attacks back to fire attacks as people would be more familiar with.
6) Staffs were made two handed to make them into aggressive items (the equivalent of a 2handed sword). 2handed items give a 150% damage boost. A fair point that they might make it harder to fight dragons, which is why we bought in a load of one handed magic wands to fill the spot that would have been removed.
7) The reasoning was the GFX guys made the new ability icons and wanted to overhaul the lot (even the magic items got an update) They tend to like doing it all in batches. I'll pass the feedback on and see what they think.. no promises on that one I'm afraid.
8) As I've said in a previous post. We did have a basic right click "Target" option but it felt really primitive and clunky. Since then I've made a new targeting system that we intend to tie to either a button (that selects the closest/NPC or player based on your environment) as well as letting you select a target manually pre-fight. Again we are finalising the look and feel for it's initial release to beta and will update it based on how it is received. Hopefully it'll work out well as it'll allow things like Barge to be more viable as a fight opener or "Snipe" as it is great to open with.
Thanks,
-Chris
09-Jul-2012 19:35:53