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EoC: Boss Fight Video

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[#F9KVHCJW4]

[#F9KVHCJW4]

Posts: 1,033 Mithril Posts by user Forum Profile RuneMetrics Profile
I think change is all fine and dandy when done right. But this update is just so wrong on so many levels.

Ever since I started playing in 2005 I've enjoyed this game for what it was. It was simple enough to get the hang of the game within a week, and complex enough to give you a challenge.
I've also enjoyed the fact that RS has never had character classes or races like many other MMORPGs. Casual gamers are usually put off signing up for a game if they have to spend more than 15 minutes trying to figure out which class/race would be best for them.

As for combat, I prefer slow or medium paced combat. I have moments when I start up Diablo 3, but it is not the combat style I would want to play on a daily basis and certainly not after a long day at work or whatever.
EoC may not be high-paced yet but in my opinion it is borderline.

I also feel quite angry that the 7 years I have spent learning the ins and outs of a game and adjusting to make my time enjoyable has been thrown out the window. I not only have to (if I choose to play) re-learn how NPCs attack and counter it the best I can, but I also have to change my skilling priorities in order to survive a battle that was rather simple up until the 20th.

Sure, I could probably make Momentum work for me but I would still need to use abilities to get there, which I don't want to. Fact still remains, I would have to break so much more often to collect food, and as an f2p that is just so disturbing. I was going to write that people are in each others laps fighting over monsters, but seeing how many have/threaten to quit that might not be a problem anymore.

...on the OTHER hand, if the entire game is multi-combat, and the player who attacks a monster first is the one who gets the only drop, that just kills it for me (no pun intended). Drops are what brings income. Income allows trade to buy material for combat. No income, no combat.

Cont******;

02-Dec-2012 12:14:54

[#F9KVHCJW4]

[#F9KVHCJW4]

Posts: 1,033 Mithril Posts by user Forum Profile RuneMetrics Profile
Cont******;

I also feel that ******* all over your players in the hunt for new players is not a good idea. There is no guarantee that new players would favour RuneScape when there are so many other games out there that already have an established combat engine that works.

All this negative feedback from players leaving isn't good publicity.

02-Dec-2012 12:18:11

[#TKBTLPSKN]

[#TKBTLPSKN]

Posts: 1 Bronze Posts by user Forum Profile RuneMetrics Profile
Nice video. It seems combat is much smoother than with the old system for most monsters. However, it seems that with the advent of EOC that the boss for the Firemaker's Curse is now invencible. I started this quest just prior to the EOC changes. I was able to get very close to beating the Firemaker before the changes, but now I can bearly damage her at all no matter how many fires are lit, what combat style or weapon I use, or armour I wear. What gives? Is this a bug?

02-Dec-2012 16:33:25

Kralgore

Kralgore

Posts: 303 Silver Posts by user Forum Profile RuneMetrics Profile
The 4th post of this thread is a statement by Mod Drebin. Below is constructive feedback in the form of several suggestions to help Jagex achieve its goals while still retaining the remainder of the player base that has not yet abandoned hope. I will need to reserve 6 blocks to do this to provide a full explanation so please have patience with me and take time to read through it.

Quick find code: 311-312-14-64103184
21-Nov-2012 12:21:17 Last edited on 21-Nov-2012 16:18:40 by Mod Drebin

“Regarding having EoC mechanics on separate servers, its not only technically unworkable, but also really undesirable. Think about it. We'd have to produce two sets of content with every update - one that works with the old, basic non-dynamic combat system, and one that can take advantage of all the new mechanics. That would be a development nightmare and would absolutely cripple the game's development. You'd see next to no new content coming out in any given year and the basic combat worlds would have to forgo the latest awesome bosses or new minigames, on account of not having the underlying mechanics to support them. Within months, you'd see everyone migrating to where things are still alive and going forward - just as we saw with RuneScape 2 and RuneScape Classic.”

So Mod Drebin... Let’s break this down. ;)

A – “technically unworkable” – This is an interesting statement. Allow me to instruct you on how to accomplish this “technically unworkable” issue.

A1 – Establish a server farm with an isolated IP range. This range will be set for it’s own G.E. server as is currently the case for the main RuneScape server farm. With an isolated IP block (you can run it on a different sub-net/VLAN if you find that easier).

A2 – Point the G.E. request subroutine on the new server block to the G.E. server within the new sub-net. This allows 2 separate Grand Exchange entities to co-exist while not interfering with the economy of either “farm”.

03-Dec-2012 18:27:55 - Last edited on 03-Dec-2012 18:32:47 by Kralgore

Kralgore

Kralgore

Posts: 303 Silver Posts by user Forum Profile RuneMetrics Profile
A3 – The login/security/account server would be a duplicate of the current database through a fixed point, hot-backup to get you “close” to current. Given enough warning, the player base that chooses to play on the “recovered” account server would most likely not be too upset at having the option to play on what we can refer to as the “RS2” farm. For optimal cut-over, you could actually run a virtualized mirror, hot-server. This would create an on-the-fly backup of the accounts until the desired cut-over time where you can either move the hardwire to the RS2 farm or you can change the Virtual IP address to include it in the sub-net.

A4 – The central connection server (upon login) would route the user to the selected server farm at first login. At this point a flag can be set for auto-redirect to the farm of the user’s choice. After an appropriate amount of time has passed, you can run an account normalization algorithm to remove the extraneous records for the farm that each user selected to “not be on”. This trims down the data storage and server load for database optimisation.

A5 – Obviously there is the backup issue along with server maintenance, etc... however this would be funded by the remaining subscribers on the RS2 farm. Add the backup schedule to the main backup server for the disk-to-disk-to-tape operation (if you are not already using RAID10 or mirrored database solutions).

03-Dec-2012 18:28:00 - Last edited on 03-Dec-2012 18:29:17 by Kralgore

Kralgore

Kralgore

Posts: 303 Silver Posts by user Forum Profile RuneMetrics Profile
With this configuration you would have the opportunity to provide both EoC and Pre-EoC options to the user base. Server isolation becomes easier with virtualization based on world groups but you are already presumably doing this. If users want to play both, they can create an account on the “other” server farm to experience that content.

Honestly, you already know how to do this since you are already working on a separate server farm for your Transformers game due to be released soon. So the “technically unworkable” is quite a misnomer which is at the very least misleading. Going further from misleading could aim it toward incompetence which can be recovered from using the above advice (I am still on topic here of how to help improve the system).


B – “We'd have to produce two sets of content with every update “ – Again and interesting statement providing the entertainment of wondering whether or not Jagex staff read the comments being made by your user base.

B1 – You express concern about updates. Aside from a maintenance team to deal with bugs (not development), very little staff time would be required. Much of the player base has already expressed a desire to play the current game (pre EoC) without new content for the foreseeable future.

B2 – After an appropriate amount of time the user metrics, funding and server load of each of the server farms can be analysed. The metrics themselves would need to be generated from an automated script that polls the user count at regular intervals on f2p and p2p servers within each farm while isolating login counts from the forums. The scripting for this is actually fairly straight-forward and any programmer worth their salt can do this in under 30 minutes (that is an extremely generous time allotment to accomplish this task).

03-Dec-2012 18:28:05 - Last edited on 03-Dec-2012 18:29:37 by Kralgore

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