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Changes for a Better Beta

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Clay_God

Clay_God

Posts: 34 Bronze Posts by user Forum Profile RuneMetrics Profile
thank you jagex, those were really almost all the things i worried about, first i got my doubts about the new combat system, but i'm getting used to the fact that runescape will get a huge change in the future. one thing still bothers me though, some monsters that are hard in the old runescape, now are much easier in the beta. and some monsters that are easy now, are much harder in the beta. for example: the tzhaar fight caves, the old tz-kih's, they used to be cb lvl 22, but now they are 130+ (i dont remember the exact number) relatively thats much higher and just with food and melee i got to wave 30+, but now i dont even get to wave 20. is it possible to make it a little easier than it is now (in the beta)? of course i understand that it was a little bit too easy, but now it seems almost impossible to complete it.

thank you, the beta looks better every update :)

15-Jul-2012 11:47:43 - Last edited on 15-Jul-2012 11:49:16 by Clay_God

Balton
Mar Member 2018

Balton

Posts: 3,393 Adamant Posts by user Forum Profile RuneMetrics Profile
Some things I've noticed over the past weekend while I tested a few things on the beta (these are probably bugs, but I feel they're worth noting anyway just in case).

Any form of ranged ability (be it with magic or a ranged weapon like a bow) cannot be activated until the player gets into combat. This is especially problematic for mages because, in order to get into combat now, they have to physically run up and hit their target in order to acquire a target (which defeats the purpose of attacking from a distance).
Another issue I've noticed is that while most of the weapons have been beautifully re-done, there are probably a few that were overlooked. One that comes to mind is the black salamander (and probably all salamander weapons, for that matter). None of them have been given a graphic update to go with the new moves, so the character holds them like one might hold a rolling pin. That, and they have no attack animations (let alone attack style, since they're a rather....unique weapon, even on live).

Great work on everything else so far Jagex, keep it up!

15-Jul-2012 13:29:42

Cookie00108
Jul Member 2007

Cookie00108

Posts: 42 Bronze Posts by user Forum Profile RuneMetrics Profile
I have played runescape for many years now, and i think this beta could really help with some of the less used parts of combat, and these new updates will help, especcially with continueing to level out the combat triangle, however i feel that the beta is taking away what alot of players really enjoy, the simplistic enjoyment of just logging on and diving into combat without worrying which skills are needed to properly enjoy the game. Its good to see that it will still be possible for auto-attacks to continue, and that skills will not completely control combat, but that auto-attacks no longer control easy ways to level up.
The abilities seem to be really helping with levelling the combat triangle, and with helping to ensure that players can't just wait as the game basically plays for them in areas where there are enemy that are always combative, but that you are allowing easier playing to continue somewhat. Getting a good balance between involved playing and allowing players to just enjoy, as you say, sitting back and watching tv, or just enjoying easy fun playing.
I am hopeful that it will be possible to have a fully involved combat system for those who are really interested in all forms of combat, as well as an easier style of game play.
I have played the beta, both of weekends with all players, and during the weeks since i have had a long time membership, and have tried to use all aspects of the new abilities, using the enitirety of the combat triangle, and i feel this is definately a step forwards, however i would like to hear some assurances that these new abilities will not take away the values of the fun game that alot of players know and love. Hope to hear a reply but i understand that this is an extremly busy times for all the mods.

15-Jul-2012 16:06:16

Avatus 0

Avatus 0

Posts: 20 Bronze Posts by user Forum Profile RuneMetrics Profile
i think that mages need some high level sheilds that don't cost 65mil
also i think that degrading armour should be gotten rid of, or at least make the different combat styles have armour that degrades simurlarly. for example, mage is the only combat style without a non-degradable lvl 75 armour. melee has bandos, range has armadyl, but mage has gano, which degrades and i thing fixing this would help balance the combat triangle.
I am so glad the xp rates are fixed!!!!!!

15-Jul-2012 17:25:12

Liles

Liles

Posts: 748 Steel Posts by user Forum Profile RuneMetrics Profile
Autoattacks vs. Abilities
This is a big one for a lot of people. We wanted a more exciting and dynamic system that rewarded player skill and engagement, and we got good feedback from players who were interested in that. We also wanted to provide a satisfying experience for those who wanted less engagement: we all like to kick back and do some training in front of the TV sometimes, and the new combat system wasn’t really offering that choice.
In the latest beta update we’ve increased autoattack damage so that using them on their own is a satisfying choice. Best possible performance still requires good ability use, but autoattacking alone is more effective now than it was before, and throwing in an occasional ultimate will get you that special attack thrill on top.
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This made my day. I'm pleased that this was done and I'm glad you even mentioned the fact that people like training in front of the TV :p Great work and keep it up. At first I was discouraged from the Combat Evolution but now I'm getting excited.
Keep up the good work. :)

15-Jul-2012 17:50:52

King Auron

King Auron

Posts: 4,030 Adamant Posts by user Forum Profile RuneMetrics Profile
Putting on Armour
Armour now grants lots of bonus life points and we know it’s annoying that they don’t automatically fill up when you suit up. We haven’t pinned down a fix for this yet (it needs to be a solution that absolutely can’t be abused for unfair gain) but the current favourite is some kind of ‘safe zone’ in which you will rapidly heal up. Stay tuned for further developments.
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Make armor boost via %.
With this example I will be using 1,000 lp as base with no armor and 10,000 as max with armor.
If a player is wearing no armor and is at full health (1,000) and then wears their armor (new max at 10,000) they will be boosted according to the % of health they had before. 1,000 / 1,000 * 100 = 100% = 10,000 hp when armor is worn.
Say this same person only has 500 lp and then wears armor. 500 / 1000 * 100 = 50%. So putting on armor boosts them to only 5,000.
The same will work in reverse when downgrading gear. (downgraded gear = 5,000) So a player has 5,000 hp in maxed gear and they downgrade. 5,000 / 10,000 * 100 = 50%. So wearing the lower gear results in 2,500 out of 5,000 lp.

With this players are not punished for changing gear but they are also not able to abuse it to gain massive advantages as you always remain at the level of health you were at. The number may increase / decrease when armor is changed, but the overall % of life left will remain the same. Plus you can always disable this % calculation in PvP areas to prevent people from tricking people by wearing low level gear (Duel Arena)

15-Jul-2012 18:08:25 - Last edited on 15-Jul-2012 18:11:26 by King Auron

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