Ok, I have a solution to the armour/health issue. Just make it so that if you equip it in a city (lumby, ardy, varrock, etc.) you will get full health. This is practically what happens in the current game already, more likely people use the monestary to heal up fast, so making full helath available in cities won't be a set back. This would prevent people from healing up in far away areas, like traverly dungeon, waterbirth isle, or any area where people battle.
Another idea is to scrap the life point idea and make it so that sets of armour have faster health regeneration, rather than larger amounts of life. However, I might just be biased because health and damage in the 1000's makes the game seem more cartoonish, rather than the current health and damage in the 100's, which offers enough digits to simulate better damage output.
Secondly, the combat triangle is still lacking. One of my biggest issues is that range is really difficult to train in the lower levels, despite higher levels having access to high amounts of damage, like enchanted bolts. I like that you have added shields for range, but perhaps training range could be more like training melee, in that the more levels you get the more noticable damage output is and the more options you have to armour. At this time, bronze, iron, and steel are very close to each other in melee in terms of levels (1,1, and 5). Perhaps do something like that for range, and mage wouldn't be hurt with something like that.
The other issue with mage and range is that it is costly to use. Melee is free, unless you use degrading armour. I would like to see staffs that offer completely free spells for all mage levels, perhaps at lv 10 you get free air spells with some fancy staff, lv 25 water, lv 40 earth, and lv 60 fire.
At this time motivation to train either magic or range is lacking/missing. Magic used to motivate with teleport spells, but lodestones took that away. I think abilities are on the right track to fixing this tho.
13-Jul-2012 18:52:14