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Changes for a Better Beta

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SnapDrag11 6

SnapDrag11 6

Posts: 162 Iron Posts by user Forum Profile RuneMetrics Profile
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

MEGA TR0N
Jun Member 2023

MEGA TR0N

Posts: 48 Bronze Posts by user Forum Profile RuneMetrics Profile
I'm really happy with the exp updates as that was one of the dislikes about the beta, but there is still one problem. The armors now work by giving defense bonus and extra LP and sometimes prayer isn't really a good idea. i think on top of that they should add some kind of offence bonuses, because now some armors for different attack styles are the same. Whats the stop of using bandos armor for maging? there is no reason for people to chance armors now other then defense of which people still don't really care much about. There is no penalty to that... so i was thinking maybe add offensive set effects? like magic armor would give 10% bonus to magic but -20% when using it for melee or range or something like that. If you would chance this issue i would love it.

13-Jul-2012 18:56:24

Cloudymagic
Aug Member 2022

Cloudymagic

Posts: 72 Iron Posts by user Forum Profile RuneMetrics Profile
Why in the world did you weaken stun even more? It is posted in the loading screen that the best defense for mages against warriors is distance, so how are we supposed to get away? The surge ability that gets you away has a recharge of 30 seconds, not helpful when they only ahve to wait 5 seconds, let alone the fact they ahve 2 different basic abilities to get away from stuns.

13-Jul-2012 19:14:54

Dude Justice

Dude Justice

Posts: 643 Steel Posts by user Forum Profile RuneMetrics Profile
really great ideas coming out now that fixes a lot of the things that i hated about the beta. the only thing that i would like changed is the loss in weapon specials such as the excalibur or any of the godswords that separated them in price. i think that certain weapons should have their special still because its what made these weapons useful in different aspects of the game. the excalibur was one of my favorite weapons because it could be used in different skills such as theiving or fishing and mining in the living rock caverns.

13-Jul-2012 19:19:53

99 i fail

99 i fail

Posts: 830 Gold Posts by user Forum Profile RuneMetrics Profile
The beta is all about what works and what doesn't. I personally think the entire beta is a risky decision on behalf of Jagex, but some things proposed to be in the beta just seem like terrible ideas.
•Single-way wildy: I don't know how to exactly explain, but it just won't work.
•Many things will be nerfed with the beta, and many people, not just pures, are ticked off about that. But Jagex has done nothing to fix these issues. Even a small paragraph in a news post reassuring fixes, or that everything will be somehow resolved in the long run, would be satisfying enough for most people (except the 'beta ranters', but those people nowadays are never satisfied by anything Jagex does). But I think that Jagex hasn't said anything reassuring fixes or an "everything will be okay" speech because they can't promise those things to players anymore as of late.

13-Jul-2012 19:28:53

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