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NL5 X Haze
May Member 2023

NL5 X Haze

Posts: 4 Bronze Posts by user Forum Profile RuneMetrics Profile
Would it be possible to have the imbued boss head slayer helmet dropped as one item to allow players to keep the boss head if killed during pvm or pvp? What is the point of showing off an item that can easily vanish if the servers go through a disconnection? Also the players who would like to pk with the recolored slayer helmet would fall into the issue of losing the boss head on death below 20 wilderness. Please make some sort of update to keep these amazing helmets on death.

Another Suggestion: Please make a two step conformation when emptying vials. So many times have I tried to combine my vials while looting or making room for my inventory and emptied my potions by accident. It would be such an easy and helpful update.

Last suggestion: Please make either 318 or 325 a US based world to allow players of the United States to have equal opportunity for good ping while pking on populated pking worlds. Either world would work for a balance between the UK and US populated pk worlds. Many pkers do not pk on 337 due to the fact that it is a non +1 world and the lag on the other pking worlds is so bad that I cannot side step like when the worlds was based in the US. Many people pking in the US would appreciate this change.

Thank you for taking the time to read this.

28-May-2016 21:48:00

Orrorin

Orrorin

Posts: 32 Bronze Posts by user Forum Profile RuneMetrics Profile
Rune claws.


Rune claws
are
members only content
that is
2 handed
, yet is considerably
worse than a rune scimitar
. The special attack is a joke, as well as the defence bonuses.

My suggestion would be to choose one option listed below:
- increase the attack speed by 1 tick.
- slow the attack speed, but hit with each clawed hand separately (animation & speed change).
- revamp stats.
- higher accuracy, same strength.
- higher strength, same accuracy.

30-May-2016 07:51:28

Knight Azra

Knight Azra

Posts: 25 Bronze Posts by user Forum Profile RuneMetrics Profile
Revival of the God Staves

Let's make an option to bless the original god staves from the mage training arena minigame at altars of their respective gods.

After blessing them, they would receive stat bonuses which would be significant enough to make the viable to use for mages in current contemp. PvP and PvE senario's.

Saradomin staff (b) would raise the maximum hit of the Saradomin Strike spell, in the normal spellbook to 38, and blessing the staff would make it more accurate.

Zamorak staff (b) would raise the maximum hit of the Flames of Zamorak spell to 43, but also instills decreased accuracy when casting the spell.

Guthix staff (b) would raise the maximum hit of the Claws of Guthix spell to 36, while providing small defensive bonuses when having the staff equipt.

In addition, blessing any of the god staves would grant them the ability to autocast there respective spells. Unless you have a magic level of at least 75, you cannot commune with the altar in order to bless the staff. Could possibly add a prayer requirement as well. Apparently since this was not implicit,
the max hit suggestions above are calculated with the spell "Charge", from the normal spellbook active.


Open to any modification/suggestions of ideas presented!
Check out my suggestion for the Ancient Staff here @QC: 322-323-891-65795611

Thanks

30-May-2016 19:08:56

Jitsuzai

Jitsuzai

Posts: 15 Bronze Posts by user Forum Profile RuneMetrics Profile
Have Shades give normal xp rates.

Shades (atleast the ones in level 4 Stronghold of Security) are level 159, with 170 health and a max hit of 14. Their only drops is the shade robes, top and bottom. Which are worth around 2k and 1k on the GE (According to 2007.runescape.wikia.***).

All in all, they are already a crappy mob for money making, hill giants is several times better since they can drop much faster. If you are high enough to kill shades at a fair rate, you can probably do dragons... But to top it off, 1 to like 5 or 6 damage gives no shown xp (probably some decimal points) and 16 damage or so give 1 xp (in your attack type) with a chance for 1 hp xp.

From what I've read, the reason why they are like this is because they were a random event spawn (chance on burying bones). However, there are no aggressive random event spawns any more... So why are their xp rates still as if they are a random event spawn?

To summarize the over point. Why are Shade xp rates still acting as a random aggressive event, when they are a normal monster now? It seems pointless and odd; on top of being a poor monster farming choice.

31-May-2016 04:05:00

ttimo

ttimo

Posts: 19 Bronze Posts by user Forum Profile RuneMetrics Profile
The ability to shuffle music. I love the music in runescape, but I don't want to waste my time manually picking the song, or having to listen to the song over and over again. And this suggestion doesn't really impact gameplay at all, it gives some people more reason to stay, and they can turn it on or off if they don't want that to happen.

31-May-2016 22:00:59

A Cold 1
Jan Member 2023

A Cold 1

Posts: 19 Bronze Posts by user Forum Profile RuneMetrics Profile
PLEASE get rid of safe spots at lizardmen shamans! Safe spots completely devalue the boss/demi-boss. If anything, at least get rid of the safe spot that allows someone to cannon and re-load cannon without taking any damage at all! It's ridiculous a drop that is worth near 80m can be safe spotted while gaining massive range xp from a cannon.

01-Jun-2016 06:11:07

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