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Salt in the Wound—the problems

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Kemtros
Aug Member 2022

Kemtros

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I could see Aeonis** being removed from those plans, as he might be held up with the Myreque series.

I'm with Solanumtinkr about The Guild of You, or at least in having the Burthorpe Imperial Guard tie to this series.

18-Apr-2015 16:26:06

I Kinda Fail

I Kinda Fail

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Between the quest and the FAQ released to answer the unexplained, idiotic questions the quest left unanswered, I think I counted around 11 plot holes and lore-fails.

I remember someone asking what happened to the GGS that got smuggled out of Daemonheim, and they said the NPCs tried to run through the Wilderness and got killed by revenants. Which were located in a cave by that point; not roaming the Wilderness. Even the FAQ didn't make sense.

Also: we blew a hole in the side of Daemonheim, MAYBE 12 feet lower than the bank/tutor are standing, and yet we were in the Furnished(?) floors, I think. Which are around Floor 20. 20 floors down = 12 feet below the entrance?
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19-Apr-2015 10:16:04

ZAmorakZaros
Apr Member 2013

ZAmorakZaros

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I Kinda Fail said :
Between the quest and the FAQ released to answer the unexplained, idiotic questions the quest left unanswered, I think I counted around 11 plot holes and lore-fails.

I remember someone asking what happened to the GGS that got smuggled out of Daemonheim, and they said the NPCs tried to run through the Wilderness and got killed by revenants. Which were located in a cave by that point; not roaming the Wilderness. Even the FAQ didn't make sense.

Also: we blew a hole in the side of Daemonheim, MAYBE 12 feet lower than the bank/tutor are standing, and yet we were in the Furnished(?) floors, I think. Which are around Floor 20. 20 floors down = 12 feet below the entrance?

the rooms change. Magic. So why couldn't daemonheim be bigger inside?
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20-Apr-2015 09:15:42

sir eos lee

sir eos lee

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Could just resolve it with some post quest voyage thru PoP.

Kennith visits the port looking to borrow a ship and crew.
He sails off to combat some hidden deep dark mystery of the Sea Slugs.
He comes back, tells you that it is over.
Gives some sort of clarification on SitW.
World is saved.
And we don't have to worry about squat.

20-Apr-2015 15:29:55

Syrus Coy
Jul Member 2013

Syrus Coy

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sir eos lee said :
Could just resolve it with some post quest voyage thru PoP.

Kennith visits the port looking to borrow a ship and crew.
He sails off to combat some hidden deep dark mystery of the Sea Slugs.
He comes back, tells you that it is over.
Gives some sort of clarification on SitW.
World is saved.
And we don't have to worry about squat.



Sure. Or, we can let this thread die, and never talk about this topic again.
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02-May-2015 08:35:24

Baedd

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I've said this before, but I believe that the problems with Salt in the Wound are too severe to be ignored. Most of the plot didn't make sense, certain characters - including the main villain of the quest - acted out-of-character, and to top it off it was completely underwhelming.

Not to mention that it was clearly rushed and the developer wanted to shoehorn in some sort of relation to the then-new Dungeoneering skill, which also added to the lack of a sensible plot.

I would love for the quest to be reworked, but given the current release schedule of quests, that may upset more people than it would please. They could pull the quest completely and leave the Sea Slug series in the same development hell as the Pirate or Elemental Workshop series - but, while that would solve the issues with the quest, that would leave the Sea Slug series without a finished finale in the meantime.

Therefore, I think the best solution is to leave the quest as it is - for now - until the Sixth Age quests have become less urgent or desirable to release, and Jagex can focus on finishing or continuing the Fifth Age quest series. It may mean we won't see a solution for years, but it seems like the most reasonable approach they could take.

02-May-2015 19:16:52

DarkBrassica

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Drakan, I am not sure how much this would help, ages ago when Salt in the Wound was first released I made a thread on the forums for a sequel for SIT* via a Dungeoneering Saga.

The thread got overwhelmingly positive comments on my idea.


However that thread doesn't exist anymore but I did write up a draft for a sequel for SIT* for when RuneLabs polled a large quest idea, if you want to have a look through it and see if it could help the situation that is SITW.

Let me know on how you think of it, be honest, tell me if it is straight out bad and won't help with the current slug problem.
So can we get a trimmed quest cape though?

08-May-2015 08:42:19

Lord Drakan
Sep Member 2010

Lord Drakan

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DarkBrassica said :
Drakan, I am not sure how much this would help, ages ago when Salt in the Wound was first released I made a thread on the forums for a sequel for SIT* via a Dungeoneering Saga.

The thread got overwhelmingly positive comments on my idea.


However that thread doesn't exist anymore but I did write up a draft for a sequel for SIT* for when RuneLabs polled a large quest idea, if you want to have a look through it and see if it could help the situation that is SITW.

Let me know on how you think of it, be honest, tell me if it is straight out bad and won't help with the current slug problem.

Sure, I'll look it over. I doubt my stance that the best solution by far is to just get rid of SitW and start from scratch will be changed, but I'm certainly interested in what you would envisage a sequel to be. :)
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08-May-2015 13:57:42

DarkBrassica

DarkBrassica

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Alrighty click here for the thread, which also has a link to the runelabs post as well.



I'll also update the thread with the original draft I had ages ago, also keep in mind I am not dialogue writer and this was made near the release of SITW and some things in there are probably outdated.

I also don't have the map layout that I had in the original draft which showed the whole Dungeoneering floor that you had to traverse in the saga.


UPDATE

Turns out I don't have the original draft, as that was on my USB and I have lost it this week and I doubt I will ever find it.


I'll try my best using my memory to describe it.



All the abilities of the Stalkers are explained in the forum, I won't explain here.

Saga required 60 summoning, prayer and SITW completed. You played as Sam, a priest in soulbell robes and an Empowered Water Staff who was on guard duty for the Seeker of Truth AKA Truth-Seeker Parintz*levak.

Sam has to guard the Caustic Gazer but when Sam arrives the Caustic Gazer can somehow tell that Skaldrun and the player is watching. The Caustic Gazer wipes out that part of the story and you don't see what happens.


Blah blah blah you end up as Sam scavenging for materials to summon a Gorajo, however Sam doesn't plan on summoning but using Truth-Seeker to see through the eyes of a Gor*jo in their homeworld, for some reason that I didn't flesh out properly.


blah blah for some reason Truth-Seeker gets killed by Caustic-Gazer again, don't remember why, however before Truth-Seeker died the Truth-Seeker looked through the eyes of your player when they just defeated the Slug Prince. Since it is a saga it is in the past.


It had something important about seeing through the eyes of our character but again, I forget. I don't have the original draft.
So can we get a trimmed quest cape though?

09-May-2015 05:11:47 - Last edited on 09-May-2015 05:30:44 by DarkBrassica

Lego Miester
Nov Member 2023

Lego Miester

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I Kinda Fail said :


I remember someone asking what happened to the GGS that got smuggled out of Daemonheim, and they said the NPCs tried to run through the Wilderness and got killed by revenants. Which were located in a cave by that point; not roaming the Wilderness. Even the FAQ didn't make sense.


I always just assumed they tried to put it in the GE, failed because it's untradable, played with it a little for personal gain, and got banned. :P
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10-May-2015 02:05:46

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