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The Unified GOP theory

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Ced Asheron

Ced Asheron

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GeraldZimmer said :
Dude, this is mothertrucking awesome.


Thanks, that means a lot considering it my first time posting something in the lore section.
If my equal runic energy output formula (
2Y
2R
2B
=
Y
R
B
P
) , i think ill just call it the
"Asheron Principle"
, is accurate this would mean a second GOP related minigame to add some purple and red orbs-but it would require some different game mechanic than GOP. The shiny new rewards would be nice though...hmmmm new shiny runecrafting gloves....
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06-May-2015 02:29:43 - Last edited on 06-May-2015 02:32:18 by Ced Asheron

Ced Asheron

Ced Asheron

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GeraldZimmer said :
Might I suggest you put in a "TL;DR"? Not everyone on these forums enjoys mathematics.


Will do, sorry must have glossed over my mind
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06-May-2015 16:16:26 - Last edited on 06-May-2015 16:17:41 by Ced Asheron

Ced Asheron

Ced Asheron

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Ced Asheron said :
GeraldZimmer said :
Might I suggest you put in a "TL;DR"? Not everyone on these forums enjoys mathematics.


Will do, sorry must have glossed over my mind


Alright done- its all on the 5th post on the first page
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06-May-2015 16:33:51

Yusou Bhoroi

Yusou Bhoroi

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Profiled.

Not time to read through, now, but I notice you missed out the turquoise orbs, which were on the French language servers, for a short period; though they were just glitched green ones, so might not count.

Also, there are orbs inside the altars; on some computers they appear to be green and yellow (equal numbers of each), though on most they are all one colour. They only appear inside playable altars.

Will read as I have time, as it's one of my favourite game areas - both in lore terms, and in gameplay.



Edit:

Hmm, there are numerous glitches, which may 'not count', but are observable, and might be interesting to have included in the theories..

Outside of those, though:


Do you have an explanation for the Xatra'yuil (King Orb) - if you don't enable bloom, one of the yellow orbs is brighter than the other two, and respawns as such, when scored.

Various ratios of King to normal orbs have beeb observed, during numerically increased orb glitches.



How do you incorperate the generating of rune essence, by the altars (whether environs, or structure, is unclear), when orbs are absoped. It is explained as an integral part of the process, and it has a specific formula, influenced by overall and relative scores.


There was a researcher an the Astral altar, last time I checked.

There is one at the Ourina, also.


Orbs were, at one point, hinted at not being able to exist outside altars, however, even outside tubes, they existed in the guild (arcane device), and there is a way to remove them from the altars, under specific circumstances (which, though I've witnessed, I'm unaware how it was done).


How do wands work? (May be important that they still spark, if in use when dragged out of game).

Have you used ring of Charos?

Originally, we were told that the goggles enabled us to see the orbs, but that was redacted, early on.


Bit busy, but shall return! :)

06-May-2015 20:15:39 - Last edited on 06-May-2015 20:39:23 by Yusou Bhoroi

Ced Asheron

Ced Asheron

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Yusou Bhoroi said :


How do you incorperate the generating of rune essence, by the altars (whether environs, or structure, is unclear), when orbs are absoped. It is explained as an integral part of the process, and it has a specific formula, influenced by overall and relative scores.

Orbs were, at one point, hinted at not being able to exist outside altars, however, even outside tubes, they existed in the guild (arcane device), and there is a way to remove them from the altars, under specific circumstances (which, though I've witnessed, I'm unaware how it was done).

How do wands work? (May be important that they still spark, if in use when dragged out of game). Originally, we were told that the goggles enabled us to see the orbs, but that was redacted, early on.



That is a lot of question ill try to answer as much as i can. For the ring of charos, yes to access the extra dialog from Wizard Elriss (with a full set of my snazzy RC robes).

As for the other orbs mentioned they all seem to have been issued from a graphical glitch or specific tweaking on the graphics themselves, so i would have to dismiss them from cannon lore, sorry.
As for the wizards checking the altars, there is indeed one at the ourania altar disguised (rather poorly) near the north wall, however last time i checked the astral altar there was no wizards there, just the oniemancer.

As for the more technical stuff, the retconed information, of goggle being the needed apparatus to detect the orb would be, in my opinion, would have been a good way to explain this.-shame that is retconed now.
(continued on next post)
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06-May-2015 21:30:33

Ced Asheron

Ced Asheron

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Yusou Bhoroi said :
Profiled.

How do you incorperate the generating of rune essence, by the altars (whether environs, or structure, is unclear), when orbs are absoped. It is explained as an integral part of the process, and it has a specific formula, influenced by overall and relative scores.

Orbs were, at one point, hinted at not being able to exist outside altars, however, even outside tubes, they existed in the guild (arcane device), and there is a way to remove them from the altars, under specific circumstances (which, though I've witnessed, I'm unaware how it was done).

How do wands work? (May be important that they still spark, if in use when dragged out of game).


As for the orbs and wand i would have to add them into one category. I would theorize the wands are attuned to the runic energies (kinda like magnetism) and attractor and repellor wands would act on that principle. As for the third wand, ill have you recall it was making a barrier and it was possible to encase an orb with this barrier. Maybe the wizard used that to lug the runic energies back to the guild and that same principle exerted by the wand is also what kept them contained in the arcane devices (that i would very much like to see returned to the guild). Most likely to experiment to see it's interactions, and gleam insights into its inner workings. As for the wand sparking with "power" outside of the game simply demonstrate that the power can be taken out of the altar into the guild (i,e. the way they brought back orbs).

As for the generating of runes,by the altars i would gather since they are made of massive blocks rune essence (Ex nihilo creation would be far fetched). As for the theories and the influence of relative score, i would have to get back on you for that- since it was not my original research, but a challenge i will relish to take up.
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06-May-2015 21:31:35 - Last edited on 06-May-2015 21:46:20 by Ced Asheron

Yusou Bhoroi

Yusou Bhoroi

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I agree that the turquoise orbs probably shouldn't be counted, as they were a specific glitch; however, I belivleve the orbs residing inside the altarstone, regardless of colour, should somehow be explained (when they come to making the lore complete, even if it's something irrelevant to the rest of the lore), as are King orbs (as although I suggest turning bloom off, they are still distinguishable with bloom on.. just it's very hard to see.. as well as that, bloom wasn't a setting, when they first existed, so it's less important than the differences, in my oppinion).



Another thing I didn't add, was the way only the altar absorps orbs (baring 2 glitch forms, where orbs are retained from prior rounds, which cannot be absorped), and they cannot be absorped by, or pass through, any other matter; matter which orbs can spawn on the far side of, with no direct dispersal route to there from the altarstone. Their spawning there is immediate on the absorption of the past orb, and doesn't follow a relative dispersal pattern.

The orbs can't be forced through such obstructions, when in visible orb form.


If the altar pocket, as a whole, was taken as difused and saturated with the energy, evenly, then presumably the position of other energy orbs, upon the absorption of one, would have an effect on where the next one spawned..

Orbs can occupy the same space, without having an effect on eachother.

Orbs don't move around on their own.


Barriers generated, will prevent any orb moving through them, provided it wasn't already on instruction to traverse that space, when the barrier was created.


Numerous other mechanics, would be nice to have cannonically explained, though they can be interpreted merely as game engine mechanics.


More to mention, still, but only having brief free periods.

06-May-2015 23:44:24

Yusou Bhoroi

Yusou Bhoroi

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When I mentioned essence being generated, I was refering to the essence you recieve at the end of the altar - the number you recieve is based upon your score, and how it relates to the opposing score. We are told that it is generated as a natural part of the orb absorption process.


Presumably that's a one-way thing.. unless runes are not created by imbuing rune essence, but are traded for it... which would be interesting, and explain why they disappear, rather than revert to ess, once used.. but the game specifically states 'you imbue'..


Bbl :)

06-May-2015 23:50:09

Yusou Bhoroi

Yusou Bhoroi

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Orbs cannot move over seemingly low obstacles, so are apparently attatched, by some force, to the ground.

They can be moved both up and down hill, but not through, and yet do not roll down a hill, nor follos** the ground level, when encountering water.


They move at the same speed, regardless of the number of wands influencing them, and only obey one, even when they are employed in opposing directions.

They can move through both persons, and other orbs, yet are blocked by both low obstacles, and thin ones, like torches; they are even blocked by other organic substances, such as trees, but not pets, familiars, NPCs, avatars, placed objects, or wildlife.


They work on a destination-tile instructional basis, not a straight directional one (so the may move more on a single instruction than they would on a straight, if comming to an object they cab navigate around.


They follow the same pathfinding rules (WES*-based, when free-moving), as other, non-set, route-plotting objects and entities in RuneScape.

Wands' line of sight, is based on the same system as spellcasting (point-to-point-axial symmettry, on post RT5 engines, radial symmettry on pre RT5), split E/W.

Their manipulation is subject to prototiks, under set circumstances, and also will not respond to new instructions, even after past ones finish, if the second is not initiated until after the first has played out (subject to PID).

Some of these things can be written of as engine, or gameplay mechanics, but it'd be interesting to see how many can be incorperated into a lore-explanation.

There are more, but time cojstraints make it hard to check them off cohesively, so I'll leave till more time is available.

07-May-2015 00:44:23

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