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Twilight of The Gods

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Deltaslug

Deltaslug

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They couldn't .... just ONCE ... let us be an actual god slayer with the World Guardian Power?

Have some off world Marimbo tier deity that is as crazy as Bandos or Amascut that knows squat about who we are and what are power is/does.
Give the player an Anima Spear Mark V or X.
Go to work.

They try to constantly use their GODLY MIGHT TO SMITE THE MORTAL but it does squat.
By the time they do figure something out ... the player is driving the spear in for the final blow ...

Congrats ... the World Guardian power is somewhat justified ... the "level playing field" is shown ...




And this might be what the Zamorak bit might be about.
FINALLY giving the player character a chance to take down a real deity.

Kill Zam? Probably not.
Beat the ever living tar out of him to weaken him enough to throw him out of Gielinor once and for all? Probably.

21-Jun-2022 13:02:02

Deltaslug

Deltaslug

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Cthris said :
Deltaslug said :

The only god character the player can canonically defeat is Zuk.

What about the Dark Lord?


Fragment of Seren, so Avatar at best.
Player also wasn't alone. The Elf Council was helping.


I'm stilling saying there should have been some quest or miniquest around the time after The World Wakes and Death goes Missing that the devs throw some mustache twirling insane "god" that has actual power but no brains in a "try to take over the wold" or "try to destroy the world" mentality (or both).
Kinda like the D&D player who only uses Fireball in all their spell slots, and the Player Char is like the Ancient Red Dragon the DM throws at the munchkin to teach them a lesson that is immune to their BS.
Then, the other gods teleport in going "oh hey, we saw this thing going on and thought we'd come check it out only holy infernus WTF happened here!!!! this divine person tried to cast nuke on you 100 times and barely scratched you?" They take a second to compose themselves. "Ah yes, World Guardian. We .. uhm ... see that you handled the problem. Great work. You live up to your title."
In the backs of their minds they are like "ok holy bleep ... I need to take a bit of a different approach with this one since I can just smite them out of existence".
Fast forward to Fate of the Gods. "This World Guardian just survived an elder god [cue mass swearing]. Ok ... ok ... really gotta tread carefully around this one .... "

Now the rest of the gods' behavior towards you make a little more sense.

21-Jun-2022 13:18:20 - Last edited on 21-Jun-2022 13:24:51 by Deltaslug

Happy Bunny
Oct Member 2014

Happy Bunny

Posts: 25 Bronze Posts by user Forum Profile RuneMetrics Profile
I liked the quest a lot overall. I think it was necessary to ground the plotline. The stakes just kept getting bigger and bigger; I'd like to return to the other questlines and focus on maybe saving an individual kingdom or guild, rather than all of Gielinor. I miss Varrock and Lumbridge and places like that. Wouldn't mind another penguin or Desert quest too.

Also, the world guardian powers were cool, but I think our character was already a pretty strong hero before we got those. I hope the focus will be more on how the plater character is pretty powerful even without the powers from Guthix.



Saradomin seemed appropriately reluctant but willing to leave. I don't think he wanted to, but he knew he'd sound like a selfish hypocrite to everyone if he stayed.

I'm going to miss Light and Shadow a lot :( the mask bros always had funny commentary.

In the Aftermath miniquest, I wish Azzanadra had a little more to say to us, since we won't see him for a while. Not expecting anything super emotional, but I feel like Sara and Army's goodbyes were more substantial.

10-Jul-2022 16:04:01

Jaekob Caed
Apr Member 2011

Jaekob Caed

Posts: 7,173 Rune Posts by user Forum Profile RuneMetrics Profile
I'm beyond annoyed with it. The quest itself was alright (felt a bit scatterbrained) but this absolutely DESTROYS everything the Sixth Age and RS3 questlines were all about. Not only does it make the former World Guardian into "adventurer who did everything possible in a single year" that we were before The World Wakes but it also removes all stakes and every ounce of the player feeling like they're actually important in the story. We essentially became THE most privileged individual in Gielinor: invulnerable to the gods, able to grow to godlike powers but all without losing our right to an afterlife. Now, we're nothing.

It's almost like how, after Osborne left the company, they decided to spit in the face of his legacy by ruining every bit of the epic, mythological saga-like storytelling that the game was building over the years, all in favor of telling us that Gielinor is basically now a peaceful world without any high-tier threats in the future aside from occasional wars and squabbles.

On top of that, it pretty much seals the deal that we will never see world events ever again, which ticks me off as well because the whole idea of a massive event that players have a genuine impact on, that was such a novel idea that made RS3 really stand out among MMOs. I mean, that's one of many things EverQuest Next was slated to do and it was one of the things that made people most hyped. Many MMO players are fed up with static game worlds that only change a bit with each update. RS world events not only allowed permanent change in the world and lore, but it also enabled the players to be RIGHT at the center of that.

So yeah, not at ALL a fan of this story direction. While I'm glad they want to take note from The Elder Scrolls Online's year-long narrative approach, this ain't it. After such an epic, world-shattering quest like Extinction, to have Jagex essentially erase every bit of effort and storytelling we had been building over the decade really ticks me off.
~
Jaekob Caed
: Scribe, Scholar and Prince of the Kingdom of Heaven ~
The Jagex I once loved is dead... A THREAD

04-Aug-2022 03:27:11 - Last edited on 04-Aug-2022 03:32:58 by Jaekob Caed

Scombridus
May Member 2022

Scombridus

Posts: 2,745 Adamant Posts by user Forum Profile RuneMetrics Profile
if you ask me, it was a very good choice on the devs' part to write themselves out of the corner they wrote themselves into.

Constantly raising the stakes is bad shortsighted storytelling.
Bringing in the gods not only raised the stakes to a ludicrous degree, but every new problem now begged the question "why doesn't a god just stop it"
Now without the gods, there's suddenly a lot more characcters sitting at the top of the power spectrum, which gives a lot of more options to make things interesting, and without giving the player divine world guardian plot armor.

The sixth age was a mistake.

28-Aug-2022 21:33:05

Lurgal
Nov Member 2021

Lurgal

Posts: 204 Silver Posts by user Forum Profile RuneMetrics Profile
I agree with you mostly, I don't think the sixth age was entirely a mistake as some seriously cool content and events came out of it, and it really helped make Runescape, a 20+ year old game, feel like a game that progresses as time moves on. It is also good to see that they have the potential to "write themselves out of the corner" now.

The number one thing that grinds my gears is that the gods can still be found in the game world despite being banished...

If I have kicked out all the gods then why can I still go have a chat with Armadyl on his tower, or Seren in hers?

At least there is a "you're viewing it as it was back some time" message when you go into Senntisten. Although I would like the option to run around there when it isn't a bloody warzone...

18-Sep-2022 06:11:02

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