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Corporeal Beast - Discussion

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Scrodum

Scrodum

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Kennyzdg said :
1000 elites said :
Kennyzdg said :
1000 elites said :
Kennyzdg said :
Beatrix said :
Corp is a step in a direction I'd rather not see this game go.


+1


Think you guys should reread it.

Nothing wrong with corp coming into the game, a new boss is always good for a game. But he shouldn't have new best in slot items in his droptable


I have read it and Re-read it. I would prefer to not see the Corp come into this game. I definitely do not want to see spirit shields. New magic or range gear would be cool to see if the Corp is passed though. No Shields like there were before.


That's what i meant, we (as in community and not a few players)'** not ready yet (if we'll ever be) for spirit shields. But we could use a
new boss with a good drop table


New Boss, New drop table. Not something that was from before.


NO WAY. Either make corp drop spirit shields or postpone corp until a further date.
Just make a new boss that drops new items don't make corp drop something other than shields I'd rather it be delayed to another time...

25-Jul-2014 17:33:34

Scrodum

Scrodum

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F8n said :
I think that spirit shields should be kept the way they were on release date in 2008. From reading these posts, most of the people are going off of the stereotypical "these shields are overpowered." But in all honesty have these players even used these shields themselves? I myself have been an owner of all 4 shields pre eoc and don't think they were overpowered. What made them overpowered was the bonfire boosts, on top of torva hp boosts stacked with a divine's abilities is what made them look overpowered.

But in all honesty do u think using a divine on a bandos solo is overpowered? You can maybe kill 5-6 a solo trip rather than 1-3. That to me is not OVERPOWERED.

Another idea is for players to be able to use these shields somehow before the polls come out. Whether it be jmods showing them off against various bosses on livestreams or some sort of beta, so that players will be able to go off of their own judgment.

^^^^^^^^
Also the argument that they are too expensive is BS!!! Camp the boss and make $$$$$$ then!!

25-Jul-2014 17:34:55

Ed Elric

Ed Elric

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At the cave entrance put a guardian of some kind (like a golem or something) that only lets those it deems worthy pass through by having x amount of quest points. It'll at least have it make some sense.

This could also be used to build up to something later in the game.

Example:
Golem: Welcome Human
Player: Hello, what are you doing out here golem?
Golem: I am guarding the cave entrance to a ferocious pet my master left here a long long time ago.
Player: Your masters... pet? Who's your master?
Golem: (Insert new or old lore here tying it in with a god or something)
Player: So why does it need guarding?
Golem: This beast is far more powerful than you could ever imagine. It is trapped in this cave by my masters orders. He use to let adventurers fight it for entertainment.
Player: So do you think I could try killing it?
Golem: You must have at least x amount of quest points to kill this monster.
Then he lets you in or doesn't.


This would be a fairly easy way to give it at least some background as well as having very little extra development time. This was obviously just a rough example and would need a lot of cleaning up. Thanks! :P

25-Jul-2014 17:36:25 - Last edited on 25-Jul-2014 17:38:38 by Ed Elric

Jakobe

Jakobe

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Corporeal Beast Requirements:
-200+ QP or Quest Cape REQ., and/or master/grandmaster quest to be released to be able to kill this beast. (Keep in mind we have 3 months for this quest to be worked and tested)
-Make it in the same place as where it was previously located. (Do not give a teleport to Corporeal Beast; leads to manipulation of items and item farming via other wilderness monsters)
-Combat level Requirement of 110cb+. Alot of people saying they put effort into their accounts when they're only approx. level 89. I'm quite confused as back when you did this quest, basically every player killing corp was 120cb+. Since we have no summoning, I believe the combat requirement should be level 110cb+ as this will keep low levels from killing such a long-awaited colossal monster.

25-Jul-2014 17:39:17

Rock Alt

Rock Alt

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It was pretty much impossible to kill a skilled player with a divine in pvp. Take into consideration turmoil and claws too. For pvm I don't think anyone has anything against divine but I can guarantee you that no pker will vote yes for divine.

25-Jul-2014 17:39:32

Scrodum

Scrodum

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Rock Alt said :
It was pretty much impossible to kill a skilled player with a divine in pvp. Take into consideration turmoil and claws too. For pvm I don't think anyone has anything against divine but I can guarantee you that no pker will vote yes for divine.


3 solutions:
1. Don't fight players with a divine. Decline their offer to fight, or run.
2. You get a divine
3. Jagex can make divine less powerful in PVP combat only.

25-Jul-2014 17:41:13

Clifton 7

Clifton 7

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I also don't agree with this.
Mod Reach said :
It's important to note that are some point, we do need to move forward with weapons and armours. We WILL NOT look to make a giant leap from our current best in slot gear every few months, instead gradually or even yearly introduce something new. Not implementing new armours will eventually bring us to a stalemate one day with everyone equipped in the best available gear - we do need to move on and slowly introduce newer, better weapons and armours at a pace you decide.


I think you need to figure out another way to deal with this, if it's even a real problem (there's an end game for stats for example, this doesn't create a real problem because it takes a long time to get there). IMO rs3 failed for these oldschool players because of the idea of 'adding more overpowered weapons and armour to compensate for the previously added overpowered weapons and armour'.

When you make 'best in slot' gear easier to obtain and money making methods that surpass everything else, (like was done with rs3), you end up needing to add something to fix that, e.g. more powerful, more expensive weapons. Rather than going that route, I would suggest making these end-game things harder to obtain and less powerful. You've already kind of gone that route by adding things like trident of the seas, staff of the dead, occult necklace, ring imbues etc. None of these things are particularly hard to obtain or rare. (e.g. you can buy some of these things without having the requirements needed to obtain them) Ring imbues made best in slot even more powerful, being even easier to obtain than they were when they originally came into rs.

Sorry to be so dramatic, it's just that the oldschool feel of rs is much to be coveted.
I don't mind new stuff, just be careful not to make it easy to obtain or too powerful.
Like you said, gradually, not having huge steps in gear. IMO divine in its 2008 unchanged form is a 'huge step'.

25-Jul-2014 17:42:09 - Last edited on 25-Jul-2014 17:46:25 by Clifton 7

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