BownerPhoSho
said
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But everyone else who has already done zulrah as an ironman or is a regular account has the luxury of being able to teleport to zulrah while new ironman accounts have to walk there almost always.
I think it's a bit of an exaggeration to say that this has ruined Zulrah. The fairy ring isn't that far, if you've unlocked it.
Mod Ash
said
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Rwne
said
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The level requirement for the farming spell is very low. It's the lowest level spell on the lunar spellbook excluding the home teleport. I think it should have a higher requirement. Any reason in particular you made it so low?
We wanted the spell to be fairly widely accessible, to be honest.
Why would it be on the lunar spellbook though? Us pures are left out again. You make it accesable for a main with 67 Magic and 1200 total, but not for a pure with 2050 total =/. I don't think that's very right. This spell has nothing to do with your defence level, it just doesn't make much sense to me. I'd rather give it a Farming and Magic level req.
Just speaking my mind and giving you an idea, not intending to be hateful.
15-Oct-2015 11:32:22
- Last edited on
15-Oct-2015 11:33:08
by
Bergkamp
Rwne
said
:
Now that I'm in game it feels very odd having the new farming spell at the bottom of the spellbook, will this be permanent?
I hope not. See what Ronan wrote in the newspost about it.
If that update wouldn't make it possible to have vengeance in the current location or where "veng other" currently is please just keep it this way.
Also, the max cape emote is terrible and Mod Alfred seems to agree since he favorited my tweet where I said the emote "looks f**ing s**t and should make it like the rs3 emote" LOL
Please consider polling an option to make the max cape viable in any way! Adding a cape into the max cape is the best solution as it would please everyone. I would like to see that be polled.
zuk2hard4me
said
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In order to not monopolise zul-andra teleport scrolls and allow reasonable access to ironmen, would a possible better alternative be, every time that drop is accessed by the player, a random amount from 1-10 be given? 1 seems very minimal in comparison to the drop rate and whilst this will assist in removing teleport scrolls from the game, it will undoubtedly create overnight million/billionaires.
The chance of getting a teleport scroll was - and is - high. If we'd changed it to a random number between 1-10, so you got about 5 on average, there'd still be more coming into the game than getting used up.
Price changes happen when we change the availability or utility of an item. And yes, they benefit people who've got a lot of the item stored. I'm afraid we're not going to be able to avoid that unless we create a rule that no tradeable item can ever have its availability or utility changed.
Would possibly making the drop value 3 instead of 1, to mirror that of Cerberus's Key-master teleport drop be a better alternative? Or from the data collected, was 1x Zul-andra teleport the most logical alteration?
Mod Ash
said
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zuk2hard4me
said
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In order to not monopolise zul-andra teleport scrolls and allow reasonable access to ironmen, would a possible better alternative be, every time that drop is accessed by the player, a random amount from 1-10 be given? 1 seems very minimal in comparison to the drop rate and whilst this will assist in removing teleport scrolls from the game, it will undoubtedly create overnight million/billionaires.
The chance of getting a teleport scroll was - and is - high. If we'd changed it to a random number between 1-10, so you got about 5 on average, there'd still be more coming into the game than getting used up.
Price changes happen when we change the availability or utility of an item. And yes, they benefit people who've got a lot of the item stored. I'm afraid we're not going to be able to avoid that unless we create a rule that no tradeable item can ever have its availability or utility changed.
So why exactly did you change it without asking anybody?
While I see you around to hopefully answer some random questions..
1) I think you may have misunderstood what I asked on Twitter about Mage Strength roll. From my understanding there's two rolls, an accuracy roll and a strength roll (damage),
I know for most things the str roll or damage a spell can cause has a set maximum cap unless changed by items like the Occult necklace.
I was wondering if Magic bonus affects having a higher hit or not, within the bounds of what the max hit is of the spell you're casting. EX:Casting fire wave in Mystics lets you damage higher more normally (within the 20 damage cap) than you might in Zamorak Robes. Or do Mage bonuses strictly affect Accuracy only? Could be ways to help balance the mage skill by letting things like Mystic Might affect the strength roll but not have a capacity to extend the limit set by the spell itself (sorry if this is confusing)
2) Can Zeah/New Skilling Focus possibly come with ways to craft Magic Armour (perhaps better defensive, lower tiered stuff)? There's plenty of unused resources in game already that can be used, and most of our equipment is from monster/slayer drops, treasure trails, minigames and quests.
-
Mod Jed
<3
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"
your imbued heart has regained its magical power
"
15-Oct-2015 11:40:27
- Last edited on
15-Oct-2015 11:43:05
by
Aurella
Bergkamp
said
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Why would it be on the lunar spellbook though? Us pures are left out again.
The Lunar spellbook is where other farming spells are; it's an obvious place for it. Quests frequently require combinations of stats that aren't directly related to the quest rewards. While this is indeed awkward for players who - for example - don't want to train Defence, I'm afraid we will occasionally add features with quest requirements anyway.