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Dev Blog: Blood & Soul Altars

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St Christoff

St Christoff

Posts: 230 Silver Posts by user Forum Profile RuneMetrics Profile
All skills should increase in xp as the level rises.
Bizarre that a lvl 23 skill is the best xp in a skill.
lvl 90 should get you way more xp than lvl 23 considering the time it takes to get lvl 90.
Prices will balance out when supply and demand settle down.
Junk the dark ess just use standard p.ess.
Soul Altar should have been introduced ages ago.
Dont put them on zeah.
Can be made going through the abyss
Dont want the zmi altar.
Will be voting no as it stands now..

13-Nov-2015 13:42:34

Miu

Miu

Posts: 16,996 Opal Posts by user Forum Profile RuneMetrics Profile
Kenymkormic said :
xp rates are still too fast, someone who isn't afking and is crafting 2x nats is only getting around 27k xp/hr. These rates should be more like 30k & 33k /hr not nearly as high as they are in your proposal.


Exactly. People are forgetting that runecrafting xp rates have a pattern.

It starts off at 5xp per rune, and increases by 0.5 xp each rune except for astrals.

Blood runes would be 10.5 xp each rune.
Soul runes would be 11 xp each rune.

If nats are 27k xp an hour, then 30k and 33k are correct.

The levels currently outlined are also correct, runecrafting reqs also have a pattern. No, double runes shouldn't be added to laws or deaths, double runes also have a pattern...

Each rune requires 1 more than the last req. Law runes require 10 more levels than nature runes, death runes require 11 more levels than law runes, blood runes require 12 more levels than death runes, soul runes require 13 more levels than blood runes. 77 and 90 are correct.

If jagex implements this with proper xp patterns like they intend to with the levels, they won't threaten lava runes xp rates at all.

Anyway, these don't belong in Zeah. If jagex wants to limit the economic impact of being able to craft these runes, then lock the altars behind quest reqs, not add some silly new essence tier.
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16-Nov-2015 06:23:49

Yak Tank

Yak Tank

Posts: 44 Bronze Posts by user Forum Profile RuneMetrics Profile
This is incredibly stupid. im 92 rc myself and why would i waste my time crafting single soul runes if i can craft double nats which obviously make more profit... this is dead content nobody gonna use and i was already hyped for new rc updates.


really disappointing.

you NEED to add double bloods for like lvl 92 and double soul runes for like 95 or this update makes no sense

17-Nov-2015 23:43:36

Yak Tank

Yak Tank

Posts: 44 Bronze Posts by user Forum Profile RuneMetrics Profile
Dig said :
There's no way this should be 53K exp/hr; completely devalues some methods. So I'm definitely happier with the reduction to 45K exp/hr.

@All the people saying this update is useless, there is a portion of the community that runecraft with skiller account builds (level 3's and people without prayer or defence) which cannot make any cash off of 99 RC with any somewhat decent exp rates.

Currently level 3's cannot do troll stronghold for the law talisman, so have to pay to make lava runes until 91 RC. At this point they can't even make money because it takes way too long to solo nats without the abyss. Level 3's don't even get pouches. They profit 0 GP from 91-99 through hosting double nats, or lose GP through continuing lava runes to 99.

Looking forward to Zeah! :D



Yes lets make a completely new update that will target about 0.0005% of people that actually rune craft. This update is a slap to the face of everyone who put hundreds if not thousands of hours in this skill.

17-Nov-2015 23:54:38

2007saa

2007saa

Posts: 1,049 Mithril Posts by user Forum Profile RuneMetrics Profile
Kenymkormic said :
Disziple said :
You have went from faceroll +25% XP increases to flat +0% increases - I think you have missed the point.

Maximum runecrafting xp/h can be increased by 0.5-2% no problem. Had the xp increases been in that margin there would never have been any outcries of RS2-RS3 becoming easier. But many times you increased the XP rates by way more than +25%. Note: This is why players like Zezima and Suomi and thousands of others complained. Xp/h rates must be increased when releasing updates but you don't have to destroy old methods with the new updates. Bottom line: the increases can be marginal and still get people interested.

---------------------

Some questionable xp/h increases in OSRS:
Nightmare Zone berserker ring upgrade from +4 str to +8 str
Why was it to +8 instead of +6? People would have bought it just aswell with +6, hell, even +5 would have sufficed for BiS item.

Infernal Axe chopped off 40m (20%) off of 200m firemaking
That's huge game changer for firemaking.

So, in my opinion you still have a lot to learn about balancing game content even after all these years. You should take actual max xp/h values (NUMBERS) into consideration and also add approximate gp/h and APM (actions per minute). If you compare the APM of new OSRS methods the difference is huge - way above +25% (or rather: -25%) in some skills. If you kept all increases to XP/h and APM in the margin of +/- 5% there would never be any outcry of any method.

The problem is you have to know the rates to release the updates. Hopefully you do know that lava runes are over 67k runecrafting experience per hour. So runecrafting soul and blood runes can be up to 67k xp/h - is that what the developer blog says??


Please Jagex, pay attention to this.


+1

18-Nov-2015 02:24:56

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