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Dev Blog: The Inferno

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Faraday12
Oct Member 2014

Faraday12

Posts: 170 Iron Posts by user Forum Profile RuneMetrics Profile
No thanks. I'm perfectly happy with the game how it is. Actually getting less and less happy with each update...

Imagine if super mario 64 released a new version where you had to use autistic tricks that speed runners use in order to get some of the stars. Bringing the meta game into the actual game with this sort of thing might seem like the logical thing to do to an old game but its going to ruin immersion and the original appeal of the game in the long run. Any RPG that requires you to understand the mechanics and accidental/unintentional tricks discovered in the meta game in order to complete actual content is doing something wrong. The community might seem like 99 percent long term veterans but thats because theres literally no focus put on marketing the game towards new players. People like Maximus Black who are 100 percent new who do somehow stumble on the game still love it and become addicted just like people did in 2005, so long as they're not scared off by the autistic screeching of the community getting triggered by them not hitting ehp rates. The current community is just a manifestation of jagex focusing on what is in front of them instead of what things could be.

Having a constant influx of new players, even if they only play for a few months or two is good for the economy too, it keeps the prices of items high as a proportion of new players move up through the levels and buy out the over supply of items.

I think a lot of people recognise these points on some level, which is why when we do see legitimate completely new players, many people usually rush to help them, and find something about the innocent and naive way they approach the game super refreshing.

Also, you don't need to constantly dangle the next shiny thing in front of power users every two months either to keep them entertained. They're usually intrinsically motivated by their own goals outside of the framework set up by the game...

15-Mar-2017 19:36:06

WayTooPosted

WayTooPosted

Posts: 91 Iron Posts by user Forum Profile RuneMetrics Profile
Ferocire said :
WayTooPosted said :
Ferocire said :
Why more melee content? They've received 6 weapons within the last year and a half not counting weapon buffs.


It's middle tier melee gear...hardly considered a melee "buff"

There has also been plenty of other gear released, take rangers for example.
1. Twisted bow
2. Dragon hunter xbow
3. Heavy ballista
4. Light ballista


A upgrade to what's already the best cape in the game is hardly "middle tier".

The range gear released doesn't compare to the number of updates melee has gotten, and apparently continue to get.

Here's some update comparisons:

Melee

Abyssal bludgeon=BIS crush dps, BIS str xp
Abyssal dagger= next to best str xp
D claws=BIS PvP spec weapon other than g maul
D warham=BIS PvM spec
Arclight=BIS vs demons
Elder maul=BIS flinching weapon, PvP alternative to gs smack combos

I've excluded dragon sword due to limited usefullness.

Range

Blowpipe=BIS general PvM dps
Ballista=BIS range pvp wep
dragon throw axe= PvP range combo wep
Dragon cbow=BIS vs dragons
Twisted bow=BIS PvM bow

Mage

Trident=BIS mage PvM dps, only weapon that can't be used in PvP
Kodai wand=SoTD v2 that can autocast ancients
Kodai=equivalent to what melee/range already has

I've excluded things like eternals, anguish, etc as melee has them too. Keep in mind that I'm also excluding things like sara tear, tentacle, and crystal hally. Know what those have in common? Yeah, they're melee.


Mage and range have also gotten a lot of armor and off-hand bonuses as compared to melee armor. I don't think this is a bad thing, I just don't think mage and range have been neglected as many in the community feel. I think the developers have done a great job introducing end game gear (and content as a whole) for all styles of combat.

15-Mar-2017 19:38:35

ScapeRune
Nov Member 2022

ScapeRune

Posts: 33,512 Sapphire Posts by user Forum Profile RuneMetrics Profile
WayTooPosted said :
ScapeRune said :
Sounds like fun! Though I really hope the Inferno is a shorter but more challenging version of fight caves, assuming it's wave based. The worst about fight caves is just having to go through all those easy waves.

Totally agree ScapeRune. The fight caves could use 20-30 waves less.

It does sort of make sense with the fight caves, since they're not specifically high level content. The lower levels appeal to lower level players. I remember back in the day trying to do the fight caves and getting a massive sense of achievement from getting first to wave 15, then 20, then 25 and eventually even 30 when I managed to afford my first set of Guthan's. Now though from the perspective of being max combat those early levels do feel like a pointless chore.

But this new challenge is designed to be the next step up, so hopefully they do make it scale appropriately.
Cabbage? CABBAGE!

15-Mar-2017 20:09:16

FastRisingXP

FastRisingXP

Posts: 340 Silver Posts by user Forum Profile RuneMetrics Profile
Interesting Idea : Fishing and Thieving. I wanna make an additional suggestion: Mining : Special high level Lava Rocks in the City. This area with no limited access. Mining lv 90 for the rocks may be need only. New material for mining and smithing for the " City Smith " (New NPC) maybe for a new smithing trainig method.

15-Mar-2017 20:36:46

IR0N arrow

IR0N arrow

Posts: 155 Iron Posts by user Forum Profile RuneMetrics Profile
WayTooPosted said :
ScapeRune said :
Sounds like fun! Though I really hope the Inferno is a shorter but more challenging version of fight caves, assuming it's wave based. The worst about fight caves is just having to go through all those easy waves.


Totally agree ScapeRune. The fight caves could use 20-30 waves less.

I hope everything passes poll because this looks like some awesome content.

Keep up the great work!


No way! It should be just as long. That's what made the final battle intense; you can't just try again in 15 mins.

15-Mar-2017 20:42:03

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