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Dev Blog: Fossil Island

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Samuel Win

Samuel Win

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Title on Reddit is:
Dev Blog: Fossil Island
By Mod Ronan.

Mod Maz and a couple others answered a load of questions earlier, you'll have to sieve around.

There's a lot. They also stopped updating the OldSchool blog until tomorrow, so any super up-to-date info is in these comments.

13-Apr-2017 00:12:21 - Last edited on 13-Apr-2017 00:18:25 by Samuel Win

CloudsOverRS
Aug Member 2023

CloudsOverRS

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Dont really want to see Granite become a 100% complete set, though I don't really care that much. I really love the Wyvern shield, but I worry that it makes the Arcane Spirit Shield near useless by comparison-- unless the fossil charges degrade overtime and not just by discharge (the freezing special). Maybe lower the defensive stats a bit and allow some other defining features (such as a potentially lower price, the freezing attack or some added variable) to set it apart from the Arcane without necessarily competing directly with Arcane for BIS mage shield. Alternatively, perhaps poll a buff to the arcane whereby it has some special effect such as dmg reduction similar to ely, but only with magic damage, or that it has a +2-5% magic damage modifier. I'd hate to see a Spirit shield become tier 2 garbage so soon ...-- this is that power creep you were addressing in the last q&a. Will G longsword have a special attack? Possibly look into a short sword or other faster weapon with a 6 spead attack and decent dps to generate a full melee pure option of granite weapons-- dps with the 6 speed weap, then switch to gmaul for spec-- or maybe even use spec's for both weapons depending on what the other weapon does. Unbelievably excited for the underwater activities-- I've been thinking we needed underwater exploration/gameplay for literally like 12 years now. Can't wait to see how it turns out-- FINALLY! The hardwood planting is really cool, and the tracking/herb farming is a very interesting idea and lovely combinaation of skills-- you should really look into more creative ideas like this that make use of multiple skills. It makes more involved and interesting activities that really reflect well on well-rounded players. Overall-- sounds like a phenomenal update and I'm very excited-- hopeful for the polls!!

13-Apr-2017 00:23:00

KG4
Nov Member 2011

KG4

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Please reduce the XP/hr for the new mining method. 85k/hr, even at 99, is too much. Yes, it is less than granite with tick manipulation, but I don't believe that XP rates achieved by manipulating game mechanics should be something to account for when setting standard rates. If anything, perhaps fix the abusing of the mechanics instead?

For people who play the game properly, this would become the new fastest mining method. It should be lowered by at least 10k/hr.

Aside from that, I believe the current options and newly added content (MLM, Blast mining, and others) provide various options with different degrees of required effort.

Former Leader of Divination - Skilling JCup champions 2009, 2010, & 2011

13-Apr-2017 01:35:21 - Last edited on 14-Apr-2017 20:44:44 by KG4

CloudsOverRS
Aug Member 2023

CloudsOverRS

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Thieving agility-- I'd love to see a large underwater evolving course-- one which has you entering underwater tunnels with a black fade, then loads out in a random environment with agility obstacles and navigation-- each agility action would give more xp , but there would not be a "course completion" agility boost. It could feature a very large course with water tunnels, sunken buildings and or ships, etc. To combine with thieving, consider underwater map hunts in which you traverse that agility course (which evolves sort of like an instance) to find the treasure-- each clue you follow correctly would provide thieving xp, and each aglility action taken inbetween provides decent agility xp. Upon find the treasure, a decent chunk of thieving xp is given, but the main hook would be that treasures would be good money, and would have some kind of ultra-rare item worth a substantial amount-- I'd really love to see more skill-based high-end loot rather than just combat. Most skills are a consistent source of steady income, so it would be really fun to see a thieving/looting mechanic 100% skill based which had similar properties to monster drops. The real money makers would be very few and far between, but well worth it to dedicated players. Obviously due to the potential money of thise method, the xp rates for thieving should be significantly lower than existing methods, but still fair.I like the fishing/hunter idea, but i absolutely do not agree with the fact that the fishing xp would not be comparable to existing methods-- current methods, (even the best) are usually not too huge for xp, and this fishing method, being more involved and engaging, should follow the pattern of also offering the highest reward, xp and/or money. Perhaps the big catch from harpooning prey underwater gives a fat xp reward, and would be a huge fish that you could dissect for treasure it swallowed or something that makes the fish very valuable. Would also like to see more done with farming.

13-Apr-2017 01:42:45

CloudsOverRS
Aug Member 2023

CloudsOverRS

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To add to the Agility/thieving treasure hunt concept and to give it more of a challenge (considering I wanted high end loot similar to monster drops), the end chest could be a "boss" with an interactive lockpicking minigame or something to that effect-- still skill-based but giving some sense of urgency and accomplisment beyond just finding it and getting the reward. For farming, maybe do some kind of super seaweed or something else that gives higher xp, and might be some useful secondary for herblore or something-- I'd like to see a lot of high skill level content underwater now that we finally have some underwater content-- i'd hate for it to be a lot of fun and cool things, that were completely undermined by being too low level, low reward, and low xp rates, to be worth investing time into. Even though I enjoy the main focus being skills, I'd also really love to see some underwater dungeons and high level underwater monster and boss challenges-- something i've been hoping and waiting for for over a decade!

13-Apr-2017 01:47:34

Broden
Jun Member 2010

Broden

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Honestly love most of the stuff from this dev blog however as I am human I have my opinions on some things.

Volcanic mine - The xp rates seem a bit off as it seems that you could nearly cap the xp/h at only 85 mining? Is this intentional or do you want it to scale depending on level? if so maybe lowering the lvl 85 mining xp/h by 10k might be more ideal.

Hardwood farming - Do we need to keep this content solely for fossil island? Could we see more farming patches in other areas such as Ape Atol.

Ultracompost - What is going to be the main benefit of these considering the usefulness of supercompost?

Ancient wyverns - Higher slayer requirement would be lovely, 78 seems to sit nicely in my mind. Granite boots are great. Granite longsword is a great idea however it makes me want maybe a few more granite weapons like a battleaxe or a heavy maul. The ancient wyvern shield is honestly a great idea however is it too good? Only sitting 2 magic bonus behind the arcane and having higher stats in everything besides ranged defence and prayer bonus seems a bit too much? Its understandable that you're trying to find a dfs for mage however this will replace the Arcane entirely which seems skewed due to the level of difficulty between a lvl 66 slayer creature and the Corporeal beast. Also only having a 66 magic and 66 smithing requirement seems a tad low for such a high level shield.

Seaweed farming - Good idea however about as useful as farming limpwurts or white berries sadly.

13-Apr-2017 02:53:11

Ulkex

Ulkex

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Ancient Wyverns Suggestion


I'd say make the Ancient Wyverns slayer requirement between 77- 83. Also, you could make an Alpha Ancient Wyvern(can be called something else) that is significantly stronger than the normal ones. Basically an Ancient Wyvern boss. Would be similar to how Smoke Devils have Thermy. It can have the Ancient Wyvern Visage drop or it could drop something else that you fuse with the DFS requiring high magic level to do so.

Granite Gear


Granite boots are fine but the long sword seems a bit forced. I think that granite weapons should be more crush than anything. It just seems odd. Not sure if anybody else feels the same way. I like the idea of filling the level gap though!

Farming


All the farming stuff seems great but I would like to see a way to farm Snape Grass in this new update. The underwater area seems perfect.

Thieving and Agility


Both look like fun. I'll definitely try them out!

13-Apr-2017 03:44:44

Ashle y

Ashle y

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New Herblore Potion for Fossil Island?

Anti-Frost Potion

New herblore potion requiring 75 herblore to make that would provide extra defense against Wyvern icy breath and not let you get frozen by it for 5? 10? minutes per dose.

Either use a current herb in the game and a new secondary to make it or make a new herb altogether for it.

New wyverns could drop the seeds/herbs for it. Or the new herblore hunter pets could grow them too. The fossils found on fossil island or as drops could be ground up into dust as the secondary.

Potential new herb: Wyverli (a sp00f on wergali herbs from RS3)

Potential new secondary: fossil dust (mortar and pestle fossils from the island?)

13-Apr-2017 03:57:08

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