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Dev Blog: Guild Expansions

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Kh576
Feb Member 2024

Kh576

Posts: 1,249 Mithril Posts by user Forum Profile RuneMetrics Profile
I am liking what I am seeing and lots of it looks really neat. I have however three points I need to address.

1. The bank in the mining guild seems to redundant. It has a deposit box and a bank, but I feel the distance to reach the booth and the box is too small and overall too convenient to players. It gives me more of a private server-type of feel and not a RuneScape feel. I think that there should be a slight more of a run, but also a removal of the bank booth and leave the deposit. I suspect the bank will be a chest but, I think a dwarf with a minecart or something would fit visually. Regardless, moving on.

2. The exp rates for Minnows are horrendously low for the level requirement and it's quite simply too low for it to be worthwhile doing for such little gp comparatively. This'll quickly become dead content I suspect, if it remains as such.

3. Minnows shouldn't be exchanged for sharks. Everyone has wanted a buff or fix to the shark problem, and I think it's fantastic that you need Anglers' outfit and various other requirements to reach the platform, but it still doesn't address the big issue at hand: Sharks are still slow to fish, and this changes nothing. What you do is exchange minnows for sharks, and it doesn't address the main issue at hand - and it's the fact that sharks are still at their core too slow to catch, and this doesn't fix the problem.

This will only bring in more sharks to the game, not make fishing them worth doing. I am very disappointed to see a miss here.

Overall pretty cool dev diary and I'm definitely looking forward to seeing the new guild.

Edit: Also very supportive of the idea of making quartz untradable . This is a perfect chance to level lock certain items in the game and not make them just buyable with ease.

14-Jun-2017 18:10:11 - Last edited on 14-Jun-2017 19:32:01 by Kh576

Gnomes

Gnomes

Posts: 280 Silver Posts by user Forum Profile RuneMetrics Profile
Kenken said :
To be honest, this quartz stuff just seems like dead content to me. With a 92 mining requirement, it is to be expected that the quartz will be somewhat expensive.

The bolts have a 65 slayer requirement and are the same exact as runite bolts in terms of strength. Who would in their right mind buy this bolt that will surely be more expensive than a runite bolt if you can't even enchant it?

The arrows only have +6 more strength...which is barely a +1 in max damage dealt

Lastly, 95% of people who use Ballistas will always use it for pking purposes. Why would they want to use a quartz jav. if it has 15 less ranged strength and (again) doesn't even have an enchantment?

What I'm trying to get through here is that the only way to make this equipment viable is for you to give all (at least the bolts) the equipment some sort of enchantment effect. There is no way this will pass the poll because there is no motive behind using this stuff.


P.S. Panic buy sharks boys!


There is incentive, if the ore respawns quickly or has multiple per vein, then the bolts will be cheap, probably cheaper than runite bolts.
Maxed Total PvM / PvPer

14-Jun-2017 18:10:34

FriendlyEd
Feb Member 2024

FriendlyEd

Posts: 1,560 Mithril Posts by user Forum Profile RuneMetrics Profile
Gotta say, the new Void mage is still terrible. It's mutually exclusive with a Tormented Bracelet and a Tormented Bracelet is MUCH easier to get than Elite Void. Make it 2% for normal and 4% for Elite, and it might be worth using.
I honestly don't see anyone who can do Western Provinces Hard having all that much trouble drumming up 10m for Ahrims and a Torm. In fact, they probably already bought it for the Zulrah kill part of the Diary. That is the measuring stick for Elite Void, if it isn't at least close to that it's really just not worth using at all.

Also the members only part of the Mining guild seems too good. A bunch of Rune rocks were just added in Mor Ul Rek, I don't think you should consider adding even more until there's been enough time to assess the other new ones.

Also the Fishing guild outfit requirement is just a bit too much. Those outfits are hard to get and offer nice exp bonuses, but the new Shark method simply doesn't seem good enough that someone who doesn't feel like grinding out the Anglers gear would bother when they can just continue on with Monkfish or Dark Crabs for roughly similar results.

14-Jun-2017 18:21:53 - Last edited on 14-Jun-2017 18:30:15 by FriendlyEd

Antivirus IM

Antivirus IM

Posts: 68 Iron Posts by user Forum Profile RuneMetrics Profile
As always, you guys have excellent ideas for new items and activities, but no idea how to make them fair and balanced... Take it from a fellow game designer who's been here since 2001.

Mining Guild -

Mining - Added ore rocks and expanded location, Great!
Quartz - New material is great! But many problems (see below)
Gloves - Good idea, add the mining bonus to them instead (+3 is reasonable).

Problems...

- The +7 mining bonus is illogical and has no need to be added. You shouldn't need to bribe the players to support a good idea.
- As we all know, mining is one of the most botted skills in the game and basically no one gets it legitimately. It took me 7 days mining 11 hours a day to go from 78 -84, and I never hope to do that again. 92 is a bot level standard, and basically no one will be partaking, or willing to achieve this under legit standards.

Fishing Guild

Minnows - New active way to fish! great!
Bonus - You guys seem to be obsessed with +7. Have a minnow reward for catching 200 to give a hat or ring those boosts by +3 (Be reasonable). Make people earn it!

Make all -

New interfaces remind me of the awfulness of RS3, seems unnecessary, but if a toggle... go for it.


Void Magic gear -

Accuracy bonus - Seems fine, especially to compete.
2.5% DMG Bonus - Your damage bonus makes no sense. A 2.5% damage bonus would produce less than a 1 dmg modifier in all situations, unless you are to hit 40 dmg with magic or more which is basically unproduceable for most players. Are you always rounding up for maximum damage? This needs clarification.

Smashing vials -

You already added a shift drop option which is more than enough. Make people too lazy and they stop working for what they earn. Don't change things based on lazy people's opinions, focus on new ideas, and fixing what's broke.
Moo

14-Jun-2017 18:32:15

Foxy Shazam

Foxy Shazam

Posts: 90 Iron Posts by user Forum Profile RuneMetrics Profile
I love all the updates besides the "Fishing Platform"
I love the idea, but for something click intensive to have such menial rewards, I don't see anyone even attempting this besides iron men who want to justify getting their sharks quicker.


As others stated there are already monk fish and dark crabs which produce similar rates but for a requirement of 82 to have less exp than something you just released two weeks ago? (infernal eels; I was getting 21k exp/hr afking @lvl 81, and the gold wasn't too bad either.)
and the difference in the amount of work needed just seems ridiculous.


So a tithe farm for fishing that gives you lesser results than almost any other efficient method that's already available? I just don't understand who would use it.
except of course, like I said earlier, the iron men who want their compensation for the zulrah nerf. but still, in the end, is it even worth it for how intensive it might be?
Not to mention the requirements to even get to this platform...
I'm assuming if this passes there will be an update to the fishing trawler minigame to match the ease of accessibility of other skilling armors such as lumberjack and rogue.
Old player. New account.

14-Jun-2017 18:56:52

Reminiscon

Reminiscon

Posts: 3,528 Adamant Posts by user Forum Profile RuneMetrics Profile
My comments:

Mining Guild expansions look pretty good. Consider making Quartz untradeable.

Fishing Guild expansions look fine.

In both cases you could probably raise the xp rates by approximately 5k (around 30k). Don't listen to the idiots screaming for 50-55k xp rates.

Magic Void Knight Buff... not agreeing with this. The point of it should be damage rather than accuracy. Giving it 10% accuracy and 10% damage, with an increase to 12.5% on both with elite seems more appropriate. This makes it best DPS against creatures with very low Magic defense. The 45%/2.5% setup it still seems pointless. Also, the same 12.5% bonus should be applied to Elite Melee Void. Give them all the same bonuses.
Long live the Wilderness. Long live risk vs reward in PVM. Long live 2006.

14-Jun-2017 18:57:35 - Last edited on 14-Jun-2017 19:08:40 by Reminiscon

Sens249

Sens249

Posts: 152 Iron Posts by user Forum Profile RuneMetrics Profile
Dude if it took you 77 hours to get from 78-84 you're doing something wrong, thats 17k exp per hour. Shilo village gem rocks are 50k exp per hour, which makes it similar to other slow skills like fishing woodcutting runecrafting and agility. Its a slow skill, if your opinions on the 'Smashing vials' are true, then youll be more than willing to put in extra work for some exp. Also +7 makes perfect sense since the woodcutting guild already gives that and GUILDS should be a place where all the masters in the skill go, its a guild. Doesnt have to be the new meta which its not, but itll definitely be a competing factor which is what it should be since its a guild

14-Jun-2017 18:59:51 - Last edited on 14-Jun-2017 19:06:39 by Sens249

Sens249

Sens249

Posts: 152 Iron Posts by user Forum Profile RuneMetrics Profile
Antivirus IM said :
As always, you guys have excellent ideas for new items and activities, but no idea how to make them fair and balanced... Take it from a fellow game designer who's been here since 2001.

Mining Guild -

Mining - Added ore rocks and expanded location, Great!
Quartz - New material is great! But many problems (see below)
Gloves - Good idea, add the mining bonus to them instead (+3 is reasonable).

Problems...

- The +7 mining bonus is illogical and has no need to be added. You shouldn't need to bribe the players to support a good idea.
- As we all know, mining is one of the most botted skills in the game and basically no one gets it legitimately. It took me 7 days mining 11 hours a day to go from 78 -84, and I never hope to do that again. 92 is a bot level standard, and basically no one will be partaking, or willing to achieve this under legit standards.

Fishing Guild

Minnows - New active way to fish! great!
Bonus - You guys seem to be obsessed with +7. Have a minnow reward for catching 200 to give a hat or ring those boosts by +3 (Be reasonable). Make people earn it.....



Dude if it took you 77 hours to get from 78-84 you're doing something wrong, thats 17k exp per hour. Shilo village gem rocks are 50k exp per hour, which makes it similar to other slow skills like fishing woodcutting runecrafting and agility. Its a slow skill, if your opinions on the 'smashing vials' are true, then youll be more than willing to put in extra work for some exp. Also +7 makes perfect sense since the woodcutting guild already gives that and GUILDS should be a place where all the masters in the skill go, its a guild. Doesnt have to be the new meta which its not, but itll definitely be a competing factor which is what it should be

14-Jun-2017 19:03:46 - Last edited on 14-Jun-2017 19:06:11 by Sens249

Lord Jx

Lord Jx

Posts: 16 Bronze Posts by user Forum Profile RuneMetrics Profile
Regarding moving the skills necklace teleport to be appropriate for both the mlm mine and guild, I would love to see a rideable minecart between the two areas rather than another cave entrance or door. Just to add more flavour. The mlm has always reminded me of the glitter gulch mine level from banjo tooie, which has cool mining carts you ride in.

14-Jun-2017 19:09:19

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