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Lord Drakan
Sep Member 2010

Lord Drakan

Posts: 7,043 Rune Posts by user Forum Profile RuneMetrics Profile
Original message details are unavailable.
Afaik the only thing that would allow for direct access is the discontinued fang of mohegan once daily. I guess in terms of usefulness it can be compared with the well of voyage: It's just there (except for that desert task of course)

Sounds like a job for the ravenous locust! Went ahead and replaced the suggestion with that.
Bizarre Boron Fusswell, scryer extraordinaire. OSRS: POH ideas & RS3 minigames & achievement ideas !

Perhaps you're half right; perhaps we can't win. But we can fight.
— Zanik

02-Sep-2017 18:47:03

Rikornak
Oct Member 2013

Rikornak

Posts: 9,169 Rune Posts by user Forum Profile RuneMetrics Profile
The teleport for the desert locust sounds nice

"Rename Zaros components to Ancient components, and the latter to Third Age Components. Allow (corrupt) Ancient Warriors' Equipment to provide them."

I think the current ancient components has to be taken literally in the sense of extremely old (see also the ancient artefact, which also has no relation to zaros - or several other items with the same prefix). I wouldn't mind if they were to rename it to third age though - but renaming zaros to ancient wouldn't cope up the other side of the spectrum - the serenic ones (which certainly is a fitting addition in the newer lore).

(Corrupt) Ancient Warrior providing zarosian components would be a good addition on the other hand
Improvements: Tooltip / (F2P) QoL v2
Quick Fixes: Invention

02-Sep-2017 21:22:54 - Last edited on 02-Sep-2017 21:25:30 by Rikornak

Lord Drakan
Sep Member 2010

Lord Drakan

Posts: 7,043 Rune Posts by user Forum Profile RuneMetrics Profile
Original message details are unavailable.
The teleport for the desert locust sounds nice

"Rename Zaros components to Ancient components, and the latter to Third Age Components. Allow (corrupt) Ancient Warriors' Equipment to provide them."

I think the current ancient components has to be taken literally in the sense of extremely old (see also the ancient artefact, which also has no relation to zaros - or several other items with the same prefix). I wouldn't mind if they were to rename it to third age though - but renaming zaros to ancient wouldn't cope up the other side of the spectrum - the serenic ones (which certainly is a fitting addition in the newer lore).

(Corrupt) Ancient Warrior providing zarosian components would be a good addition on the other hand

IMO Zaros should be renamed ancient for consistency with other references to Zaros in these situations (e,g. rune god armour, vestments, god books). I agree that the current Ancient components are ancient in the sense of old, hence the suggestion to rename them Third Age and allow Ancient Warriors' Equipment, rather than just Third Age armour, to provide them as well.
Bizarre Boron Fusswell, scryer extraordinaire. OSRS: POH ideas & RS3 minigames & achievement ideas !

Perhaps you're half right; perhaps we can't win. But we can fight.
— Zanik

03-Sep-2017 08:30:08

Rikornak
Oct Member 2013

Rikornak

Posts: 9,169 Rune Posts by user Forum Profile RuneMetrics Profile
I just see a difference if old items from RS2 haven't ever been renamed (it really isn't needed) or changing something new to ignore something that is deeply woven into RS3 and its newer lore (ancients magicks do not just include the dark side of the spectrum - zaros is the shadow, while seren is the light - but both are part of it). In 2005 there wasn't such a deep connection between seren and zaros - and this simply mustn't be the state to go for new content.

Got a different suggestion: Add a 50 life point bonus to the cape of legends and 100 (maybe 150) to the max cape. Both capes were the only ones that provided that bonus before the legacy update (besides of course the comp cape and the later added reefwalker one) and it would help to get the 'jack of all trades, master of none'-stance for the max cape, as the smaller brother of the comp cape
Improvements: Tooltip / (F2P) QoL v2
Quick Fixes: Invention

03-Sep-2017 08:43:18 - Last edited on 03-Sep-2017 11:18:14 by Rikornak

ELITE STACK
Mar Member 2014

ELITE STACK

Posts: 8,082 Rune Posts by user Forum Profile RuneMetrics Profile
I think some of your poison suggestions are too high tbh. 1100 is Higher then what living wyverns can hit with poison. Wyverns hit in the 800s-900s with poison with no protection I don't think any of the mobs you mentioned should higher stronger poison damage. I don't think all of them should be equal to pre eoc poison damage. It can be close or near though. I have some poison suggestions.


Cave slimes: 235
Cave crawlers: 650
Bush snakes: 710
Jade vine frogs: 520
Jorge champion: 650
All ape atoll monsters: 550
Saradomin and guthix wizards: 550
Jungle strykewyrms: 375 melee, 650 Dig
Poison scorpians: 200
poison spiders: 450
Saradomin priests: 360
Tribesmen: 520, 710 in cleanup
spinolyps: 520
Scarab and scarab swarms: 300
Wild Jade vine: 575
Kalphite guardians: 520
pyrmid plunder urns: 150
I need my blue charms back.

03-Sep-2017 13:12:53 - Last edited on 03-Sep-2017 13:34:24 by ELITE STACK

ELITE STACK
Mar Member 2014

ELITE STACK

Posts: 8,082 Rune Posts by user Forum Profile RuneMetrics Profile
I also disagree with comp cape having the same stats as a skillcape. In no way should getting a level 99 in any skill have the same stats as a comp camp. I know you are asking for a new cape which is fine, but it takes alot more effort to complete content then to get a 99 skill. The hiscores proves why this would not be a good idea. :( I need my blue charms back.

03-Sep-2017 13:45:24

Lord Drakan
Sep Member 2010

Lord Drakan

Posts: 7,043 Rune Posts by user Forum Profile RuneMetrics Profile
Original message details are unavailable.
I think some of your poison suggestions are too high tbh. 1100 is Higher then what living wyverns can hit with poison. Wyverns hit in the 800s-900s with poison with no protection I don't think any of the mobs you mentioned should higher stronger poison damage. I don't think all of them should be equal to pre eoc poison damage. It can be close or near though. I have some poison suggestions.


Cave slimes: 235
Cave crawlers: 650
Bush snakes: 710
Jade vine frogs: 520
Jorge champion: 650
All ape atoll monsters: 550
Saradomin and guthix wizards: 550
Jungle strykewyrms: 375 melee, 650 Dig
Poison scorpians: 200
poison spiders: 450
Saradomin priests: 360
Tribesmen: 520, 710 in cleanup
spinolyps: 520
Scarab and scarab swarms: 300
Wild Jade vine: 575
Kalphite guardians: 520
pyrmid plunder urns: 150

Meh, works for me. The suggested values were just a starting point; either way a single sip of even standard antipoison heals completely. :)

Original message details are unavailable.
I also disagree with comp cape having the same stats as a skillcape. In no way should getting a level 99 in any skill have the same stats as a comp camp. I know you are asking for a new cape which is fine, but it takes alot more effort to complete content then to get a 99 skill. The hiscores proves why this would not be a good idea. :(

Tbh the comp cape needs to be cosmetic; I just suggested skillcape stats because it requires all skillcapes, and the master quest cape is similarly difficult to obtain and is also a skillcape. It would need a full rework though, determining the requirements for it and its trimmed version from scratch using the new achievement system.

I disagree that it's not a good idea though; it'd definitely be an unpopular idea, but it's for the health of the game, and comp capes have done enough damage as is.
Bizarre Boron Fusswell, scryer extraordinaire. OSRS: POH ideas & RS3 minigames & achievement ideas !

Perhaps you're half right; perhaps we can't win. But we can fight.
— Zanik

03-Sep-2017 17:39:01

Rikornak
Oct Member 2013

Rikornak

Posts: 9,169 Rune Posts by user Forum Profile RuneMetrics Profile
The regular quest cape is equipped statwise like any other skillcape - the same way as the MQC is equipped statwise like any other master skillcape - jagex decided against equipping master capes better with higher stats than the regular capes since the dungeoneering one was released - no matter whether it was pre-eoc or in the eoc itself.

Yes I know both questcapes need a significantly higher effort than any other counterpart (and this is just in terms of experience required) - but none of those capes can be compared in terms of effort with another one - yet they remain part of the same family. But the max cape is considered as a higher class of family - and the comp cape even higher.

Personally I still see the comp cape as a better choice than brainlessly grinding virtual levels for master capes (except the MQC) as it requires you to actually see most of what the game has to offer - be it skilling, be it bossing, be it minigames (and yes - some could be better represented). And its cosmetic upgrade requires even more (and partially really insane stuff) - but it just is cosmetic over the regular cape
Improvements: Tooltip / (F2P) QoL v2
Quick Fixes: Invention

03-Sep-2017 19:16:36 - Last edited on 03-Sep-2017 19:37:50 by Rikornak

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