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¤ Eclectic List of Ninja Fixes

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Rikornak
Oct Member 2013

Rikornak

Posts: 9,169 Rune Posts by user Forum Profile RuneMetrics Profile
Original message details are unavailable.
Add the abyss mobs to the buff list. I think this is by far the most important buff of all. They hit nothing on you and you can stay there all day without healing methods. They need a massive buff to their damage.


Could be potentially quite dangerous - of course an high leveled player can easily negate the damage caused by those things (and probably not be affected at all by a change, so this entire thing would have failed), lower leveled players (and potentially also abyss runecrafters) would be wrecked by this change - their individual weakness is compensated by the sheer amount of those creatures in there (and this is the only reason why they're so extremely good for combat training - individual drops/xp are junk). The absolute minimum that would need to happen additionally would be an aggressivity disabling effect for the infinity ethereal outfit (similiar to golem/shark for LRC), but even then I am unsure if it really should be done
Improvements: Tooltip / (F2P) QoL v2
Quick Fixes: Invention

09-Aug-2017 06:14:04 - Last edited on 09-Aug-2017 06:31:40 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.
Original message details are unavailable.
Add the abyss mobs to the buff list. I think this is by far the most important buff of all. They hit nothing on you and you can stay there all day without healing methods. They need a massive buff to their damage.


Could be potentially quite dangerous - of course an high leveled player can easily negate the damage caused by those things (and probably not be affected at all by a change, so this entire thing would have failed), lower leveled players (and potentially also abyss runecrafters) would be wrecked by this change - their individual weakness is compensated by the sheer amount of those creatures in there (and this is the only reason why they're so extremely good for combat training - individual drops/xp are junk). The absolute minimum that would need to happen additionally would be an aggressivity disabling effect for the infinity ethereal outfit (similiar to golem/shark for LRC), but even then I am unsure if it really should be done

At the very least, their special passive abilities should be added back, so I'll definitely add 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

09-Aug-2017 08:43:25

Rikornak
Oct Member 2013

Rikornak

Posts: 9,169 Rune Posts by user Forum Profile RuneMetrics Profile
Original message details are unavailable.
Original message details are unavailable.
Original message details are unavailable.
Add the abyss mobs to the buff list. I think this is by far the most important buff of all. They hit nothing on you and you can stay there all day without healing methods. They need a massive buff to their damage.


Could be potentially quite dangerous - of course an high leveled player can easily negate the damage caused by those things (and probably not be affected at all by a change, so this entire thing would have failed), lower leveled players (and potentially also abyss runecrafters) would be wrecked by this change - their individual weakness is compensated by the sheer amount of those creatures in there (and this is the only reason why they're so extremely good for combat training - individual drops/xp are junk). The absolute minimum that would need to happen additionally would be an aggressivity disabling effect for the infinity ethereal outfit (similiar to golem/shark for LRC), but even then I am unsure if it really should be done

At the very least, their special passive abilities should be added back, so I'll definitely add that.


That doesn't sound too shabby (I only thought that a 'massive damage buff' would only have hit the wrong group), I just would add that effect for disabled aggressivity to the infinity set to have runecrafters out of the way.

Got also a different idea for another re-implementation: Add Darla from the 'The Lost Sword' promotion to the varrock museum (with some new dialogue) and allow players that have missed out the promotion to find (and unlock for their POH) the 'Letter from Kind Raddallin' hidden somewhere in the museum (assuming for now it is no direct unlock for newer accounts)
Improvements: Tooltip / (F2P) QoL v2
Quick Fixes: Invention

09-Aug-2017 10:57:12 - Last edited on 09-Aug-2017 11:21:33 by Rikornak

Lord Drakan
Sep Member 2010

Lord Drakan

Posts: 7,043 Rune Posts by user Forum Profile RuneMetrics Profile
To-do list:

- Make Menaphos cactus patch boulder quicker to mine (few seconds rather than few minutes)
- Add to buff list: cursed ivory statues, Bandosian statues, chaos dwarf hand cannonneers, scabarites (let the mages poison rather than inflict disease)
- Add to poison list: confusion beasts during A Soul's Bane, Tolna's heads
- Add to NPC Contact: Urluk (Menaphos city quests), Grim Reaper (Soul Reaper), your Consortium company director (Keldagrim city quests), spirit trees (Evil Tree), Talsar (Sinkholes), Reggie (recharge rewards)
- Buff Keldagrim city quests' rewards
- Remove the Lumbridge tree patch back to the crater
- Make Roddeck's cellar accessible again, or add Sir Vant to Falador for everyone
- Add cosmetic versions of the anger weapons as a reward for A Soul's Bane
- Allow swamp lizards to use every combat style again
- Allow higher Hunter levels to unlock a second and third simultaneous deadfall trap,or perhaps as a Heist reward
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

11-Aug-2017 20:08:41 - Last edited on 15-Aug-2017 08:22:00 by Lord Drakan

Rikornak
Oct Member 2013

Rikornak

Posts: 9,169 Rune Posts by user Forum Profile RuneMetrics Profile
A small-ish suggestion regarding normal teleports:

Some task rewards allow you to toggle certain teleports to other locations. I think they should get rid of that idea and just unlock the additional teleports on the respective spellbooks. A comparable thing was done to the Trollheim and GWD teleports a few years ago: Once a toggle, now two separate spells.

This includes:

- Yanille teleport - unlocked by completing the hard ardougne tasks: 58 magic, 2 law and 2 earth runes
- Enchanted lyre - the hard fremennik tasks now unlock an additional waterbirth islands teleport and the elite tasks will unlock the Jatizo/Neitiznot ones
- Seer village teleport - unlocked by completing the hard seer village tasks: 45 magic, 1 law and 5 air runes
- Grand Exchange teleport - unlocked by completing the medium varrock tasks: 25 magic, 1 law, 1 fire and 3 air runes
Improvements: Tooltip / (F2P) QoL v2
Quick Fixes: Invention

18-Aug-2017 18:27:40 - Last edited on 18-Aug-2017 18:35:55 by Rikornak

Lord Drakan
Sep Member 2010

Lord Drakan

Posts: 7,043 Rune Posts by user Forum Profile RuneMetrics Profile
Will add Magister stuff (blindly trusting that the suggestions are sound - they certainly sound good, haw haw haw!). As for teleports, this might create some unforeseen issues; how to handle portal room portals, for instance? It would work quite well for the lyre, I think, though. 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

18-Aug-2017 18:46:08

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