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Charming Moth Threat Level fix

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WTFmybacon
Oct Member 2010

WTFmybacon

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If anything, I can at least support making the hunter outfit's (volcanic trapper) teleports unlimited rather than 5 per day. To make it consistent with some of the other Elite outfits.
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02-Oct-2022 22:15:25

Jack Flac
Feb Member 2022

Jack Flac

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Vengeance of said :
No support. Threat level increasing so quickly is an important part of balancing Wilderness skilling; if anything, the fact that the Rogues' Den safes don't increase threat by any real degree is the real problem here.
Let me pose this question. Previously due to level restrictions, there were limits on how strong an opponent could attack you depending in your own level. Is it fair that the threat level drop the same difficulty of enemies and area effects on people when previously you could place limits on\ what you could be attacked by by leveling yourself a certain way?

Jagex seems to think pvp in the wilderness boiled down to ganking and nothing else, as evidenced by this update. Thats not how I, as a pvp player experienced it. Just another case of Jagex not knowing their own game if you ask me.
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02-Oct-2022 23:30:39

Vengeance of
Mar Member 2018

Vengeance of

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Jack Flac said :
Let me pose this question. Previously due to level restrictions, there were limits on how strong an opponent could attack you depending in your own level. Is it fair that the threat level drop the same difficulty of enemies and area effects on people when previously you could place limits on\ what you could be attacked by by leveling yourself a certain way?


Sure, I could see the monsters that are spawned during ambushes being subject to the same level restrictions as the old Wilderness (ie. no more low level players getting got by Gemstone Dragons in lower-level Wilderness). But that's not what OP is asking for; they want Charming Moths to not contribute to raising Threat as quickly, using the outlier that Rogues' Castle safecracking doesn't contribute much at all (pretty much the only high-level exclusive Wilderness training method that doesn't) as justification. I'm saying to fix that outlier.

03-Oct-2022 01:58:20 - Last edited on 03-Oct-2022 02:01:10 by Vengeance of

Jack Flac
Feb Member 2022

Jack Flac

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Vengeance of said :
Jack Flac said :
Let me pose this question. Previously due to level restrictions, there were limits on how strong an opponent could attack you depending in your own level. Is it fair that the threat level drop the same difficulty of enemies and area effects on people when previously you could place limits on\ what you could be attacked by by leveling yourself a certain way?


Sure, I could see the monsters that are spawned during ambushes being subject to the same level restrictions as the old Wilderness (ie. no more low level players getting got by Gemstone Dragons in lower-level Wilderness). But that's not what OP is asking for; they want Charming Moths to not contribute to raising Threat as quickly, using the outlier that Rogues' Castle safecracking doesn't contribute much at all (pretty much the only high-level exclusive Wilderness training method that doesn't) as justification. I'm saying to fix that outlier.
I mean this update was targeted solely at people into pve. IT took no real consideration for skillers to mind when designing things like threat level or throwing shit from the volcano. How are you supposed to realistically defend against this as a low level. Because prior to this, low level players and skillers stood a chance in the wilderness. If doing that includes slowing the gain of threat, then so be it. But not everything needs to be hypertuned for those doing pve. Both pvpers and skillers got the short end of the stick with this update. This is not the first thread point out these issues, and I doubt it will be the last either.
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The opposite of Justice is simply another Justice. What is Evil is subjective to each person.
YOU
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03-Oct-2022 04:37:07

Rikornak
Oct Member 2013

Rikornak

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Without any personal experience for those moths right now, according to what OP says I do think that threat rises a bit too fast for them - but on the other hand safes sounds like it would be rising waaaaaaaaaaaaay too slow - you literally shouldn't be able to do things for a full hour in there without any consequence, just as you shouldn't be forced to something after just a couple of minutes - so that both might be worth fixing.

Not so sure if the wilderness level should be taken into account, since it never affected your ability to fight or be attacked by NPCs. I guess it could be taken into account, but I do not think it would feel right, if you're just getting ambushed by something level 40-esque, just because you haven't levelled up any combat stats.

But I think they could give the camouflage potion some interaction with the new wilderness - it has become entirely pointless now. A chance to avoid an ambush wouldn't be too off...
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03-Oct-2022 05:58:31 - Last edited on 03-Oct-2022 06:18:03 by Rikornak

Rikornak
Oct Member 2013

Rikornak

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Jack Flac said :
I mean this update was targeted solely at people into pve. IT took no real consideration for skillers to mind when designing things like threat level or throwing shit from the volcano. How are you supposed to realistically defend against this as a low level. Because prior to this, low level players and skillers stood a chance in the wilderness. If doing that includes slowing the gain of threat, then so be it. But not everything needs to be hypertuned for those doing pve. Both pvpers and skillers got the short end of the stick with this update. This is not the first thread point out these issues, and I doubt it will be the last either.


https://runescape.wiki/w/Trail-be-gone

This thing does exist - and it's not too expensive to use.

https://runescape.wiki/w/Volcanic_protection

That one is a bit more expensive, but it obviously exists for players not able to use protection prayers. Albeit it obviously would be enough to just use the trail-be-gone (since a threat 1 volcano blast just hits for some low three digit damage without praying).

Just see those things as an additional supply cost for being able to use the wilderness as a cb 3. I am really astonished, that a lot of players think, that all skillers limit themselves to be cb 3 to be fair... but if you're not a cb 3, you just have the same tools to avoid danger, as somebody who's slaying.

Not saying, that the execution is perfect, since it causes issues for bloodwood trees, for which you're not allowed to escape without losing your loot. But they could get rid of the mechanic, since it solely exists for the reason you had monetary risk, while doing them, since you were forced to take bolt tips with you. Since this no longer is a thing (unless you voluntarily opt-in for that), they just could get rid of that mechanic.
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03-Oct-2022 06:14:14

Jack Flac
Feb Member 2022

Jack Flac

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Hey I'm the kind of guy who absolutely detests skilling. I play mainly for pvp, which Jagex does whatever they can to kill off anymore, minigames, which seem to get the same treatment, and quests. I only skill to meet quest requirements for the most part. Theres a reason I still don't have any 99's after more than 15 years of playing this game. I'm a lazy fuck who does whatever he can to go against the flow of things Jagex seems to keep pushing.

And the reason I brought levels up in regards to monsters is threat was supposed to be a replacement for pvpers in this wilderness. Jagex seemed to think everybody was getting ganked by players constantly, (news flash they weren't) so they decided to make them get ganked by monsters constantly instead. Only realistic there should be some balance in regards to them if that was their intent.
Leader of The Enemy ||
The opposite of Justice is simply another Justice. What is Evil is subjective to each person.
YOU
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03-Oct-2022 06:18:01

Rikornak
Oct Member 2013

Rikornak

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Jagex basically said the wilderness was absolutely harmless when you're not being ganked and they do not want that, since most wilderness skilling facilities are extremely strong for what they are - that was literally the other side of the coin - since yeah, just take a look at how much experience you freely could generate via moths or warbands for instance - the only thing countering this out was the possibility of some dude showing up wanting to ruin your day.

Especially when you're as a low levelled player even able to abuse the wilderness level mechanic for your favour - that's why they've introduced more and more exceptions, for which it wasn't applying anymore - demonic skull, warbands, cursed energy...

At least you're generally no longer getting punished for levelling up your combat stats, which imho is the worst thing you could do in a game, since the old system basically encouraged you to stay as low as possible, while reaping large amounts of experience, without having to fear the counter mechanic. As said - I do not see the execution as perfect, but it obviously did, what it was supposed to do - skillers now need to keep their eyes open.
Improvements: Tooltip / (F2P) QoL v2
Quick Fixes: Invention

03-Oct-2022 06:21:48 - Last edited on 03-Oct-2022 06:35:36 by Rikornak

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