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List of Minigame Improvements

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Lord Drakan
Sep Member 2010

Lord Drakan

Posts: 7,043 Rune Posts by user Forum Profile RuneMetrics Profile
Right, here we go, some consistent internet.

I must say I'm rather opposed to the idea of RuneSpan training and TGOP sharing a reward shop with common currency - that said, given the existence of Rinsit's shop now, thT might be the best way forward. :/ The rates from TGOP should be higher of course, since it requires high activity, skill and teamwork, unlike RuneSpan. And it's probably a good idea to penalise the losing team less too, aye.

If the token output is greater, however, I think master rc might not actually require adjusting in price, or perhaps a tiny bit (e.g. from 15k to 12.5k rather than to 10k or so). Tablets, staves, unstable essence and talismans could probably be shared between the two shops, though I think both activities should have some exclusive rewards too, to prevent players' potentially neglecting one completely over the other. I'd say wicked robes (and esteem) for RuneSpan, and the (master) runecrafter outfits for TGOP.

The wicked hood might need some adjusting though; it's a free item but easily the most powerful runecrafting tool in existence. I'd suggest keeping the hood free as is with its ability to eat talismans, but adding prices to unlock features such as teleports and essence storage. Adding the higher-levelled talismans could work, with the appropriate quest requirements (and Lost City for cosmic retroactively perhaps? Not very important though).

Adding wicked pouches (to either activity) could work though that might devalue the rune pouches from Deathmatch and Bounty Hunter.

As for lowering the requirements for just F2P, that can't really work I think - the requirements would have to be the same for everyone.
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-Aug-2017 08:36:25

Rikornak
Oct Member 2013

Rikornak

Posts: 9,169 Rune Posts by user Forum Profile RuneMetrics Profile
I used some scaling in here in order to get some distance between runespan and TGOP - and in order to allow getting some performance bonus into. I think a times 4 multiplier sounds like a base to begin with - it of course could be adjusted in either direction, but I think it is better to be slightly too generous than to be too restrictive.

I do not think each activity needs exclusive rewards as Pest Control and Conquest work in a similiar system - and in here we have two routes with two different degrees of engangement and speed. I guess unlocking music tracks will at least ensure players will take a look at both activities and allow them to decide which one they like better (and I am sure many will use both as i.e. runespan is open at all times)

Regarding the wicked hood I think it is fine when teleports are unlocked with adding both the talisman and completing the respective quest (maybe even have players to manually visit the location once - see how it was solved with the soul altar). I wouldn't restrict its power itself as most comes from completing the wicked set - and this needs some work

Seeing the wicked pouch I'll agree with it may devalue rune pouches, but I would see the latter as a more permanent investment. But I think TGOP/Runespan is a more fitting location than the loyalty store

I thought into granting guild access at level 33 (that includes both f2p and p2p) and splitting the activity into two tiers: A lower tier taking the current f2p route at runecrafting 33 and the medium leveled one taking the current p2p route at rc 50. That wouldn't be that different from PC again - we could even think about adding an high leveled route that includes all altars up to soul (but leave this just a thought for now, TGOP will need a bigger player base first and that idea further evaluation).

What would be really important though would be adding an instance shard so you could quickly match with players wanting to take the same route as you do.
Improvements: Tooltip / (F2P) QoL v2
Quick Fixes: Invention

02-Aug-2017 09:13:34 - Last edited on 02-Aug-2017 09:14:29 by Rikornak

Rikornak
Oct Member 2013

Rikornak

Posts: 9,169 Rune Posts by user Forum Profile RuneMetrics Profile
I guess with two months into Menaphos it is about time to review its minigame and d&ds

Soul Obelisk & Corrupted Scarabs:


- Have a world wide announcment 5 minutes before they spawn, similiar to most other D&Ds
- Change the spawn announcement to a world wide one.
- Change scarabs to player specific spawns, but change their respawn behaviour to a time based one instead of one that is triggered by leaving the tombs
- Have the double RC xp available to all players, not only those with a prayer level lower than 50, this shouldn't be rewarded

City Quests:


I think the whole idea is quite good for taking out certain lower demand items from the economy, but it isn't fully elaborate in some aspects

- Add a right-click option for Urluk to check for quests
- Give out a chat message telling your requirement upon accepting a new step (you can quickly forget the actual number)
- Resets should always happen at a full hour with the timer starting when accepting a quest, not completing it
- Quests requiring sunchoke, fly trap, barberry or prickly pear seeds should be changed to require a range of 2-100 in the sake of ironmen (No matter what jagex tried to do (Invention, City Quests, Raising purchase cap to 1000) failed to increase their value beyond 1 gp - so why should this be fought at the expense of ironmen?)
- The kill quest for exiled kalphites should be merged with the regular one, to consolidate one for regular, exiled and corrupted kalphites
- The kill quest requirement for camels should be reduced to 8-24 and also include camel warriors (they're extremely spread out)
Improvements: Tooltip / (F2P) QoL v2
Quick Fixes: Invention

07-Aug-2017 07:18:52 - Last edited on 11-Oct-2017 10:21:31 by Rikornak

Rikornak
Oct Member 2013

Rikornak

Posts: 9,169 Rune Posts by user Forum Profile RuneMetrics Profile
- The kill quest for rowdy slaves should be reduced to 1-4 kills (only 1 spawn per world)
- Kill quest requirements for locust should be reduced to 30-60
- Kill quest requirements for crocodiles, vultures and goats could be reduced, but they're certainly not such an issue as my other mentions

Shifting tombs


- Scarab spawns should be split from the daily cap of the D&D based ones, but award less base xp and reputation (maybe 50 %), they also shouldn't deal damage, but rather deduct a few seconds of your time remaining (due to your increasing corruption)
- Opening a sarcophagus can now emit restorative mist, granting you a few more seconds into the tombs and restoring a few percent of your stamina. It shouldn't always happen, but it shouldn't be a rare sight either.
- Smashing urns and opening chests and sarcophagi now additionally grants 0.5, 5 and 15 points of reputation respectively in addition. Shifting tombs is intended to be the thing to go for if you want reputation, but I am sure you can currently achieve better rates with overworld skilling.
- Maybe add some more layout elements (even if it is just a recoloured version) - it feels too quickly you've seen everything
- Introduce a end of game bonus for players having achieved full completion in a tomb - currently you gain reputation based on how long you were in a certain tomb (which causes some players to wait until the time is about to run out), so this should be changed to a reward gained for every second left upon leaving

Other suggestions


- I wouldn't re-introduce doubloons again for trouble brewing, but rather put the 'Talk like a Pirate' rewards directly for sale for Po8. A single game shouldn't feature two currencies.
Improvements: Tooltip / (F2P) QoL v2
Quick Fixes: Invention

07-Aug-2017 07:28:16 - Last edited on 07-Aug-2017 08:54:00 by Rikornak

Lord Drakan
Sep Member 2010

Lord Drakan

Posts: 7,043 Rune Posts by user Forum Profile RuneMetrics Profile
I'll add everything once I'm back on my PC (laptops are terrible) and provided I can find sufficient space, but I'll briefly respond.

Soul obelisks:
I wasn't aware other D&Ds have announcements...but if so, sounds good. I'd also tune down the xp received from obelisks and scarabs since it seems awfully high for something repeatable and effortless.

City quests:
Support. Also add Urluk to NPC Contact for if you're outside the city. I agree that the high-level farming seeds are problematic; they cost 1 coin on the GE but are very hard to obtain in large quantities (1k Vinesweeper points, lots of reward credits from Brogan's shop (rank 300+), very high-level ipckpocketing) especially for ironmen. As for rowdy slaves, there are five or six of them but only one on the surface. The rest are down in the mines but slave robes are easy enough to obtain in situ .

Tombs:
Sounds good.

Trouble Brewing:
My intention was that these'd be an extra reward for the winning team; pieces o' eight for everyone depending on how well they played and then doubloons for the winning team (or perhaps some for each bottle deposited and then a bonus for the winning team) as an extra incentive to do your best. They'd be convertible to pieces o' eight but not vice versa, quite similar to silver and gold Castle Wars tickets, which work well I think. Objections?

Oh and, this said, the current TB rewards do need some updates too, most notably readjusting the clue prices and adding all other levels, and probably adding Cooking (bonus) xp.
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

07-Aug-2017 13:27:58

Rikornak
Oct Member 2013

Rikornak

Posts: 9,169 Rune Posts by user Forum Profile RuneMetrics Profile
- For scarabs only the first few offer extremely good experience (I guess 20 % of a small xp lamp, working with BXP), they drop to an extremely low level at some point, which is easily surpassed by good tasks then (unsure how far it will scale to slayer 120 though). I also do not feel the obelisk as super powerful as I think you can achieve better (and more consistent) prayer xp rates by just offering infernal ashes at your POH. Runecrafting should also be easily surpassed by some of the higher leveled abyss runecrafting methods. I think they're are decent 'free' (you'll need supplies if you want to do it on an extended span of time) rewards, but without reputation nothing special.

- NPC Contact is a good further addition to be honest
- Seeing rowdy slaves I didn't knew that there were further ones than just the one dropping the clothes, it doesn't make the fact much better though that a let's say 50 kill quest is something right to abandon if you're unlucky

- Doubloons: As I said I am extremely on the fence of a winner takes all principle, in contrary to silver tickets (which simply are an insult as they're good for nothing, except for let's say the capes if you're collecting them: But then you're still capped out extremely quickly (compared to the gold ticket rewards)) Po8 would be good for some more rewards at least.

I think in terms of trouble brewing the winning team could get additional 25 % XP and Po8, which would be a fair incentive to give it all. You simply can't win always (especially when staking is in game - castle wars is a prime example of that), but you should at least see some progress for your time spent - as it is one of the things that is promoting leeching/afking: Players see they'll lose anyway, won't get anything for their effort - so why should they even try then? It isn't fun to get pounded in without any chance to retaliate - but that is actually a problem going even deeper...
Improvements: Tooltip / (F2P) QoL v2
Quick Fixes: Invention

07-Aug-2017 13:41:00 - Last edited on 07-Aug-2017 14:05:54 by Rikornak

Rikornak
Oct Member 2013

Rikornak

Posts: 9,169 Rune Posts by user Forum Profile RuneMetrics Profile
A smallish barbarian assault suggestion: Buff the uncharged collector's insignia to a tier 3 luck enhancer and the charged one to a tier 4 luck enhancer - I doubt it would be too strong as the effect will only last for a short time and it needs quite a bit of effort to obtain one.

Also leaving a few thought for soul wars:

- Raise the avatar's start level to 120 (I think a true slayer master should be instantly able to damage it) and increase this level by 12 (+ 10 %) for each kill.
- Award some level dependant slayer xp when fusing soul shards into the obelisk and some level dependant prayer xp when burying bones with a chance on the respective skilling pet.
- Introduce a premature victory condition for a team reaching a set number of avatar kills, if no team is able to totally dominate the other one the game will still end after 20 minutes. Something like this could also be useful for castle wars.
Improvements: Tooltip / (F2P) QoL v2
Quick Fixes: Invention

10-Aug-2017 06:12:10 - Last edited on 10-Aug-2017 08:58:58 by Rikornak

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