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Calm Enigma

Calm Enigma

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Are there any plans to change the xp rates at the citadel plots?:

25-Jun-2015 16:24:58

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We updated the experience rates last year and, given the lack of cost of materials for the skills trained and the fealty bonus, they remain very competitive compared to other methods. As such we are not currently planning to update the rates.



The xp for many plots has recently been increased. Click HERE for more information.

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Old Feedback


23-Jan-2013 16:51:34

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There's no plans to change the XP rates at the Citadel because, for the most part, they're absolutely fine. I'll go through the plots one by one:

<b>Woodcutting</b> - Now fairly afkable with decent rates of XP. Cannot really be compared to Ivy because you're generating resources, similarly to cutting any other normal tree in RuneScape. This is the plot where I see the biggest problems lie but not big enough to change it.

<b>Mining</b> - Again, now fairly afkable and is a good rate of XP, fairly comparable to whatever level you have and activity that you can do. Generates a large amount of resource.

<b>Firemaking</b> - Is balanced pre-Bonfires but still gives a decent rate aside from tier 7 where the graphics makes it slower and is a separate issue. Cannot, and shouldn't, compete with Jadinko training or be compared to it. Makes an important resource for other plots at a good rate.



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07-Jun-2013 17:28:00 - Last edited on 11-Jul-2015 13:28:48 by Calm Enigma

Calm Enigma

Calm Enigma

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Original message details are unavailable.

<b>Smithing</b> - Another good plot, offers free experience in a skill that costs money and materials. Has a downside in being a plot that requires two other resources from other plots but that's balanced in the XP rate.

<b>Crafting</b> - It's too good, provides a lot of XP and citadel resource in another material/cost driven skill. If any changes were made to the rates from skill plots then this would see a decrease in rates.

<b>Cooking</b> - Again, probably too good at it's current rate. Whilst Cooking has always been traditionally a cheap skill, it's still costless skilling without having to gather or buy the materials needed.

Summoning - This plot is balanced by what we call &quot;the Real Rate&quot; of XP. This takes into account the amount of time needed to gather the charms as well as convert them into pouches because that is how you would normally train the skill. As such, believe it or not, it is actually quite generous in the amount of XP it gives. Also, I should mention, this plot gives the best resource in the citadel meaning that it's also super useful in the grand scheme of things. If any changes were made to the rates of this plot it would be minimal and not the sort that I've seen being suggested.

Timbo

PS. *waves*



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07-Jun-2013 17:29:32 - Last edited on 30-Sep-2013 17:12:28 by Calm Enigma

Calm Enigma

Calm Enigma

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24-Jan-2013 10:08:03

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Summoning: I'm willing to test this as I'm not 99 Summoning yet. However, I still back my point which is that if at my level, the Citadel gave me 20k experience per week, it would still take me 151 weeks to get 99 purely off of the Citadel. There would be nothing wrong with that balancing in the slightest. If it was 15k, it would take me 201 weeks. Note that I'm not suggesting that the Citadel should be a 1-99 method, I'm suggesting that you're seeing things from a different viewpoint to I.

I don't mean to sound condescending so I apologise in advance but that justification is not how game balance works. The XP rates of the skill plots in particular are balanced in a way comparable to rates that you can achieve on the &quot;surface&quot; world doing normal training and the XP rate at the Summoning plot is this real rate that I talked about. I don't want to go into the specifics of how that real rate is obtained, I wasn't the Balancer at the time, but it involves typical charm gather rates, time to create the pouches and then adjusted for cost of tertiaries. This method seemed to have worked on the other plots.

That, across all 99 skills, is what we consider to be the fairest way to balance the content and in theory should represent equal amount of reward for time spent. Of course because Summoning is such a slow skill due to charm gathering, a couple of thousand XP a week doesn't sound like a great deal. A common misconception is that players see their pouch creation time as their &quot;XP/hr&quot; for Summoning whereas it truly begins whenever they actively seek out charms.



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07-Jun-2013 17:32:05 - Last edited on 07-Jun-2013 17:33:07 by Calm Enigma

Calm Enigma

Calm Enigma

Posts: 10,882 Opal Posts by user Forum Profile RuneMetrics Profile
Original message details are unavailable.
RE: Other plots - I just gave a general comparison as I felt that it would cover your points. One thing that I didn't seem to get across was that the citadel resources gathered *do* have a cost or reward associated to them and that cannot be taken out of the equation. The citadel is designed with a certain amount of desire, sense of loyalty and drive from the clan to complete the content - it's true that it might have been overestimated but that needs to be taken into consideration. The XP being awarded is a bonus and has never been the main attraction in the developer(s) eyes to a clan. We noticed that XP was becoming a main driving force and then released the fealty update that significantly increases the amount of XP to reward regular engagers with the citadel and give an incentive to tier 7 clan who want to get a bit more XP.

To sum up, I don't see a problem with the XP rates of the citadel and I've tried to explain why. It's never going to appeal to a portion of the community, clan or non-clan alike, if it's not generous XP-wise rather than being what we consider to be reasonably fair. That has always been the case and sits with our philosophy that we don't want to force people to be in clans because the rewards and perks are too beneficial.

Timbo
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07-Jun-2013 17:32:39

Calm Enigma

Calm Enigma

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24-Jan-2013 13:40:11

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You make a good point Golden about the increase of XP available elsewhere that might actually be one of the main contributing factors as to why people aren't excited by the Citadel much. It's the reason why we rebalanced Tears of Guthix to be more modern with it's XP. I don't think the citadel rates are that lacking but there may come a time late this year/next year where they go out of whack.

Timbo
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07-Jun-2013 17:34:48

Calm Enigma

Calm Enigma

Posts: 10,882 Opal Posts by user Forum Profile RuneMetrics Profile
Make the Tier 7 kiln easier to use - remove the conveyor belt:


24-Jan-2013 13:40:11

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@ SwitchFlip - We know that the kiln at higher tiers is a problem but with the amount of graphical permutations that the citadel has - it would be a fairly significant feat to change it and then test it. If you can imagine the amount of layouts, night/day, tiers around, customisation etc and they all need testing, checking and possible graphical work then you can imagine why there hasn't been time to do that. Don't forget needing to test all of those with different levels of degradation on everything.

Timbo
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07-Jun-2013 17:36:45

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