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Slayer Noir

Slayer Noir

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So ultimately, what I wanna know, is do you think my idea is doomed to fail, or do you think there are tweaks that can be found? I like your buffs idea Orbie, but I don't get whether you'd want to incorporate it into mine? Perhaps have two different bars - one for special and one for buffers, and then limit special attack from going above 200% to stop, as you describe, combat being entirely special based.

As to the suggestion that special attacks should simply be updated daily - I hate to say it but I really disagree with that - it beings far too much unpredictability into the game, and I don't think you've considered situations where this could be quite damaging. Firstly, it would demand a lot of JaGex's time if they were to constantly change each and every special attack even monthly, and as you can see from a frankly pitiful BTS, that time seems in pretty short supply. Secondly, constantly changing weapon's power would cause shocks and fluctuations on the weapon's price level - it could sell for a mil on a day when it has a particularly good special and then plummet to half that on a day when its special is bad. This could only benefit merchers and would punish players who just want to play the game. Thirdly, what about situations where you might have to use the weapon for a long time - such as quests etc. I can't imagine being thrilled if I brought a weapon along one day for a quest, took a break to sleep and woke up the next day to find its special would no longer help me at all in the quest I'm doing.

However, your idea does give me one of my own. Perhaps, instead of Jagex having control over this system, the player does? Imagine if there was an NPC who could perform these tweaks to special attack for you, on your dragon battleaxe example, changing the magnitude and longevity of the stat boosts and this ultimately effecting how much special attack it takes up.

Anyway I don't seem to have much more room for this debate. But please reply.
Slayer10090

02-Apr-2011 09:14:09

3mptylord
Jul Member 2023

3mptylord

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Orbie, we should get on a server and do that! ;)

Wide, open underground is very prone to mob attacks though. I learnt that the hard way. Doesn't seem to matter how many torches you put up. I swear I'm just short of putting a torch on every floor square just so there's nowhere for them to stand. :@

RE: Special attacks. I'm not 100% sure. I sort of agree with Orbie about how combat will become a special attack fest, but in all honestly, when I use a special attack is about the only time I feel I'm doing anything in combat.

Also, wow, you took what I said completely wrong. I didn't mean they should change things daily... did I even say "daily"? I merely meant that they shouldn't be afraid to rebalance content as regularly as they feel. My example of the battleaxe was just Jagex trying to make it more popular, then toning it down because they over did it. It's an example of how rebalancing happens.

I don't think there's any point to there being metal special attack bonuses. No-one's going to use bronze, no matter how good the effect is. Argh! Smithing really needs to be better than level 40 defence. :@

02-Apr-2011 11:10:15 - Last edited on 02-Apr-2011 12:06:54 by 3mptylord

Slayer Noir

Slayer Noir

Posts: 2,512 Adamant Posts by user Forum Profile RuneMetrics Profile
Talking about it happening daily was an extreme to get my point across. The problems I found would still exist even if it happened less regularly.
Do you not think it would just be better to leave it down to the players to decide these special attack tweaks to suit them though?

And you say nobody would use bronze? Its easy to forget lower level players exist...

I think these ideas could work with balance and limitations. If you honestly 100% disagree with that, then fine, I'll drop the idea, just say so.

EDIT: In fact. You complain about the limitations of smithing - which I agree with. What if these tweaks could be performed with the smithing skill?

02-Apr-2011 12:21:12 - Last edited on 02-Apr-2011 12:24:27 by Slayer Noir

3mptylord
Jul Member 2023

3mptylord

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It's hardly an extreme that will ever happen, unless their patch team are a bunch of trolls. And it's rebalancing, not random updating. Initially it'd be a case of when they release new content, the old content will need tweaking to keep up - this is purely due to the back-log of outdated content. But it would probably simpler to handle it as a one-time overhaul to all existing items, with only a few adjustments over the next few weeks to cover abuses that they didn't notice

THEN, the ideal is that only new content is tweaked to keep it from being overpowered. New items should be useful, not replacements. Of course, there would need to be a grace period. New items are always perceived as overpowered, but that's only because players haven't yet devised counters and solutions. It's only if the content is still overpowered after the trial-and-error phase that it needs a nerf. ;)

Yes, but lower levels don't have a choice. Once you're level 40, it doesn't matter what special bronze has because it's stats won't add up. I never forget lower levels exist, in fact, my "Argh! Smithing really needs to be better than level 40 defence" was the conclusion to a conversation I had with myself . I started by saying "There needs to be more low level rares, rather than special effects on armour. Imagine slaying a barbarian and it drops 'Dolan's Battleaxe', this weapon has the highest available crush for level 20 and whilst using it, all players in a 5x5 grid will receive a strength boost" to couple with my previous comment on effects.

But these items were suppose to be rewards for people that find them, not necessarily a source of profit. But then I remember that lower-levelled players is Smithing's only source, and after deleting a re-writing many times... the only solution was to redo Smithing. ...by which point, it would seem, I deleted my idea. O_o

02-Apr-2011 15:30:33 - Last edited on 02-Apr-2011 15:36:20 by 3mptylord

3mptylord
Jul Member 2023

3mptylord

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I disagree with player-controlled specials, though. Well, in the manner you suggest anyway. You could possibly have augments... and then merely allow the player to change the augments. But even then, the augment you get in a Dragon Battleaxe should be unique... if a player chooses to remove it in place of something else entirely different, that's up to them. :P

A special effect should be unique, and preset. However, I agree some need to change and more could be added. And I reckon how a player users them needs work... but examples of dysfunctional specials, such as the Dragon Battleaxe, could be fixed by altering the special rather than the system.

Smithing being the fix to special attacks should only be added in an overhaul. Smithing doesn't need anymore bolt-ons until the core has been fixed! It's overdue and overhaul! In a Q&A they mentioned that they'd considered compression to add more metals... how in the hell did the content board change that to a smithing minigame? Or am I just blaming the wrong person? Perhaps the end-goal was only ever to be a minigame, and it was merely the guy who writes the articles who fudged the situation by advertising it as the long awaited fix.

02-Apr-2011 15:34:54 - Last edited on 02-Apr-2011 15:39:48 by 3mptylord

Slayer Noir

Slayer Noir

Posts: 2,512 Adamant Posts by user Forum Profile RuneMetrics Profile
It would appear I didn't make myself clear when talking about tweaking special attacks. Thats my fault and I apologise for that.

I agree entirely that you shouldn't have the power to fundamentally change the special attack of a weapon, just to exaggerate or tone down different parts of it slightly

So going back to our dragon battleaxe, I would never suggest that you could change it so its special was 4 hits in quick succession like dragon claws. For that example, I thought the only option would be to increase or decrease the amount of strength boost it gives you, increase or decrease the amount of stat reduction, or increase the time it takes to reduce.

So for example, the battleaxe currently boosts about 20% strength at the expense of 10% of attack, mage, range and defense (at least according to runescape wiki - the figures itself aren't too important). Using a high smithing level, I could change it slightly so that, for example, I now only got 15% boosted strength along with the reductions. But maybe that reduces its demand on the special bar (or, under the new system I'll be proposing, its cooldown period) to 50%. I imagine a system where you have a certain amount of "points" to spend on changing the special. Things like increasing the magnitude of the stat boost will cost points, but things like allowing it to reduce more of your other stats would free up more points. The more points you have left over at the end, the less the special attack drain.
Obviously, there'd be limits to stop anyone going overpowered. But perhaps if JaGex wanted to rebalance a weapon, they could change the amount of points a weapon is allocated

Does that system really not sound like it could work? In conjunction with the special attack system I talked about earlier, most weapons could become incorporated into a strategy of some kind, and that, along with more exciting, varied and strategical combat, is what I'm trying to achieve

02-Apr-2011 19:06:36

Slayer Noir

Slayer Noir

Posts: 2,512 Adamant Posts by user Forum Profile RuneMetrics Profile
And of course, I can understand your feelings on it being part of smithing. I agree that it alone isn't enough to overhaul the smithing system, and I wouldn't suggest that this be the one and only solution to smithing's problems. I just think it could either make the problems a little better for the time being, or could come as one part of a big overhaul package

02-Apr-2011 19:08:17

3mptylord
Jul Member 2023

3mptylord

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"most weapons could become incorporated into a strategy of some kind"

Whilst you probably didn't mean it in the directest sense, more weapons being incorporated into a single strategy would inevitably happen and that's the problem. Players will jump between weapons even more frequently - and this ISN'T good combat. Your enemy needs to be able to stand a chance at predicting you. Defence is gauging the appropriate response, and you can only see one weapon at a time.

I have two issues with Smithing being used for what you suggest. Firstly, in logical terms, how you use your weapon wouldn't be something you control at the smithing-side. Secondly, it wouldn't be used as a feature. Being able to slightly tweak your weapons is as useless to Smithing as extreme potions are to Herblore. If you can't sell it, it's pointless (especially if you can't use it in pvp, I'm looking at you Herblore). Such a minute feature isn't worth the toils of Smithing.

02-Apr-2011 23:13:16

Slayer Noir

Slayer Noir

Posts: 2,512 Adamant Posts by user Forum Profile RuneMetrics Profile
Ok, fine. Look, I can't argue with you about what good combat is, because thats entirely matter of opinion and all my logic probably couldn't change that opinion.
I would say that your concerns about my suggestion seem entirely PvP oriented, but really, thats just me trying to have the last word...

I'm gonna drop the idea. If it can be met by such resistance from just one person, it stands no chance when I put it to a forum.

Thanks for your time, I guess.
Slayer10090

03-Apr-2011 17:54:26

3mptylord
Jul Member 2023

3mptylord

Posts: 35,751 Sapphire Posts by user Forum Profile RuneMetrics Profile
I've never said the idea was a lost cause: I'm the Devil's Advocate. I don't post in non-support: only ever to get more depth and avoid potential hiccups. I question things. :)

I'm assuming by your comment on difference in opinions, you believe that weapon-hopping is good combat? Not in hopes of an argument but out of curiosity, how is that _good_ for combat? What logic? My only logic is that in real life you don't carry more weapons then you can visibly brandish... this is usually primary and secondary, secondary either being a smaller weapon or a shield. (Although you could argue it's primary, secondary *and* shield... one weapon in hand, one sheathed and a shield, with heavy weaponry being sheathed where the shield would otherwise be kept - thus making it impossible to use both).

Currently RuneScape doesn't support secondary weapons, only shields.

In games such as League of Legends the vast array of weapons and items only provide stats and effects, but do not actually alter the weapon you use (also, you may only carry a maximum of 6 items and the enemy can view them by clicking on you or bringing up the scoreboard). Even first person shooters that allow you to carry four weapons control each slot to primary, heavy, small and special. This creates variety. Without such control and limitations there would be a fixed, *strongest* combination and it's only the player's economy that controls what actually happens.

03-Apr-2011 20:20:35

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