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Yusou Bhoroi

Yusou Bhoroi

Posts: 8,551 Rune Posts by user Forum Profile RuneMetrics Profile
Gwyndolynn said :
Yusou Bhoroi said :
Snipped, again.


There seems to be a certain amount of hysteria around “OP” content but nobody seem to complain when it comes out lol. As a result minigames are often lackluster for fear of being OP. Not to downplay power creep, but it is also because of power creep that minigame rewards/xp are obsolete. Once upon a time Stealing Creation was some of the best xp in the game. Now look at it. It’s only efficient when using the Fast SC chat.

My thinking is, minigames are supposed to be accessible to player of all levels and of diverse statuses.

Two thoughts:
1. What if XP was scaled by level? Thus it can be rewarding for all levels and statuses.
2. Implement a weekly cap. Make them reward very competiti
[/quote]


Agreed.
There's no harm in Minigames being the fastest xp in the game, if played well - indeed, they'd need to be that, when played well, in order for it to be worthwhile playing them when first learning.. It doesn't have to be by a lot, but even a tiny bit is good enough to encourage long-term activity, and a decent enough level of xp for introductory play, is imperative.


Scaling with level is a good idea, for most, and would be ideal (whether it would add too much work, is a possible problem.. though it really shouldn't, given the amount it is used in other content).

Two rates of xp, one that is very good, and one that is lower, but still viable (as good as the best of the more AFK methods of skilling, but not as good as the more active skilling methods), would be good - with there being a cap on how much you can earn at the faster rate, each week. That would entice some use, while allowing the xp rate to be very attractive, yet not make Minigames become deserted, and useless, once you reach your cap.

16-Aug-2018 04:18:23

Yusou Bhoroi

Yusou Bhoroi

Posts: 8,551 Rune Posts by user Forum Profile RuneMetrics Profile
I do worry about adding too much complexity, though, thus putting off any updates from even being considered.. a base idea of having xp rates be at least viable (faster than any AFK xp, and rivaling the best methods, if played well), is an ok fall-back idea, and would have good effect, if they can't manage anything more complex (would certainly rather that, than nothing).




Gwyndolynn said :
Yusou Bhoroi said :
They should definitely have top tier weapons/armour at least require a component from minigames.


I actually have a few things cooking in this regard. High end tiers are pretty empty at the moment and have a lot of room for added diversity. ;)

They’re pretty good if I don’t say so myself.

Armour/weapon patches and additions would be a great route to take. Like a very rare patch that makes Darklight as good as it was pre-nerf.

Ripper claws could use one. They just barely missed the mark to being useful. Drygores are better even when your opponent is below 50% health. A patch that makes them better than Drygores when your opponent is beneath 50% health would make them a niche and very valuable switch.

Agreed, there should be more mutually-supportive content, to ensure power creep doesn't make dead content.
I hope that whenever they start launching the next tier (95?), that they have such a Minigame-inclusive idea, to incorperate, from the start , so that Minigame play is required (by someone ), in order for such equipment to be made.

16-Aug-2018 04:20:08 - Last edited on 16-Aug-2018 04:27:07 by Yusou Bhoroi

Yusou Bhoroi

Yusou Bhoroi

Posts: 8,551 Rune Posts by user Forum Profile RuneMetrics Profile
Gwyndolynn said :
Yusou Bhoroi said :
The idea of 10% damage reduction from certain monsters is good, but they should scale future monsters to be near-impossible to do without having these things, so that there is actually a reason to have them, rather than it being more of a cost-effort-reward balance, where people can get away without ever getting them. If they are tradable, then it isn't forcing people to play things they don't want to (though there should be at least one required item, that is non-tradable, for each Minigame, so that people at least try them out, before deciding they don't like them...


That’s an interesting idea. So effectively we’re locking certain bosses behind and item (at least to do it effectively). Giving them incentive the play the game and further said boss/monster will remain relatively lucrative because of that wall. If I’m understanding you correctly,


Indeed! It could even be done for certain monsters, like future Elite Slayer Monsters, or the next thing similar to an Elite Dungeon, so that they may be possible, if you are a top player, and/or can afford a lot of food, but would be very difficult, and they'd be much easier/much more viable to do for profit, if you have the item/upgrade.

They could even make it so that certain things require a consumable item (like the Barrows totems, Key to the Crossing, and Mimic Tokens), in order to attempt, and those items are bought from Minigames, or given out every time you get a certain point/score value, or are a chance when doing so, at certain Minigames (or with each Minigame providing for a different boss/monster); such items being tradeable, and the unlock being useful (giving access to desirable items).

16-Aug-2018 04:24:29 - Last edited on 16-Aug-2018 04:37:15 by Yusou Bhoroi

Yusou Bhoroi

Yusou Bhoroi

Posts: 8,551 Rune Posts by user Forum Profile RuneMetrics Profile
Gwyndolynn said :
Yusou Bhoroi said :
There really need to be more rune sinks, before they can add more rune-saving items, as many runes struggle to maintain prices, or are well below their shop-value, we should be careful not to undermine other content (like skilling for GP), when updating Miningames.


I’m actually okay with runes being cheap. Perhaps we just disagree on a very basic level on this but I don’t enjoy worrying about runes and cost. I’d like to use ancients but I almost never do also because of cost.

I’ll just have to agree to disagree.


Probably so. : p


I'm not concerned too much with things like blood/soul, but the elemental ones (other than fire), are currently well below shop buying prices, which is a big indicator that they are coming into the game much faster than they are going out, even though no one is making them, due to them being very poor money. (fire ones have been botted, on a huge scale, for Years - an entirely seperate issue, that I wish they'd deal with, not least because it prevents F2P from accessing a potential money maker).

If Minigames were decent money makers, then I'd be more ok with Skilling not being so good (just think there should be more non-bossing related methods for people to make money, as currently the game is largely skewed towards bossing - I'd rather Minigames than non-intensive Skilling, in any case, as Minigaming takes effort, as long as the reward systems are changed to be linked to effort).

16-Aug-2018 04:48:37

Yusou Bhoroi

Yusou Bhoroi

Posts: 8,551 Rune Posts by user Forum Profile RuneMetrics Profile
Gwyndolynn said :


Yusou Bhoroi said :
The Warpriest to F2P is good, though I think maybe the T75 version (upgrade, once you own a set, from FOG) should be gained from GWD, so as not to undermine that. You'd have to get the set from FOG, in order to make use of the upgrade.


I’d argue that there’s other reasons to go to GWD but none to go to FOG and therefore wouldn’t undermine it. It got along just fine before warpriest was added as a drop. I see your point though. But that’s just me. I’m not against it or for it.



Personally, I'd agree with you - GWD has enough without Warpriest. However, taking things away from content, is a bad precedent to set/enforce, as it has been very damaging to Minigames, with them getting stripped of what little they have left. I also doubt they'd be as willing to go for the idea, if it entirely cut out GWD from the picture (even though it would actually be equal treatment, if they stripped every boss of unique rewards, and added them to Minigames, given they've done that/the equivalent, the other way round).

16-Aug-2018 04:54:01

Yusou Bhoroi

Yusou Bhoroi

Posts: 8,551 Rune Posts by user Forum Profile RuneMetrics Profile
Gwyndolynn said :

Yusou Bhoroi said :
It would be interesting if they had powerful items, with niche uses (combat included), that only existed in a limited number - <5 in the game, per item, that could only be obtained by being the highest scorer in a Miningame (holding the World Record).

I don’t think this would be popular among players as they wouldn’t appreciate an unfair advantage given to just a few players that likely many of them will never achieve. Maybe something to test the waters? See players’ reactions? I feel like it would be either very successful or cause an uproar.


Well, tbh, they'd be more niche items, for those going for the highest enrages, or fastest times, and are wanting the very best gear, to do so - not required for the average player, even for high-end stuff.

As such, they'd be worth a lot of money, to those who can afford the most, and bring back some cross-content support, which currently only goes one way (with Minigamers requiring things from Bossing, if they want to have the best gear for Minigaming, or if they want to do stuff in the wider game). Given they'd be so limited, and degrade rapidly, they'd be worth a fair bit (if they give a good enough boost, and top-enrages required such boosts), and yet still work as attractions, and prestige items.

As long as it's done correctly, it shouldn't make people feel too left out, if they never have the items - how many people go for speed times, or the highest enrages? How much do they splash out on equipment, during their attempts? How much does the average player complain about not doing such things?

I don't think it'd do any real harm, and it gives Minigames the chance at prestigious items, and reverence of the skill involved, as well as a general perception of the content being worthwhile to actually try at.

I know I'd never have a chance of obtaining any, but would still love to see this sort of thing. : o

16-Aug-2018 05:04:38

Yusou Bhoroi

Yusou Bhoroi

Posts: 8,551 Rune Posts by user Forum Profile RuneMetrics Profile
Gwyndolynn said :
Also, I apologize for the rewards sections. They’re a mess I know. There are dozens of old ones I need to weed out and some embarrassing typos as you’ve noticed.


No need! I was only pointing out any that sprang out, as I know it's often hard to spot them (or keep track of them, once spotted), while making/maintaining a thread, so was only intending to help with that. : )


Gwyndolynn said :

Thanks for the discourse Yusou! You’ve given me a lot to think about and even more to revise. Ugh! :D I’ll try and tackle those changes later.


Very glad (and relieved) that you were able to read through all my input and see it as still being supportive/positive (I often mess up, and come across as being negative towards things I'm actually supporting, so it was nice to see that was avoided, here, as I very much support your thread!).

16-Aug-2018 05:08:35

Yusou Bhoroi

Yusou Bhoroi

Posts: 8,551 Rune Posts by user Forum Profile RuneMetrics Profile
Runecrafting "Skilling Boss": (Revision of GOP)


• Remove the ability to manipulate the opposing team's orbs, turning it into PvO (can have that as the default option, with the ability to do old-style games for tournaments, if wish).

• Have a series of drop tables, with each drop table only being rolled on if you reach a set threshold in total score (sum of the team's score on each altar), e.g: A drop table with only basic rewards, for scores <175, one with slightly better rewards, for scores >175<200, better for 200-225, even better for 225-250, 250-275, 275-300, and so on, up to 500 (sum of current duo maxes is 482 - and there's little chance of anything higher than that being achieved in one round, even in a team of 5).

• Rewards are not guaranteed from accessing a drop-table, but you get more rolls on it, the more orbs you score (the number of orbs could equal the number of rolls, meaning you get a lot of rolls on the lower tables, when you get a high score, as well as some rolls on the higher tables).

• The team that wins an altar (gets the highest out of the 2 teams' scores), gets an extra 1% added to the number of rolls they have awarded at the end.

• The team that wins the game, gets and extra 5% rolls added.
(draws mean each team gets 1/2 of the extra rolls: 0.5%, per altar-draw, and 2.5% for a round-draw).

16-Oct-2018 01:10:32

Yusou Bhoroi

Yusou Bhoroi

Posts: 8,551 Rune Posts by user Forum Profile RuneMetrics Profile
Drop tables can include (in rough order of access, though higher tables may give larger quantities of earlier rewards, as possible drops):

~ Gold
~ Essence
~ Runes
~ Talismans
~ Teleport Tabs
~ RC Xp Books/BXP
~ Unstable Essence
~ Massive Pouch
~ Enchanted Notepaper.
~ Wicked Robe Piece
~ Runic staves
~ Rcing staves
~ Extreme RCing potion
~ Abyssal Charms (or pouches for the RCing Familiars)
~ Some sort of tempory boost for RC xp, while crafting at altars (probably best done as a buff to xp for 1 crafting action, after breaking an RC Teleport Tab).
~ Acess tokens to a place with an exclusive Slayer monster (or could be a source for access tokens for a new boss).
~ Master Runecrafting Outfit pieces.
~ Rune-collector (convenience item, similar to bonecrusher, or gold-accumulator but for runes).
| - Upgrade to work with Catalytic Runes.
| - Upgrade to work with Talismans.
| - Upgrade to work with noted Talismans.
~ Higher tier of Pouch/ability to combine pouches.
~ RuneSphere reset tokens.
~ Sign Of Life reset tokens.
~ Unstable Air Rune.
~ An additional usage for Vis Wax.
~ Livid Plant (Rune-related).
~ New Mage Abilities/upgrades to existing ones (could have a balance mechanic, whereby they use up runes, in exchange for the extra damage).
~ Acess to more support spells/upgrades for support spells.
~ Unlock the ability for Abyssal creatures to drop Impious ashes, instead of regular ashes.
| - Upgrade to Accursed ashes.
~ Unlock noted talisman drops (at least for Abyssal creatures). This may require a talisman sink (use of Talismans, as one of the ingredients in making the new armours?), or reduction in the number of/removal of Talismans given by other sources.
~ Skilling and Combat Sigils (after all, there's the equipment in the Guild, already - behind Korvak).

16-Oct-2018 01:11:04 - Last edited on 03-Nov-2018 18:50:12 by Yusou Bhoroi

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