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However, RuneScape 3's signature feature, an HTML5-based game client, never made it out of beta.
Runescape other people taking your chronicle fragments full#
RuneScape 3 arrived in 2013, a full nine years after its predecessor, and brought with it better music, a streamlined user interface, and voice acting. Despite RuneScape 2 being "new," Jagex decided to preserve players' progress. Really, the only thing that didn't change were players' stats. An entirely new engine paved the way for improvements like more detailed graphics, a revamped combat system, improved sound, and much, much more, and RuneScape 2 was quickly renamed RuneScape and replaced the original game. Now if it doesn't take away adrenaline and it doesn't interrupt combat it would be extremely powerful, not sure if it works this way though.Īs for the other rewards, still too early for me to talk about them so I don't know really.RuneScape's first major update, dubbed RuneScape 2, started production in 2002 and launched in 2004 after a three month beta test. Example: adamant bars would go up in price to match the price of runite ore when you buy 6.Īs for the portents, I believe they are pretty viable, specially the food ones because they heal automatically.More time to worry about other aspects of combat than healing. If it gave more gold thank it takes it would simply tank the economy in a very funny way. Just wanted to point out that transmutation is not about the money, its about taking surplus lower tiered resources and converting them to higher tier resources. Don't make it dead on arrival by some poor design choices. Instead of turning this "friendly social skill" into a massive competition for chronicle fragments, why not allow multiple people to get the same fragment as they could before your first hotfix? If the hunter xp becomes an issue, why not rebalance it and keep this feature?ĭivination as a skill does hold some strong potential. Don't force people to not be playing your Runescape Gold game for xp. Either revert your hotfix that removed this "feature" (it's not a bug, it's a feature) or implement a similar mechanic with xp rates slightly reduced from the old one that you feel is more balanced. The ability to harvest from wisps more quickly if you repeatedly clicked one or clicked between two wisps was a great way to provide incentive to those wanting to pay attention for their xp while not being too horribly broken. What's to stop me from simply keeping the equippable one in my inventory and switching from a scrimshaw to it when I'm nearly dead? I'd be hesitant to nerf the effect of the level 78 one since no one would use it, so why not buff the portent to have greater healing or another effect?ĭon't enforce a bottleneck in xp by having those that afk get exactly as much xp as those that want to pay attention. A level 78 item provides the EXACT SAME EFFECT as a level 99 item, with the ONLY difference being that one can be kept in the inventory while another must be equipped. Why would anyone do this if it's always a loss? Either buff the xp gain, reduce the ore required, or perhaps transmute into bars of the ore Transmute runite ore takes 6 adamantite ore (ge price: 15,600) and turns it into one runite ore (ge price: 10,489). Since skill doors never go above 105, what reason is there for high levels to use portents that give up to a 20 level cushion? In order for these to not be forgotten, why not raise the cap on skill doors to 110 or even 115 so that one has to use portents to get through? At this level, portents of passage allow you to open doors 6 levels above your own. If you have fairly high levels in all the other skills, these items become fairly useless past level 25 Divination. To rectify this, why not have the portents heal 5 or 10% more than the equivalent food so as to provide some incentive without being too powerful. Even if the portents don't interrupt combat when they activate (just a guess, I have not tested for sure), the extra effort to make them isn't worth being healed the same amount. Thus, in order for signs of the porter to see more use by players, it should be able to activate its effect from either the inventory or the pocket slot.Īs they provide healing that is identical to that of fish at the same tier, there is not much of a reason to not just use the food instead. If a player is truly going for xp in mining, fishing, or woodcutting, then it would be far more beneficial to use juju potions, log splitting/rock crushing scrimshaws, or the tackleboxes. Must be equipped in order to utilize their banking effects. What you may not have yet seen, however runescape gold, is the useless nature of most items that can be made through the skill Hey all, unless you've been living under a rock you've surely noticed that Divination is here.
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