Data/Information
Max rates implies base xp/rates with no delay between actions.
Fletching & Firemaking
Activity (Fletching) | Level Req | Max XP/HR | Activity (Firemaking) | Level Req | Max XP/HR |
---|---|---|---|---|---|
Zygomite Carestyling | 82 | 236,400 | Zygomite Carestyling | 82 | 300,000 |
Fungal bowstring | 82 | 150,000 | Seggregation | 87 | 415,500 |
Headless dinarrow x15 | 95 | 45,000 | Sharp shell shard | 87 | 409,200 |
Dinarrow x15 | 95 | 900,000 | Eggsperimentation | 95 | 1,057,000 |
Elder God Arrows x15 | 95 | 244,000 |
Magic
Activity | Level Req | Max XP/HR |
---|---|---|
Tune Jas Arrows x30 | 87 | 180,000 |
Materials
Material | Rate per Hour | Max From Scratch per Hour |
---|---|---|
Fungal bowstring | 2,000 | - |
Tempered fungal shaft | 7,800 | - |
Sharp shell shard | 9,750 | - |
Dinosaur 'propellant' | 20,500 | - |
Headless dinarrow | 45,000 | 3,953 |
Dinarrow | 45,000 | 3,634 |
Elder God Arrows | 10,000 | 2,665* |
Jas Arrow Types | 60,000 | - |
* Not including time spent obtaining anima
Opinion
This update for the most part has been implemented really well, but there is definitely room for improvement.
Visuals
The best part about this update, by far, is the environment and how it is used. It makes use of a portion the Ranch Out of Time/Anachronia and fits naturally within the area. Most of the assets appear to be reused (which helps with content production), but feel fresh and natural. Everything has examines and flavor texts, something that has been drastically missing in most modern content. The only thing that feels worth mentioning are the baby rex sprites during Eggsperimentation because of their initial jarring appearance.
Activities/Training
As for the activities I'm split on whether I consider it good or not. Their usage to add new items/rewards is done really well, especially by providing secondary uses to these items. This is how most new items should be added to the game.
However, the activities themselves are just another mindless afk interaction or make x interface. Normally this isn't an issue but it's what 90% of what these skills already are, so on paper it can feel dull. Two activities, (Seggregation and Eggsperimentation) try to address this by adding in movement, but you just run in a circle with no thought put into it. In the future I'd prefer at least something that has a more immersive gameplay element.
As for the XP/Rates they are good for their level bands especially because it's an afk training method and provides tradeable resources for free. However, the xp rates for igniting the "Sharp shell shards" feels incredibly low in comparison considering you use up the material (even though its xp rates lineup with bonfire training).
Rewards - Arrows
I'm not going to go to into detail regarding their combat functionality (I haven't fully tested it)
When comparing their production rate for when you purchase the materials vs making it from scratch, the balance seems reasonable to ensure there's a natural demand which makes obtaining them through skilling worthwhile. The main concern however is the rate at which players consume anima compared to the rate you can obtain it. This doesn't line up at all and it feels like it was designed to sink out the amount of anima in the game but disregards the games state once that happens. A better approach would have been to have a slight steady decline and to find more uses for anima beyond these arrows.
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