I'm not currently working on it, but it's something I would like to get into the game after the release of Archaeology (my current project).
I'm not currently working on it, but it's something I would like to get into the game after the release of Archaeology (my current project).
As a player, I would love a piece of non-combat skilling content that has the same feeling that PvM encounters have.
Regardless of your XP in combat skills, it always feels like there's a reason to go and PvM, whether that's for money, the social aspect, or generally just the engagement and fun aspect of it. Combat encounters have a large skill gap, you start out being a noob, spending 10 minutes defeating a boss, that you later master and end up killing in say 2 minutes. I feel like non-combat skills are missing this at the moment, once you've reached your XP goal there isn't really any reason to stay engaged with the content (speaking personally after achieving my XP goals in a skill). You also find that the skill gap for non-combat skills is fairly small, and it doesn't take too long before you've mastered it (e.g. Cut a tree for a couple of minutes and you've learned everything there is to know about it).
I would like a bit of non-combat skilling content that I ...
Read moreWhat do the bonfires even do? It doesn't really say in the tl;dw other than that you unlock them
I assume it just makes it so you can just click the bonfire for an instance boost without having to use logs anymore? Or is it a permanent hp body that never goes away?
You can warm your hands on the fire which will earn you the HP boost for the relevant time based on the log type of the camp fire. You cannot burn logs on the fire like a regular bonfire as the sole purpose is to apply the HP boost.
How many of those are "Level 1 in Archaeology." "Level 10 in Archaeology?"
That number doesn't include the 15~ skill level achievements.
In the new year I would like to showcase parts of the skill on one of the live streams, where we could go into more detail than what was covered at RuneFest.
Mod Osborne /u/jagexosborne said they want to release new achievements with every big new update... yet there were no achievements with Herblore and Farming to 120. What gives?
Achievements such as:
- craft a blessed flask
- build the remote farm spell machine
- plant the extra spirit tree
- get maximum farming reputation
- build the Anachronia cactus patch
could have been added with this update. Is the F&H "time for post-release tweaks" over? What about making the blessed flask more useful?
Additionally I'm disappointed there was no mention of the "Desperate Measures" quest whatsoever.
Fun fact, the Archaeology skill will release with an estimated 100~ achievements.
Will the adrenaline crystal feature be limited to Garden of War, or will one be added to Max Guild aswell?
It is for the garden only.
I would love to finish this project. The moment I know the plan for the project going forward (release date etc), I'll be sure to let you all know.
Also, please don't ever stop showing your hype for content! :P
Wanted to ask, does the whole area heal? Or only the bank chest? It'd be nice if the Tele spot heals, instead of having to go to bank chest for heals.
The whole 'camp' area will heal, which is where the teleport arrival point, bank and campfire are.
Speaking of your updates, what happend to the Construction Contracts? was hyped for it.
That was a project from a previous game jam which didn't seem to get that much traction, so nothing really happened with it.
Even one mark is three minutes of effort just to teleport once, at that point I think I'd rather walk. That's far more expensive than any other teleport in game currently. If we considered a very modest hourly gold profit of five mil, three minutes of effort would have a teleport costing 250k.
If it has to cost marks, it should be a charge based system. I'm thinking more like ten or twenty teleports per mark. That's far more in line with the ongoing rate of teleports. Alternatively, make it a channelled cast with a neat animation. Can be instant if the quick teleport option is enabled, which will cost X quick teleport charges.
To clarify, what I said is just an example as the balancing on marks has not yet been done. The information I gave in the stream regarding 1 every 3 minutes was an example to explain the mechanic. In the end it could be that you get 10 marks every 3 minutes, and a teleport is 1 mark for example.
What happens if we click on the adrenaline crystal while at 100% adrenaline with an adrenaline urn in our inventory will it add 100% adrenaline to the urn?
Nope - the adrenaline crystal has no effect on the urn.
Thanks dude, I really appreciate hearing you liked what we showcased!
Looks pretty nice, but I feel like the grouping and achievement areas are gonna be almost dead content. Marks also need to be rebalanced because currently you'd get more marks per hour if you kill bosses slower - I think Ryan is now aware of this so hopefully it'll be changed in time for release.
Overall I'm pretty excited for it though.
Yep, we're aware of the various issues that our current design for marks of War has. We'll be discussing it and looking for alternate options.
One balance note, having a free no cost teleport to a bank chest that is 3 squares away seems a little op if you only need 10 boss kills to get it
We have discussed potentially making it cost marks of War (maybe even just 1), as this stops it becoming the most convenient bank to access. At the same time, it doesn't take anything away from those who are using the hub for the desired purpose as they'll be earning plenty of marks.