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Showing content with the highest reputation on 04/30/17 in all areas

  1. 2 points
    I decided to make a map of the new Cursed Dungeon. It has everything in it marked, all made in Microsoft paint (lul) I might of missed a portal or two(such as one in the southeast corner that swear I marked)
  2. 2 points
  3. 2 points
    #oopsdiedforthisupdate #longliveoops #idroppedmyphonewhiletypingthisandsaid"oops"itmademelaughthankfullymyphoneisok
  4. 1 point
    Now, I'm going to preface this by stating that I am a PvMer. I have not PKed at all in the new cave. That being said, I'll try to remain unbiased as to my ideas about this update. Visually - The cave is ugly. I understand a lot of work went into completing this update. One thing that I think would improve how the cave looks is by changing it from a brown color palette to a grey/dark grey palette. This would also tie in to the cave being dark, which is why the mini-map doesn't work. One thing that could be cool (also could be tedious), would be to have the dungeon have a dark film or smokey effect unless you have a light source. Could be cool, could be annoying and not add much, just a thought. Maybe add new item that gives vision of mini map.** Item is "Very Rare" drop from any monster in the cave. Vision lasts for 30 seconds and the item has 4 charges. After charges are used, item breaks.* *Alternatively item can be recharged with blood money(?) or Item is rarely dropped on both PvM kill and PvP kill. "Vision" is limited to just player dots, rest of map is black and unusable. This "Radar Vision" lasts for 10 seconds. Item has infinite charges, but a 30 second (50 in-game ticks) cool down between uses. Portals - Currently the portals to escape make the cave way too easy. As a PvMer, I feel that there is no risk while killing Abyssal Demons, or Frost/Lava Dragons. With a full set of PvM gear, with a yak, I am bringing 10+ Sara Brews, 10+ mantas, 10+ super restores. With the distance to portals, and the supplies being carried, it's essentially impossible to kill me. The idea to make this area riskier would be a change to the portals; I don't think a reduction in the number of portals is needed. What I think should happen, is portals rotate. Portals could deactivate (turn red) and not allow them to be used. This could be on a set timer, so that way the PvMer is unable to just run to nearest known portal, because they might get there and it's inactive. This gives the PKer more time to kill the PvMer, and wear through the supplies. This feeds into the chaos of not knowing where to go, giving the area a much more dangerous feeling. Entrance Fee - This goes back to portals sort of. As of right now, the most efficient way I've personally found to travel the cave is by going in, looking around and seeing if what I need is nearby. If it's nearby, go to it. If it's not nearby, exit the portal under where I came in, go re-enter cursed cave, rinse, repeat. Adding something like, a 10 Blood Money entrance fee would stop this behavior, however, that may not be needed if the portal you spawn on is inactive and you can't leave immediately to re-enter in a new area. Bosses - There aren't any! This is fine for now, but, what I would like to see is bosses that spawn based on kill count. These bosses could just be bigger, badder versions of the monster they spawned from. For example, a total killing of 500 Frost Dragons server wide will cause a Badass Frost Dragon to spawn that has more HP, can hit harder and hit through prayer (prayer lowers damage, but not by 100%, maybe by 80%). These bosses would have the same drop table, but with a guaranteed unique drop, such as a Frost Whip, or a Casket, or maybe a noted 100 d bones. Now, you may be thinking, "Gee, that seems a little OP there buddy!", and I would agree. So how is the counteracted? By a [News] Announcement stating "Badass Frost Dragon" has emerged in the Cursed Cave!". This will attract PKers to the boss to kill the PvMers killing it. PvMers will take the risk, hoping to kill the boss in time. This adds a lot of activity to the caves, keeping them always interesting. Alternatively, have the monsters have a rare drop chance for a key or something that opens an inactive portal in their area, leading to a multi-combat arena with the boss in it. Portal remains active for 5 minutes after the death of the boss to allow for any looting, and returning to collect items if you died inside.** Pets - PetScape is real guys. With the bosses added, new pets for "Frost Dragons, Lava Dragons, Cursed Ankous, Cursed Abyssal Demons" that can drop from the bosses that spawn. Dragons - They're too good. I can essentially AFK while earning tons of blood money, gain mad prayer xp with bonecrusher, getting noted d bones, with a chance at a casket, and whips. Frost Dragons specifically give too much blood money, at 30 per kill. This is more than the base drop for wilderness bosses. The reward from them should be scaled back, as they're easy to kill, and easy to escape the cave from. Achievements - There aren't any! We could definitely use some in there. From simple Kill X, to get a unique drop, spend X Blood Money with Larry, Kill X players in the cave, complete X number of slayer tasks from Duradel. There are tons of possibilities for more achievements to be added, which give those going for completionist more to do. ::Kills - Add a counter for Lava Dragons, Frost Dragons, and Abyssal Demons. That way people can track their KC on their grind for a drop. Nurse - Add a wandering Nurse similar to Larry's pathing, but keeping them mostly separate. This will allow someone who's running for dear life to have a quick "Aww yiss" moment, and maybe make their escape. Limit the Nurse to healing someone once per 5 minutes. Current Issues with the Cave - Other than what was specified above, there are a few issues that need to be fixed. First and foremost is the ability to attack players over walls. It just seems wrong that it happens. Bludgeon feels useless. With the 23 strength bonus difference between Bludgeon and Rapier + Dragon Defender (t), it doesn't feel like the Bludgeon has a place. This isn't to say that the bludgeon is bad, it's just that with chaotic weaponry in the game, other items might need some custom buffs to scale better. It may add a small power creep, but, it changes the dynamic of "Chaotic is BiS weapon". If anyone has any opposing points of view on any of these topics, feel free to explain them below. I would like to hear some comments from people PKing in the caves, to see what could be done to make it more rewarding, as right now, if people come prepared, escaping feels too easy. ****** - Edited Below - ******* TL;DR? Visually - Ugly, turn color palette grey. Maybe require light source. Portals - Make them switch between active and inactive (colored red) based on a timer. Entrance Fee - Charge an entrance fee when going into the Cursed Cave. Something like 10 Blood Money. Bosses - Bosses that spawn based on kill count of the creature or by using a unique drop on an inactive portal. Pets - Add some for the new bosses. Dragons - Nerf Blood Money drop rate. Achievements - Add some! ::Kills - Add Frost Dragons, Lava Dragons, and Abyssal Demons (I suppose Ankou and Chaos Druid Warriors too). Nurse - Add a wandering Nurse similar to how Larry functions, with a 5 minute cool down on being healed. **Everything with two asterisks was something edited in after people stated their support.
  5. 1 point
    Looks oddly familiar.
  6. 1 point
    only 11 sets of bandos, br0ke
  7. 1 point
    Pffffffffffffffffffffffffffffff
  8. 1 point
  9. 1 point
    Hey Guys my name is Niall, you might have seen me in-game already, started playing this server properly yesterday and I'm in love with it. I'm 19, from Ireland and currently studying for an economics degree. I've played RS since 2005 and used to play private servers on moparscape back in 07 as well, this is my first time playing private servers again since then! You might have liked a Facebook page I run, Spooky Runescape Memes which recently hit 25k likes! Hope to meet some cool people and have a chill time in game
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