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Showing content with the highest reputation on 04/03/19 in all areas

  1. 1 point
    I've been wanting to make a suggestion list on the skilling master for a while now, but never really had the motivation to do it, nevertheless here it is. 1) When you hit level 99 in a skill you should get the best possible task for that skill. EX. When you hit level 99 in FM, WC, Cooking you should be getting tasks that request you cook sharks, burn magic logs, or cut magic logs, instead of cooking lobsters, burning yew logs or cutting yew logs. 2) Changing the actual tasks. I'd personally like to see these skills get changed, Agility - While I have no problem with the low level tasks (aka gnome and barb) when you get to the wildy course it can get annoying, specially when your a Hardcore/Ultimate. While I can't really suggest anything that's currently in-game to fix this, I can hope that the rooftop courses get added, will add a link to a suggestion that talks about rooftop Agility. Herblore - While Herblore isn't that big of a deal for mains, it can be for irons. Having to turn in 70+ potions can be a pain and just not worth it. I'd personally like to see this number decreased to around 40-60. Hunter - I'd like to see tasks that make us catch red chins between having to run around and catch imps. Fetching - Lower the amount of bows needed to be strung. Add cutting logs into long bows as a task to mix it up a bit. For ironmen getting a large amount of bow strings can be a pain, with you either having to kill kurask's or make it yourself. Smithing - Lower the amount of bars you need to make per task, while also asking us to make platebody's or scims. Crafting - Once you hit that level that allows you to cut onyx's that's all you get for tasks. I'd like to see him giving us tasks that asks us to craft a small amount of rings or amulets instead of just cutting gems. 3) Give us a option when turning in the items. Having to turn in the items has always been a down side to the skilling master. Instead of forcing us to turn in our items we should be able to have a couple options. Keep it the same as it is right now, turn in the items for 2.5m coins. Turn in everything and instead of the 2.5m you could get a extra skilling point. The third option could be you keep the items and don't get the 2.5m and/or you get one less skilling point 4) Low level tasks - Getting a task that makes you cut 200+ normal logs or to light 200+ logs is horrible. I'd like to see 50-100 items for a task instead of getting 200+. This would affect skills like WC, FM, Fishing, Cooking, and a slight decrease for mining and smithing. 5) Outfits - The skilling outfits are amazing, pretty sure everyone who has them likes them and wouldn't mind if there was more outfits for Fletching, Smithing, Crafting, Herblore, or Runecrafting. 6) Skipping tasks - Reducing the amount of skilling points needed to skip a task from 3 down to 1. Link to Agility Courses suggestion: https://runex.io/forums/index.php?/topic/8814-52xps-suggestions-minigames-pvm-pvp-much-more/ Feedback is appreciated.
  2. 1 point
    Very hopeful for this myself, got two weps on my uim already and i still havent even got the new armors. Definitely do not have the slots to hold onto all these lootations.
  3. 1 point
    Content updates: Easter event 2019 Chocotrices and chococrabs have been defeated.. But the chocowyrms have appeared! Defeat these easter monsters with 1 of the 3 weapons to choose from when speaking with the Easter bunny at home Egg-beater (melee): Grants strength + hunter experience Egg-sploder (magic): Grants magic + hunter experience Egg-blaster (range): Grants range + hunter experience The weapons will deal the same amount of damage for all levels, so this event is an even playing field! Chocowyrms will deal damage based on your maximum hitpoints, making the difficulty scaled evenly for all combat levels as well You can only pick one weapon at first, but after 25 chocowyrm kills the Easter bunny will grant you the other two. Chocowyrms have a chance to drop "Egg weapon charge" scrolls which can be used on your easter weapons Using these upgrades scrolls will progress them further into their imbued form! It takes a total of three upgrades in order for the weapon to become imbued Every four hours a giant "Easter wyrm" will appear in the chocowyrm lair, for the entire server to band together and defeat All players who participate will receive loot from the wyrm's death You can not enter the lair if the easter wyrm has risen, so make sure you stay alive! TIP: The easter bunny will speak out on hints to fighting the wyrm Those who were around for previous holiday events may be familiar with the mechanics! Defeating chocowyrms and easter wyrms will grant you choccy tokens! Choccy tokens is this event's currency, which can be used to roll for a random reward in the Event chest at home Max hit dummies On the eastern side of Edgeville, you will now find max hit dummies! When attacking max hit dummies, you'll receive a message in your chatbox showing your max hit The displayed max hit factors all bonuses (prayer, potions, void, etc.) There is also a red "dragon" max hit dummy that accounts for damage boosting items vs. dragons! All max hit dummies have infinite hitpoints and low defence They can be attacked by multiple players, even in single-zone combat You do not receive combat experience from attacking dummies Nonetheless, the experience drops for your hits will still display Rune coin exchange Catalytic rune box (500) Costs 125 rune coins Elemental rune box (500) Costs 125 rune coins Random elixir pack (10) Gives 10 random elixirs out of all possible non event elixirs Costs 1,250 rune coins Various epic pets can now be exchanged for rune coins Wisdom mage exchange Bryophyta's staff Has a 35% chance to hit twice while casting spells Costs 35,000 rune coins Platinum coin exchange Darkroot armor set Ignores 5% of enemy damage and reflects it back for each piece worn Increases bolt effect chances of curring by 10% per piece worn Full set costs 22,500,000 platinum coins and 180,000 rune coins Cursed twisted bow Max hit increased by +5 compared to the standard twisted bow Drop improvements Improved the drop table for the Skotizo boss Improved the drop table for the Abyssal sire boss Improved the drop table for the Alchemical hydra boss Improved drop tables for stronger variant slayer monsters in the Kourend Dungeon (Jellys in the dungeon now also have proper stats and drop tables) Bug fixes: Fixed a bug allowing you to block all the possible Kharazi slayer tasks Fixed the improper Justiciar platelegs defence level requirement Fixed master task scroll cursed crypts requirement Fixed gem stone mining describing the wrong gem being mined in the chat box Fixed various bugs with the Hunter skill Fixed catchable creatures suddenly "nulling" and no longer becoming catchable Fixed setting your last trap resulting in your player being stuck Fixed the Rune abyss (lol)
  4. 1 point
    I think a fair few of you already know that I've quit the game I've had played for over 2 years. It has finally come to an end. I just don't find the game fun anymore, although trying many many times trying to get back into it... It just doesn't intrest me anymore. It feels like I've done everything in the game (With the exception of getting a grand max which is pointless imo). I wanna thank everyone who I've had memories with on this game (And there are a fuckload of them), this game really helped me find new friends whom I still talk to and do different shit. Feel free to post any good memories you've had with me under this post, I'm really interested, and it'd be fun thinking back on those memories. Anyways, there's too many names to thank for those memories I'd definately forget to include some so I'm just gonna skip that part. Just a big thank you to all who I've met in this journey once more and it's been incredebly fun. Best of luck to y'all, Roger
  5. 1 point
    Hello @Wesepe7, Your pin has now been reset. Enjoy playing!
  6. 1 point
    I think we should add some cool risk vs reward content to.. the wilderness! I'd like to see some form of upgradable item that is dropped by NPCs in the wilderness and is upgraded by killing NPCs in the wilderness with the prior tier in your inventory. What is the item? The mysterious emblem will have 10 tiers [1-10]. Once tier 10 it can be traded in for some amount of blood money, the amount of which would be dependant on the time/effort required to get a tier 10 emblem. How do you get one? If you do not currently have a mysterious emblem in your inventory, all NPCs in the wilderness will have a chance at dropping one, this would be dependant on the NPCs combat level and possibly ease of killing [ie barragable NPCs] for balancing sake. How do you upgrade it? Once you have obtained a tier 1 emblem, you keep it in your inventory and repeat the process of killing wilderness NPCs. Instead of getting a new tier 1 emblem for hitting the drop table, your emblem will be upgraded. Repeat the process for tiers 2-10. What happens if I die? Emblems will be auto lost on death. If you die to an NPC, the emblem will degrade to dust. If you die to a player, they will get your emblem, however it will be 1 tier lower. I.E if they kill you with a tier 7 emblem in your inventory, they will get a tier 6 one as a drop. What do you do with it once it is tier 10? Once you obtain a tier 10 emblem you will need to take it to the cursed caverns and trade it in for blood money [amount TBA]. Why should we add this? It's just a nice little addition to spice up the wilderness and give players a cool mechanic to use for rewards as well as giving pkers another possible reward for pking.
  7. 0 points
    Ive been playing on this server a ton and had alot of suggestions, but never really felt like posting them as they were more just "fun" then useful. My suggestion would be to maybe do something that would require a bit less effort coding wise but yet give the community what they've been asking for. Advanced Gnome/Barbarian courses. It would save a ton of coding in the long run. Rooftop requiring every city, new teleports, and making wildy agility obsolet. Where adding advanced courses would only really require adding one map layer to each area. This would also still give validity to the wilderness agility course for the mid levels. Maybe these courses could give just a flat 2 tokens per run to also push the "high risk higher reward" mentality the wilderness usually has. I just googled some videos online, it appears that they are based off more recent builds but im pretty sure (not 100% sure) these existed in earlier versions as well. Gnome agility course Barbarian agility course Hopefully this might be a decent alternative solution to the lack of agility courses rather than programming in all of the rooftop agility courses. Thanks for reading, Solo P.S. I do not own or claim to own these videos, and are property of the uploaders/owners of the videos aforementioned
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