New "Hiding" attribute. by TnT FoX

Suggestions > New "Hiding" attribute. > Re: 30 Jan 2018 23:04

REMOVE COLLISION But don't remove aggression.

Having to attack scorpions to get past them in the Taverly dungeon is a huge pain. I remember being able to walk through npcs in rsc, the random npcs you can and cant walk through makes no sense. >.>

add a feature to ::online or ::wildy by TnT FoX

Suggestions > add a feature to ::online or ::wildy > Re: 30 Jan 2018 23:00

No problem with this, but it's not going to show any locations. It might show 12 people in the wild and it's 3 at rats, 3 at dark wizards, 1 pker, 1 team territory, 2 people walking around and 2 people at agility.

So I mean, you might think it's active but no one is pking, maybe ::pk for number of people in wild with skulls/red skulls? Then you know they are pking, at the territory or hotspot. More likely at least.

Or have ::wild say Total:12 Skulled:3/12 Red Skulled: 1/12

Farming and Runecrafting. by TnT FoX

Suggestions > Farming and Runecrafting. > Re: 30 Jan 2018 22:58

Slayer should top both of these, it's less intrusive on RSC economy and style, would introduce new npcs and items and fun drops/'rares', and make pk areas where SOME slayer npcs are found only in the wild.

Farming... meh, Herbs is the only reason but then it makes killing druids and having the team territory to collect mass herbs less valuable.

Runecrafting... Meh, Makes collecting runes from NPCs like fire giants less valuable.

Basically, it will reduce the need to have combat skills to farm materials, whereas slayer follows the RSC style as-is. I like skilling but not everything should be skill based. Arrows and bows, Skill based for materials. Magic, combat and shop based for materials.

Coming Soon: In-Game World Map by TnT FoX

Development Logs > Coming Soon: In-Game World Map > Re: 24 Jan 2018 09:34

Pretty cool, I found it annoying, but fun, searching for all the mini quests. Most were straightforward but this will help with tricky ones.

In game map is cool too, I noticed the 'worldmap' link is just ripped from classic, missing all the edits, had to use a landscape generator to look at the wilderness edits tongue

Consistency in fail to x when fatigued by TnT FoX

Suggestions > Consistency in fail to x when fatigued > Re: 21 Jan 2018 17:12

Semirotta said:

Or  you could just keep your eyes in the game and not go past 100% fatique? it's not hard... You people want things to be too easy big_smile

True, but it is already a function in-game, no reason it shouldn't apply to both Artisan and Gathering skills.

Skill cape teleport to legends guild by TnT FoX

Suggestions > Skill cape teleport to legends guild > Re: 21 Jan 2018 17:11

Mod White said:

Just use Ardougne teleport and walk 20 seconds east or teleport Seers and walk 20 second south.
Quets cape telepot you to most fked spots. I think walking to Legends Guild is not that hard like Underground pass or Shilo Village.

Hero's guild is about as far from fally teleport as legends guild is, only difference is the fountain for amulets. Grand tree is as far from lumbridge teleport as legends is from ardy teleport, we have gliders. it's not an argument of length to travel, it's a perk of completing all quests, now that legends is a quest it makes sense to consider adding it to teleports. (I hate the guards stopping you and saying Legends' guild member approaching)

Hotspot changes by TnT FoX

Suggestions > Hotspot changes > Re: 21 Jan 2018 17:05

I think they mentioned changing the Hotspots. Right now people just walk in and out to take hotspots, which is annoying when you're training in the hotspot and people just start trolling stepping in and out and running away. I think they said you'd have to kill the people holding the hotspot to gain it, which makes sense, last time I was in the HS I had 10 pieces of rune from drops, full rune with a dragon sq, med and axe, and someone with a rune 2h and ammy of power takes over the hotspot by stepping in and out... if he had to kill me to take over he would have had to walk into the p2p part of the ice plateau where myself and another player were training and get killed. 

The main reason to hold a hotspot is boosted xp, so of course people skilling will want to be in a hotspot party, that isn't going to change unless you say no small xp boost outside the hotspot which will kill one of the current perks people want to control it for.

"And make everyone in the HS redskulled, doesnt matter if they are in a party or not."

- No... if you're not in a party you're not part of the hotspot system, the only reason to make people not in a party red skulled is to let level 120's kill level 50's in edge dungeon every time it turns into a hotspot, that's just ridiculous and would ruin edge dungeon for anyone who isn't flats. Considering it's a very popular training spot, that would be a horrible idea, not to mention walking past a hotspot area and randomly getting a red skull, if you're pking or not, this is a dumb idea.

1. Make it so you need to kill the hotspot holder(s) to take over.
2. Make it so you need at least one party member in the hotspot to hold it.
3. Drops are OP As-is, the point system could use different rewards, right now you basically get 5 sets of rune and weapons while in the hotspot before you get enough points for a rune set.

Do that and you'll always have someone to kill in a hotspot that is taken, you will eliminate trolls messing with hotspots, and give more incentive to take the hotspots.

As for fort changes... the fort is a skilling area. I think they should add a second fort more combat focused but the fort that there is now has nothing wrong with it. It's good for exactly what it's supposed to be, but one skilling team fort one combat team fort would be cool.

Legends quest release by TnT FoX

News > Legends quest release > Re: 21 Jan 2018 01:49

aperio1 said:

How can people say they got shit on for 1400 the game required legends your all just lazy to do the quest u would have eventually had 1400 skill point in times I don't see the point in crying .... I know the reap reason it the quest quit being lazy shouldn't have changed IMO once legends released people.knew this was coming an had time to prepare they just didnt

I have 1400 and quest cape, personally I don't think the Legend's guild is good enough for the pain it is to get 1400, I did it for a clue scroll. Leave Legends to legends and make a custom 1400 area big_smile :et's make rscrevolution great again!

1400 Skill Total Area by TnT FoX

Suggestions > 1400 Skill Total Area > Re: 21 Jan 2018 01:23

I need to get a test server running so I can get better in-game screenshots. Been so long my test sources are incompatible with Java T.T Cant seem to fix them.

Can we please have a poll to revert his tree fix? by TnT FoX

Suggestions > Can we please have a poll to revert his tree fix? > Re: 21 Jan 2018 01:15

Comparing Magic logs to coal... How about comparing magic logs to Rune ore? That is much more fair.

Coal takes 30 mining, How many willow trees are there? That's more of a fair comparison. Willow logs are cheaper than normal logs, I used them for fire making.

Comparing apples to oranges here.

Skill cape teleport to legends guild by TnT FoX

Suggestions > Skill cape teleport to legends guild > Re: 21 Jan 2018 01:07

Agreed, would be cool, but really not necessary. Unlike the Heros guild that needs tons of teleports for charging ammies it wouldn't be as useful.

I had this on my 1400 skill total post but dedicated post is better tongue

RSCR Lotto Chest by TnT FoX

Suggestions > RSCR Lotto Chest > Re: 20 Jan 2018 14:15

Semirotta said:

So it would basically be lotto with items instead of gp?
Only problem is, people throw in shit and then they win. Just like no limit lottery people buy 40 tickets and win with 99% chance.

Nope, no limit lotteries if there are 50 tickets total bought, 2 million GP pot, the person who bought 40 tickets spent 2 million to have a 80% chance of winning 2 million gp.

Like I said, there should be regulations, The basic idea from what I see is for people to put items they dont need but other players would love to have.

For example, I think I have 13 rune axes a bunch of baxes and stuff just piling up from drops. I could put in 10 rune hatchets, 76k high alch value. Since this is over 50k i'd have a chance to win the pot/lottery whenever it is drawn. The tricky thing is having a system to filter out troll items and junk in the chest.

High Alch doesnt really work because something like law runes, 1k laws = 100-120k in the AH but high alch they're only 7kGP

wildy warning by TnT FoX

Suggestions > wildy warning > Re: 20 Jan 2018 14:06

Billy said:

Maybe a "Don't Remind Me" button added to the bottom of the OG warning?

+1

Copy Rs3! tongue

Hotspot Trolling by TnT FoX

Feedback > Hotspot Trolling > Re: 20 Jan 2018 14:04

Billy said:

Hi, we are thinking of implementing new changes to hotspot and one of these changes will be that your party will not lose control unless they are killed or evicted.

What if none of the party members are inside the area... I think you should need to have at least one party member inside the hotspot to control it, then if they get killed it should transfer.

God armor updates by TnT FoX

Suggestions > God armor updates > Re: 20 Jan 2018 09:55

Mod Ultra said:

would be cool to trim dragon armor if ever it comes out , but to turn rune armor into red would just be weird lol, rune has always been blue tongue except purple of course on pk weekends, however coming out with a whole new type of armor would be sweet, make it look dark red like that and call it  "volcanic armor" or something like that lol big_smile

Blood soaked Rune, Dropped by various Slayer monsters whom slaughtered thousands of players and hoarded their gear, blood seeping into the metal over the eons. Weaker than the average rune but offering a slight bonus to other stats from the essence of fallen warriors.

Or shadow... I miss shadow armor tongue (Only 2.7% of people will know what I'm talking about big_smile)

Can we please have a poll to revert his tree fix? by TnT FoX

Suggestions > Can we please have a poll to revert his tree fix? > Re: 20 Jan 2018 09:51

For people mentioning sharks. Food is fairly quickly consumed vs logs or ore. That is why fishing is made the way it is.

I'd think a solution could be 'special' trees and addition of guilds and special places that have higher requirements to access. OR! areas with more normal resources like someone mentioned, a woodcutting guild, but it cant be too many or we'd be back to where it was before the 'fix' needs balance.

RSCR Lotto Chest by TnT FoX

Suggestions > RSCR Lotto Chest > Re: 20 Jan 2018 09:42

@Alikben1 as long as there is a system that stops junk from going in the chest.

'Player sjg213 won with a contribution of one Bones!'

wildy warning by TnT FoX

Suggestions > wildy warning > Re: 20 Jan 2018 09:38

I do find it annoying every time I go from lumbridge to edge.

A 'toggle warnings' button would definitely be a good idea, during quests it's annoying too, when i did legends I had to wait for dialog every time I went into shilo and various other parts of the jungle. Jump over cart... (while being attacked by zombie) This cart looks dangerous, but you might be able to jump over it, do you want to try... (waiting...) Yes I'll give it a... Zombie attacks and messes up options to jump.

1400 Skill Total Area by TnT FoX

Suggestions > 1400 Skill Total Area > Re: 20 Jan 2018 04:21

Z Han Solo said:

+1, with slayer coming out 1500 TS IMO

Yes, if a new skill comes out I'd say add 75-100 points cause currently with 18 skills you need 77 in every skill for 1400, so 19 skills should need 1450, 1475, or 1500

Also I forgot to note something I mentioned in the max guild post, there should be a door for people with 1600 skill total to enter for better foragables. Like having 1-2 rune rocks in the 1400 total section, then have 3-4 more in the 1600+ also have some Gnomes for pickpocketing, better npcs to range, etc. But this isn't really worth going into an expansion until people note in on the first thing which is a replacement of the 1400 legends guild area.

Just being able to see shiny great resources through a door (like seeing mining guild from Dwarven mine) will make people want to get to the higher goal tongue

1400 Skill Total Area by TnT FoX

Suggestions > 1400 Skill Total Area > 20 Jan 2018 03:13

With the Legends' guild released, previously exclusive and the fairly OP location of the smithing equipment is now available for a much much easier task.

Questers like myself are happy with the quest, the dungeon isn't too Overpowered, nothing exclusive other than shadow warriors and a more convenient source of fire giants than the waterfall.

However, after grinding to over 1400 skill total for a dang clue that gave me 100k in items I found the Legend's guild more of a smithing guild than anything else.

Solution:
Changes to Legends Guild
1. Make it exclusive to completion of the legend's quest.
2. Remove the Furnace and anvils. (The range can go or stay, it's no more convenient than edge)
3. Replace Magic Trees with Yew Trees
4. Optional, replace Fire Giants with Lesser Demons, Black demon with 2 greater demons, and Black dragon with red or blue dragons.
5. Add Legend guild teleport to Quest Cape.

Add a 1400 Skill total area worthy of all the grinding it takes to get 1400.

1. Move the 3-4 Magic trees here
2. Add a close to bank Forge, Cooking source, Anvil, and Spinning Wheel.
3. Add a dungeon for training Combat and collecting supplies.
4. Add a Mine, source of flax, some sheep, and source of water.
5. Add theiving stalls/chests

Basically, nerf the Legend's guild and create a better spot for the people who earned the 1400 skill total to train.

Examples: Note these are really old screenshots from areas like this Suggested in the past.

Skill Island:
example.png

Skill Dungeon:
screenshot4.png

Again, these are real old, I'm not saying these are exactly how things should be, was just a layout from a long time ago. Obviously a new area should be made for RSCR this is just an example of what I mean.