Skilling In The Eoc
#1
Posted 13 November 2012 - 01:36 PM
One aspect of the EoC that's not so often commented on is the side benefit that it provides to the skilling community.
In particular, by assigning resources to a slot in your action bar you’re able to continue dropping items as they are gathered, thereby increasing your rate of XP per hour.
This video from Regicidal’s YouTube channel gives some great examples of how Mining and Fishing, in particular, are positively affected:
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#2
Posted 13 November 2012 - 01:48 PM



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#3
Posted 13 November 2012 - 02:02 PM

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#4
Posted 13 November 2012 - 02:04 PM

#5
Posted 13 November 2012 - 02:11 PM

#6
Posted 13 November 2012 - 02:32 PM
#7
Posted 13 November 2012 - 02:46 PM
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#8
Posted 13 November 2012 - 02:52 PM
#9
Posted 13 November 2012 - 03:05 PM
#10
Posted 14 November 2012 - 09:45 AM
But an informative interface is not bad. It's just another thing that's going to repeatedly going to appear in front of me.
#11
Posted 14 November 2012 - 01:32 PM
Yes, by all means -1 instead of addressing the actual argument.
Edited by Vardarac, 14 November 2012 - 02:15 PM.
#12
Posted 15 November 2012 - 05:44 AM
Vardarac, on 14 November 2012 - 01:32 PM, said:
Yes, by all means -1 instead of addressing the actual argument.
myself ive been talking about giving skills a use rather than adding more training methods ever since artisans workshop came out. say nothing about runespan.
on the other hand, there is no way to make a skill where you gain 13 million experience without it getting grindy. even dungeoneering ends up being a grind in the end (even though it is challenging).
Edited by Jaddy, 15 November 2012 - 05:45 AM.
#13
Posted 15 November 2012 - 05:50 AM
To far ahead of you.
#14
Posted 15 November 2012 - 11:47 AM
1) People who achieved a 99 in a skill that required more hands-on working (mouse clicking, etc) will complain that this will cheapen their work and skillcape.
2) It'll be disgustingly easier for people who bot to use this to achieve a 99 easier and faster.
In a way it does follow the trend of making skilling easier though. This is a just a continuation of how cutting ivy and Runespan works. I.e. minimal mouse clicks, somewhat afkable, etc.
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#15
Posted 15 November 2012 - 12:06 PM
Nott Vaengr, on 15 November 2012 - 11:47 AM, said:
#16
Posted 15 November 2012 - 01:03 PM
Jaddy, on 15 November 2012 - 05:44 AM, said:
Sure there is. There's a reason traditional level-based games with the same basic gameplay are able to command tens of hours of a player's attention, it's because those games able to expand on the presentation of that same content while also giving the player new and more difficult challenges as they advance.
Dungeoneering doesn't accomplish this satisfactorily because its level-based approach introduces only new bosses, and even then on a random basis; through all the levels, there are essentially the same puzzles, the same enemies you've seen before and just need to kill in the same way you'd kill any other enemy, with little thought or regard for that enemies' unique attacking style; the overwhelming lack of difficulty in passing a level; and the need to repeat the series of levels ad nauseum, when what really should have been the case was a save-progress dungeon-crawling addition that required a great dedication of time, effort, and skill to complete and progress through unique levels in a one-off fashion.
What I envision is a system of this kind that could be enacted alongside the current grind-to-win skilling system all the way to level 99 that provides the player with a great deal of incentive with respect to gameplay, XP, and money to engage in these linear but increasingly difficult (sometimes exceedingly so) tasks to reach the top. Skill-based skilling, if you will, where the grind only ever comes from having to repeat the task enough times to succeed at it and not from needing to perform it endlessly to get experience up.
And of course, I say alongside because I cannot imagine the level of bellyaching that would arise if skillers were suddenly forced to engage in the actual tasks that they were doing instead of simply pressing buttons to endlessly repeat their tasks and gain levels. You already see this where fighters are forced to change in the EoC.
Edited by Vardarac, 15 November 2012 - 07:26 PM.
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