Guys, look at my guide on Zaros and critique it.
It's a response to this topic: http://runescape.salmoneus.net/forums/inde...howtopic=354660
I would be happy to write more but unable to take pictures for a while as I wouldn't be able to get on RS.
Posted on Reddit under 'That's no moon'.
It's a nice attempt, but what everyone forgets is that the death star this quote relates to is from Episode IV: A new hope, where the death star is already fully built. That is the death star from Episode VI: Return of the Jedi.
You're wrong! Why will no-one correct you? I can't log into reddit, so I'm making a pedantic point here!
I've sort of given up on the whole water project thing, but I'm working on a survival single player world where I'm making a mob drop-tower, so i might decorate that with water. When I get 1.9 in a week, it'll be used to make potions: the plan is to have a working potion-ingredients factory, but made in survival :o .
P.S. I've just finished my very basic mob grinder, which I'll eventually make beautiful and safe. Now I can't turn it on for a week! yey
P.P.S. My new avatar:
Recovering penguins from oil spills get given hand-knitted jumpers to keep them warm. That is so awesome.
So another bit of advice I've heard is to build rooms inside out. That gets you things like enough space, and also lets you plan secret passages, etc.
I'll need nice materials to make it look good, since this build is legit. Built the main introspective towers, so at the moment I'm looking to build the walls. Mining is tedious, but at least it gives good time to think.
Once I build the walls, I'll build some bigger things, like the tavern, and then fill in the little gaps, then work up to the first floor and do the same. Hopefully the castle won't end up too tall.
P.S. In other news, Gold Armour (new mining equivalent of lumberjack clothes coming out see BTS) is completely useless, because Varrock plate's boots makes about 10% better xp. So yeah. Waste of development time, the rest of the suit only gives, what, 1.2% boost, not worthwhile.
Hopefully I can borrow a friend's KOTOR install CDs to burn an image onto a fictional disk and so 'crack' it, which...is legal enough because I've bought the game already and am only doing it so I can play it without internet. As it was designed.
Here's a very interesting section of comments about world of warcraft and why its getting slightly fewer subs. Most of the people who unsubbed say the dev quote at the top is completely wrong-the last thing they want is faster updates. STill, when you're at the top of the ladder the only place left to go is down.
Two things that annoy me.
1. Someone making a legible and grammar-perfect forum post, if on a confusing subject, followed by a reply going "english please". You're a ****ing moron, yes you.
2. People saying 'copypasta' rather than copy pasted as if it's a new and witty joke they just thought of. You aren't funny, you're just trying to get some laughs with a **** joke. It's not working, either.
So yeah...hopefully Stellar Dawn will bring fresh, interesting, and exciting new content! 8REalms seems to be being well-received in its beta stage and is giving jagex some publicity for once. People go on about patches to lots of games but you never hear runescape updates on any major gaming website, despite the absurd amount of content that is plugged into this game weekly.
That's all for now.
You know, Skyrim's cities are interesting. They're not that huge, and they don't have to be: you get a nice sense of scale and they're useful places to be and there's lots to do there.
But it gets weird, because of two things:
1) Skyrim is populated by way more people than the cities give credit to. With the amount of wanderers, mages, and bandits, none of whom have children (or could conceivably be fathers or whatever) some must own property. Where do they all come from? The cities, presumably, so why aren't we seeing loads of houses with older parents in the cities? The game has very few of them, which is...odd. Although they'd all need something to do, which presents another problem: if your job isn't physical or shopkeeping, it doesn't seem to exist in Skyrim. A dance in fire mentions a clerk's office which essentially underpins all of the Empire's beauracracy. Can't we see some of that?
2) Here's where we come up with something for everyone who has moved into the city to do. What about the stuff in the cities? Most of them only have one unique shop: Endon the silversmith sells perfectly enchanted jewellery (although I think he only opens up after a particular quest), Taarie sells clothes (surprisingly useful if you're making sets of stuff for enchanting and experimenting with that), Ysolda buys sleeping tree sap, and some other weird niche things.
But the thing is, Skyrim is clearly lacking a whole bunch of shops that would really add to the cities and make a lot of sense. All the hold capitals have at least two shops, generally a combination of the big three: general store, alchemist, and smith. You can also normally find a pub and a court mage willing to sell winterholdian tomes. (By the way, did you know you can make spell tomes and staffs using brooms and ruined books? It's in the college. Go do). But that's no different from the cities, except that they normally don't have the full selection. Here's a few shops I'd like to see in Skyrim (and that, if set up from or just outside home could really enchance the business and commercialism of cities).
A carpenter. I'd like to buy furniture from him, and be able to position it in my house as I want. At the moment, houses are weird. Unlimited bookshelves mod helps in displaying, but frankly I'd like to get rid of all these stupid tables with immovable skulls and bookshelves with odd potion displays and get, say, 9 shield racks on a wall with a small library room and a dwemer sword holder (with 9 slots! in a rainbow!) surrounded by centurion cores. Some would be made by the carpenter, some imported in from more skilled people in Cyrodiil or found or whatever. Everyone needs these people.
A clerk. He'd teach you how to write stuff on bits of paper (hey, we could have a piece of furniture called a "writing table"), and he'd work for the jarl. Maybe he'd maintain a noticeboard with all the most important info outside, like what all the bounties are and stuff. Likewise, a clerk for every guild who when you become leader you work with to make admin decisions.
A printing press and library. Seriously. I went to the bard's college, and they have a few books, but they're all scattered in a really disorderly fashion (aren't you guys meant to be the keepers of the land's history?) and then I went to winterhold and I have to sneak up to a bookcase and steal something to read. And they're not ordered either! And nobody has complete works! Seriously, I shouldn't have to go to the Imperial Library to read the complete set of "A Dance in Fire" or "Argonian Account" or any other of Waughin Jarth's works, like "Feyfolken". I should just be able to buy a box set from the printing press, or order one, or whatever. On a similar note, bits of paper I've written stuff on? Well, I'd love to bind it into a book. So the library or printing press would sell me books or let me order them and they'd have them in a couple of days, and everyone's bookshelves would be more ordered too.
A painter or banner maker, or sculptor, or some kind of artist. I'd like to decorate my home with representations of my many travels. And also have custom containers, like a mask stand. For all my many masks.
A series of builders. I'd like to get the steward to start repairing and improving bits of the city. You know those walls, in Whiterun? Here's 50,000 septims to get going on improving them.
Shopkeepers that make things to order. I ask someone for a specific potion, weapon type, enchantment, or whatever? And they're the best in the land at what they do? Unless they have a reason not to like me, the response should be "Provide the ingredients and I'll have it done in a week, sir, and it'll be 10x the normal price, but I won't stock it before then." If I got dragon scales and bones, I wouldn't muck around with it on my own. I'd go grab 20,000 gold and ask Eorlund Grey-Mane to make me a suit of armour so I can be like a god among men.
Scholars. Actual, proper academics. Not pretentious court mages. They have a place, but they need an academic working with them, studying something relevant. Like the Dragon cult. Or Dwemer ruins. Or Lycanthropy. That way, you can go delve into dungeons, map them out, and help them, and in return they'll share with you their learned knowledge, books, that sort of thing. One could study daedric cults too, I've got lots of info they'd be fascinated by. Like all that stuff about the Sacellum of Boethiah, or the shrine to Molag Bal under Markarth.
Hmm, there are certainly lots of people to add. Battlemages. One per 5 guards. Attack a hold, and you might find yourself pleasantly worried that this isn't essentially stabbing a bunch of scarecrows with no real attack but enough HP to soak things up: nope, now they can actually kill you pretty efficiently.
Not a new NPC, but have people go into shops. Nobody visits the shops, and it makes me sad. And slightly confused. How do the guards even know all these places exist if they've never been there? As well as that, let the Jarl see the city occasionally. He's getting a little cooped up with no fresh air. In every hold. Ever.
Let radient raiments become an actual, erm, tailor. Make clothes to order. Generate a simple customizer where you give furs and buy silks from them, and cotton and whatever else to make fine clothes, shoes, hats, and gloves. There is an incredibly limited amount of clothes. I'd like two or three more "fine clothes" models (there are only 2 atm) recolourable in, say, 8 schemes each? That'd keep them occupied.
I'd suggest tradesmen, who transport goods from place to place, but that's a ridiculous idea. They'd die just on the road. Way, way too many aggressive things for that to be realistic. Kind of like the Cathay-Raht in chapter 1 of that chap's adventure in Valenwood.
That's all I thought up for now. Let me know if you have any ideas.
Melchior, hearer of our most gracious and excellent mother.
It's so true. Citadels really aren't a particularly good or interesting update, let alone the update of the year. The fact that the only interesting part, the battlefield, is available from tier 1, and that the rest is just an opportunity to grind to make an area that, ultimately, will be the same as everyone else's, is no incentive. It's not fun, and it's not that fancy. It's just slightly disguised grind.
Oh, the clan citadel has one other use. Not meeting and talking, you have the cc for that. Meeting on a mutual world for an effigy or whatever. Like that really matters, given w117 Daemonheim is the perfect place for that.
Bonus xp in woodcutting? Meh.
At the end of the day, we can always go to the top clan's citadel if we really want to see anything exciting. Hell, they'll probably let us into the keep just because they want to show off.
P.S. Found some gold, diamonds and redstone: now that I'm equipped with a compass, it's time to go and find some clay, and then mine obsidian to get to the nether.
From the Maker of Extr'Emotes (a good video which has new RS emotes), comes a new animation-the epic fight.
Enjoy :P .
Oh and by the way, can anyone direct me to a tutorial on embedding videos in Sal's blogs please?
EDIT: I will be experimenting here :D .
On the Update: Fish flingers looks nice, and I look forward to having a go. Still doesn't really...excite...me though. Not like the qout "we...released...f2p...quest". That was pure WIN! The rune Gaurdian is something I feel shoudl have been done when released. I like the fact that the mask and helmet of trials are bankable, and that cult weapons can be got from Xenia for free, because that frees up bank space for people like Merch Gwyar and Blyaunte.
Congratz on killing Nomad Merch! :P :D (I'd love a pic of the 300QP helmet hintedy hint hint)
I've decided that for the goals side of things, I'll get the whip before the enhanced excalibur. Why on earth did it take me so long to work out that? Anyway, seeeing as the whip is very likely to stay under 5M, I can hopefully make the cash and the level next holiday. That's if I get really into it.
What would I use the whip for? As you may know, I'm not a combat person, but I really would like to give it a go for three reasons: outfits, quests, and standard combat. Reallistically, the whip is one of the better weapons to use in an outfit due to it's excellent curling animation, good size, and weild position which is identical to most shields (that I am likely to get). For quest bosses, I'm fairly sure that a standard combination of whip+dragon dagger should work fairly well, while for standard combat and slayer...well...the whip is just a catch-all melee weapon, isn't it? I'd jsut love to have one.
That, and the fact it can be recoloured. Maybe I should give BA a go, although I'm not much of a "OMG need fighter torso strength [email protected][email protected]!" person. Honour points, experience sound good. Other things to do are get, or boost to, 68 smithing to make full mithril armour and put in my skill hall, and also I would like to do some castlewars for that pink armour. My skill hall suggestion would never happen, so why not just go ahead and get some sets of armour? my skill hall looks a little bare ATM as you might imagine. The only thing I could do is a rune cabinet...and they look ugly.
Here's a handy map of the wilderness, found it on RS wiki. It basically attempts to map (however vaguely) the paths of revenants. Which is useful for those of use that don't go there often and would rather avoid the hotspots, because we can't cope with revenant orks.
I'm also really looking forward to Herblore Habitat. Granted, I won't be able to use it, but I'm thinking of trianing farming in the holidays for the tip it daily money making run, and I would also like to train herblore for quests. Like Fairy Tale, WGS, etc. Free herby xp thus has to be FTW...yeah, I know you can clean herbs for apparently 130k xp/h, but that's if you use mousekeys and you need a decent herb level anyway. Oh, and hunter is becoming better and better, which is something I really like. I've liked hunter ever since I got level 52 on the Bonus XP weekend.
Catch y'all later. A bit of a rambling post, but hopefully it was interesting.
..what should I focus on? Skills, quests or acheivement diaries? I would like to do the diaries, and hopefully complete some of the medium ones. I'd also like to get some decent combat xp, so I want to do quests for that. Hopefully there are a few quests with a couple thousandcombat xp that are easy and reasonably quick. To my knowledge, I don't know how to kill any quest boss that's harder than Elvarg, because I've never been given the opportunity to do so. Even if I killed Elvarg at level 46, I don't know how I will do at level 60 against a level 100 monster. Hopefully OK, or am I being silly?
I might want to level up certain skills first, to help me get the requirements for quests that will help me. Perhaps I need to level up magic to teleport, or theiving to do the Dorgeshuun series, or agility so I can run faster. Currently, I have no idea whatsoever.
And that's what excites me :D . It's a step into the unknown. For the first time in a while, I'll be stepping into, and being able to play, a game for at least a couple of weeks that I don't know much about. With f2p, I'm very much used to knowing pretty much everything there is(but not quite everything of course, these things are largely to do with the ranged skill and anything to do with the wilderness-including PKing). A couple of RL friends logged in a while back, and even if they had addy they knew Jack all. I know a guy who has an Okay combat level,and I (unreasonably I suppose) expect him to know, for example, his way around the map pretty well. He doesn't. He get's lost in the Prince Ali rescue quest, he gets lost between draynor and lumbridge, and he gets confused easily. Somehow I'm surprised. But I am quite tired of knowing about most things in f2p...how you should train, where you should train, the right places to cut yews, the wrong places to cut yews, good places to find X, good places to find Y, etc. I've explored all the areas, including the bits that have no purpose (except the wilderness, whcih I don't know very well at all). I go around crandor and mine: how many people know where the rocks are etc? How many people visit after going to kill Elvarg? I have unlocked msot of the f2p things to unlock, the exceptions being in Prayer, Magic, Mining, Runecrafting, Crafting, and Smithing (and they are normally around 60). The fact I have 50 RuneCrafting makes me, I'd like to think, a cut above your average noob, who says taht Runecrafting is fail and teh wrst skill eva. Some people with decently high combat levels (70s, 80s...this is I would say high in f2p-the guy before was around 50 something, like me) ask me how to start Runecrafting. Sometimes they haven't even started Rune Mysteries. I normally end up giving them talismans and so on. Apart from combat, all my skills are above 50. I'd like to think that's not so bad for pure f2p, even if it's not amazing. Unlike most, I don't hugely like combat, with the exception of recreational use (such as relaxing in Melzar's maze or killing lessers). I've seen pure f2ps with 99s. Now that's dedication. Because I normally train for an objective, and the level in itself is not enough.
Enough muttering. What I'm trying to say, is that even if I haven't I feel like I'm rapidly about to exhaust the free game, and what then? That's why I look forward to members. And haven't quit yet.
I've been thinking about this for ages, and now I'll make it a blog post: how can Jagex make new cities popular, make old abandoned cities popular, and improve the spread of players throughout currently existing and semi-popular areas?
Let's justify that: making a city is an enormous amount of work, and sometimes it seems that adventurers don't really go to them that much. In many ways, the wilderness can seem more attractive, and even when they do visit a city, they tend to stick to two or three areas: for example, in Varrock the player areas are in the two banks and the ge, with a few in the palace and museum. Actually, Falador and Varrock are pretty good examples of good cities: apart from a few abandoned areas, they are relatively well populated and quests are spread nicely through them.
However, a textbook example of an abandoned city is Dorgesh-Kaan. Nobody goes there. Nobody. There are only four reasons you would ever want to go there: first, for the wire machine that gives okay thieving xp, second, for the light bulb way to train firemaking, which I've never seen anyone do, third to see Oldak, who gives spheres specifically useful for getting to the bandos throne room, and fourth, for the agility course. I have never seen anybody at Dorgesh-Kaan while I am doing any of those things.
So what does a city need to prosper?
Accesibility. If it is a pain to get to a place, I probably won't go there very often. It is laughably easy to get to almost everywhere else. To get to Dorgesh-Kaan, I have to run from Lumbridge, or much longer from a fairy ring, to get to the centre. Or take a train from some weird station in Keldagrim that I can't remember the location of. Comparably, Varrock, Falador, and so on have close lodestone teleports, spellbook teleports, and access from a bunch of other cities like Keldagrim, Tree Gnome villages, Zanaris, etc.
Banking. If a city doesn't have a bank, it's not a helpful place to be, because it's hard to train most skills without eventually reaching a bank if you want to get anything other than xp. Even Darkmeyer has a bank, and the lack of banking in Dorgesh-Kaan that is actually close to any of its facilities, like its smithy, means I don't use it.
Shops. The Grand Exchange is the biggest shop in the world, but Varrock also has a bunch of lower level shops around the place that are useful. Zaff's staff shop, for example, helps most people (though latterly, staves have stopped profiting very much). The key to a shop being useful is that it sells items that are hard to get or in high demand: falador, for example, sells proselyte gear, woad leaves, and also a bunch of cannon parts...but see point 4.
Skill training. There are lots of skills. A city doesn't have to train all of them (in fact, having all skills makes for a horrible city, far too crowded, and discourages exploration: see Burthoverly), but having 2 or 3 skills (not inc. bank skills) makes a massive difference. Edgeville, for example, has slayer and woodcutting, varrock has woodcutting, low level mining, smithing, and used to have firemaking and runecrafting as well. Falador has mining and smithing, and also farming. Hell, even Shilo Village has slayer, fishing, mining and smithing. A city that doesn't let you train at least 2 or 3 skills will not thrive.
Combat. Players like doing it, and it's not too hard to provide. Varrock has guards and armored zombies. Falador has guards and the giant mole. Ardougne has a bunch of people, including paladins and so on (though stealing from those is the main draw). Shilo has zombies, Lletya has elves, and so on: having said that, combat right in the middle of the city can lead to overcrowding and be annoying and not at all lore-friendly. Better to keep things in dungeons. That way, players visit the city to stock up and prepare.
Quests. Making players visit the area to do various quests ensurers that players see the facilities, see the graphics, and see that it's populated. This makes them more likely to visit the area for other reasons.
Something unique. Generally speaking, this is tied to a skill: it's a minigame or a dnd, but it has to be something that almost no other city has. Keldagrim, for example, has the lava flow mine, the blast furnace, and a brewing vat (along with port Phasmatys). Meanwhile, Varrock has the grand exchange and Falador has the artisan's workshop.
Now that we have this, we can start to look at different cities and work out how they might be improved. Something that I think would be great would be an improved reason to use shops or houses, as this is in the real world one of the key reasons to be in a settlement. Back before the GE and in RSC, you could use beds and shops were some of the easiest ways to get anything. Would it be possible for that to happen again? That's for another article.
Okay. Time for a serious and pointful article, something that is necessary once in a while.
Skill training. Bots. Can the two be combined? The resounding answer from the community generally seems to be no. Jagex would also seem to have given up about bots, knowing that bots will always be one step ahead. Again, a big problem.
Now, while I have my suspicions about wether they're just keeping bots on for the sake of short term income while sacrificing long-term growth while they try to get stellar dawn out (and their other MMOs which are costing them lots of money), I have to admit that they are doing something with this, and the old problem of grinding, and creating a pleasing and unusual solution.
Skill training areas. No longer merely the preserve of hunters, these are now becoming places frequented by higher levels (working on the idea of quest requirements, 50 is 'mid level' and 70 is 'high level'). They help to remove some of the element of grinding and aim to dissuade bots, some with more success than others, and finally try to (in some cases) integrate the combat people with the skills people. All of which being my own terms.
So what multi-skill training areas do we have? Well, let's take a look:
Living Rock Caverns
Artisan's Workshop (close enough, as it is so close to the dwarven mines. Pity there isn't a rail link.)
Thus, the following skills are represented:
• Smithing, Mining (If you count AW)
So those skills have all been somewhat refined, to a less grinding, more fun state. Then, of course, you can look at some of the individual updates to skills to round out their level up table. Hunter did particularly well, with charm sprites, barehanded butterflies, and Jadinkos, removing the grind of chinchompas and freeing up other areas particularly for those who wanted a better way of balancing between cost and xp, while mining too, has been updated at high and now medium level so that power-mining is no longer the only reasonable way to train the skill. Even farming has been updated twice to make it a bit more fun, and perhaps a little more like other skills, and now Fletching and Firemaking, those set-in-their-ways skills, have been changed so that rather than standing in a bank or lighting long rows of fire, you can slightly afk them and do them out in the fresh air of a dimly lit, overgrown cave!
Jagex are changing skills in three core ways:
-More rounded level up table.
-A balance between cost and xp is the player's choice, not Jagex's.
-You can choose wether to afk them or do something which requires more concentration.
This expands the playlist, and, in my opinion, is a really positive change. Skills that have been dead for many years can become useful again, with smithing at a high level unlocking swords that are cool and unusual, while mining and fishing make a nice profit. Fletching can make several unusual weapons, including the potentially game-changing bolas, while Herblore is now handy not just for the combatician but also the skiller.
This can only be a good thing. I'm really looking forward to seeing Jagex continue the trend, and I'm thrilled in how they're doing it. How can Jagex make thieving really interesting? The thieve's guild was a good start for the xp grinders, now give us something less intensive that we can relax while doing and that makes a bit of profit. I'm looking forward to training farming in a more interesting way: now how can you make it so my cooking level is really handy for me personally, even if I can't make money from it? Mining looks great now that I can train it without being incredibly efficient and bored: now, when can I start to make money or mine some new and powerful upgrade?
The future's bright. The future's in less grindy, less botty, and more interesting skills.
...seperate entry, because I'm scared of the great big jumble of words that was my second-last blog entry. BTW, since I'm posting this almost immediately after "magic in RS" I suggest you read "magic in RS" because I enjoyed writing it.
What's changed since I last updated the levels on my sidebar? I thought I'd go through it. Hopefully I mgiht come up with something that will please me and interest you, the reader.
I levelled up attack twice. The first was at the spiders in the SOS, but they deal too much damage at my level...46 defence. There were 8 people there, and it's not even a busy world! The second time was, completely randomly, while fighting an imp, partly because hey, free...erm...ashes? and partly because if I got a bead, I could give it to Gwalagwic, who has an amazing blog on blogspot called "the Simple life". (Her previous account, whcih she quit, was called Simple013). it's always nice when a level catches you utterly unexpectedly. I won't provide pics, because they are not [mini] milestone levels (such as 50, 60, or an impressive unlock).
I levelled up magic once, while doing varrock teleport. That was a great shock, but a lovely surprise, I've only ever done it once before, and it's slightly weird to think that in saving myself ridiculous amounts of time I'm also gaining xp.
I levelled RC, but that's nothing special. It will be special when it gets to 54, because then I will be able to make me and my friends law runes. Very useful. Maybe I should make 54 RC a goal before I get members? Nah, I've only got a few days of f2p left (but a huge time gap of 5 weeks till I get membs, but won't be playing).
I levelled HP to 50: insert screenshot here (will delete that phrase when I do).
I levelled cooking to 58, largely so I could cook salmon with absolutely no risk of burning, and also to see how dull power training cooking with, say, trout, at practically no loss, in al Kharid, is. (insert images here). The answer is, really quite boring. Nothing unexpected there.
Lastly, I levelled woodcutting to 64. This was largely due to chopping yews for money in my spare time. it's useful, because I cut yws faster, and is also nice, because it puts my highest level skill in the highscores. (But not, perhaps, my favourite skill.) Insert image here.
Okkaaaay. I can't find my screenshots. Problem. B back soon ^_^ :)
I can't summon familiars into combat to help me fight most of the time.
There are a few exceptions to this rule. If I have a very high level (80+) any familiars I do get will probably be stronger than me. There are also some familiars with passive abilities that are helpful, such as the bunyip, unicorn, and beasts of burden.
Unfortunately, most familiars are useless. They either have an odd non-combat characteristic that makes them occasionally convenient, for example the fruit bat is used for some hunters to deliver fruit on the go and by some people to make money with summoning potions. Or the praying mantis, which should be useful (it's a purely combat familiar with a magic attack) but nobody actually uses it because...familiar combat's not that great.
There are three types of familiar that are useful. The beast of burden. The healer. The titan. The rest have odd niche uses that have their use reduced by necessitating visiting obelisks, thus interrupting skilling. They're also thoroughly inconvenient because you can't use the grand exchange, so to be honest unless you know you're spending an hour at that place doing that thing they probably aren't worth summoning.
The skill is certainly useful, but...not half as useful as any other combat skill, including prayer. It's probably not broken. But it isn't that useful. To me.
Oh, and Kemosabe: in order to understand how useful the skill is for a medium level, what level should I train it to? 70?
From the mist emerged a strange figure. He wore a dark fur cloak, with old cloth-and leather robes stretching down to his ankles. A sturdy belt held his hatchet, pickaxe and several leather pouches. He wore a sturdy dwarven helmet. He had the mighty Excalibur at his waist. His name? Helm Lardar. Fremmenik. Knight. Member of the house of Asgarnia. Defender of the faith. Protector of the righteous. Skiller. And Friend of All.
So that's me. And what guilds have I managed to bluff my way into now? Well, the exclusive list includes:
Champion. Chef. Crafter. Monk. Runecrafter. Hero. Ranger. F2P 1000+ person (AKA N00b mem, as I was called today ).
F2P 1000+ person (AKA N00b mem, as I was called today :D ). Miner.
Having received 59 mining the last time I wrote a post, I followed the advice of Xer Man1 and started getting drunk. On dwarf beer. Yeah, it's a bit weird I know, but if you’re dwarfish enough (5 foot, like mining a bit) and are also drunk to boot, they'll let you in. Crazy, huh? The master miner dwarf (with the cute schkillcape) said that the guild was very exclusive, but it's really not. I even told one of the guards that I had 60 mining, and he let me in. I mean, do I have a good pokerface or is he just drunk as well? I've heard that this trick also works with other guilds as well, like the fishing guild where....I'm a bit confused, but apparently fish pie makes you more like a real fisherman? I can understand dwarf beer makes you feel more dwarfy, but....pie? Anything goes, I guess.
Heck, anyway the guild is an amazing place. I went in there and there were, maybe 8 miners? All working together. It was epic, because we could all mine in a *friendly* non-competitive way-there were no problems. I didn't want any Mithril, having mined 2 inventories on Crandor (as well as hundreds of coal ores, but I'd dropped those) So I just drank up and mined the hundred-or-so coal ores I needed to superheat all my Mithril, eventually making me 116k, gems included. I got 3 diamonds (lucky me :/ ) an emerald, and two sapphires, so I sold all but the sapphs, which I made into magic amulets. Still a pretty tidy profit, which was nice to get from what was really intended as a non-profit training exercise. I could have smithed the mithril bars, but that would have been OTT as iron is a much cheaper way of training smithing and steel nails are even more cost-efficient, as they sell extremely well.
Now, for my second new "guild" I managed to get 30 Dunj, allowing for some rather nice globe fireworks. Needless to say, I was very pleased, as that represented and unexpected triple whammy: Getting Ranked in Dungeoneering, getting access to the RSOF (which I didn’t actually bother to post on…I’ll savour that feeling for a bit ^_^ ), and getting into f2p 1000+ skill total worlds.
A word about these worlds: they are largely populated by either justly skilled F2P, or by n00b members such as myself. Certain training areas are surprisingly crowded, such as that of Al-Kharid's palace, where the warriors are in high demand, but other places are much less popular, such as the Varrock palace, with all those guards. I think it is because the guards are lower-levelled and less resistant to slash in Al-kharid, making them ideal for using the fastest P2P weapon with. I trained attack to 56 there, quite happily, and found that I now have 90,000 experience to go till I hit level 60. Not too bad then, and certainly doable with a touch of slayer. Dungeoneering has also helped a lot, as some combat is certainly better than none :D .
A word on Dungeoneering: Qeltar has published an extremely useful Dungeoneering "cheat sheet" on his website, which is basically a short summary of his guide and shoudl be useful for those of you with, say 30 Dunj (that trained it there) who therefore have some experience and knowledge of dungeons, without being truly experienced (e.g. 70 Dunj). I hope you find it useful, I certainly thought it was interesting. Another useful thing to know about Daemonheim is that somehow Faruq's Orb of Oculus has made it past the magical barriers, and is particularly useful for relocation and certain puzzles such as the toxin maze, which I'm glad to see Qeltar also hates.
I tried to make a nice RuneScape Stereogram, but sadly failed. Does anyone know how I might make one that's easy on the eye and actually works? I've seen it done before, to great effect. I think it was on Sal's forums, and I really wish I could try it for myself. But the resulting picture just looked horrible.
Here is an addition to the Runecrafting Theory Journal.
The Air Altar's recent shift surprised us all. Out of the blue one day, our Talismans ceased to function, and then the next day functioned once more. During the time between, it seemed that the rift merely ceased to exist, and the element was desperately seeking a new path into Gielinor. The next day, the entire area of the Air Altar had shifted position, into an area between Varrock and the River Lum. It would seem that the Ruins are not relics of an ancient past, but something created by the element itself. By the time we had re-opened the altar, it was clear some of our theories had been mistaken.
So what now? Well, first of all we need to find out why the ruins also moved, and how. Second, we need to quell certain rumours that could undermine our position as the leading experts on this subject. One such rumour is of course that the powerful mage, known simply as Gower, managed to shift it in ten minutes, but forgot about the impact the malfunctioning Talismans would have. This is, of course, ridiculous. If it were true, Gower would obviously quantify an unbelievable, almost God-like, amount of energy, leading to serious problems in the balance of this plane. Another rumour is that the Air altar is a sentient being-and we all know that to be impossible, as well. Energy does not cause knowledge, just as the sun cannot think.
If you want to know my personal theory, conducted under special experimentation with colleagues Douglas and Cadmus, I believe that an enormous amount of air energy was recently removed from the area, almost dampening the "elemental fire" that allowed the rift to survive in that particular place. This forced the rift to seep around Gielinor, causing the strong winds some may have felt that day, until it finally settled into it's present location. What was the sudden "extinguishment" caused by? Well, in my professional opinion, it was the result of an unprecedented amount of runecrafting that week, which the rift could not easily recover from.
In other news, much effort is now being put into a possible new rune, known simply as "cosmic". The talisman found last....
Hope you enjoyed it. I was surprised by the change, and although I understand that it's old news and nothing special, it still annoys me. You see, one of the best ways to do Air Running was to use your explorer's ring (3) and run from the cabbage-patch. Which Jagex completely screwed over by changing the location. Very frustrating. And the fact that the border guards are still there on skill total worlds is annoying. I mean, how much coding would it take to change that? It can't be too much work, and would certainly be welcomed by many people, including myself. However cool a walled in Varrock does look.
I hope you enjoyed today's various ramblings. I certainly enjoyed writing them!
I've just been away for 2 weeks in France (1 week in Brittany, 1 in the Loire region), and during it I read several books and went to various places. I thought I'd post a review of the time, or at least the books.
Books I read:
A Tale of Two Cities. Fantastic book, made I suppose all the better by reading it in France. Like most Dickens books, it starts a bit slow, introducing characters carefully and so on, but it picks up the pace dramatically and has some astonishingly intense scenes in it. I would recommend this to anyone, but it's probably best read if you've got the time to do it over a few days rather than a chapter a night, so that you remain familiar with all the characters etc. Unlike most Dickens novels, this is a historical novel, set before and during the French revolution (the two cities are London and Paris), and this lends it an additional air of drama and suspense that's highly enjoyable.
The Old Reliable. This is, I suppose, a typical PG Wodehouse book. It's a comic novel set in a single house with several characters who have different motives acting out their plans. Lighthearted and fun, but in my opinion slightly disappointingly short. I still think Evelyn Waugh is better at this sort of thing, as both Decline and Fall and Scoop were funnier and more interesting. Still worth a read if you bump into it, as Wodehouse ties the different threads together very cleverly.
Back from the brink. These are the memoirs of Alistair Darling, the Chancellor of the Exchequer (head of the UK treasury and an elected MP) of the previous government. I actually thought these were really well done. Far from being full of difficult technical terms and boring descriptions of Parliamentary business Darling focuses on the most interesting part of his career-being chancellor-and offers a really easy to read explanation of the financial crisis, its causes, and how the Labour government reacted to it. He offers some intriguing insights into how the government works, what it's like being Chancellor, and strategies for tackling the financial crisis generally (including a critique of the current Conservative government's attempts). Above all, it's not too long, which makes it eminently readable. If you're looking for a biography to pick up and think this could be interesting, do give it a go.
Books I finished/got partway through/started:
Waverley (finished). This is arguably the first ever historical novel and is by Walter Scott. It's 200 years old and is set in the Jacobite uprising of 1745, where Bonnie Prince Charlie, of the exiled royal house of Stewart, sailed to Scotland, raised the highland clans of Scotland, had some success but was then brutally defeated at the Battle of Culloden. This is a very significant point in UK history, but the novel isn't just interesting for that reason: it also uses a very romantic style and a truly likeable hero. There are also occasionally very interesting asides to the reader about novel-writing, the progress of time, and so on. Scott writes in a very different way to modern historical novel authors, but it's a very enjoyable way to read.
The Grass is Greener: Our love affair with the Lawn (got partway through). This purports to be a hilarious history of the lawn, but I felt it didn't really fit that description. It's not terribly funny, it's more a history of gardening, the lawnmower, and the lawn than the history of the lawn itself, and it occasionally has weird but pointless diatribes in the middle where he removes himself from his history to talk about his nostalgia for his first ever lawnmower and things like that. It's an impressive look at the history of the modern garden to begin with but it was a little too dry and off-point for me to finish it.
David Copperfield (started, now 2/3rds of the way through). This is another Dickens novel (my dad had the complete set on his kindle, I was borrowing it). This has a slower start than A Tale of Two Cities, particularly since for the first 10-20 chapters the character is a child, who is both slightly annoying and very weak. However, the book eventually picks up, and the hero has the excellent trait of not letting himself down (which I felt was what makes Great Expectations so frustrating) but is simply forced to use hard work and conviction to get himself through the difficulties of life. While it is mostly about the hero, because of the limited cast of characters almost everyone who enters the story in a significant way will pop up later down the line, so the novel includes their stories as well. At times the book is genuinely funny (though it doesn't try to be, which is part of the charm), though I have yet to experience the same depth of emotion as there is in Two Cities. Worth a read, but the other Dickens I read was (far, far,) better.
Now, what about the places I visited? I'll just do a brief summary.
In Brittany: Morlaix has a cool viaduct which you can walk on and which trains cross over the town with, Huelgoat has massive rocks (they're rather large, worth seeing if you're dropping by), it's not worth going to viewpoints in the coast on a cloudy day (we couldn't see a thing, it was bad), Roscoff has a superb jardin exotique that is great for birdwatching (I picked that up on the holiday, my aunt is a keen birdwatcher and we both had sets of binoculars). Brittany has lots of good places to go walking, though the forest of Huelgoat once you get away from the big rocks is really just a forest like any other (at least to me).
In the Loire region: Chambord is big but worth seeing because of its ridiculous proportions and grandeur, Blois is worth seeing because it has really cool furnishings (seriously, really really cool) and lots of different styles, Chateaudun is worth visiting because the town was entirely rebuilt after 1732 and the chateau has different styles and a fantastic group of tapestries on the life of Moses (no really, fantastic if you like tapestries, it's a big set). Buy some insect repellent, we didn't and I'm covered in bites. The countryside is bad for walking, lots of flat barley fields, but going on a river in a boat is fine so long as you don't get stuck in waterlilies. Chartres Cathedral is big, lots of windows (bring binoculars or you won't be able to see some of the detail), very gloomy in the non-restored parts, very light and refreshing in the restored parts, it's quite Catholic (but then, what Catholic church isn't?) but it's well worth seeing if you're nearby. The town itself is nothing special.
The thing I always liked about the Nether dimension was its simplicity. There are a few, useful, practical things you can get done there, and then beyond that there's nothing you need.
It feels like hell should feel. You dig down to the bottom of the world, acquire obsidian from the best tool in the game, and then light a portal using the prime element of the realm: Fire. Because portals make annoying noises and might even leak, I've rigged up a neat little redstone system where I can press a button to put out a portal using water and pistons. At the moment I have to time the button carefully to make it work nicely, but soon it'll be great.
Anyway, once you're inside there are a few things to get.
There is nothing else, and that's the real beauty. After all, there are very few things an adventurer could use from hell. But what else can notch add?
There is a huge suggestion list, and I'm going to ignore that, because it's absurd. Glowing mushrooms, it yells! Nether trees!
No. This isn't the overworld. Part of the nether is that you don't want to be there long. The screams are nasty, and frankly, it's not expressively interesting.
One thing to add would be strongholds. Not like above ground, but citadels, obsidian towers in the darkness. Maybe they'd be inhabitated by some fearsome monster. Undead mages would be interesting. And, of course, there'd be tons of loot up for grabs, like structures in 1.8.
What else? Well, lava monsters would be good. Salamanders, or eels, that's what I fancy. You could fish for them if you knew what you were doing, or you could be dragged in from the shore by them. Maybe you'd be able to use minecarts as lava boats-I'd like that, and it's something Notch has said he's considering!
I think a plant (other than mushrooms) might be a good idea, but what? Maybe something that grows on the shore, that the lava eels could occasionally take a snatch of. Nethergrass.
Yahtzee Croshaw made some interesting suggestions for MC ages ago, what were they? Ah yes, no, the relevant ones (ie sluicegate) have already been added. Shame.
Here's an idea, an ore, surrounded by fire retardent blocks to protect things Or maybe a latter-day sponge. That's what I want. There. Done.
I saw the Zeppelin mod, I wanted the Zeppelin mod, I got the Zeppelin mod.
Now I've found out the Zepellin mod doesn't let ladders work, after I built my first ever sheep. It looked great, but that still didn't mean I was allowed it :o .
Oh well. I have TMI and hopefully Zombe's mod installer will work this time, because I'm fed up of configuring it myself.
So I'm going to have to think of another design, which is a shame now that I've built a ship. It looked cool, too, I was looking forward to sailing through the skies.
So what do I need? Well, let's think:
-Entrance/Exit for docking.
-Viewpoint, with controls there.
-Room for a wolf. If I can't get a chicken, like Beret, a dog will have to do.
I'll also need a map, a compass, a clock, and some food for the dog.
With this done, I've made a moderately ugly craft. It used brick, wood, glass, and it has a dog. The ship? I like to call her La Forterresse Volante. The dog, on the other hand, is called ben.
After building on a beach and watching my beautiful creation rise up from the sand, we've travelled across an icy sea and some forest. More stuff (and some pictures) to come soon :o .
Hey people, today my blog isn't directly related to runescape, but it is interesting. This video is one of the "did you know" videos-the fourth one in fact. It's rather informative and deals in particular with human geography, so why not watch it if that's the sort of thing you think is interesting?
In other news...well, why do people post drop pictures? I mean, I saw one today of someone standing at dust devils, with a dragon chainbody on the ground and some bones as well. Why do you need that to prove that the drop happened? It doesn't prove that the drop happened, if I had 10M I could spend my cash on some fancy weapon like a whip, then get some ashes, go to abby demons, and say "Haha! i can haz whip drop, silly, bet ya didn't see that coming!". It wouldn't prove anything.
Lastly, Minecraft keeps crashing. There's a black screen, and it says Java isn't working. But Java should be fine...Runescape still works, I think.
Anyway, see you guys later.
I haven't posted for a few days, while I have been here. Hopefully I won't be too boring, but I really would like to make a blog post, and record various things. I've been on and off doing things, but largely I have been trying to make money. This will go towards: Full rune (t), Wizard robes (g) and finally Saradomin-trimmed rune armour. Possibly with a trimmed strength amulet. I've tried various outfits, I have lots of pictures of various things, and now I'm stuck, because it would be boring to crop and upload all the pictures but that's what I need to do ^_^ . To boot, I have a cold (well, that's pretty much gone) and hurt my thumb badly yesterday (don't think it's broken but it will be x-rayed). My various outfits have included: Rune (t) with heraldic helm and shield and skull sceptre, rune (t) with rune berserker, wizard robes (t) with amulet of magic (t), and now (hopefully) full rune (t). I've seen my net worth transformed from aroudn 1M to 1.7M, and I think I made around 400k today...which really, really isn't bad when you do it by accident in f2p ^_^ :) .
Outfits etc bit over:
Now. I decided to experience a bit more non-wildy content for f2p, so, I've been doing lots of stuff. I've been going around with my orb and looking at various member areas. The orb is great, and I'll give 8/10 to Jagex. The one bad thing about it in my opinion, is that while it's easy to control, it lacks precision. i wish I could press f3 or something, and get a third mode, where I could adjust the angle by degrees with a mouse. That would be really helpful to jsut get that little edge. Other than that, great, and focus mode is cool for making little cutscenes for...just me. I might make a video, if I ever get hypercam or Camsutdio or something. I'll need a bit more space on my hard drive though ;) . Ok, second thing I've done is go and change into a girl, to see the various outfits, what clothes looked like on me, etc. I went theorugh the hairstyles, and got one I thought was OK, and tried some outffits....I love mage robes with a girl, but chaps? ehh not so much lol. Chestplate is also pretty weird because [aand-cut!-no more of that]. I think girls should have make up, because of the lack of a beard...they badly neeed it! ;) I've also been going places with various RS friends, such as just hill giants to zombies or something different, like fist of Guthix. the problem with the latter is that youo can't choose to play with a friend, so you barely see each other :) . However, it's there that I've found my buying of 37 prayer has really, really payed off. Because magic is the most used side of the combat triangle in fist of Guthix, I can now simply tank other people inthe centre, and win 4/5 times. (probably closer to 3/5). I lose when someone switches to melee. Or when someone has level 43 prayer, and actively switches prayers as I switch attacks. But it is an amazing feeling to be able to suddenly start winning where I once lost so badly, so many times. it's really good. To all you freeplay out there: If you aren't playing Fist of Guthix (and you could be) then you are definitely missing out! The rewards are amazing! People like RavenIMJJ and Xer Man1, and Desireful3, there are so many useful things! You could buy RC gloves, if you want to level runecrafting quickly (very, very useful...you want 50 RC...you need 50 RC, f2pers!). You could buy amazing shields and gauntelts for meleers-the best in the whole f2p game! buy buy buy! Mages have new armour types! Rangers have d'hide coifs! (OK, maybe not so attractive). Fishers have special gloves that give extra xp (I think?) and Slayers (members, payattention here) Can get special gloves that allow them to get more xp per dragon kill on a slayer task. Now that's useful!
Lastly, to make a lot of money I have been: Great Orb Projecting (50/50, 3-3, Gop addict). While this gets cash, you have to be available for 20 minute slots at a time, which isn't always possible. That aside, 150k/hour is great. Cutting yews. Great money, very flexible time-wise, and so long as you know where to go you can get logs pretty fast. My advice is to go to either the trees around draynor cabbage patch, or the yew trees near the earth altar. Lastly, I fished one invie of lobs, to break the monotony. Theyr'e not great, largely because they are so chopped up. You have to go to Karamja and bank in draynor, it's just not worth the effort.
I'm going to ahve to end here...I'll add some stuff on levels progressed later. Please do the poll if you have time, I would love some feedback.
So: While Guthix Sleeps is complete. It was an entertaining quest, and a long quest that expanded a lot of nice lore. Movario's a pretty cool guy. What can I say? The first grandmaster quest is exciting and unusual.
I'm going back to school soon, so I probably won't be doing much more questing.
P.S. Something I've noticed recently for you guys that don't care about me questing. Every time someone puts 0.0 at the end of a sentence or some other kind of emote (other than perhaps :) :) :o ) my rating of their statement goes down 4 points out of 10.
For example: WGS is a hard quest. 8/10 Compared with WGS is a hard quest 0.0 . 4/10
I just found this again:
Classic. It's not even something you can do in runescape. Maybe I'll get my santa and draw that on. You know, the one in my profile picture on this forum.
I tried a pass it on in minecraft and it was fun. I was the first to use it. I like.
After learning a little more about vampirism, I've realised the disturbing truth. Vampires are actually shockingly powerful. Become undead is a huge bonus. But it's not quite in the way you'd expect.
Vampirism comes in 4 stages, none of which are particularly important. As you become more and more blood-starved you get more power (weird, huh? the more you fight your instincts the more useful they become) until at stage 4, you are essentially immune to frost magic (as are the Volkihar vampires, a clan that specialises in that sort of magic and can supposedly reach through ice...they're the most powerful in Skyrim) and can become invisible.
However, at stage 4 everyone attacks you, so you really just have to use the 3 minute invisibility once per day thing to sneak into a city and drink blood. Which is a shame. You also get a mediocre life drain spell. Maybe that could do with buffing.
I would get Tolfdir to work on some sort of "mask" spell that alters your appearance, but I think he deserves a break after working out the whole dragon heartscales thing and mass paralysis (hmm, I should really use that more often), and I don't think Sybille Stentor, a wizard who could actually use that power if she didn't want to drink too often...well, I don't think she has the technical skill. Could be wrong, though. I mean, I don't have the skill.
Anyway, vampires are entirely immune to disease and I think poison, have better night vision, have a boost to illusion and stealth, and you need enchantments to regenerate stuff under the sun, but the most important point is that you're undead.
Being undead means that with the "necromage" perk all potions, spells, and enchantments are more effective for you (and to you), which means that you are...well, better at everything.
The longboat gently dipped in the opalescent waters of the North Sea, gently moored against a rock on the edge of Waterbirth Island. Her lonely mountain stood proud against the grey sky, a solitary bush on its slope the only sign of perpetuating life here. As a friend and I walked towards the beckoning entrance of the cave, rocks sprouted legs and scuttled away, eager to avoid confrontation and potential eviction from their current homes.
A friend -let's call him J- and I had decided to try out a new method of training ranged: a method he'd heard of on RS Wiki. It was to be an ill fated trip, but at the time we were perfectly happy and had a nice idea of how things would go. The plan was to hunt Wallasakis; a kind of mage walrus, with our crossbows and pray to protect ourselves, using a cannon to speed things up further and lootsharing drops.
Into the disturbingly mouth-shaped entrance we went, down and down the stairs until we were almost under the sea itself. The cave was dripping with an ethereal blue glow: we didn't need any light sources here, although nothing hinted as to why not.
Dagganoths: these northern variants on the common Jadinko were aggressive and eager for blood. We headed past them as they slowly began to wake up, our armour protecting us from the worst blows as we reached the first door. Simple enough, two pressure plates were stood on and the door opened with a curious fan-like rotating mechanism.
The walruses were here most prominently, but we soon realised a problem: while in great number, they were in single combat and retreated far too quickly once damaged to make it possible to ever kill many at all. This wasn't the great ranged xp we'd heard of! In desperation, we moved further into the cavern and I got out a map. There should be more Wallasakis at sub level 4 or 5. Sub level 6, of course, contained the deadly Dagganoth Kings, so we had to be careful about how we approached the targets.
Exhibit A: A Wallasaki, native to the island. Exhibit B: A Dagganoth, native to goodness knows where.
First were a second series of doors: a bewildering metre-high obstacle blocked our progress. After some research, we realised we needed more help around the door, but another person popped through and quickly unlocked it for us without any prompting whatsoever!
Down that strange metal labber we climbed, down and down, until we reached Dagganoths. Where next? Along and down and along and up and through this tight corridor...to a distinctly smaller, multi combat spawn of 4 wallasakis. We killed them and continued: lootshare worked, although this group wouldn't really help us. I found a fremmenik, killing youngling monsters and asking for more armour and weaponry in return for sharks, an offer I could not take him up on.
J dashed down a ladder and I followed him along. A dead end! We were out of food and almost out of prayer. Lost in the spiralling, twisted depths of the dungeon, I ran back up the ladder to where I could protect myself from the twin ranged and melee attacks of the dagganoths, but J idled slightly too long and was caught in the back by a lizard's throwing spine.
Help me, his spirit cried. Bless my grave! I jumped off the ledge, rushed to his Angel of Death, and prayed to it before succumbing to my wounds.
Panic, as we respawned, was the reigning factor: I grabbed some sharks and armour and headed straight back down. Yet more delay as we went to a friends chat for help (burstinglobs), waited to get the door open, and my grave collapsed. I was stunned, and yet J's was still there, and he ran down only to die again, having only a falador medium shield as his protection against the waves of the undying dagganoth. Having forgotten to bring any prayer potions, I died shortly after as I could only eat sharks just fast enough to cover one combat style and had not brought a teleport. J's stuff was gone, and so was mine.
My last few words? By PM:
"Magic Walruses was a terrible, terrible idea. We are never going to Waterbirth again."
His quiet, PM'ed response: