Forums

Warding - Done Right

Quick find code: 322-323-451-66111674

of 2
4ev
Mar Member 2017

4ev

Posts: 526Steel Posts by user Forum Profile RuneMetrics Profile
Please don't post until I am done editing my reserves

(still not done, will edit this out when done)
Thank you for your cooperation.

This is my take on what warding should be. Currently, the training methods look boring, the skill itself adds minimal meaningful content to the game, and the proposed minigame sounds more like a chore than a fun alternative way to train the skill.

Table of Contents:
- click to go to post

Post 2 - Training methods
Post 3 - Wards, Monoliths and VIS
Post 4 - Specifics on Upgrading
Post 5 - Minigame
Post 6 - Other Rewards - Combat Rings, Skilling Rings, and Essence Pouches
Post 7 - Other Rewards - Elemental Tomes, Magic Incantations, and Anti-Poison/Venom Lamps
Post 8 - Other Rewards - Rune Pouches
Post 9 - Other Rewards - Scroll of Redirection, Blank Talisman Staff, and Wand/Staff Imbues
Post 10 - Guild
Cross Minigame Reward Shop - waiting since December 26th 2013
Spelunking - non-combat raids
Mobile Improvements and Castle Wars Rewards

20-Jul-2019 03:34:41 - Last edited on 21-Jul-2019 17:59:31 by 4ev

4ev
Mar Member 2017

4ev

Posts: 526Steel Posts by user Forum Profile RuneMetrics Profile
Training Methods


Right now, as it is described, warding is basically crafting, but you must do it around wards, and use VIS as your thread. To me, that's not really what we want from a new skill. Its training method sounds sort of like a cross between runecrafting and crafting, taking the worst parts of both and applying them to one skill.

My idea is to scrap all that nonsense. Why would warding be creating magic gear from silk? To me, that should come from crafting. Now, before you jump to conclusions, I'm not saying to scrap the entire skill, just the preface that it needs to bring magic robes into the game from scratch. To me, robes should be made with the crafting skill. Feel free to expand low level crafting further if need be (wizard robes, priest robes, and monk's robes).

Upgrade Current Gear


However, for the higher level robes, this is where warding would come into play. Now you imbue these lower level robes with certain amounts of VIS (and items) to upgrade them. Upgrades could be anything from stat boosts (example - mystic to dagon'hai) to adding in special effects such as rune saving, NPC damage boosts to certain races, etc.

You could easily balance this so main training methods upgrade robes we have surpluses of, then the new robes are alched, and if VIS is bought with the profits from alching, it basically nets in no loss/gain (or adjust it for net loss, etc).



Back to Table of Contents
Cross Minigame Reward Shop - waiting since December 26th 2013
Spelunking - non-combat raids
Mobile Improvements and Castle Wars Rewards

20-Jul-2019 03:34:48 - Last edited on 20-Jul-2019 15:57:30 by 4ev

4ev
Mar Member 2017

4ev

Posts: 526Steel Posts by user Forum Profile RuneMetrics Profile
Wards, Monoliths and VIS


Now let's talk about the wards and VIS. I don't like that you need to go to the monoliths (or draw wards) then use your VIS to make whatever you are making. I feel it would be better if you offered the wards as more of a 'poor man's reprieve' and instead had them supplement the amount of VIS required to make whatever the player was trying to make.

No ward or Monolith
- huge sink of VIS which in turn means a large rune/gp sink; this ends up being nothing but good for the economy. The rich can throw away their wealth for the good of the game (and faster experience), everyone wins.

Draw a ward with VIS
- the ward would cost more VIS than what you could save yourself when making things using it before it runs out. However, others (not ironmen) could benefit from it. A functionality like this would encourage group skilling and probably lead to something akin to house parties. I think giving the community incentive to cooperate like this is nothing but good for the game. Most prices would be balanced around the assumption people are using wards (without drawing them).

Utilizing a Monolith
- Cheapest and most profitable method, significant travel time. I'd like the runecrafting altars to double as monoliths, personally. I also feel that the splashing method of gathering VIS should be done here (runecrafting altars) and higher level spells give higher VIS gathering rates. However, all splashing methods would result in a net loss.



Back to Table of Contents
Cross Minigame Reward Shop - waiting since December 26th 2013
Spelunking - non-combat raids
Mobile Improvements and Castle Wars Rewards

20-Jul-2019 03:34:48 - Last edited on 20-Jul-2019 16:37:31 by 4ev

4ev
Mar Member 2017

4ev

Posts: 526Steel Posts by user Forum Profile RuneMetrics Profile
Specifics on Upgrading


I feel upgrading existing gear is a far better path to go down than to have us creating all of this gear, needlessly. Training early levels would create a huge influx of gear we don't need. I propose changing it and upgrading it instead. Please see below for a basic outline:

level 01 - Blue Wizard Robes + VIS + Holy silk = Druid Robes
level 01 - Black Wizard Robes + VIS + Occult silk = Zamorak Robes
level 10 - Priest Robes + VIS + Shadow silk = Shade Robes
level 20 - Monk Robes + VIS + Holy silk = Pado's Robes
level 30 - Shade Robes + VIS + Dark silk = Arceuus Robes
level ?? - ??? + ??? = Moonclan Armour (requires Lunar Diplomacy)
level ?? - ??? + ??? = Splitbark Armour
level ?? - ??? + ??? = Skeletal Armour (requires Fremennik Trials)
level ?? - Moonclan Armour + VIS + ??? = Lunar Armour (requires Lunar Diplomacy)
level 50 - Xerician Robes + VIS + Mystic silk = Mystic Robes
level 55 - Splitbark Armour + VIS + Vyre silk = Bloodbark Armour (requires Lunar Diplomacy)
level 60 - Mystic Robes + VIS + Infinity silk = Infinity Robes
level 65 - Infinity Robes + VIS + Chaos silk = Dagon'hai Robes
level 75 - Lunar Armour + VIS + Suqah hide = Astral Armour (requires Lunar Diplomacy)
level 80 - Splitbark Armour + VIS + Moonfly silk = Soulbark Armour (requires Lunar Diplomacy)

PLEASE NOTE

Thaumaturge set is scrapped in my presentation, in favour of the tome updates (implemented through runecrafting) allowing for faster casting there instead. Click Here

Above is simply an example, utilizing what they put forth in the blog. It is of course open to balancing etc.



Back to Table of Contents
Cross Minigame Reward Shop - waiting since December 26th 2013
Spelunking - non-combat raids
Mobile Improvements and Castle Wars Rewards

20-Jul-2019 03:34:49 - Last edited on 21-Jul-2019 16:32:04 by 4ev

4ev
Mar Member 2017

4ev

Posts: 526Steel Posts by user Forum Profile RuneMetrics Profile
Minigame


In its current form, the proposed minigame can hardly be called a minigame. Currently it is simply something telling you to ward at a specific place. That's not creative at all.

Please make it team based, where you have sort of factions that try to capture specific runecrafting altars (monoliths). I'm thinking 2-3 factions. This game would be found in the Guild, and would therefore be locked behind the guild (level 50 requirement or something?)

Gameplay


Within the game, I feel each team would be trying to gather the most energy. If 2 teams, it is quite straightforward gameplay, most captured wins. If it is 3 teams (my preference) each team starts out with x energy. Then the teams steal energy from each other. This means the two weaker teams could team up against the dominating team, so almost anything could happen until the last second. Now how they are gathering that energy, is something you can design, but I find this premise far more exciting than a simple go here and do this "minigame." It sounds more like a chore than a minigame.

Rewards


Blank Talisman Staff - Use it at an altar to make a staff akin to Runecrafting tiaras
Secondary item(s) used for the creation of imbued rings (combat and skilling)
Staff/Wand Imbues - gives magic weapons special attacks or upgraded stats

See further details on these rewards by clicking links below:
Imbued Rings
Blank Talisman Staff and Staff/Wand Imbues



Back to Table of Contents
Cross Minigame Reward Shop - waiting since December 26th 2013
Spelunking - non-combat raids
Mobile Improvements and Castle Wars Rewards

20-Jul-2019 03:34:50 - Last edited on 21-Jul-2019 17:54:51 by 4ev

4ev
Mar Member 2017

4ev

Posts: 526Steel Posts by user Forum Profile RuneMetrics Profile
Other Rewards



Combat Ring Imbues


These would be the same as the NMZ imbues. The secondary item needed for these would come from the minigame, and take about the same time to achieve as doing it through NMZ at max efficiency in both (meaning you win every game - highly improbable). That would mean this would be a slower, but potentially more enjoyable way to achieve these rings.

Warrior Ring (i)
Treasonous Ring (i)
Tyrannical Ring (i)
Ring of the Gods (i)
Berserker Ring (i)
Seers Ring (i)
Archers Ring (i)
Granite Ring (i)
Ring of Suffering (i)


Skilling Rings


The main ingredient of the ring would drop whilst skilling in that specific skill. The secondary ingredient (the material used to make the ring) would come as a reward from the minigame. The rings would give a small chance of receiving double loot while doing whichever skill they were for. The hunting ring does not work with impling loot, to prevent abuse. They do not give any bonus exp for the double loot. These would be balanced to be less than a 10% increase to overall materials gathered over time.

Ring of Wood - Chance of double logs
Ring of Earth - Chance of double produce (each pick)
Ring of Amber - Chance of double hunting loot (does not work on implings)
Ring of Bone - Chance of double fish
Ring of Iron - Chance of double ore


Repairing Essence Pouches


I think this is fine as was proposed in blog. Abyssal silk + VIS to fix them yourself. Would probably be more costly than using NPC contact, so it is fine as an alternative method.


Fused Essence Pouch


I don't think this is a good idea. It has great potential for abuse (people tricking the game into allowing multiple pouches somehow), and is basically a QOL or faster method (no HK) for a skill locked behind a different skill. Assuming mouse keys to rc, this would essentially be a QOL.



Back to Table of Contents
Cross Minigame Reward Shop - waiting since December 26th 2013
Spelunking - non-combat raids
Mobile Improvements and Castle Wars Rewards

20-Jul-2019 03:34:51 - Last edited on 21-Jul-2019 16:05:36 by 4ev

4ev
Mar Member 2017

4ev

Posts: 526Steel Posts by user Forum Profile RuneMetrics Profile
Other Rewards



Elemental Tomes


I do not think making pages for these fits in with this skill. I feel it should instead be included with the runecrafting skill, and require you to actually do it at the respective altar, using papyrus instead of pure essence, essentially (less exp, more gp). I also feel that if these were implemented, we should give them alternative effects instead of just damage boosts, giving elemental spells new niche uses.

Potential Examples:
DoT effects (drowning - water)
Chance to ignore some magical def (earth)
Faster casting (air)


Magic incantations


These need to have (minimal) negative melee offensive stats. A melee user should not be able to utilize gear from other corner of the triangle to defeat the class that should beat it, with no downside. For every +1 magic defense the piece gives, make it give -2 melee attack.


Anti-Poison/Venom Lamp


This item only works while wielded, if you would be poisoned while it is not equipped, it does nothing. It should come as a quest reward which ties Herblore and Slayer (the study of creatures) into the creation. It does not act as a light source. Provides zero bonuses. This would be an upgrade to the harpie bug lantern, where they change its properties to cure/prevent poison also. It is charged with doses of potions. Preventing poison costs 1 charge.

There would be a miniquest following the quest which involves Zulrah to upgrade it to an anti-venom lamp. Once upgraded to the anti-venom lamp, it gains the ability to grant immunity to poison (not venom) for the cost of 10 charges. Preventing Venom would cost 2 charges. No immunity to venom (preventing venom with antipoison charges doesn't make sense).

+1 - Antipoison
+4 - Superantipoison
+4 - Sanfew Serum
+6 - Antidote+
+8 - Antidote++
+8 - Antivenom (once upgraded)
+14 - Antivenom++ (once upgraded)



Back to Table of Contents
Cross Minigame Reward Shop - waiting since December 26th 2013
Spelunking - non-combat raids
Mobile Improvements and Castle Wars Rewards

20-Jul-2019 03:34:51 - Last edited on 21-Jul-2019 16:37:41 by 4ev

4ev
Mar Member 2017

4ev

Posts: 526Steel Posts by user Forum Profile RuneMetrics Profile
Other Rewards


Rune Pouches


Created with Infinity silk from Mage Training Arena

60 Telekinetic Points
60 Alchemist Points
600 Enchant Points
60 Graveyard points

If we look at the master wand, which is exactly 4x these proposed costs as a benchmark, we can assume the Infinity silk will stabilize around 1.2m ea. Below are proposed pouches and costs.

Elemental Pouch
- 3 1 infinity silk + VIS
Mystic Rune Pouch
- 6 1 infinity silk + Elemental Pouch
Master Rune Pouch
- 9 2 infinity silk + Mystic Rune Pouch

So, in summary, to get the new 4 of any rune pouch, you'd need to invest 18 4 infinity silk, which would be around 1.2m ea (once stable) and far more at release. This means the upgraded pouch (capable of storing 1 extra rune) would be upwards of 20m 5m at proposed costs. Now, I would only be okay with these pouches, if they were tradeable. Locking content like this behind a skill seems silly, and if they remained untradeable like the current rune pouches, we'd be tying a noncombat skill to combat advantages, something this game does not need.

A major concern I have is that these should not be able to be used with each other or the current pouch.

These would essentially be implemented as high cost alternatives to the current untradeable rune pouch, if they were tradeable.

Wild Rune Pouch


The cost of this is mentioned nowhere. Currently, mages face the brundt of the risk assumed in the wilderness. It would need to be fairly low cost (around 50k-100k) to even be considered anywhere other than deep wild with max gear.


Back to Table of Contents
Cross Minigame Reward Shop - waiting since December 26th 2013
Spelunking - non-combat raids
Mobile Improvements and Castle Wars Rewards

20-Jul-2019 03:34:52 - Last edited on 24-Jul-2019 20:49:56 by 4ev

4ev
Mar Member 2017

4ev

Posts: 526Steel Posts by user Forum Profile RuneMetrics Profile
Other Rewards


Scroll of Redirection


I feel this would be a better fit for the magic skill to create these, similar to tabs.


Blank Talisman Staff


This would be a normal staff, which you could attach a talisman to at the runcrafting altar (requiring the same level as making a rune).


Wand/Staff Imbues


This is the major change I would introduce with how I envision the skill. Instead of limiting it to weaving fabric (which sounds more like crafting to me) - the main thing this skill does is imbue magical properties onto items.

The obvious thing here would be magic weapons. You would gain the ability to infuse VIS + unique items to upgrade various staffs. This would grant them special attacks, or upgraded special attacks. Some examples below:

Battlestaffs could be imbued to have a special attack which allows the next spell to do 50% more damage but slows down your next attack by 2 more game tics, making the time between your next attack increase from 3 seconds later to 4.2 seconds (60% spec). Works with auto or manual casting.

Mystic Staffs could be imbued to have an attack that allows an attack the next game tic (similar to dragon thrown axes) that would deal 50% less damage (30% spec). Special affects from spells cast at this time are ignored (ancient spells for example). Works with auto or manual casting (in this case manual casting a spell 1 game tic later would be fairly challenging though).

I envision we could have more specific special attacks also, for things such as the master wand, staff of dead/light, kodai, etc. More than open to other magic special attacks (try not to make them overpowered though).


Back to Table of Contents
Cross Minigame Reward Shop - waiting since December 26th 2013
Spelunking - non-combat raids
Mobile Improvements and Castle Wars Rewards

20-Jul-2019 03:34:53 - Last edited on 24-Jul-2019 19:50:58 by 4ev

Quick find code: 322-323-451-66111674Back to Top