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Re: Skilling outfits bonus xp

Posted: Fri Jan 26, 2018 2:49 pm
by Andres
Ruler wrote:Sorry I'm really clueless now because you are practically saying 'construction is useless, costs more effort and is expensive, but agility is also useless so lets make it more useful!'. I get your point but your reasoning is just off in my opinion...
For me it doesn't make sense you can get bonus exp in a skill by doing another skill. I would prefer to see a skill point system, which is immediately a good moment to revamp points and alter shops (divide pkhonor points in skiller points and pk points). Although this might be way too hard to change at this point (what to do with all the pkp people have...?)
Where do I ever say 'construction is useless' ? Where do you get all that stuff from?
I just made a statement where I say that going for 2b is considered as a huge achievement and therefore worth training? how is that calling a skill useless? That's new..
Agility has 0 extra features besides the infinite run.

And I am pretty triggered everytime I see things like (your suggestion as example now): "Make skiller points and change shops to skilling content and move the old pk points to PK related stuff and done")
Sounds Like music in your ears right? But excuse me If I am wrong but I have never saw a thread where they explain how they exactly want to change it or how the shops should look like, all skills give points or just a limited amount ? and everything else that comes with it.
All good and well but if no one brings a concrete idea to the developers how are we supposed to make it? Sure we can figure it out ourselves but that would take time, time where we could actually code things..

some brief examples:
Empty bag wrote:
I think in this case your right, either it should be obtainable through all the skills or every skill needs it’s own outfit imo.
Obtainable through every skill? seems nice, No one states how tho. What can I make up from this?

A somehow better suggestion but still not complete :
Adamthalion wrote:Will buying each set require currency specific to each skill? I feel like you should have to do the skill for a certain amount of time before being obtaining the outfit. You should have to do around 200m worth of experience in each respective skill before getting the outfit.
Getting 200m xp should give you a full set, just a piece ?
What about skills that don't have a skilling set, do you can use that 'xp' on other skills? what if the player already has 2b xp and can't gain xp anymore, does he have to reset his xp in order to get it?



I like getting skilling points or whatever it should call, but if no one brings up a well rounded suggestion I am afraid we can't implement it..

Re: Skilling outfits bonus xp

Posted: Fri Jan 26, 2018 4:06 pm
by Azu rite
Andres wrote:
Ruler wrote:Sorry I'm really clueless now because you are practically saying 'construction is useless, costs more effort and is expensive, but agility is also useless so lets make it more useful!'. I get your point but your reasoning is just off in my opinion...
For me it doesn't make sense you can get bonus exp in a skill by doing another skill. I would prefer to see a skill point system, which is immediately a good moment to revamp points and alter shops (divide pkhonor points in skiller points and pk points). Although this might be way too hard to change at this point (what to do with all the pkp people have...?)
Where do I ever say 'construction is useless' ? Where do you get all that stuff from?
I just made a statement where I say that going for 2b is considered as a huge achievement and therefore worth training? how is that calling a skill useless? That's new..
Agility has 0 extra features besides the infinite run.

And I am pretty triggered everytime I see things like (your suggestion as example now): "Make skiller points and change shops to skilling content and move the old pk points to PK related stuff and done")
Sounds Like music in your ears right? But excuse me If I am wrong but I have never saw a thread where they explain how they exactly want to change it or how the shops should look like, all skills give points or just a limited amount ? and everything else that comes with it.
All good and well but if no one brings a concrete idea to the developers how are we supposed to make it? Sure we can figure it out ourselves but that would take time, time where we could actually code things..

some brief examples:
Empty bag wrote:
I think in this case your right, either it should be obtainable through all the skills or every skill needs it’s own outfit imo.
Obtainable through every skill? seems nice, No one states how tho. What can I make up from this?

A somehow better suggestion but still not complete :
Adamthalion wrote:Will buying each set require currency specific to each skill? I feel like you should have to do the skill for a certain amount of time before being obtaining the outfit. You should have to do around 200m worth of experience in each respective skill before getting the outfit.
Getting 200m xp should give you a full set, just a piece ?
What about skills that don't have a skilling set, do you can use that 'xp' on other skills? what if the player already has 2b xp and can't gain xp anymore, does he have to reset his xp in order to get it?



I like getting skilling points or whatever it should call, but if no one brings up a well rounded suggestion I am afraid we can't implement it..
I've said it before so I guess I have to repeat myself on this one...
I put the idea out there in the gqc, I can't find the thread for you because Billy kicked me out if it over a joke, but it's there. It included new rewards for the shops and everything.

Re: Skilling outfits bonus xp

Posted: Fri Jan 26, 2018 4:52 pm
by Empty bag
Andres wrote:
Ruler wrote:Sorry I'm really clueless now because you are practically saying 'construction is useless, costs more effort and is expensive, but agility is also useless so lets make it more useful!'. I get your point but your reasoning is just off in my opinion...
For me it doesn't make sense you can get bonus exp in a skill by doing another skill. I would prefer to see a skill point system, which is immediately a good moment to revamp points and alter shops (divide pkhonor points in skiller points and pk points). Although this might be way too hard to change at this point (what to do with all the pkp people have...?)
Where do I ever say 'construction is useless' ? Where do you get all that stuff from?
I just made a statement where I say that going for 2b is considered as a huge achievement and therefore worth training? how is that calling a skill useless? That's new..
Agility has 0 extra features besides the infinite run.

And I am pretty triggered everytime I see things like (your suggestion as example now): "Make skiller points and change shops to skilling content and move the old pk points to PK related stuff and done")
Sounds Like music in your ears right? But excuse me If I am wrong but I have never saw a thread where they explain how they exactly want to change it or how the shops should look like, all skills give points or just a limited amount ? and everything else that comes with it.
All good and well but if no one brings a concrete idea to the developers how are we supposed to make it? Sure we can figure it out ourselves but that would take time, time where we could actually code things..

some brief examples:
Empty bag wrote:
I think in this case your right, either it should be obtainable through all the skills or every skill needs it’s own outfit imo.
Obtainable through every skill? seems nice, No one states how tho. What can I make up from this?

By training non combat skills you can get skill points just like pkhonor points only for a skill store. That’s how those items imo should become obtainable.

A somehow better suggestion but still not complete :
Adamthalion wrote:Will buying each set require currency specific to each skill? I feel like you should have to do the skill for a certain amount of time before being obtaining the outfit. You should have to do around 200m worth of experience in each respective skill before getting the outfit.
Getting 200m xp should give you a full set, just a piece ?
What about skills that don't have a skilling set, do you can use that 'xp' on other skills? what if the player already has 2b xp and can't gain xp anymore, does he have to reset his xp in order to get it?



I like getting skilling points or whatever it should call, but if no one brings up a well rounded suggestion I am afraid we can't implement it..
Well use exactly the same system for the pkhonor points and make them reward skill points. Only one detail they shouldn’t be obtainable as pkhonor points so reduce the amount that you get. Pkhonor puts another npc in Edgeville that sell those kind of items, maybe also let the npc sell 2B capes afterwards(if they come ingame ever) and other skilling items(lack of runescape knowledge to help in this case)

A detail i do think the point should continue giving them points in a skill even after the 2B xp because otherwise some people can’t obtain it.

Maybe also make them tradable but atleast hard to get to they have some wealth.
To add: i think the work to get this outfit should gain you circa 3-4B xp to get the amount of tickets for the set.

PS. Written from my phone i don’t have to much overview i hope i wrote all fine.

Re: Skilling outfits bonus xp

Posted: Fri Jan 26, 2018 6:59 pm
by Ruler
Andres wrote:
Ruler wrote:Sorry I'm really clueless now because you are practically saying 'construction is useless, costs more effort and is expensive, but agility is also useless so lets make it more useful!'. I get your point but your reasoning is just off in my opinion...
For me it doesn't make sense you can get bonus exp in a skill by doing another skill. I would prefer to see a skill point system, which is immediately a good moment to revamp points and alter shops (divide pkhonor points in skiller points and pk points). Although this might be way too hard to change at this point (what to do with all the pkp people have...?)
Where do I ever say 'construction is useless' ? Where do you get all that stuff from?
I just made a statement where I say that going for 2b is considered as a huge achievement and therefore worth training? how is that calling a skill useless? That's new..
Agility has 0 extra features besides the infinite run.
I am saying that training construction is useless. Unless you count your only argument for construction not being useless that it feels like a huge achievement as enough reason for a skill to be useful.
Yeah. I am not denying that agility's only feature is infinite run (which is the best feature of any skill ingame and needed in all aspects of the game), I am just stating construction is even worse.

That is true. In general, big suggestions like the one I made are not worked out properly. Can you blame members of the community for not doing that? If you see tons of (easy) suggestions being ignored for a long time, why would you waste your time in figuring out all the details? If devs would say, hey, my next project is going to be this, I am interested in what you guys think, could you help? Perhaps you would get a better response. From what I've heard there are tons of thoroughly thought out suggestions in the gqc (as ben already said) which aren't looked at. Pretty sure there have been for example new bosses as well where the whole drop table was discussed in the gqc and wasn't looked at when the boss was implemented (not sure though).
For example this thread. Awesome for all the effort put in it, makes it a lot easier than just saying 'more quests please'. But if you ask me, it was a waste of his time. 2.5 years later, no response of devs and probably will never be implemented. If we get new quests it will probably be developed from scratch by devs anyways. Can you really blame us for not working out all suggestions like that?

Re: Skilling outfits bonus xp

Posted: Fri Jan 26, 2018 7:38 pm
by Skiller
I disagree Sverre. Construction is required for the best method at KQ, for easier frost dragons, for the best elite dropper (Nomad), and a bunch of other stuff.

It just also costs a lot, so its kinda balanced out in my opinion

Re: Skilling outfits bonus xp

Posted: Fri Jan 26, 2018 7:55 pm
by Ruler
The builder wrote:I disagree Sverre. Construction is required for the best method at KQ, for easier frost dragons, for the best elite dropper (Nomad), and a bunch of other stuff.

It just also costs a lot, so its kinda balanced out in my opinion
There is a difference in how useful a skill is and how useful training a skill is. Unlike other skills (herblore for example), training construction beyond 13m exp (level 99) is useless, even more, terrible (click intensive, boring, expensive). For skilling outfits you have to concentrate on the beyond 99 part. To be honest, you shouldn't even be able to get the skilling outfit unless you are level 99 in that skill imo.

Re: Skilling outfits bonus xp

Posted: Sat Jan 27, 2018 1:16 pm
by Ruler
Wouldn't it to be possible to just add a skilling outfit for agility as well as suggested here? Also, in rs agility is more useful because of all the shortcuts. Although we have more teleport options, would still be nice if some shortcuts were fixed.

Re: Skilling outfits bonus xp

Posted: Fri Feb 23, 2018 12:59 pm
by Kenneth
Honestly I'd rather see boosts in resources than exp, ores, raw fish, herbs ect... For things like the agility set I'd understand exp bonuses unless stamina pots and marks of grace where to be implemented (More marks per lap kind of thing)

This would also make them more than a cosmetic for someone that has surpased thier skilling goal (200m/2b)

Re: Skilling outfits bonus xp

Posted: Fri Feb 23, 2018 1:47 pm
by Isaac
Ruler wrote:That is true. In general, big suggestions like the one I made are not worked out properly. Can you blame members of the community for not doing that? If you see tons of (easy) suggestions being ignored for a long time, why would you waste your time in figuring out all the details? If devs would say, hey, my next project is going to be this, I am interested in what you guys think, could you help? Perhaps you would get a better response. From what I've heard there are tons of thoroughly thought out suggestions in the gqc (as ben already said) which aren't looked at. Pretty sure there have been for example new bosses as well where the whole drop table was discussed in the gqc and wasn't looked at when the boss was implemented (not sure though).
For example this thread. Awesome for all the effort put in it, makes it a lot easier than just saying 'more quests please'. But if you ask me, it was a waste of his time. 2.5 years later, no response of devs and probably will never be implemented. If we get new quests it will probably be developed from scratch by devs anyways. Can you really blame us for not working out all suggestions like that?
Yeah I have to agree. The way suggestions are handled is a shambles on this server. Not only do I believe certain members of the community have more influence over what we should have (Andres/Adamthalion's inputs seem to seal the deal in most cases), but the whole 'ideas' mechanism is useless. Why do we have in-game suggestions and an ideas page when they are essentially the same thing? How does my suggestion end up on the idea's page in the first place? And why are SO MANY suggestions just blanked by developers who do not even acknowledge their existence? Also, why are there so many 'ideas' that aren't seeing the light of day either?

It's annoying to spend a lot of time fleshing out a suggestion for it to then just get ignored indefinitely. Needs to be another way of dealing with them.