What crawls underneath Falador park? 3 - 4 Feb updates!

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Brant
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Re: What crawls underneath Falador park? 3 - 4 Feb updates!

Post by Brant » Fri Feb 05, 2016 2:23 am

Im on meth wrote:
Rawr wrote:
Mike wrote: I'm in the process of adding some extra effects to monsters (especially bosses) to make them more of a challenge, I'd love to hear suggestions for extra poison/weakening/healing/freezing/other effects on NPC's and bosses, so they're more interesting to fight against.
As taken from OSRS:

General Graardor - usually uses melee (max hit 60~). Occasionally uses range (max hit 35).
Kree'Arra - uses range (max hit 71) & magic (max hit 21, hits everyone in room). Will use melee, if no one is attacking him. Special attack that will push players into nearby walls and deal high damage as a result, unless player is already adjacent to a wall.
Zilyana - uses melee (max hit 27) & magic (max hit 27, but hits twice).
Zamorak - also uses melee (max hit 47) & magic (30 max hit). Poison damage, starting at 16 and going down as usual. Random ability that will hit through prayer, and drain prayer points by half.
Corporeal Beast - all non-spear weapons deal 50% damage. Summons dark core at ~50% HP that deals damage to players and heals CB for any damage DC deals, but attack can be avoided if the player moves out of the way of the core before it lands on their square.
Daggonath Kings - each one is weak to a specific combat style; if you don't use this style, you won't hit very much. Rex = Melee, so weak to Magic ; Prime = Magic, so weak to Range ; Supreme = Range, so weak to Melee.
Kalphite Queen - 100% accuracy for range and magic attacks, but can still hit 0 if rolled. Melee does not have 100% accuracy. Max hit for all styles is 31. Range attack will hit any player nearby the targeted player, whereas the Magic attack will 'bounce off' players until there is no target within a square to bounce off.
Barrelchest - prayers are disabled as soon as he attacks you.
Tormented Demons - relatively low damage, but very accurate and protection prayers block all damage. Uses all three attack styles. They chance attack styles every ~15 seconds and their protection prayer changes after they take X amount of damage, to whatever was dealing them the most damage prior. Creates a 'fire shield' that reduces damage taken by 75% unless Darklight is used, which disables the effect for 60 seconds.
Ice Strykewyrms - without a Fire Cape (or Max/Comp), they can't be attacked. Fire spells deal x2 damage. They use melee and magic.
Please incorporate these. I'd also love to see the Nex effects added so team PvMing is more of a necessity.
well then rip ironmans

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Re: What crawls underneath Falador park? 3 - 4 Feb updates!

Post by Kalista » Fri Feb 05, 2016 2:31 am

Quasimoto wrote:
Rawr wrote:
Mike wrote: I'm in the process of adding some extra effects to monsters (especially bosses) to make them more of a challenge, I'd love to hear suggestions for extra poison/weakening/healing/freezing/other effects on NPC's and bosses, so they're more interesting to fight against.
As taken from OSRS:

General Graardor - usually uses melee (max hit 60~). Occasionally uses range (max hit 35).
Kree'Arra - uses range (max hit 71) & magic (max hit 21, hits everyone in room). Will use melee, if no one is attacking him. Special attack that will push players into nearby walls and deal high damage as a result, unless player is already adjacent to a wall.
Zilyana - uses melee (max hit 27) & magic (max hit 27, but hits twice).
Zamorak - also uses melee (max hit 47) & magic (30 max hit). Poison damage, starting at 16 and going down as usual. Random ability that will hit through prayer, and drain prayer points by half.
Corporeal Beast - all non-spear weapons deal 50% damage. Summons dark core at ~50% HP that deals damage to players and heals CB for any damage DC deals, but attack can be avoided if the player moves out of the way of the core before it lands on their square.
Daggonath Kings - each one is weak to a specific combat style; if you don't use this style, you won't hit very much. Rex = Melee, so weak to Magic ; Prime = Magic, so weak to Range ; Supreme = Range, so weak to Melee.
Kalphite Queen - 100% accuracy for range and magic attacks, but can still hit 0 if rolled. Melee does not have 100% accuracy. Max hit for all styles is 31. Range attack will hit any player nearby the targeted player, whereas the Magic attack will 'bounce off' players until there is no target within a square to bounce off.
Barrelchest - prayers are disabled as soon as he attacks you.
Tormented Demons - relatively low damage, but very accurate and protection prayers block all damage. Uses all three attack styles. They chance attack styles every ~15 seconds and their protection prayer changes after they take X amount of damage, to whatever was dealing them the most damage prior. Creates a 'fire shield' that reduces damage taken by 75% unless Darklight is used, which disables the effect for 60 seconds.
Ice Strykewyrms - without a Fire Cape (or Max/Comp), they can't be attacked. Fire spells deal x2 damage. They use melee and magic.
Honestly, I think most people would hate all of these. People don't seem to want harder bosses
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Re: What crawls underneath Falador park? 3 - 4 Feb updates!

Post by Pearlescent » Fri Feb 05, 2016 2:36 am

Rawr wrote:
Mike wrote: I'm in the process of adding some extra effects to monsters (especially bosses) to make them more of a challenge, I'd love to hear suggestions for extra poison/weakening/healing/freezing/other effects on NPC's and bosses, so they're more interesting to fight against.
As taken from OSRS:

General Graardor - usually uses melee (max hit 60~). Occasionally uses range (max hit 35).
Kree'Arra - uses range (max hit 71) & magic (max hit 21, hits everyone in room). Will use melee, if no one is attacking him. Special attack that will push players into nearby walls and deal high damage as a result, unless player is already adjacent to a wall.
Zilyana - uses melee (max hit 27) & magic (max hit 27, but hits twice).
Zamorak - also uses melee (max hit 47) & magic (30 max hit). Poison damage, starting at 16 and going down as usual. Random ability that will hit through prayer, and drain prayer points by half.
Corporeal Beast - all non-spear weapons deal 50% damage. Summons dark core at ~50% HP that deals damage to players and heals CB for any damage DC deals, but attack can be avoided if the player moves out of the way of the core before it lands on their square.
Daggonath Kings - each one is weak to a specific combat style; if you don't use this style, you won't hit very much. Rex = Melee, so weak to Magic ; Prime = Magic, so weak to Range ; Supreme = Range, so weak to Melee.
Kalphite Queen - 100% accuracy for range and magic attacks, but can still hit 0 if rolled. Melee does not have 100% accuracy. Max hit for all styles is 31. Range attack will hit any player nearby the targeted player, whereas the Magic attack will 'bounce off' players until there is no target within a square to bounce off.
Barrelchest - prayers are disabled as soon as he attacks you.
Tormented Demons - relatively low damage, but very accurate and protection prayers block all damage. Uses all three attack styles. They chance attack styles every ~15 seconds and their protection prayer changes after they take X amount of damage, to whatever was dealing them the most damage prior. Creates a 'fire shield' that reduces damage taken by 75% unless Darklight is used, which disables the effect for 60 seconds.
Ice Strykewyrms - without a Fire Cape (or Max/Comp), they can't be attacked. Fire spells deal x2 damage. They use melee and magic.
All great except TD's switch prayer for every 31 damage dealt to them, 0's counting as 2 damage towards their next prayer switch.

I think it would be better to leave the bosses as-is and add a hard-mode variant of these bosses (perhaps instanced, or a different height if possible) that while being harder to kill, also give some kind of unique drop or loot ("Hard-Mode" bandos GWD having bandos gloves on the drop table for instance). This would let those who like PvM how it is continue with the easier versions and also reward anyone who wants to take on the hard version.

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Re: What crawls underneath Falador park? 3 - 4 Feb updates!

Post by Tail spin » Fri Feb 05, 2016 2:51 am

Rawr wrote:
Mike wrote: I'm in the process of adding some extra effects to monsters (especially bosses) to make them more of a challenge, I'd love to hear suggestions for extra poison/weakening/healing/freezing/other effects on NPC's and bosses, so they're more interesting to fight against.
As taken from OSRS:

General Graardor - usually uses melee (max hit 60~). Occasionally uses range (max hit 35).
Kree'Arra - uses range (max hit 71) & magic (max hit 21, hits everyone in room). Will use melee, if no one is attacking him. Special attack that will push players into nearby walls and deal high damage as a result, unless player is already adjacent to a wall.
Zilyana - uses melee (max hit 27) & magic (max hit 27, but hits twice).
Zamorak - also uses melee (max hit 47) & magic (30 max hit). Poison damage, starting at 16 and going down as usual. Random ability that will hit through prayer, and drain prayer points by half.
Corporeal Beast - all non-spear weapons deal 50% damage. Summons dark core at ~50% HP that deals damage to players and heals CB for any damage DC deals, but attack can be avoided if the player moves out of the way of the core before it lands on their square.
Daggonath Kings - each one is weak to a specific combat style; if you don't use this style, you won't hit very much. Rex = Melee, so weak to Magic ; Prime = Magic, so weak to Range ; Supreme = Range, so weak to Melee.
Kalphite Queen - 100% accuracy for range and magic attacks, but can still hit 0 if rolled. Melee does not have 100% accuracy. Max hit for all styles is 31. Range attack will hit any player nearby the targeted player, whereas the Magic attack will 'bounce off' players until there is no target within a square to bounce off.
Barrelchest - prayers are disabled as soon as he attacks you.
Tormented Demons - relatively low damage, but very accurate and protection prayers block all damage. Uses all three attack styles. They chance attack styles every ~15 seconds and their protection prayer changes after they take X amount of damage, to whatever was dealing them the most damage prior. Creates a 'fire shield' that reduces damage taken by 75% unless Darklight is used, which disables the effect for 60 seconds.
Ice Strykewyrms - without a Fire Cape (or Max/Comp), they can't be attacked. Fire spells deal x2 damage. They use melee and magic.
The thread:
viewtopic.php?f=73&t=53359



Wiki links to bosses:

http://2007.runescape.wikia.com/wiki/Kalphite_Queen

http://2007.runescape.wikia.com/wiki/King_Black_Dragon

http://2007.runescape.wikia.com/wiki/Corporeal%20Beast

http://2007.runescape.wikia.com/wiki/Chaos_Elemental

It would be interesting to see the chaos elemental abilities on here....


http://2007.runescape.wikia.com/wiki/Commander_Zilyana

http://2007.runescape.wikia.com/wiki/Dagannoth_Kings

Long overdue ^

http://2007.runescape.wikia.com/wiki/General_Graardor

http://2007.runescape.wikia.com/wiki/K%27ril_Tsutsaroth

http://2007.runescape.wikia.com/wiki/Kree%27arra


http://2007.runescape.wikia.com/wiki/Th ... moke_devil

Nex vids...idk if they're accurate, I didn't watch them
https://m.youtube.com/watch?v=h3pVv72jQAE

https://m.youtube.com/watch?v=4JkuW254iRA

https://m.youtube.com/watch?v=wr9tTRtqcxI

https://m.youtube.com/watch?v=OSF8i-TwpGY

https://m.youtube.com/watch?v=dfeWgckue4A

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Re: What crawls underneath Falador park? 3 - 4 Feb updates!

Post by Ain » Fri Feb 05, 2016 3:13 am

Mike wrote:
Tail spin wrote:
Ain wrote:Why did you make wingman skree apply poison lol
I'm curious about that too, it says nothing about it being poisonous on the osrs wiki
http://2007.runescape.wikia.com/wiki/Wingman_Skree


If anything was going to be made poisonous, why not kril, the zammy boss?
http://2007.runescape.wikia.com/wiki/K%27ril_Tsutsaroth
I'm in the process of adding some extra effects to monsters (especially bosses) to make them more of a challenge, I'd love to hear suggestions for extra poison/weakening/healing/freezing/other effects on NPC's and bosses, so they're more interesting to fight against.

Also, if all goes well, we will hopefully be able to release a next boss next week.
After that, we'll mostly be focusing on some other small content as well as getting more of that 'plain old fun' feeling back into the game. It's always nice to have some more things that people can grind or camp, but in the end, all we want is plain old fun. So we'll try to get some more of that into the game in small but nice updates over the course of the month.
Or instead of fucking with something that literally no one is complaining about, instead implement NEW bosses that are ACTUALLY difficult. Literally never heard anyone say "omg arma is wayyyyy too easy!" The only people that would complain about that would be people with death. For new players GWD is actually difficult, so I don't see why you would add random shit to make it even more difficult.

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Re: What crawls underneath Falador park? 3 - 4 Feb updates!

Post by Amount » Fri Feb 05, 2016 4:01 am

Mike wrote: I'm in the process of adding some extra effects to monsters (especially bosses) to make them more of a challenge, I'd love to hear suggestions for extra poison/weakening/healing/freezing/other effects on NPC's and bosses, so they're more interesting to fight against.
Love it... but I agree with Ain.
I'd rather see most of the cool and interesting mechanics saved for new bosses. If, however, you were going to go with their standard mechanics (as Danny suggested), I can get around that.

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Re: What crawls underneath Falador park? 3 - 4 Feb updates!

Post by Simon » Fri Feb 05, 2016 4:23 am

The mole claw effect doesn't work when speccing with dclaws -- only when poking. Is this intended?

Also, can you make it so using a mole claw on a mole disables it burrowing?
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Re: What crawls underneath Falador park? 3 - 4 Feb updates!

Post by Brant » Fri Feb 05, 2016 4:24 am

Simon wrote:The mole claw effect doesn't work when speccing with dclaws -- only when poking. Is this intended?

Also, can you make it so using a mole claw on a mole disables it burrowing?
omg did you hear me while i was at mole or something? lol, hell ya id support that

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Re: What crawls underneath Falador park? 3 - 4 Feb updates!

Post by Amount » Fri Feb 05, 2016 4:35 am

Simon wrote:The mole claw effect doesn't work when speccing with dclaws -- only when poking. Is this intended?

Also, can you make it so using a mole claw on a mole disables it burrowing?
Mike wrote: > The Mole Claw's special can now be used against the Giant Mole to stop it from burrowing (this lasts until it dies)

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Re: What crawls underneath Falador park? 3 - 4 Feb updates!

Post by Simon » Fri Feb 05, 2016 4:37 am

Amount wrote:
Simon wrote:The mole claw effect doesn't work when speccing with dclaws -- only when poking. Is this intended?

Also, can you make it so using a mole claw on a mole disables it burrowing?
Mike wrote: > The Mole Claw's special can now be used against the Giant Mole to stop it from burrowing (this lasts until it dies)
To use the mole claw special, you need to operate dclaws while wearing them. I'm asking that using the mole claw itself on the itself prevents the burrowing.
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