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Precision

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Precision last won the day on May 22

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About Precision

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  1. I’m making a google doc with changes to each skill. I’ll make comments on this thread when I complete certain skills. I don’t want to be the only one providing ideas, so I definitely want some feedback regarding the document. https://docs.google.com/document/d/1d4yNkoJiwUwHRMbyxpA6K0t7zWxybuVshORNFYSGr-w
  2. Only if it’s for low alch value, or a % lower than high alch. I also think that a convience like this should be locked behind a hard or elite diary
  3. So @King Tyras, you’ll probably be told the same thing most of us have heard in the staff chat for months. “It’s not that easy to find a dev, we’re trying to get youtubers, everyone is under contract” or a “Matt is trying”. It’s been said for a long time but nothing has happened, it’s a lot of talk and no action, or half assed results. Personally i’m pretty fed up with constantly being given the short end of the stick, and being told nothing more than “we’re trying”. My mans @Chase @Custom @Wengs @Allbymyself @Gnome @Kenzz @Mythical @Volun @Fatal Floors @Xaid @elpsu Know what I mean
  4. Most of these are administrative issues and it sucks that most of the active staff team can’t do anything about them. Of our 3 administrative level personel, Insta is least to blame for any of the issues. He doesn’t have the same powers as park or Matt and is more of an in-between as far as positions go from mod to admin. He also is about to become a father and no one can fault him for not being around to help drive community management so my man Insta gets a pass. Park has been somewhat MIA as far as our staff chat goes, which causes a lapse of communication for us. A lot of the current issues require his administrative powers that are that of a co-owner, but he just isn’t here as much as he used to be. It also isn’t fair to place that entire responsibility on his shoulders, and when Insta was able to be more active it always baffled me that he didn’t receive the same powers. Park and some of the staff team also don’t always see eye to eye on certain things, so content isn’t always put out in a timely manor from a planning perspective. Lastly, Matt just can’t run this whole thing by himself. He’s not a full fledged developer so a lot of the content does not come out at a crazy speed that people want. We also don’t get a chance to QA the updates most of the time, which is something I wish we did more of, resulting in a lot of repeat bugs. I apologize for the ever present issues that continue to arise, and have cycled through reset after reset. We aren’t managed properly and it continues to show, so on behalf of most of the staff team we apologize
  5. Don’t burn this time plz
  6. To your first point, we have discussed the fact that making raids completely free of supply use is a bad decision, which is why I have the potions in there as a purchase requirement. To your second point, currently all bars only require 1 coal to make. We also have a furnace coming with the myths guild that will not even require coal at all, so i’m considering scrapping the coal bag anyway. To your third point, the gloves being a perm double yield was because of the slow hunter catch speed. This is because of the way our hunter code works, where only 1 trap is technically active at any time. Because of this, there is no difference in xp between 2 traps and 5 traps. On osrs every trap is active independently of each other.
  7. So here is the first draft of a raids shop I came up with 2 weeks ago
  8. Change log 4/18/18: Changed the Myth's guild to no longer require the cape, the guild will now be a maxed guild for donators Added in a full list of diary changes for before the update Added in a 99 thieving stall for the guild (see below description of the stall) Added an ornate pool to the guild Added a drop table for Rune Dragons Added a poll regarding a possible change to the capes mechanics Basic Overview and Reasoning Behind the Suggestion: This suggestion will outline a new best in slot cape, as well as a new and more beneficial donator zone for our end-game players. This is something that I feel we need in OSV, because currently the only draw for players post max is to grind away on bosses and skill for 200ms in an area that offers no improvement from early-game training methods. Suggestion Part 1 - Mythical Cape: The Mythical Cape would be a new best in slot cape, purchasable from Jack, who can be found inside the same building as the max cape. The cape would possess the following stats: Jack will not even offer to sell the cape to players unless they have achieved 2b overall experience (500m for x5), and have first sacrificed the following capes to him: Infernal Max Cape Imbued God Max Cape Assembler Max Cape Quest Cape This would be a new cape, purchasable from the wise old man after the completion of all the diaries. One of the diary requirements is to wear an achievement cape, so in turn players must also have completed every achievement task on OSV. After initially sacrificing the above capes, Jack will sell players the mythical cape for 15m. In addition to the above bonuses, the cape would also have the following functions: Works as an unlimited supply of warrior guild tokens at the warriors guild. Acts as a ring of life (toggleable). Functions as an assembler with a random chance of saving ammo. 10+ Prayer restoration while drinking prayer or super restore potions. Works as spellbook swap when operated with no limit, however it does not function in the wilderness. Offers a 10% chance to not use up essence when runecrafting, but still reward the player with xp and runes relative to what was in their inventory. Regenerates 2 hitpoints instead of 1 at a time. Works as a substitute for the graceful cape, and marks of grace go into your inventory instead of on the ground (toggleable). Yields a 30% chance of saving an unfinished potion when mixing potions. Grants double seeds while thieving the master farmer. Offers a teleport to the crafting guild. Yields a 10% chance for dart tips to be saved when fletching them, only using up the feathers. Teleport to slayer task, and a 15% chance for an on-task monster kill to not count toward your current slayer task but still offer xp (toggleable). 100% chance of mining two minerals instead of one, however the second does not grant xp (toggleable). Yields a 30% chance of saving a bar while smithing. 100% chance of receiving two fish instead of one, however the second does not grant xp (toggleable). Never burn food while worn Yields a 30% chance to save a log while firemaking 100% chance of receiving two logs instead of one, however the seconds does not grant xp (toggleable). Works the same way as magic secateurs, yielding a chance of more herbs and a faster growth timer (Does not stack with magic secateurs). Teleport to puro-puro Suggestion Part 2 - Myth's Guild: The Myth's Guild is a multi-level'd guild that offers a variety of content for our maxed donators. It can be accessed by typing the command "::mg" while having 2178 total level and donator status. Each level in the guild has different things to offer, as well as any donator zone experience boosts that are available for VIP +. (disregard icons on image) Myth's Guild Ground Floor: Contains a new slayer master named Ellen who gives 75 slayer points per task, and assigns the following monsters: Abyssal Demons: 275-350 Nechryael: 275-350 Hellhounds: 275-350 Gargoyle: 300-350 Bloodveld: 300-350 Smoke Devil: 275-350 Dust Devil: 300-350 Dark Beast: 100-150 Inferno: 1 (yields 300k slayer xp and rewards the player with 2 capes) Cave Kraken: 275-350 Ankou: 300-350 Zulrah: 25-40 Vorkath: 30-50 Contains an anvil and furnace, however the furnace does not require coal when making bars. Contains an ornate pool similar to the one in the donator zone Contains a crossbow stall yielding 1.5x the experience of the wine stall, while rewarding the players with 1 of 3 crossbows: Adamant Crossbow - Sold to the merchant for 9k each Rune Crossbow (1 in 50 chance) - Alch value higher than the above 9k Dragon Crossbow (1 in 2500 chance) - Fires at the speed of an acb and dragon hunter crossbow, and fires bolts up to dragon. Also has a high alch value. Contains a boss teleportation portal similar to the one in the donator zone. Contains the zulrah teleport npc and general store owner Contains a portal to the wrath altar island, which has a fishing shop npc, and offers fishing spots for the following: Sharks, Manta Rays, Karambwan, Infernal Eel, Dark Crabs, and Angler Fish. Contains two triple gem rock spots, as well as an assortment of magic trees. Contains a portal to the wrath altar itself, which allows the players to make wrath runes. Wrath runes act as both blood and death runes, and have a 25% chance to not be used up when involved in a spell cast. The experience given for wrath runes is roughly 1.5x more than soul runes, and a bank booth would be located close to the portal. (The wrath altar is located outside of the myths guild, so VIP dz experience would not apply Myth's Guild Basement:(disregard labels on the map above) The entirety of the basement is a multi-combat zone. Contains 9 of each of the following npcs grouped together, spread throughout the dungeon: Abyssal Demons Hellhounds Ankou Dark Beast Bloodveld Dust Devil Smoke Devil Nechryael Gargoyle Kave Kraken are found in the small bit of water located in the bottom middle A collection of ore rocks, ranging from iron to rune are spread throughout the dungeon Red Chinchompas can be found in the small wooded section in the bottom right Ninja and dragon imps can be found in the bank vault area, along with a lucky imp 3 Rune Dragons can be found in the room located to the north, and contain the following drop table: Myth's Guild 2nd Floor: Contains Primula the herbalist, who works similarly to bob. Offers to decant potions for you Offers a fee to clean herbs for you, however unlike bob you receive the xp you would have gotten for cleaning them Offers a fee to make unfinished potions for you Contains a cooking range directly next to a bank Contains a crystal key chest, that offers a 15% chance to not consume a crystal key when used Contains a general store owner, grace, a zamorak mage, tanner, and the hunter instructor Contains a pottery oven Contains an anvil Myth's Guild Top Floor:(disregard labels on the above map) Contain's an altar that offers a 20% chance to save bones when used. Contains a spellbook swapping altar Contains each of the achievement diary npcs Contains portals that offer the following teleports free of charge: Direct teleport to Giant mole in fala14dor Direct teleport to Kalphite queen Direct teleport to Skotizo Changes Prior to Implementation: Diary Changes: If there are any changes you believe should be made to the thread itself please say so in your post. Thanks for taking the time to read this suggestion, it did take me a few hours to put the whole thing together. - Prec
  9. I'm wondering if we could add a right click option to set the home spell to the donator spell you have here. I wouldn't want to move the entire spell book for it's addition if that makes sense
  10. This should have some requirements to obtain beforehand, as currently glories are not free of requirements.
  11. Currently you can store your lootingbag with items in it in untradeable storage, and die to zulrah, vorkath and Cerberus with anything you don’t want to risk in Wildy. I know for me when I enter wildy to do slayer tasks, I wear a slayer helm, defender, torso, and inferno max cape, all of which drop on the ground for you to pick back up as the they are untradeable, and then risk my 2nd whip, monk robe bottoms, a glory, and climbing boots. It’s really not hard to prevent risk in the wilderness as a UIM, just be aware that any tradeable items you have will be lost to the other person as if you were skulled and unable to protect item.
  12. This is how it was supposed to be when the droptable was changed, however it was not completed at the time. Expect a threshold for the head to be added in the near future.
  13. Moved your thread to the suggestions section. As for the suggestions themselves, these all seem like ways to make the game substantially easier. I disagree with almost all of these suggestions, as they undermine a lot of the appeal we currently have with our Ironman mode. Like others have said, some alternative way to get a d scim mid-game would be nice. Just as an early thought: some npc requiring you to trade in a d long, have completed the rfd mini game, defeated the dag mother in the lighthouse, and pay like 2.5m. Some pretty mid game accomplishments, that also don’t take away from the need to get a d long first.
  14. I’m currently working on a massive Ironman herblore suggestion, so i’ll throw this in there as well with a link to your thread.
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