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RS is stepping up it's game, SON!

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RS is stepping up it's game, SON!

Post by SourZ on Fri Jun 01, 2012 10:54 am

https://www.runescape.com/c=IY95gzI3ELg/combat

oh snap motha fuckerssssssssssssss. Combat upgrade beta. Quotes from mod mark:

Refocus combat to be more about player skill - Combat should be an opportunity for you to use your skills as a player. That means making it more about mastering techniques, rather than navigating interfaces at speed.

Encourage variety in combat equipment - We want you to be thinking carefully about the equipment you choose for any given situation, tweaking and making alterations according to your enemy’s strengths and weaknesses. The problem is, at the moment, there aren't many reasons to change from your favourite weapons or armour. We’d like to give you those reasons.

Make it fun! - There’s room in combat for situations that require a greater deal of attention and skill to overcome, hopefully making it more fun. In these situations, you'll be rewarded for your efforts with more XP. In-game combat - particularly training on standard enemies - currently involves clicking on a creature and waiting. We'll do a whole lot more to make these situations challenging, rewarding and - ultimately - more fun.

Make it easier to access - Several combat options (special attacks, combat styles, spellbooks) are tucked away, hard to access, or on various different interfaces, so we’re planning to bring all those options together.

Give rangers and mages a fighting chance – The combat triangle can be less of a triangle and more of a pancake – flat and a little out of shape - with melee dominant in training and PvP situations. Let’s put rangers and mages firmly back on that triangle.

Fill the gaps in existing equipment tiers – We’ve got an opportunity with the Evolution of Combat to plug holes in the tiers of combat equipment. Magic 'armour' is rare, and generally caters for a small level bracket, while melee and ranger sets are missing gloves, boots, etc.

Encourage challenging fights - We’d like the most challenging, rewarding and fun creatures to also be the most efficient creatures to fight. At the moment, it can seem more efficient to train on creatures that deal little damage and go down without a fight.

Fix the relationship between Defence, life points and damage outputs – Your ability to heal damage, through food or similar mechanics, should be comparable to how much damage you receive. That’s not quite true at the moment, and we’d like to address that.

Allow players’ combat levels to truly represent their ability – The combat level calculator is complicated and encourages players to not train certain skills in an attempt to create a false impression of their damage potential (pures).

Simplify the code and balancing – We want to add more high-level (85+) equipment to the game, but the existing system can make this extremely difficult. Flexibility would allow us to even add more combat styles in the future.

Be brave, but be traditional where possible - We are a game with a proud heritage and a player base with clear expectations of the game they want to play. We don’t want to make a game that we can’t even recognize anymore.

Rumors that the keys will now be like a WASD based game and not click based is not confirmed here. Hopefully if I can actually get my ass into this and see what it is about, RS might not be as gay as it is now.

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Re: RS is stepping up it's game, SON!

Post by Shame on Fri Jun 01, 2012 9:24 pm

I got my beta thing... destroyed it. True story.

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Re: RS is stepping up it's game, SON!

Post by SourZ on Fri Jun 01, 2012 10:42 pm

I watched a video of them using all the different moves on a test bot. It looked stupid and unimpressive, but the bot had like 10k hp, so even the hard hits looked crappy on the bot. Really think they made a dumb choice to show off the moves like that.

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