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MechScape World > Jagex > RuneScape General
Hayaemsay
Official forum post

QUOTE
Hey all,

Firstly, thanks for your patience whilst we were further investigating the high level potion changes. After monitoring player feedback in and out of the game, we will not be making any further changes to the potions released a short while ago. They will remain out of PvP scenarios.

Questions that may be asked at this point:

Why wasn't this done before release/done so quickly post-release?
The potions were tested and balanced beforehand to a degree that we were happy with their effects. It was only after monitoring combat post release on a large scale that we could see the randomness of hit chances had been effected in a negative way. With the increased numbers "under the hood" so to speak, the randomness of hitting vs not hitting in a fight between differently buffed players had tilted in a direction we didn't intend. As a result, more players may have lost an unfair fight from the start. This is something we will look to rectify in the future with the combat system changes.

Why don't you allow them in PvP but make the tradeable?
A fair point, but we want these potions to only give benefits to players who have trained for the levels themselves. This is still the case, as those who have trained gain advantages in PvE situations.

Isn't there also a problem in general with Hitpoints and Max-hit?
Yes. Another reason that was considered in the removal was that some weapons gained ability to 1-hit a player, or got closer to doing so. Whilst this occurrence is rare, it didn't mean it wasn't possible. In regards to Hitpoints and Max-hitting, we will look to address this in regards to the combat system changes and perhaps looking closer at the Defence skill.

Why did you do this, but leave items such as dragon claws/AGS as they are?
It's true, some weapons special attacks are more powerful than others. Whilst we can look at these on a case-by-case basis, items such as the claws have been a part of the game for a year now. Again, as the claws/AGS are distinctly tied to a combat stat (Attack) they have no reason to be removed. These items are also visible if someone is holding them - whereas a boosted stat isn't.

What next? I trained my Herbore level and some benefits got removed!
Fair enough, I’ve got 99 Herblore myself so can relate to the loss of this change, but we have decided to spend some time on another Herblore update that does not go against the points/answers I've outlined above, so let’s see if we can use this thread constructively to get some great potions in-game together. We'll be watching this thread as close as we can, so please post anything you think would work well, and if you'd have it tradeable too!

Some preliminary ideas I've been thinking on (No guarantees here!) are potions that might give regeneration abilities over time, leech health for a certain amount of time (like 1/2 the damage you hit is healed for a short period of time), or maybe a potion that might help prevent death...

Thanks for reading and understanding.
-Chris
Crash Jordan
You should of at least posted the whole thing.

Anyways, here's what I posted on the thread:

QUOTE
Thanks for the news. Looking forward to the combat system overhaul. :)

I feel like herblore is definately geared towards the combat side of things, and it could definately be balanced back with some "unique" skill potions. By unique, I don't mean a basic "raise your level by x", but more offer unusual abilities.

A few in mind:

Potion that increases herb yield by 15% for 20 minutes.
Increases the abilities of familiars/their scrolls.
Gives chance of burning two logs at once.
Etc.

I guess you have a suggestions forum full of potion ideas, so look to that for other ideas. :)

I'd also like it if a timer appeared on the screen with a picture of the potion, and a little time corresponding to how long it's effects last.
That way it'd allow for planning and I'd find it useful to see how long my super set is working, without having to constantly check my stats list.

A request, please do NOT make a Slayer potion. Ever. Summer pies and soul wars have already ruined a lot of what this skill means to us high level slayers, and a potion that raises slayer level or something would be horrible. :(
Hayaemsay
I've added the entire quote.

Also, you said Summer Pies instead of Wild Pies.
Max
I really like the idea of burning two logs at the same time. This would make firemaking extremely faster for those who think it is as boring as all get out.
Ntronic
QUOTE (Max @ Oct 27 2009, 01:54 PM) *
I really like the idea of burning two logs at the same time. This would make firemaking extremely faster for those who think it is as boring as all get out.


That, I can agree with. biggrin.gif
CharmedPop
I normally support Jagex decisions. I feel they've mad a horrible decision this time. I've almost lost faith in them to ever restore any kind of balance between skills and combat.


Or in Pker speak:

DIS IS DA W0RST UPDATE EVA JUBLIX!!!111
Hayaemsay
QUOTE (Charmedpop @ Oct 28 2009, 09:51 AM) *
I normally support Jagex decisions. I feel they've mad a horrible decision this time.

I agree here, the decision could be very well founded but we don't know because we don't have access to the data.
Neven
Great, the game has been made easier yet again.
Lord John
I thought this was old, I posted a similar message (though unofficial,) by Paul in the old thread about it. It really shows a lack of forsight by allowing them then instantly removing them.

I honestly think any normal player would've been able to predict the community response and effect of combat better than Jagex.

As for burning two logs at the same, another great suggestion was to be able to create bonfires out of 5 or so unstrung bows. That would make willow longbow (u) of some use instead of just being used for junk trading.
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