Bunch of tweaks to improve early gameplay progression, but also removal of easy “out of core” XP gains

  • johnneiOPA
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    1 day ago

    Not even sure I get their divine location solution either. If resource amplification and xp rates are their problem, making then player unique and aggregate to weekly. Doesn’t need to kill another class of items which removes another use of divination (which I already interact with very little, only recall porters)

    • Tollana1234567@lemmy.today
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      7 hours ago

      Seems like it’s worst than I thought, vis a wax, auras are going to be gone. I’m in f2p I only logged in for shooting star, there’s no reason for people to login after that. Member stars have more people joining on chatting. Divine location for herbs are going to hurt a lot of people. Hunting will be slow and painful with the nerf on the whirligigs. Also wildly events hiding the rare items behind wilderness content that people barely plays. Feels like it’s a compensation for getting rid of mtx, they have to get that revenue from somewhere, by turning it into grind scape.

      The weird Segway into nerfing thieving when they finally revamped it, we get it if they nerf the xp, but the actual auto pickpocketing is strange, now that they cap it, plus weakened crystal mask(which already requires high level content before even able to use the spell). at first pickpocketing was terrible 1 click per action, instead of autopicking. seems like they are listening to those OSRS people way too much, or they dont want the resources to be split between 2 games, so they have “enshittify rs3” so people will end up doing grindscape on osrs.

      also odd they are giving attention to mostly unimportant content, like sandstones, daily trees, etc which doesnt affect, phoenix lair, caches? how often do late gamers play it. other than the sandstone.