Jump to content

JacobRG

Trial Members
  • Posts

    1
  • Joined

  • Last visited

About JacobRG

JacobRG's Achievements

  1. I originally tried to post this in the wiki-suggestions chat on discord, but it was over 2k characters and I got stopped by slowmode when I tried to send it in multiple messages. Changes I would like to see in the wiki so far: The Wiki pages for the various monsters in the game feel incomplete and, in some cases, are contradictory. Consider the pages for all of the monsters that can be combatted: Basic information such as the name, combat level, hitpoints, etc, is included. The flaw I see comes primarily in the form of the possible drops. Here are two examples: I have slain Groudon 50 times with the Ring of Wealth equipped and I have not acquired any items from the Wiki aside from the souls, but I have gotten unlisted items such as gold and blue charms and coins Many of the monsters at ::train, according to the Wiki, are able to drop their pet (E.g. Optimus), but this pet drop is not listed on the Wiki page. This makes the list of possible drops incomplete, but it also make the Wiki inconsistent as some monsters such as Groudon do have the pet listed as a "Very Rare" drop The drop tables on the Wiki contain non-descriptive information. Once again considering Groudon, the Infinity Key is listed as an "Uncommon" drop, but this does not allow me to consider how long it would take to obtain. For comparison, the official RS3 and OSRS Wikis will show the drop rates as ratios (E.g. 1/42). This is much more useful to many players, including myself, as it allows for us to plan for efficiency and to optimize our journey if we so choose Slightly related to 1, the experience rates in some sections of the Wiki are inconsistent with those obtained in-game. For example, the page for the Mining Skill shows Ironman exp per ore values that do not match those actual received. This is true at low levels, and may be true for higher levels. For suggestions outside of the Wiki: Ironmen and Ironwomen are unable to drop items. This is a silly limitation as it only prevents ironmen from giving items to non-ironmen. Additionally, this can make inventory and bank management difficult as players may find themself unable to drop skilling tools such as pickaxes that have long since been replaced. I was just staring at my screen and noticed this small gem: the total experience in a skill that a player may acquire in a skill not only reaching the maximum value for a signed integer, at 2147M, but exceeds it. This allows for the player's displayed experience to overflow. I would suggest either replacing the field that tracks skill experience with a long, or capping the maximum experience that a player can obtain in a skill (such as RS3 and OSRS have done). Although this overflow does not harm the gameplay experience, it does look rather gross to see the negative sign. When skilling, the client will track experience, including exp-to-next-level, but it does not show the level that the player is currently at. This forces players who are powerleveling to check the skills tab to know where they are at even when the exp tracker is open. A solution to this would be to add the current and next level to either side of the experience progress bar. Many monsters in the game are clearly multi-tile such as Groudon, but these monsters both navigate through and stand in areas where they should be unable to do so. The addition proper multi-tile monsters would allow for the safespotting behavior that many players are used to, and would prevent enemy from clipping into objects. Some NPCs can be hard to click on. I believe this is because you are checking if the raycasts from the screen are intersecting the tiles on which those NPCs are standing. A solution to this would be to treat the NPCs as 3D rectangular prisms. If you are unsure of how to do this efficiently, you can use the geometry class built into Java and perform the intersection using three separate projections. From my own testing of the projection method a few years ago, this only takes a few nanoseconds to compute per cuboid, especially when using a lazy approach that removes collision candidates from a set as they are invalidated instead of performing all calculations first. Please make people face the correct way when they walk. Seriously, walking sideways or in reverse is just weird. Based on some feedback from Aruls is Barbieruls [iron] on Discord, the changes on the Wiki are community driven, so it may be worthwhile for me to see about making some changes where applicable. I have kept this section in mostly-unchanged so that others know what the issues originally were. That said, the changes to client are still some things I would like to see.
×
×
  • Create New...