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Everything posted by Sp33dy20
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was an awesome night out guys keep it up!
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Ac Gmt trip Ft Vitality-Vendetta-Randoms
Sp33dy20 replied to Casper's topic in Wilderness & General Discussion
it was some good early gmt action boys, shame nobody wanted to setup a fight this weekend. -
awesome night out
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get pumped boys
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t bow today!!!!!!!!!!!!!!!!!!!!!!!
Sp33dy20 replied to calbow12's topic in Wilderness & General Discussion
209m split leggo boys -
Headed out to all the familiar locations and after clearing up the randoms we located, we bumped into VNG at spider, They had a fair amount but we managed to clean them up two different times. Thanks for the scrap
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looks like a lot of loot was out this morning
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thanks for the loot clan world
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3 man army
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grats to those who got loots
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thanks for the loot fl
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Another Update 1handed ahrim staff
Sp33dy20 replied to Old Hobo's topic in Wilderness & General Discussion
sick changes to the ahrim staff -
We went out with 20 people roaming around to a bunch of different locations scrapping with, CL/UNK/DF and even got rot for a zgs.
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damn runescape actually taking care of business
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I hope all of this passes this time
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was a nice 9.5m split for me
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great day boys keep it up!
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Headed out early gmt looking to sweep up the loots, we found rev with about 15 so we got more in game and fought them at 50's after killing all the ones in loots we pulled to the portal and banked. We headed back out and fought DI in a bunch of different worlds fighting until we got outnumbered. thanks for the scraps.
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Deadman Winter Finals 2017 mod_sween November 10 2017 The time, date, and location of the Winter Finals are ready to be announced. This post will clarify everything you need to know should you wish to take part, follow the action on Twitch, or attend the final in person. More information regarding the Spring '18 Season which will begin with the end of the Finals. Winter Finals The Winter Finals will begin at approximately 12pm GMT (7am EST) on Monday 4th December! The Finals will run until Saturday 9th, culminating in the Permadeath Stage beginning at 7pm GMT. We’ll be live from 7pm GMT, Saturday 9th December, on twitch.tv/runescape, make sure you tune in to see who will take home the $20,000 prize! Now that the logistical information has been shared, it's fitting to remind you all of the big changes being made for the Winter Finals. Supply chests: The chests will appear each time the fog advances. We will announce the location of these chests in two different stages: the first notification of the location will remain vague (e.g. Falador), whilst the second notification will be specific (e.g. Falador Party Room). The chests themselves will offer very lucrative rewards, such as sought-after weapons with special attacks, lamps which will increase combat skills, and Overload potions. We intend for these chests to encourage fights throughout the entire duration of the Permadeath stage, and also to offer a huge power increase for those courageous enough to attempt to loot them. Final areas: The next change comes with the addition of a second 'final area'. We will evenly split players between the two final areas: Barbarian Village and the Demonic Ruins in the Wilderness. Players will be assigned a final area location randomly once the Permadeath stage begins, with the fog being specific to each player. The last surviving 64 players in each final area (128 players in total) will be transported to the final islands, which are detailed below. The aim of this is to split up large groups of players and to promote a more varied viewing experience with two groups of players having to adapt to different tactics depending on their designated final area. Permadeath Beta: We will be holding a public beta of the Deadman Mode Permadeath on 23rd November. This will make sure that all of our systems are fully functional ready for the actual final in early December. We will also be inviting our casters in for a live rehearsal to ensure that all parties are fully aware of the format and content changes prior to the final broadcast. We'll be sharing more information regarding the beta as the date draws nearer. Moderation: We will be supported in real time by our anti-cheating specialists to help moderate the events of the Finals, specifically those found to be boxing, as well as running real time account checks for the final participants. Final 1v1 Stage: The remaining 128 survivors will be teleported to an area containing 64 individual arenas. Players will be teleported to a random arena regardless of level, location, gear etc. for a set of 7 brackets of 1v1 fights. The structure is as follows: Bracket 1: 128 players, 64 arenas Bracket 2: 64 players, 32 arenas Bracket 3: 32 players, 16 arenas Bracket 4: 16 players, 8 arenas Bracket 5: 8 players, Quarter final Bracket 6: 4 players, Semi final Bracket 7: 2 players, Grand final For the first bracket, players will be teleported with the gear, stats and inventory that they left the mainland with. Items that are manually dropped by players cannot be picked up or traded whilst they are in the arenas. Healing supplies will not be dropped on death. A slow ticking fog will begin to chip away at players health in order to prevent intentional stalling. Once only one player remains in an arena they will automatically be teleported onto the next bracket. You will have a short period of time in which to loot from your opponent. Players who are successful at progressing beyond the first bracket will have their inventory wiped of supplies (food and potions) and we will be providing a set number of food and potions potions to even the competition outside of gear upgrades that they have obtained along the way. We will announce the amount of supplies prior to the launch of the Winter Finals. We previously shared a mock-up of the final concept, seen from afar. We've instead opted to stylize the arenas to fit thematically with Deadman. Below are some examples of the appearance of the arenas, as combatants descend from the top to the bottom. In addition to the images below, we have a special surprise awaiting you for the grand final. The top of the arena. The middle of the arena. The final 16 Prizes The Finals represents a restructuring of our prize offerings. 1st place will receive $20,000. 2nd place will receive $10,000 3rd and 4th place will receive $1,000 The remaining 12 players who comprise the final 16 will receive the prize of 12 Months Membership. You can discuss these changes on our forums. Mods Archie, Ash, Ayiza, Curse, Ed, Ghost, Jed, John C, Kieren, Mat K, Maz, Roq, Ry, Stone, Sween, TomH, Weath, West & Wolf The Old School Team
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Nice
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Ac runs the wild Ft randoms
Sp33dy20 replied to Da Best G's topic in Wilderness & General Discussion
good job men -
Revenant Cave Rewards mod_ayiza November 07 2017 Wilderness Rejuvenation II Rewards Now that we have a good idea of how the Wilderness Rejuvenation II poll is fairing, we’d like to address the rewards from Revenant caves and gather your feedback based on the information we’ve provided. If you haven't already, you can catch up by reading the previous Dev Blog. Reviewing the results of the poll, the main content is passing favourably but it’s clear we need to revisit the rewards on offer. After reviewing your feedback over the last few days, we are aware some changes need to be made and further clarification given for the rewards we initially offered. We want to promote a risk vs reward scenario and bring with it the adrenaline rush you get when seeing that rare drop appear on the ground. Without any unique drops, the drop table for Revenants will be filled with supplies and alchables – great for many other NPC’s but not the most exciting of things to get from the Wilderness! We want to be open and honest with you on this one, but ultimately, it’s down to what passes the polls. The Rewards: Reworked Amulet of Peril A lot of people were concerned over the effectiveness of the Amulet of Peril, especially when it came to accounts built specifically for rushing. We also saw a lot of very valid comments regarding the full details of the amulet not being released, which understandably hindered their decision to vote. If you didn't get chance to read up on the amulet's effects, you can catch up by reading the "Amulet of Peril" section of the previous Dev Blog. The amulet when uncharged would have +5 to all Attack bonus stats and +5 to Melee Strength only. When fully charged, it would have +25 to all Attack bonus stats and +15 to Melee Strength only. The amulet would charge based on the % of hitpoints the wearer has left, working in increments of 10. A player with 99 HP would have to be at 9 hitpoints or less to gain the maximum stat bonus from the amulet. For the amulet to gain any additional stats, you must be in combat with your primary target for a minimum of 5 game cycles, which is equivalent to 3 seconds. If you attack a new target, this timer will reset. Currently in most PvP situations, most players tend to sit at maximum HP throughout the entire fight. This means that other than a well-timed, or rather lucky special attack, there can be little opportunity to get a good kill. The purpose of the amulet is to mix up the current meta of sitting at full HP by giving players an incentive to risk being at lower HP. Loot Key Scroll We don’t want to make any changes to the proposed Loot Key Scroll that was suggested as a drop, but would like to address some of the main points raised. If you didn't get chance to read up on how Loot Keys work, you can catch up by reading the "Loot Key Scroll" section in the previous Dev Blog. Many players have asked why isn’t this in the Bounty Hunter store. Whilst we can see why this would be wanted and it does give more options for PKers to spend their points on, we think them coming as a drop is a more favourable option. You can currently purchase any item of choice from the Bounty Hunter store via Emblems (which can be obtained from the G.E). The Loot Key Scroll would be tradeable, meaning anyone that doesn’t want to gather or buy Emblems could buy the scroll from the G.E (just as you would Emblems). We want to help diversify the Revenant drop table by adding it as a tradeable drop, whilst also giving everyone a chance to obtain the unlock. We’ve also seen players request the ability for Loot Keys to have the option for food and supplies to be split from the key, so they can restock after each kill. If we did this then the Loot Keys would be far too strong – players are already gaining a huge benefit of not having to carry a full inventory of loot. Any player that intends to PK and gather supplies from the defeated whilst doing so should simply toggle off Loot Keys. Loot Keys are a permanent unlock once the scroll has been used, with players being able to toggle them on or off as many times as they like from the Witch in Edgeville at no extra cost. When killing a player with Loot Keys enabled, the key would be dropped in the way you'd expect normal loot to drop from a kill. You will still need to run over and pick it up. Keys would have an "Inspect" option on them, this option is available while they are on the floor or in your inventory. This will tell you the value of the key. You can then decide whether or not it's worth getting rid of one of your existing keys for one on the floor, etc. Keys will always be lost on death and we won't be giving players holding keys any special skulls or indicators. PvP Armours The PvP Armours were iconic to the original release of the Revenant caves and brought a large amount of variety to the Wilderness - we're looking to repoll all of the armours. Although many players that used these before knew how effective they were, some have raised concerns over their strength. First off, let’s make it clear that we intentionally kept the stats the same as they were when first introduced, as we know what impact they had. We also didn’t want to shy away from the fact we offered these as they were before, which is why we didn’t change the armour names from their originals. We want to offer the PvP armours as a more exclusive PvP item but don’t want to change any of the stats. Instead we’d like to propose them as having no offensive bonuses when not attacking a player. This means that in any Player vs NPC (PvM) activity, you would only gain the defensive bonuses of the gear. The items will still degrade as usual. Many players were concerned about people switching to the PvP armours for a single tick simply to spec or tank, in an attempt to avoid the degradation timer. We have coded the armours in a way that stops players from being able to extend the duration of their armours whatsoever. The absolute maximum amount of time the armour will last is 60 minutes. Each piece of armour lasts for 60 degradation cycles, these occur every 100 game cycles (60 seconds) when in combat. A degrade cycle is also added any time the armours are switched to during combat. Due to this degradation mechanic, the armour is going to last considerably less than 1 hour if the wearer is repeatedly switching between it and something else. You can find the stats of the PvP armours in the previous Dev Blog under the "PvP Armours" section. Revenant Gloves/Vambraces We're not looking to repoll the proposed ranged gloves/vambraces. Although they are at a higher pass percentage than the PvP armours, it was clear with the feedback received that many people feel an item like this should come from another piece of content. We've taken the feedback on board regarding what changes could be made, but as many of them didn't fit the theme of the Wilderness or being a drop from the Revenant caves, we've decided to not repoll them at this moment in time. We'd love to get more feedback on the changes proposed above, so please discuss this update on our forums. Mods Archie, Ash, Ayiza, Curse, Ed, Ghost, Jed, John C, Kieren, Mat K, Maz, Roq, Ry, Stone, Sween, TomH, Weath, West & Wolf The Old School Team
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Headed out into the wild looking for bank loot to collect, but first we had to get rid of the jaja rags so we changed up gear and pursed them in the same setup they used before finally spotting vendetta so we swapped our gear up and cleared them up quick.