ranged / ranged guild


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molder Send PM

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From: Latvia- Riga
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Hey guys, my name is Martins, in game molder.
Some guys asked me to make a post about this, as they agreed on my opinion here.

First thing first. Ranged is worst "fighting" skill in game, sadly thats just true. Ranger will lose to prayer beast, as he wont be able to shoot, ranger will lose to mage, as mage will attack meele and keep casting (while ranger ofcourse wont be able to shoot back). Story isnt about ranged, as it is worst skill from begening of the game. To make things worse there is "range guild" here in revo, which add's extra salt to ranged.

Guilds most likely have 2-3 parametters, to define them.
1) is access. You can enter certain guild as a reward for being loyal to that skill, for example- you can go minning guild from lvl60 mining. And it doesnt matter if you are lvl3 combat or lvl123.
2) bonuses/ extras. what guild offers you for training or coming there. for example:
a)mining guild offers you more stones to mine, higher level ores and no scorpions, so you dont have to be afraid to die.
b)crafting guild gives you cows just downstairs, so you can easy collect fur and go upstairs make up crafts. gold ore rocks and so on.
c)prayer guild (monestery), gives you recharge altar, free monk robes and easy to kill lvl 13 guys (who also heals you if you ask for).

What does ranged guild do? well it gives you chance to die from +35combat level guys, who doesnt even have ranged to enter the place. Further more, you need 31 magic to telegrab loots or your arrows. I mean wtf? So i need to come with 2 guys, just to telegrab back my arrows and/or loots? For me it makes no sense at all, as it is worse than shooting greater demons at lvl 45, i shoot demon, i go around take my arrows and rune helm, go back and shoot another demon. If demons there was just caged with door, it already would be better ranged guild.

I think, it would be cool if guild was on lvl ~5-10 wild and if there was doors to all cages, so atleast i can pick my arrows and/or loots back, without training or bringing mage character.

Best regards,
molder


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Semirotta Send PM

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I am not quite sure why it has to be in wilderness anyway? Guilds should be safe, wilderness is not.


Lol...

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Kleio Send PM

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I think this thread touches some good points. Gates to the monster cages should have been there from the beginning, I'm not sure why this location was chosen, probably for the added risk.

Since it does not require any particular ranged lvl it's not even really a guild isn't it? The name was chosen wrong I'd say...

But if we make adjustments to the range "guild", what requirements do you think the guild should have to enter, at what wildy lvl's would be a fair place to place it?

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Pepsi Send PM

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80 plus range.   
Maybe place it around level 15 east wild

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KizL Send PM

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leave it where it is with no requirements. Get g00d. Skillers always trying to ruin pking stuff.


+1 on cages.


~K!zL

Last edited by KizL (29 Dec 2017 18:26)


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S O B BSpace Send PM

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I agree the ranged guild isn't a guild at all.  I think it was kind of an oversight to call it a guild, it's just a ranged training spot.  I think the training spot should be left as is (or ad gates or whatever to pick up your arrows), and a more appropriate "guild" should be added non-wildy.

The "combat training camp" that you gain access to after completing the biohazard quest could be easily changed into a range guild.  Just remove the "fight dummies" and you have space for extra cages to add NPC's (could create some new NPC's with range related drops, ranging pots, arrows, etc).  There is a vendor in there already that sells bronze arrows, bolts and lower level arrow heads.  Just boost the count and types of arrows he sells, maybe even have him sell poisoned bronze arrows or something.  Change the entry requirement from completion of Biohazard to 70 range or something around there.


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Trupk3r Send PM

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Mod Kleio said:

I think this thread touches some good points. Gates to the monster cages should have been there from the beginning, I'm not sure why this location was chosen, probably for the added risk.

Since it does not require any particular ranged lvl it's not even really a guild isn't it? The name was chosen wrong I'd say...

But if we make adjustments to the range "guild", what requirements do you think the guild should have to enter, at what wildy lvl's would be a fair place to place it?

Was added to make PKing more active. smile..

But it is for sure quite outdated and should have some tweeks!


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Semirotta Send PM

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Other guilds are lvl 60 requirement so why not just keep it 60 range to range guild then? lvl 80 is just stupid high.


Lol...

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pajser91 Send PM

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S O B BSpace said:

I agree the ranged guild isn't a guild at all.  I think it was kind of an oversight to call it a guild, it's just a ranged training spot.  I think the training spot should be left as is (or ad gates or whatever to pick up your arrows), and a more appropriate "guild" should be added non-wildy.

The "combat training camp" that you gain access to after completing the biohazard quest could be easily changed into a range guild.  Just remove the "fight dummies" and you have space for extra cages to add NPC's (could create some new NPC's with range related drops, ranging pots, arrows, etc).  There is a vendor in there already that sells bronze arrows, bolts and lower level arrow heads.  Just boost the count and types of arrows he sells, maybe even have him sell poisoned bronze arrows or something.  Change the entry requirement from completion of Biohazard to 70 range or something around there.

+1

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minerminer Send PM

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It's members guild. Back in old rs you didn't really have any dangers of dying only to member not free players. Big difference in afk rate most member weren't worried about that back then. Plus having a dozen servers helps in finding good place to train

Last edited by minerminer (3 Jan 2018 04:30)

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TnT FoX Send PM

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KizL said:

leave it where it is with no requirements. Get g00d. Skillers always trying to ruin pking stuff.


+1 on cages.


~K!zL

Ruin Pking stuff... so... it's a pking guild now? Range has been a PVM skill forever, dont think the 'pkers can block it' thing is an issue, if you nerf the prayer then a team of 3 rangers can wipe anyone in 3 rounds vs a tank.

+1 non wild
+1 gates
+1 range requirement... Or multiple for higher level NPCS, can leave the lower ones open for training, 60 for demons, 80 for dragons, for example.

SUGGESTIONS:
1. Make the area Range only, otherwise people can just melee train there and ruin the point.
2. Add Salesman for arrows/bolts
3. Add Bank Chest

Right now there is no point going to the 'range guild' since the Hero Guild dragon is safe, easy, better loot, and more efficient.

Trapping people trying to train ranging to be killed without effort most of the time is not 'good for making pking active' Change it to gated melee training, similar to the rooms in the team fortress and make a real range guild.

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Nyx Send PM

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TnT FoX said:

Right now there is no point going to the 'range guild' since the Hero Guild dragon is safe, easy, better loot, and more efficient.

its faster exp, that's the point.


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TnT FoX Send PM

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Nyx said:

TnT FoX said:

Right now there is no point going to the 'range guild' since the Hero Guild dragon is safe, easy, better loot, and more efficient.

its faster exp, that's the point.

Actually, killing the red dragons in the hero guild, and various other ranging spots outside the guild are faster xp. I can freely use rune arrows with no risk and no telegrab in the Taverly dungeon, Hero Guild, and many other places, I regularly kill black demons, black dragons, fire giants, red dragons, blue dragons, lesser demons, and low level mobs faster, with more xp per hour, less loss and far less risk.

That area would be much more suited as a Melee training area and have a range guild outside the wilderness. ESPECIALLY since if you want more XP, the range guild is horrible in comparison of the team fortress. A PK and bonus XP dedicated area.

Actually, the Range guild would make a nice place to have a combat inspired team fortress. Move the Higher npcs like Fire giants and black demons to that place and add in Chaos druid warriors and normal giants to the skilling fortress. Then there is a much greater PK incentive to take over a chest full of drops from the western npcs, and drops from skilling to the west.

Repurposing the range guild as it is and creating a better suited guild for what it's purpose intends is the best solution. Crafting guilds dont give EXP boosts, Fishing guilds dont give XP boosts, so why is the Range guild in the wild for a XP boost? Especially when there is the lesser cage, greater demon ruins, high end wild dungeon and many other less magneted spots for people to range NPCs.

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KizL Send PM

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TnT FoX said:

KizL said:

leave it where it is with no requirements. Get g00d. Skillers always trying to ruin pking stuff.


+1 on cages.


~K!zL

Ruin Pking stuff... so... it's a pking guild now? Range has been a PVM skill forever, dont think the 'pkers can block it' thing is an issue, if you nerf the prayer then a team of 3 rangers can wipe anyone in 3 rounds vs a tank.

+1 non wild
+1 gates
+1 range requirement... Or multiple for higher level NPCS, can leave the lower ones open for training, 60 for demons, 80 for dragons, for example.

SUGGESTIONS:
1. Make the area Range only, otherwise people can just melee train there and ruin the point.
2. Add Salesman for arrows/bolts
3. Add Bank Chest

Right now there is no point going to the 'range guild' since the Hero Guild dragon is safe, easy, better loot, and more efficient.

Trapping people trying to train ranging to be killed without effort most of the time is not 'good for making pking active' Change it to gated melee training, similar to the rooms in the team fortress and make a real range guild.

Go there instead then. Its for pkers.

I'm all for improvements for the pking aspect even a exp bonus or a bank with a combat timer. Shit even extra openings to run.

But requirements no and limitations no.


~K!zL

Last edited by KizL (4 Jan 2018 08:40)


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JediMindTrix Send PM

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I created the Idea and area and i had administrator Hobbs create my idea in game. It was made to train range with risk. Extra xp while skull or just regular. I figure this would be good for both skillers and playerkillers and it work out fine. Often times is it dead there which i knew would be good for solo training and not crowded. We put it at wildy level. 32 because back then level 32 and up was perm p2p. We did alot of Other things too like blue dragons and a kbd in the corner near otherworldlys. Once he left i pretty gave up on helping this server with my ideas but to this day i beleive i could run a rsc style server better then anyone who has did it yet. N0m has did good but i believe and know he can do better.


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Trupk3r Send PM

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JediMindTrix said:

I created the Idea and area and i had administrator Hobbs create my idea in game. It was made to train range with risk. Extra xp while skull or just regular. I figure this would be good for both skillers and playerkillers and it work out fine. Often times is it dead there which i knew would be good for solo training and not crowded. We put it at wildy level. 32 because back then level 32 and up was perm p2p. We did alot of Other things too like blue dragons and a kbd in the corner near otherworldlys. Once he left i pretty gave up on helping this server with my ideas but to this day i beleive i could run a rsc style server better then anyone who has did it yet. N0m has did good but i believe and know he can do better.


Yo Jedi? Is it u?


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Billy Send PM

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AFAIK Hobbs made the Ranged Guild, I am open to remaking it!


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Mod White Send PM

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At combat training camp.
Requirements for Combat Training Camp is  Biohazard quest + Should add level 40 or 60 ranged


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Mod Jebby Send PM

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Moved to suggestions


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Nyx Send PM

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leave as is, people just want safe exp for free


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