The RuneScape code base has over a decade of development layered on it

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The RuneScape code base has over a decade of development layered on it

Be brave, but you should be RS gold traditional -- We have a great game, and a fantastic bunch of people who play it. In fact, were getting near 200 million accounts ! That is a huge number and - while we want to make an exciting, intriguing new Combat encounter - we don't wish to flip RuneScape into something that's unrecognisable for everyone.

Primarily, the new combat skills are a development of the older special attack system. The most important difference is that you now have a range of Basic attacks to help generate the adrenaline required to use more powerful skills, rather than simply waiting to get a special attack bar to refill over time. While you'll kill fast in the event that you make use of the new mechanics, you will still collect adrenaline - and, as such, have access to Threshold and Ultimate skills - if you would like to just sit and auto-attack as before.

You do not need to specialise in RuneScape

Likewise, despite the action bar being a big portion of RuneScape later on, we are not forcing everyone to interact with it. If you want to keep interacting with RuneScape because you did earlier, you can, and you won't be penalised or handicapped by doing this -- indeed, it is going to be possible to reevaluate the activity bar if you would like to keep your UI clean.

We've also stuck into our origins of liberty of choice. We are proud of how you don't need to specialise in RuneScape, and we never plan to make a class system which locks out gameplay dependent on the decisions you made when you created your account. I can't say too much just yet, but we're making a lot of really cool adjustments to make sure that, however you develop your character, you'll get an array of viable combat options that are available to you. Stay tuned for much more information in a near future Og Blog!

Simplify balancing and code. The RuneScape code base has over a decade of development layered on it, also may be a tricky spot for developers to work. Starting fresh with a centralised system means we can spend time grappling with our code heritage and more time creating awesome content that you enjoy. It is also the ideal time to rebalance many of the items which are badly represented in the present game (such as adding more benefit to 2h gear during melee and ranged, and restructuring'weakening' charms ), and reconsider the things we believe to become overly powerful. This means that every single piece of gear will have tactical choices connected with it, through its stats, related NPC flaws, and abilities available while using it. As I've mentioned previously, the association between DPS and healing right now makes adding higher levelled gear very demanding, so we're rebalancing all of that too, giving gamers the ability to get tons more life points by wearing more armour. This, then, provides us the freedom to discharge larger and better gear in the buy rs gold paypal future that is for much more suited to our own elite gamers (those with one or more combat-related levels at 90+).