u/devvoid

Send strange rocks to the statue collection bag by default, even if it's in the bank

This has been brought up on the sub a few times before, but it looks like the most recent one according to search was a year ago, so I'll bring it up again.

When you collect a strange rock, it really should just be sent to your statue collection bag if you have one, no matter where it is (inventory or bank). It's annoying to need to go bank because you randomly got a rock, it's also annoying to have to manually fill the bag at the bank if it got sent there because your inventory was full.

Expert skillcape shards work pretty much identically to strange rocks, but those are always deposited straight into your bag if you have one. Doesn't matter if your inventory was full or not, if you have the bag with you or not, it's just always sent to the bag. So it should 100% be possible for strange rocks to work the same way.

This wouldn't be overpowered in any way, it's just minor QoL for a long grind that most people only do because it's a completion cape requirement.

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u/devvoid — 7 hours ago

Divine-o-Matic Vacuum vs normal Divination?

The wiki doesn't really say which is faster for filling divine charges. I didn't notice a significant change one way or the other in my limited testing. The main difference as far as I can tell is that it's more AFK, since the vacuum destroys memories instead of needing you to manually convert them. Is that it?

The wiki's money-making guide says that without the vacuum has a higher profit, but that also takes the memory dowser into effect, which I don't have/can't afford.

What are the pros/cons for using the vacuum for divine charge creation?

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u/devvoid — 8 days ago

Kezalam the Wanderer: Moonstone Prison bar missing?

Trying to do Sanctum of Rebirth to finish off the Elite Underworld tasks. Kezalam the Wanderer is mostly hard but doable, but I haven't been able to figure out the moonstone prison attack. The wiki says you're supposed to use Anticipate when you see a quickly-filling blue bar appear under your adrenaline bar... but it's only appearing for me when the bar is already full and I'm already stunned. The wiki has this gif that shows the bar appear and quickly fill up, but that simply isn't happening on my screen. I'm not missing it, I'm constantly keeping watch for it, and I see it just blatantly pop in already full.

Is this a known glitch? Could it be related to me using Necromancy for the fight since it has those three indicators under your adrenaline bar?

reddit.com
u/devvoid — 19 days ago

Discord on Android: Keyboard closes when phone is sideways

Anyone else having this bug?

Whenever I hold my phone sideways, the keyboard won't open. If I try to open it, the keyboard slides up and then immediately slides back down. If I hold it upright I can open and type as usual, but the moment I turn it sideways, the keyboard closes again immediately.

I don't think it's a problem with my phone, no other app has this problem. It's only Discord that won't work.

I've tried messing with settings, I've tried clearing the cache, I've tried turning my phone off and back on, I've tried deleting and reinstalling the app. Nothing works, typing while holding the phone in the most comfortable way is just totally broken.

reddit.com
u/devvoid — 1 month ago

Elite Skilling Outfits suck and need a rework

I'm not talking about the effects, I think those are fine. But the current system of obtaining them relies far too much on randomness, making it inconsistent and frustrating for no reason.

First, to recap how they work:

  • When you reach level 70 of any skill with an outfit (Mining, Fishing, Farming, Woodcutting, Divination, Hunter, Runecrafting, Dungeoneering, and Thieving), you start collecting fragments of that skill's elite outfit.
  • Fragments are obtained in batches of 90-110 whenever you get XP for that skill, with a five minute cooldown between drops.
  • With level 80 in that skill + level 20 Invention, you can combine 3600 fragments into a random piece of an outfit. Every skill has three "component" outfits. Every outfit consists of five pieces, for a total of fifteen per skill.
  • Wearing an entire outfit gives you bonuses. However, you cannot mix and match pieces; you cannot wear the head/chestplate/legs/boots of one outfit and the gloves of a different one and receive the benefits, even if they're all for the same skill.
  • Once you have all three outfit pieces for a specific slot (for example, all gloves), you can merge them into the "combined" outfit. Combined outfit pieces can be mixed and matched with any of the component outfits. In addition, wearing all pieces of the combined outfit has significantly improved effects.

There are significant issues with the system as it exists right now.

  • The only factor that matters is that you get XP in the skill once every five minutes. How much you're getting, or how quickly, doesn't matter. This means that the best way to get a complete set isn't to actively train the skill, it's to occasionally do things that give you a XP every now and again while doing something else, no matter how tiny that XP drop is. For example, pickpocketing a random Man as you walk to your next area, or catching an impling when there's one nearby. This pairs well with Farming, which is built around receiving occasional large bursts of XP, but it doesn't pair well with other skills. It feels incredibly counterintuitive for the way to unlock something for a skill to be not locking in and grinding that skill.
  • They take up a ton of bank space. Having all of the combined outfits for all nine skills takes up 45 bank slots. You can mitigate this by destroying outfits you aren't wearing and reclaiming them from Diango as needed, but this means you have to manually destroy the old outfit and reclaim the new one whenever you switch, and you can't use them in bank presets if you do that.
  • This is the big one: It is ENTIRELY random when you'll get a complete outfit. Some players will get all five pieces of one component outfit right away and be able to use it as soon as they reach level 80. Others will keep getting assorted pieces for the different outfits and won't be able to use it at all until they have all three outfits almost complete. Just from my own experience, I was able to make use of a basic Farming and Divination outfit almost immediately, but didn't get access to any of the Hunter and Thieving outfits until I was almost at 99. There was no difference in how I was training the skills, it was just purely luck of the draw.
  • You are allowed to trade component outfit pieces with other players, but it's restricted; you can only trade outfit pieces that the other person doesn't have, for outfit pieces you don't have. You just have to hope you can find someone that has a piece you need while not having a piece you have but don't need.

There's a big elephant in the room: Elite skilling outfits were originally Treasure Hunter rewards, and were designed this way to force you to buy keys. The current crafting method only exists because players complained about such useful set effects being locked behind MTX. They were removed from Treasure Hunter in 2021, but their mechanics were never adjusted to compensate. Now with Treasure Hunter gone for good, this seems like the perfect time to streamline things and make them less annoying. Especially with the Road to Restoration showing they want to redesign some of them visually.

So, how could it be fixed? Lots of ways, but here are some random suggestions:

  • Allow players to mix and match different pieces of the component skilling outfits while still getting the set effect. That way you just need a head, chestplate, pants, gloves, and boots without having to worry about them all being the same set.
  • Guarantee that the player will always get a complete component outfit when you first start crafting. For example, guarantee that the first five times the player combines mining fragments, they will always get the five pieces of the Sapphire Golem set to guarantee they have one usable set. Then afterwards, it can be random pieces of the Emerald and Ruby sets.
  • Maybe even just outright remove two of the component outfits. Let us make one basic outfit first, then use skilling fragments to directly upgrade it to the combined outfit. Even if it still required as many fragments as crafting the three outfits and fusing them, it would still be a major QoL improvement to not have to juggle three different incompatible outfits.
  • This one is a bit more out there, but I think that once you have a complete combined outfit, you should be able to fuse the five pieces into a single item that gets equipped in one item slot, like a hat or something. This would make switching between skills a LOT less of a hassle, and would save a bunch of bank space too.

I'm not good at conclusions, but I think the current system for collecting the outfits sucks and could do with a lot of improvement. Elite skilling outfits are such a big deal when you get to late/endgame skilling, it would be nice if they weren't actively irritating to deal with.

What do you think? Any other ideas or suggestions for how the system could be improved?

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u/devvoid — 2 months ago