Infinite run energy in Raids
- Mike
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Infinite run energy in Raids
As soon as you hit 99 agility, you have infinite run. However, as pointed out by one of our players, one important mechanic about the Chambers of Xeric (most specifically the Great Olm room) is being able to outrun the special attacks that are being thrown at you. Having infinite run makes this easier as you don't have to worry about conserving your run energy or bringing stamina potions.
Not having infinite run inside the Chambers of Xeric (and possibly also the Theatre of Blood) may be an annoyance, but it's also an important mechanic in OSRS that makes the raids all the more challenging. Then again, we're still an RSPS and we don't necessarily need to be exactly like OSRS if the players feel it's more enjoyable.
The choice is yours!
Not having infinite run inside the Chambers of Xeric (and possibly also the Theatre of Blood) may be an annoyance, but it's also an important mechanic in OSRS that makes the raids all the more challenging. Then again, we're still an RSPS and we don't necessarily need to be exactly like OSRS if the players feel it's more enjoyable.
The choice is yours!
- Isaac
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Re: Infinite run energy in Raids
Voted no to both because we are a private server. Many people don't raid as it is, no reason to give them another reason not to.
- Andres
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Re: Infinite run energy in Raids
Infinite run is useful for those who try to do solo raids (which is a huge challenge on its own.) usually they take 1-2 stamina potions with them to run olm. You don't need stamina potions if you do raids with 3+ people in there.
There are only 1-2 sips of stamina used at ToB (P3 Verzik) so I shouldn't bother adding a limit there.
Perhaps give them an option to have infinite run disabled (enabled by default) and give them a 5% extra chance or so for a drop when completing a raid with infinite run disabled ?
There are only 1-2 sips of stamina used at ToB (P3 Verzik) so I shouldn't bother adding a limit there.
Perhaps give them an option to have infinite run disabled (enabled by default) and give them a 5% extra chance or so for a drop when completing a raid with infinite run disabled ?
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- Mike
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Re: Infinite run energy in Raids
Worth considering, although I'd still poll it for the challenge mode anyway.Treehugger wrote: ↑Sun Mar 22, 2020 12:04 pm Nah no need. Remove it for challenge mode if/when that's released.
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Re: Infinite run energy in Raids
this is good!Mike wrote: ↑Sun Mar 22, 2020 11:18 am As soon as you hit 99 agility, you have infinite run. However, as pointed out by one of our players, one important mechanic about the Chambers of Xeric (most specifically the Great Olm room) is being able to outrun the special attacks that are being thrown at you. Having infinite run makes this easier as you don't have to worry about conserving your run energy or bringing stamina potions.
Not having infinite run inside the Chambers of Xeric (and possibly also the Theatre of Blood) may be an annoyance, but it's also an important mechanic in OSRS that makes the raids all the more challenging. Then again, we're still an RSPS and we don't necessarily need to be exactly like OSRS if the players feel it's more enjoyable.
The choice is yours!
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Re: Infinite run energy in Raids
Will stamina potions be introduced if this is considered? All fun and games until ur the one running melee hand with 0 run energyMike wrote: ↑Sun Mar 22, 2020 12:56 pmWorth considering, although I'd still poll it for the challenge mode anyway.Treehugger wrote: ↑Sun Mar 22, 2020 12:04 pm Nah no need. Remove it for challenge mode if/when that's released.
- Fungamer
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Re: Infinite run energy in Raids
Yes. Also remove it in wildy and other (future) bosses that require the player to run around. Allows us to sprint and tele all across the world for most clues and bosses but keeps the energy management a thing where it matters. Stamina potions would be a big requirement for any sort of infinite run energy to go away though.
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Re: Infinite run energy in Raids
I'm not going to vote simply because it's a difficult choice. I like infinite energy but I also like the idea of the challenge.
However, if I had to vote on one then I will vote for the no options. Sure removing it will be more challenging, but it also will add another level of annoyance on top of the bigger issue that is pathing. With that being said, we should take along pathing when we're talking about run energy. It could make or break the experience especially for players who grind raids.
However, if I had to vote on one then I will vote for the no options. Sure removing it will be more challenging, but it also will add another level of annoyance on top of the bigger issue that is pathing. With that being said, we should take along pathing when we're talking about run energy. It could make or break the experience especially for players who grind raids.
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- James
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Re: Infinite run energy in Raids
No need to sap the fun out of a private serverLieven wrote: ↑Sun Mar 22, 2020 7:33 pm Yes. Also remove it in wildy and other (future) bosses that require the player to run around. Allows us to sprint and tele all across the world for most clues and bosses but keeps the energy management a thing where it matters. Stamina potions would be a big requirement for any sort of infinite run energy to go away though.