Ninja Update – Responsive Combat

In dit forum tref je de oudere nieuwsberichten van RuneScape aan. Dit archief heeft al het nieuws vanaf september 2009.
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Ninja Update – Responsive Combat

Bericht door Bot »

Ninja Update – Responsive Combat

Originele tekst

Today's update brings a change that'll make RuneScape combat faster, more frantic and more fluid: improved combat responsiveness from the deadly and talented Ninja Team. Get into game, gear up and seek out an enemy - you'll notice the difference right away.

As determined in a Player Power poll last year, we've also made a whole load of Gielinor's deadliest beasts aggressive, as they once were.

Read on for further details!

Combat Responsiveness

First, we removed the short delays between cooldowns ending and abilities triggering, and between clicking an ability and that ability activating. This means combat now feels more immediate and dynamic your actions translating crisply to those of your character in-game.

Note that we've increased cooldown times slightly to compensate for the quicker combat, so combat balance is unaffected.

As well as that, we've also improved target switching, so you can charge into battle with lethal efficiency.

Finally, if you're a Revolution fan, you'll find that your favourite combat mode kicks in and deactivates in a much smoother fashion.

There's no substitute for trying today's improvements first-hand. Log in and give it a go!

The RuneScape Ninja Team

Monster Aggression

Following last year's Player Power poll to bring back aggressive monsters, these beasts will now come straight at you when you enter their lairs:
  • Lesser demons
  • Greater demons
  • Black demons
  • Banshees
  • Mighty banshees
  • Aberrant spectres
  • Lizards
  • Desert lizards
  • Small lizards
  • Kurasks
  • Harpie bug swarms
  • Skeletal wyverns
  • Brine rats
  • Mutated bloodvelds
  • Dark beasts
  • Hill giants
  • Fire giants
  • Moss giants
You'll be able to initiate combat with as many monsters as you can handle, but only one enemy will attack you at a time if you make no aggressive move of your own.

Monsters will remain aggressive unless:
  • Your combat level is more than double theirs.
  • You've stayed in the area for longer than five minutes.
Stay alert on your travels - and make good use of those new, sharper combat skills!

The RuneScape Team

In Other News
  • Come and try out the new, more-responsive combat with Mod Kalaya and Mod Matthe in Castle Wars: today at 16:00 UTC, World 24.
  • GameBlast15 is coming 20th February, along with the next Double XP Weekend! Prepare now for maximum gains all-round on this weekend of charity fun.
  • The first RuneLabs poll is live! Head into game now and vote on your choice of player-proposed updates.
  • Want to know more about RuneScape lore? Head to the Lore Discussion forum on Thursday 12th February, 18:00 UTC, and join Mods Osborne, Raven, Srowley, Stu and Chaose for a Lore Q&A.
Read the patch notes for other updates released today.
Samenvatting

Vandaag zijn er door het Ninjateam veranderingen gedaan die het vechten in RuneScape sneller en vloeiender maakt. Daarnaast zijn verschillende monsters weer agressief gemaakt.

Responsiviteit combat

De kleine vertragingen tussen het einde van afkoelperiodes en de activering van ability's is verwijderd. Ook zal een ability direct worden uitgevoerd als je hem aanklikt. De afkoelperiodes zijn, om de balans niet te verstoren, wel een klein beetje verhoogd. Je kunt verder nu sneller tussen tegenstanders wisselen.

Agressieve monsters

De volgende monsters zullen je weer aanvallen als je langsloopt:
  • Lesser demons
  • Greater demons
  • Black demons
  • Banshees
  • Mighty banshees
  • Aberrant spectres
  • Lizards
  • Desert lizards
  • Small lizards
  • Kurasks
  • Harpie bug swarms
  • Skeletal wyverns
  • Brine rats
  • Mutated bloodvelds
  • Dark beasts
  • Hill giants
  • Fire giants
  • Moss giants
Slechts één zal je aanvallen, maar je kunt net als vroeger tegen zoveel monsters tegelijk vechten als je wilt.

Monsters zijn niet agressief als je al vijf minuten bij ze bent of je combat level meer dan twee keer zo hoog is als die van hen.

Nog iets...

Donderdag 12 februari is er om 7 uur 's avonds een vragen-en-antwoordensessie met Mod Osborne, Mod Raven, Mod Srowley, Mod Stu en Mod Chaose over lore.
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Lid geworden op: woensdag 5 december 2007, 17:55

Re: Ninja Update – Responsive Combat

Bericht door Bot »

Patch Notes - 09/02/2015

https://www.youtube.com/watch?v=w85o2NdizfQ


Graphical

The creepy doll will no longer attempt to play an animation on a player in combat.

An issue with the Hefin emotes and Arcane Resting has been fixed.

Meiyerditch citizens' skin tones now render correctly.

The background images in the Beasts tab for Commander Zilyana and Kree'arra, have been moved to their correct positions.

The open and closed versions of the drawers found in Falador's chainbody shop no longer uses different colours and texturing.

A one-way window has been removed from older versions of the Player-Owned Ports bar.

Feet and dropped items no longer clip through the floor of the Kal'gerion demon resource dungeon.


Skills, D&Ds & Minigames

Players may now claim a second captain's log from Duncan.

The captain's log can now be added to the pocket slot, so users can perform all the functions of the captain's log and save an inventory slot!

Auto-cast spells will no longer be unset when entering Sinkholes.

Bone Face no longer lingers in the boss room while escaping from Thok.

It is no longer possible to dig up the plant patch on Harmony Island.

Players will no longer disconnect while training herblore if their familiar expires while holding herblore supplies.

An assassin will no longer spawn on a terracotta pot within the terracotta warehouse during the 'Simple Favour' Player-Owned Ports random event.

A typo on the Player-Owned Ports upgrade buildings interface for bars and lodgings has been fixed.

A typo in a Player-Owned Ports voyage has been fixed.

Hunter implings are no longer able to find their way up the cliffsides at Shantay Pass.

The combat level for Pest Control on the Minigame tab of the Adventures interface has been updated.

A typo previously shown when resetting the Tears of Guthix D&D with a D&D token has been fixed.


Quests, Challenges and Achievements

A typo has been fixed in the reminder message of the Tirannwn quiver when cleansing corrupted Seren stones.

The hint arrow for the HAM follower challenges will now point to the correct location.


Other

Players can no longer walk through a wall on the north side of the uppermost floor in the Slayer Tower, near the gargoyles.

Some familiars now correctly act as a light source.

A typo in Hans's chat when asking about veteran capes has been fixed.

A few tiles around the Body Rune Altar will now allow players to step on them.

Fixed an issue with drop-down menus not displaying the current selection.

De-equipping an active aura on a free world no longer leaves the aura active.

It is no longer possible to stall damage by releasing a witch's cat.

The Provoke ability no longer grants special attack energy when used in Legacy Mode.


Ninja Fixes

The Big Chinchompa start time has been moved to 30 minutes past each hour.

Players can now close the Player-Owned Ports ship customisation windows with the 'Esc' key.
Boss timers will now always show by default.

Players can now select a faster wave spawn in the Fight Kiln.

Players can now use keybinds to cure plants in Livid Farm.

The insane 'Final Boss' title can now be unlocked by having a total of 5,000 boss kills with at least 100 kills on each boss, including hard mode and by having all boss pets unlocked (includes Vitalis, Bombi, Barrows bobbleheads and TzRek-Jad).

Dreadnips will no longer get blocked by players or NPCs.

Dreadnips will no longer attempt to stun a stunned NPC or a stun-immune NPC.

The World Hop interface in-game now shows more information on activities.

Using the World Hop function will no longer say that player logged out with a clan avatar prematurely.

Players can now see what skills they've not yet gained XP in for the Jack of Trades aura by checking 'aura time remaining'.

Dorgeshuun light orbs can now be made via the Make-X interface.

The "changed name" tooltip in the lobby has been re-aligned.

Make-X will now remember the last used recipe for an extra two interfaces, to improve the process of making certain multi-staged items such as urns.

Player and NPC targets will now always render on top of all other entities on the same tile.
Slay a Stone
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Re: Ninja Update – Responsive Combat

Bericht door Slay a Stone »

patch notes update.
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Lars
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Re: Ninja Update – Responsive Combat

Bericht door Lars »

Fast spawn fight kiln :mrgreen:
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Chris
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Re: Ninja Update – Responsive Combat

Bericht door Chris »

Slay a Stone schreef: patch notes update.
Mag wel zo zijn, maar wel een erg nuttige update. :mrgreen:
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Typhon
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Re: Ninja Update – Responsive Combat

Bericht door Typhon »

The insane 'Final Boss' title can now be unlocked by having a total of 5,000 boss kills with at least 100 kills on each boss, including hard mode and by having all boss pets unlocked (includes Vitalis, Bombi, Barrows bobbleheads and TzRek-Jad).
Let's do this!
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Joa
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Re: Ninja Update – Responsive Combat

Bericht door Joa »

Chris schreef:
Slay a Stone schreef: patch notes update.
Mag wel zo zijn, maar wel een erg nuttige update. :mrgreen:
Ja dit soort updates vind ik nu eens epic. Beter iets waar je wat aan hebt dan content die na 2 weken dood is.
Hank1705
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Re: Ninja Update – Responsive Combat

Bericht door Hank1705 »

Lars schreef: Fast spawn fight kiln :mrgreen:
:wub:
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Bakske
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Re: Ninja Update – Responsive Combat

Bericht door Bakske »

The Big Chinchompa start time has been moved to 30 minutes past each hour.
Wat is het nut hiervan :roll:
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25-09-13
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27-05-14
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Mart
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Re: Ninja Update – Responsive Combat

Bericht door Mart »

"Auto-cast spells will no longer be unset when entering Sinkholes."
Nu nog in dg en dan is het feestje helemaal compleet.
Bakske schreef:
The Big Chinchompa start time has been moved to 30 minutes past each hour.
Wat is het nut hiervan :roll:
Zodat niet alle minigames op hetzelfde tijdstip zijn maar iets meer verspreid over de dag.
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Youtube kanaal: Martijnvdk2 - DG vids
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Thys
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Re: Ninja Update – Responsive Combat

Bericht door Thys »

Ja maar nu kan ik niet Big chin > sinks > daily div plots > dg daily > big chin doen :cry:
Dexter
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Re: Ninja Update – Responsive Combat

Bericht door Dexter »

Is blijkbaar omdat mensen zaagden dat Divination Craters op zelfde tijdstip valt.

Voor mij komt om x:30 wel beter uit. ^^
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Tuin
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Re: Ninja Update – Responsive Combat

Bericht door Tuin »

Typhon schreef:
The insane 'Final Boss' title can now be unlocked by having a total of 5,000 boss kills with at least 100 kills on each boss, including hard mode and by having all boss pets unlocked (includes Vitalis, Bombi, Barrows bobbleheads and TzRek-Jad).
Let's do this!
Ik snap het concept van "ware prestatie" wel, maar DAYUM, dit wordt wel heel erg bidden tot RNGezus.
Roy Boy106
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Re: Ninja Update – Responsive Combat

Bericht door Roy Boy106 »

Soms als ik handmatig een ability gebruikt in revolution breekt revolution, doet een paar auto attacks en dan pas automatisch abilities gebruiken. Vrij irritant.
Meleepro NL
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Re: Ninja Update – Responsive Combat

Bericht door Meleepro NL »

Roy Boy106 schreef: Soms als ik handmatig een ability gebruikt in revolution breekt revolution, doet een paar auto attacks en dan pas automatisch abilities gebruiken. Vrij irritant.
You broke the game!
In- of uitklappen • alle achievements van MELEEPRO NL
99 Constitution since 18-12-2013 [kolom]99 Magic since 27-1-2014[/kolom][kolom]99 Herblore since 23-2-2014[/kolom]
[regel]99 Defence since 01-3-11-2014[kolom]99 Ranged since 08-3-2014[/kolom][kolom]99 Strength since 27-4-2014[/kolom][/regel]
[regel]99 Summoning since 31-5-2014[kolom]99 Attack since 07-6-2014[/kolom][kolom]99 Prayer since 4-7-2014[/kolom][/regel]
[regel]99 Slayer 26-10-2014[kolom]99 Firemaking since 3-11-2014[/kolom][kolom]99 Cooking since 3-11-2014[/kolom][/regel]
[regel]99 Construction since 22-2-2015[kolom]99 Fletching since 26-6-2015[/kolom][kolom]99 Smithing since 12-8-2015[/kolom][/regel]
[regel]99 Crafting since 26-9-2015[kolom]99 Agility since 1-2-2016[/kolom][kolom]99 Hunter since 28-2-2016[/kolom][/regel]
[regel]99 Thieving since 24-9-2016[kolom]99 Mining since 9-10-2016[/kolom][kolom]99 Woodcutting since 17-11-2016[/kolom][/regel]
[regel]120 Defence since 27-9-2015[kolom]120 Ranged since 14-4-2015[/kolom][kolom]120 Constitution since 4-5-2016[/kolom][/regel]
[regel]120 Summoning since 18-2-2017[kolom][/kolom][kolom][/kolom][kolom][/kolom][/regel]

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Zeekoe
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Re: Ninja Update – Responsive Combat

Bericht door Zeekoe »

Ben ik de enige die totaal geen verschil merkt?
Hank1705
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Re: Ninja Update – Responsive Combat

Bericht door Hank1705 »

Buiten dat het lijkt alsof ability queueing minder goed werkt en ik meer auto attacks gebruik dan voorheen, neen.
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Zeekoe
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Re: Ninja Update – Responsive Combat

Bericht door Zeekoe »

Hank1705 schreef: Buiten dat het lijkt alsof ability queueing minder goed werkt en ik meer auto attacks gebruik dan voorheen, neen.
Ooh, dat was ik bijna vergeten! Klopt inderdaad ook bij mij.
Daan
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Re: Ninja Update – Responsive Combat

Bericht door Daan »

Meleepro NL schreef:
Roy Boy106 schreef: Soms als ik handmatig een ability gebruikt in revolution breekt revolution, doet een paar auto attacks en dan pas automatisch abilities gebruiken. Vrij irritant.
You broke the game!
..?


Ik heb hier met thresholds inderdaad ook veel last van. Minder dit.
BurnedUDown
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Re: Ninja Update – Responsive Combat

Bericht door BurnedUDown »

Ik vind het enorm storend, heb het gevoel dat ik alles 500x moet aanklikken voordat het werkt.
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