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Saturday, August 21, 2010

Bonus weekend summoning: Is the new setup fair?

RuneScape has limited the summoning bonus to 10% this bonus weekend in response to negative feedback. But let's take a look at the full story.

The feedback: RuneScape players mostly in the 1800+ levels forums began complaining about how the summoning experience bonus cheapened the skill. Their premise was that, because the charms could be stockpiled and then summoned all at once, RuneScape players were piling weeks of experience into one hour.

Their motives: Who knows. Jealousy perhaps? Because they worked hard and this seems too easy? Well if that's your view, fine. But please wield a dramen staff when using the fairy rings and use a watering can (8) instead of a magic watering can. Eat sharks in combat and train your woodcutting on willows rather than ivy. Oh and drink super potions rather than extreme potions. I mean, it's all or nothing. If you reject bonus XP weekends, reject the other things that made RuneScape easier to train. Oh, and stay away from Daemonheim too. I could complain that chaotic makes combat too easy to train. But I won't because I like the idea of level 80 gear that owns.

Counterarguments to summoning XP being unfair: Many other skills can be also hoarded and trained. Adamant bars to platebodies, dragonhide to armor, unfinished potions to potions, wood to bows, the list goes on. What makes summoning any different? Well, it is argued, you can hoard up charms for weeks and then power level summoning. You pack weeks' worth of work into that hour. Well, isn't that what you did tanning dragonhides, smelting adamant bars, making potions (unf) and grinding secondary ingredients? In fact, all the other skills can be purchased on the grand exchange. Summoning cannot as charms are not tradable. This could be argued either way. Because charms have to be worked for, they say it's cashing the bonus on weeks' worth of charm gathering. This argument only holds water because we players have accepted that we cannot buy charms and are limited in our ability to acquire them. On the flip, we can only summon so much within the time frame and what breaks do we ever get with summoning? Yeah I can infuse pouches with sacred clay shards or at a gilded obelisk or while wearing summoningsmithing gauntlets or by wielding a penance horn. I can't? Oh. But I can use those things to gain bonuses in other skills. Why doesn't summoning get a bonus?

My conclusion: A set amount of summoning experience should instead be given. How much work do we store up into an hour of herblore experience gathering? Or into tanning hides or obtaining gems for crafting. Gems are limited in ability to obtain.Oh wait you can buy them on the grand exchange. Maybe the hours preparation/hours experience ratio is different for summoning. So if we can cut by over half the money we spend on craft, herb, and construction, why should summoning be any different? A charm cap or experience cap would have been a far better solution as we would be limited as to how much summoning experience we could gain either way. Here we have to buy more shards and terts. Why not instead calculate the hours preparation needed to gather those resources; let's say two to four hours prep per hour skill. Then calculate the amount of charms gatherable in two to four hours. Multiply that number by six, calculate the total normal experience from it, multiply that by 2, and set that as the total XP limit. Sound fair?

Unlimited bonus summoning XP was unbalanced. The solution offered by Jagex was also unbalanced. The solution did not take into account all the factors. Neither way found the middle ground. That is why I will not be training summoning during the labor day weekend.

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