Surreal Forums
Evolution of Combat - Printable Version

+- Surreal Forums (https://board.clansurreal.com)
+-- Forum: RuneScape (https://board.clansurreal.com/forum-8.html)
+--- Forum: RuneScape Discussion (https://board.clansurreal.com/forum-9.html)
+---- Forum: Archive (https://board.clansurreal.com/forum-212.html)
+---- Thread: Evolution of Combat (/thread-5390.html)

Pages: 1 2


Evolution of Combat - l Zephyr l - 2012-11-20

Evolution of Combat: Now Live!
20 hours ago
After 6 months of beta testing and floods of feedback from you, the Evolution of Combat is now live. We couldn't have done it without your help, and every one of you who has logged into the beta, tried out the new combat system and offered us your feedback has our deepest, most heartfelt thanks.

From now on, the array of gameplay enhancements and improvements that the Evolution of Combat brings - as described here - are yours to use in the live game. New features such as adrenaline, abilities and the all-new action bar - not to mention dual wielding, distinct combat styles and damage-type resistance and vulnerability - add fathoms of depth to RuneScape's combat system.

Even those of you who prefer a peaceful life will find plenty to pique your interest: the action bar can be used for speedy resource gathering and skill training, and the new Make X Production Interface streamlines skilling like never before.

When you first log in after the update, you'll notice the following:

You will be teleported to one of nine banks, in safe areas within the free-to-play zone.
Any items that you had equipped prior to the update will be de-equipped and placed into your inventory.
If your inventory is full, your items will be moved to the bank. Everyone now has 15 additional bank slots, to ensure that there will be enough space.
Depleted prayer points will be fully restored.
Any claw weapons you have will be converted into a main-hand claw and an off-hand claw.
Your task total will have been recalculated. This is the result of certain tasks, which are no longer relevant with the Evolution of Combat launch, being removed from the game and replaced with newer equivalents.
Many items of equipment have different level requirements. However most of these changes are on equipment with skill requirements lower than level 50, and few high-level items are affected.
Be sure to stop by the Combat Academy in Lumbridge for a whistle-stop tour of the EoC's key features. Even if you've already done so in the beta, it'll be a valuable refresher - not to mention that you'll earn combat XP rewards for acing Lady Deathknell's combat tests! A session at the Combat Academy's a good idea even if you're planning to go old-school with auto-attacks and the Momentum ability, as you'll still need to know how damage types work, and how the combat triangle has been affected by the change.

Innumerable smaller changes have come to the game with the EoC, including (but not limited to) the following:

All poisoned items - such as the dragon dagger p++ - have been converted to their unpoisoned versions. Permanently poisoned weapons no longer exist in the game. Poison is now applied on a temporary basis. Using weapon poison potions (including + and ++ variants) gives all weapon attacks a chance to apply poison on hit for a limited time.
Spellboxes earned as a reward from Dungeoneering have been removed, and their cost in Dungeoneering tokens refunded.
The Dungeoneering token cost of the Dungeoneering-specific prayers Augury and Rigour has been refunded, where purchased. These are now unlocked at the same time that the Piety prayer is unlocked.
PK skulls no longer exist as a game mechanic. Any existing from before the update have been removed.
Diseases are also no longer a part of the game. Again, any existing from before the update have been removed.
The Evolution of Combat is finally here, and we couldn't be more excited about what the future holds. The new system will allow us to make some truly awe-inspiring combat content in the future: look out for the new TzHaar quest - The Brink of Extinction; the Kalphite King; Wilderness Warbands and more, as described in Mod Mark's recent Behind the Scenes Special Edition.

Naturally, development of the combat system itself will continue, as with any key part of the game. Since the last beta build, we've implemented boosts to the effectiveness of stat-boosting prayers and potions, as well as improving your hit chance while fighting against a combat style that you're weak or neutral against. We won't stop there, so keep the feedback coming and we'll keep working to ensure that RuneScape combat is always as deep, rewarding and downright spectacular as it should be.

Above all, enjoy the Evolution of Combat - you've earned it!

The RuneScape Team

In Other News

Weapon overrides in Solomon's General Store have been updated to work in both the main and off hands, with separate selections possible for each hand.
The following override and weapon type combinations do not currently work in the off-hand. We are working on implementing a fix for these as soon as possible. In the meantime, we apologise for any inconvenience and thank you for your patience. All other combinations should work as intended, but please submit a bug report if you encounter anything out of the ordinary that's not listed here:
Scorching Axe: hatchet
Pactbreaker Longsword: scimitar
Assassin Scimitar: straight-bladed swords listed here.
Dwarven Warsuit Longsword: scimitar
Seaborne Blade: short sword
Cleaver of Tsutsaroth: scimitar
If you like your kills visceral, you'll love the gloriously gory brutal weaponry reskins, now available from Solomon's General Store!
Graphical improvements to existing weapons, previously only available in the Evolution of Combat Beta, are now live in the game. These cover weapons from bronze, right up to dragon.
Those of you waiting for your Mad Scientist outfits and/or your Combat Academy survey XP rewards will receive them later this week.
The patch notes archive can be seen here.


________________

Personally like it. Makes dung a lot easier. Did a Kalger floor and barely took any damage on him. Cant wait to get 120 so I can do some bossing again.


RE: EOC - Evaluate - 2012-11-21

Apart from the fact that I can't really do Slayer due to spawn competition, I don't really have any gripes with the update thus far. Seems like a lot of useful things implemented with EOC and a lot of unwarranted hate.


RE: EOC - Bug - 2012-11-21

(2012-11-21 00:29:10)Evaluate Wrote:  Apart from the fact that I can't really do Slayer due to spawn competition

What's that? Umnik2

I like the update so far, all I have had time to do was the combat academy but I gained 203k defense experience from it and it was rather short lol

I plan on mining for awhile so I'll be using that action bar, I might take a break at some point and try some slayer to see if I can figure all this new stuff out. Until than I don't mind this update at all.


RE: Evolution of Combat - AlchemyHawk - 2012-11-21

Added a poll and moved to the update section, thanks for posting Zephyr since I don't get home until the evening. smile

EOC looks great, I haven't tried it out yet but I am excited and aesthetically it is super epic.
On the other hand, I reeaally dislike the new Make-X update, it is actually shit. -.- Still, I will give this a 4, because EOC is a bigger deal and it is good.


RE: Evolution of Combat - old_jon - 2012-11-21

I like the looks of it (the new weapon and armour). The extra things we do in combat, such as adrenaline, makes combat more interesting for short slayer tasks and distractions but I'm glad I don't have to train melee anymore as it would become quite tedious and distracting (less afkable... not that I'm allowed to say that).

I am hoping there is more opportunity to "examine" enemies for their weaknesses. The poor Fally Guards didn't seem too informative in that regard. I hope higher level opponents will have better examined information regarding their weaknesses.

I think I will have to return to the tutorial for a refresher. Even though I broke it the first time I think another go at it would be beneficial. Grin


RE: Evolution of Combat - Lexy - 2012-11-21

I like it, I played beta a lot so I knew how to use action bar. I just laugh at everyone who refused to play beta and now that they can't get the hang of the action bar are quitting. Had 6 months to practice, so in my opinion jagex weeded out the idiots n___n


RE: Evolution of Combat - Dave - 2012-11-21

(2012-11-21 03:53:27)old_jon Wrote:  I am hoping there is more opportunity to "examine" enemies for their weaknesses. The poor Fally Guards didn't seem too informative in that regard. I hope higher level opponents will have better examined information regarding their weaknesses.

The combat tab shows information about whatever you are fighting.

[Image: targetinfo.png]

Your guard friend is weak to crush attacks. The button highlighted in red lets you target a monster and get the same info without attacking.


RE: Evolution of Combat - Jay - 2012-11-22

All I really do is DG now, and I originally thought I'd hate it but so far it's been easy mode.

[Image: 256aceo.png]


RE: Evolution of Combat - Angus - 2012-11-26

Great update, still has a few bugs but overall excellently done.

Anyone who complains about it obviously hasn't given it a proper go because so far all I have seen is it make the game faster and more user friendly. 1 problem I seem to have frequently in dg is when you spam the keys to make something (Like the vials in blocks) I end up teleporting away, but I can get around that now so it's no problem Tongue

Eoc made 2012 in a good update year.


RE: Evolution of Combat - Smith - 2012-11-26

Skilling goes smoother with dropping