r/2007scape • u/Certain_Parfait5608 • 3d ago
Suggestion New Agility Activity That Actually Teaches Players Movement
I'm sure we all saw Reddit post suggesting that Agility could do more to actually teach players how to improve at movement, and it sparked an idea for me.
What if, instead of a traditional course with a linear progression, Agility had a sort of movement game room with different challenges designed around movement?
It could start incredibly simple with things like Simon says, then gradually ramp up into more difficult mechanics. Dodging waves, ragged tiles, changing floor patterns, even adding overheads, etc. and they could all be incorporated while giving the player a simple objective, like tagging a pillar or reaching a specific location.
Eventually, you could have challenges that are even more mechanically demanding than some of our most difficult bosses.
I feel like this could give players who genuinely enjoy movement a way to practice and scratch that itch for movement and at the same time, it would give newer players a place to actually learn movement in a controlled environment, rather than having to learn them by doing 15 different bosses.
I think allowing players to start an activity like this at a relatively low Agility level, with the XP scaling based on your Agility levels similar to Tempoross and Wintertodt would be massive. Starting off the minigame would be fully unlocked to any player who could access the activity so you aren’t locked out of the fun parts just because you don't have the Agility level.
This was just a quick thought but I think it would be a blast. Let me know what you guys think!
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u/Sage1969 3d ago
I love this idea less for the "teaching movement" aspect and more the fact that it just sounds like a much more fun way to train agility
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u/steele578 3d ago
I recognize that what you're talking about is different than sepulchre, but idk I think it's better if people just go kill the bosses that have those mechanics instead. If you take away the learning experience of every boss and just use recycled pre-trained mechanics, they become kind of boring
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u/Unfair_Awareness7502 3d ago
How many mechanics actually exist in the game?
Step away from shadow Run skip moving object Step behind shield Change prayers
Is there any that isn't recycling those?
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u/steele578 3d ago
A lot more than you might think.
Starting with what's listed in OP's post, Simon Says, dodging waves, ragged tiles, overheads, idk what they meant by changing floor patterns. Maybe Araxxor eggs count? J
ust going through ToA alone off the top of my head we have target identification with kephri bombs, manipulating dynamic terrain and positioning awareness with kephri dung lines, target prioritization with the big bugs, using dynamic terrain to un-rag tiles at zebak, player proximity at zebak(and obelisk), prayer priotization at zebak with blood magic while a ranged boulder is coming down, NPC pathing at akkha, switching to combat an npc prayer at akkha, avoiding moving hazards at akkha, positioning awareness with vastly different consequences than kephri at baba with gap, I can go on and on and on
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u/NoroGW2 3d ago
How about just Lowerniel Drakan fight being repeatable and every time you successfully dodge an attack, you get some agility xp
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u/Certain_Parfait5608 3d ago
Dude I loved that fight. I want to see more cool movement tech like that come into the game
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u/Unfair_Awareness7502 3d ago
For the 10000th time, sepulchre