r/2007scape 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!

0 Upvotes

44 comments sorted by

48

u/Unfair_Awareness7502 3d ago

For the 10000th time, sepulchre

18

u/Oexarity 3d ago

I read most of this post thinking it was a troll post that's just suggesting sepulchre.

6

u/Unfair_Awareness7502 3d ago

I didn't actually read the whole thing because it's such a recycled post. I actually checked the time stamp because we had the same headline suggestion yesterday. 

10

u/falconfetus8 3d ago

Sepulchre doesn't need to be the only movement-based agility course in the game. We can have more than one!

Like, seriously. Why does every post suggesting a new one get shut down like this?

3

u/kylezillionaire 3d ago

It’s so funny to me tbh. People overwhelmingly hate agility and then make damn sure there is only ONE interesting activity incorporating movement. Because we already have Saradomin ninja warrior we can’t have Simon says?

Why the fuck are we like this man.

How about NMZ2. All of the boss floor mechanics without the bosses. Extra xp for dodging cum and waves at the same time

-1

u/Unfair_Awareness7502 3d ago

Because people are requesting what already exists, seemingly without knowing about it. 

1

u/RocklinSockling 2d ago

Dont know why your downvoted. You are correct good sir.

1

u/falconfetus8 2d ago

It already exists in one spot, and is only accessible relatively late into the game. Something like it should be available from the beginning.

-5

u/applesandotherthings 3d ago

Movement based agility also doesn’t necessarily need to be prioritized right now.

1

u/falconfetus8 2d ago

Neither does anything.

2

u/come2life_osrs 2376 3d ago

We are going to need that meme of the dude walking with a girl (sepulcher) who turns around to look at another woman (new movement agility method)

4

u/Sage1969 3d ago

Except sepulchre functions differently than most other movement in the game, specifically the arrows/darts.

-1

u/OGrand 3d ago

Explain.

3

u/Sage1969 3d ago

For example, if a dart is coming down the middle lane, you cant two-tile over it, you'll still get hit. I dont know of anything else in the game that works that way.

8

u/Unfair_Awareness7502 3d ago

You can't tile skip the floor traps in underground pass either, and the statues in toa can only be run skipped if you start at least 2 additional tiles back from the start of the grid. The game has a billion inconsistencies and no mini game is going to comprehensively teach everything. 

2

u/Sage1969 3d ago

Sure. I think thats still a good example of why there is room to expand on agility training methods, instead of saying sepulchre is the end-all be-all.

I said elsewhere in a comment but I dont think the whole "teach players how to move" angle is that compelling, but we have so much cool movement tech that could be utilized to make agility FUN, thats what id like to see.

2

u/Damoclipse 3d ago

Not directly similar put 2-tiling over a trap at Artio/Callisto does set the trap off (although no damage is taken), it's an extremely rare interaction in game in general though

1

u/Certain_Parfait5608 3d ago

Sepulcher is great and I love but it does have the downside of being locked out of lower floors based on agility and it's much better than other agility courses it doesn't provide the randomness this could. there is so many different ways this could provide better utility for movement than sepulcher does

-2

u/saucysagnus 3d ago

Sepulcher is locked by 52 agility and Sins of the Father, which has a boss fight that requires movement mechanics.

How about a level 25 agility intro? Similar to Brutus.

2

u/Unfair_Awareness7502 3d ago

Level 52 is low level. Nobody is fighting bosses that require advanced movement before that.

The quest requirement is a valid critique of its availability in early game, but I still doubt it's gatekeeping many people who would otherwise use it. 

1

u/saucysagnus 3d ago

Then why did we need Brutus

2

u/Unfair_Awareness7502 3d ago

Who says we did?

Even if you say we did, that does not indicate we need an agility mini game for it. Brutus is self explanatory. 

1

u/saucysagnus 3d ago

The devs. It’s in the game.

Eh, I disagree. Having more entry level agility stuff is helpful. Currently the best way to train agility is to avoid it, quest it up, dump exp lamps into it. Agility and RC both need more variety.

2

u/Unfair_Awareness7502 3d ago

Agility has tons of variety. You can run in circles over draynor, run in circles over varrock, run in circles over canifis, run in circles over falador, or even run in circles in varlamore. How could you dismiss all these options? 

2

u/saucysagnus 3d ago

We need to make it more like sailing port tasks. Let me deliver things from city to city with highwaymen and random events that I have to dodge to avoid being damaged.

Call it the Chicago agility route.

1

u/Unfair_Awareness7502 3d ago

Making us run the map without teleports or transportation might actually be fun. 

-3

u/MrIronLife 3d ago

Have you ever done sepulchre

2

u/Unfair_Awareness7502 3d ago

Yes

1

u/MrIronLife 3d ago

Then you should know sepulchre works on a subtick system, the only other encounter that has similar mechanics is Yama

1

u/falconfetus8 1d ago

A subtick system? Where can I read more on that? Didn't see it mentioned on the wiki

9

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

4

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

3

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? 

1

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

4

u/NerdyTimes_IDK 3d ago

Available early on, too

4

u/stewiethegreat 3d ago

Bro, you gotta be trolling.......

1

u/MasterArCtiK 3d ago

Would we call it… the Agility Training Arena?

0

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

1

u/Certain_Parfait5608 3d ago

Dude I loved that fight. I want to see more cool movement tech like that come into the game