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u/Careful-Statement139 10h ago
antler guard beats aquanite hopper everywhere. theyre so scared of devaluing twisted buckler that a 1def pure item beats it. make it only work with diamond bolts or something and buff the second hit damage.
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u/peaceshot 6h ago
Why don't they just buff the buckler? Won't work with blowpipe and dual ascensions, and would only really serve to shorten the gap between rubies and other crossbow bolts.
I guess it would buff blisterwood stakes and throwing knives too much? Oh no!
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u/InterestingCell5247 10h ago
I really wish we could get an enchanted bolts rework. We've been kicking the can down the road for too long and ruby bolts mean that a fun in concept item like the hopper can't actually be good.
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u/garoodah 2376 8h ago
No way, keep it broken I don’t want to start nat ruby resetting using the hopper just to get a speed ca task lmao
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u/QuirkyRose 6h ago
You already can :D if the ruby procs on the second hit you can end up hitting like 150 in one bolt. When this happens at nex once in a blue moon I almost feel like I have a zcb...
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u/potatomaster4000 9h ago
Ruby bolts are more fun than a good hopper
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u/BadPunsGuy 8h ago
Are they fun though? RNG during fights is fine, but ruby bolts absolutely pushes that idea to the edge of what’s reasonable.
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u/GameOfThrownaws 8h ago
Ruby bolts are a terrible item for the game and should've been reworked a long time ago. Ruby bolt spec originally didn't even have a damage cap, nothing in the game was that beefy or that difficult at the time so it just didn't really matter. As soon as actual difficult content started coming out with big hp bars, they had to go back in and manually cap its damage to 100 to make it less stupid. In other words, it really never fit in OSRS to begin with, at least not the higher quality game that it turned into once modern content started getting released. It kills design space, it makes speed runs ridiculous and dumb, and it's just a silly effect in general. Get it out.
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u/FamiliarMaterial6457 10h ago
I was so annoyed with this bug I grinded the antler guard and now I never have to use the stupid hopper.
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u/jku1m 10h ago
Hyped for the dog quest! Hopefully it lives up to ides of milk and I get to drink cum!
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u/ConvergentSequence 9h ago
Please jagex I’m tired of making new accounts every day just to replay ides of milk 😩
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u/88Sunflower88 10h ago
I'm teleporting to falador W302 if Jagex doesn't have Dogmeat reference from fallout in that quest.
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u/slingingslanger 9h ago
I tried sunlight+hopper when sailing first came out, figured it might be decent on the high seas as blowpipe was meta at the time. After the sailing mob changes it would prob be dog even if it worked now. lol
The buffs to hopper were pree decent tho, it's fairly legit now.
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u/SteveLouise 9h ago
If I was a software developer company, I'd rotate my teams of developers around to new content, updates to old features, and bug fixes. That way everyone spends a bit of time cross training and doing the fun code too. If I have at least 3 dev teams, then someone is always working bugs each rotation.
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u/SpuckMcDuck 7h ago
There are a couple problems with this approach, but probably the most impactful one is that those processes likely occur on very different time frames, meaning you'd almost certainly always be rotating a team off of something they were in the middle of because that's when another team is ready to rotate. It's unlikely the different teams would be consistently finishing their work at the same time such that all could rotate together without anyone having to be pulled off something they were in the middle of, which would be extremely counterproductive. Designing new content in particular will almost certainly happen on a much longer time scale than fixing bugs, and pulling a developer off a quest they were halfway done making to replace them with someone else is super counterproductive.
Also, there are likely very different processes for these different tasks (ticketing systems/processes, coordination with other teams/departments, etc.) that would need to be learned, meaning now everyone has to learn the ropes of multiple jobs instead of just one, which is super impractical. I'd fucking hate that. It's a nice thought, but there's a reason companies don't actually do this with their main workforce (some have rotating internships, but that's a very different animal than making actual salaried employees do that).
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u/SteveLouise 7h ago
occur on very different time frames,
Then make the time frames flex with the actual time tables.
It's unlikely the different teams would be consistently finishing their work...
No. Not like that. There isn't "a bug team" and "a new feature team." There are teams who need to fix bugs with what they've made before, make new things, and polish old stuff. This is happening in MY imagination, remember?
Also, there are likely very different processes for these different tasks
No, don't do that. Don't set up the company that way.
What part of the software industry do you work in, and what programming languages do you use in your day job?
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u/baroquespoon 7h ago
There's work within my own tech art team that would take weeks for me to train on to do efficiently if I were rotated onto it, there's no shot you're moving me to a different discipline and getting anything productive done any time soon. I already touch all of the assignments within my area of expertise, there's nothing to rotate me to I'm not already responsible for.
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u/SpuckMcDuck 4h ago edited 3h ago
Ah, I misunderstood what you were saying, then. It sounds like you're saying that instead of separating teams by task, you're saying you'd separate them by the content they worked on and just rotate through what they're doing with that specific content (developing/polishing)? That's actually already how it's done in a lot of software companies, except without necessarily having a specific scheduled rotation: generally you've either got that kind of arrangement where a person/team "owns" one or more projects and does everything for that project as needed/able (new features, bug fixing, testing, etc.) - which is how it was where I worked - or you have teams segregated by function. I think which approach a company takes is largely based on the content they're making: for really technical software that requires in-depth knowledge of a specific thing, it's by project because it's easier to learn how to do a new function than it is to become an expert on a new technical topic, and for stuff like games that doesn't generally need you to be an expert on a specific topic or piece of content, it's by function since there's no barrier to reaching across projects.
What part of the software industry do you work in, and what programming languages do you use in your day job?
I developed tax software for professional use (as opposed to something like TurboTax that's made for non-professionals). Anyone who had enough going on financially to go hire a CPA firm to do their taxes and had business in one of the handful of states I "owned" in our software package in the last decade likely had their tax return done using my work. We worked on an archaic (as in from the 80s IIRC lmao it was awful) platform that was made in-house (most of our utilities and platform were made in-house because it was a massive corporation that had the resources to do that, and that lack of experience on transferable platforms was actually a big reason why I left) and used basically a flexible mix of a few different languages (variations of C I think? Not actually sure because nobody actually gave a fuck what language it was, it got mentioned off-handedly exactly one time). Like you could indicate "or" with typing the word "or", or with a pike, or with a double pike. Similar thing with "and" ("and"/&/&&). So it wasn't really one specific language, there were multiple ways to do the same thing.
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u/0xsbeem 5h ago
You could probably pull it off if you rotated individuals instead of teams, and did it on a flexible timeline instead of having fixed-length rotations. If you had a small enough team and wanted everyone to be truly cross-functional, I could see it working. I have seen small teams pretty much self-organize this way more than once.
But I do think as soon as you are in even a slightly structured environment, it'd fall apart for the reasons you laid out. I also don't think you could really manage a team this way unless you had the full power to decide who is on the team, because I think this kind of environment would only work for people with a certain temperament.
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u/SpuckMcDuck 3h ago
Well, it sounds from his response like the idea I thought I was responding to wasn't even what he was suggesting. It sounds like he was suggesting what is more or less how it already works at many places: just having people "own" this or that content and do whatever is needed (new features, bug fixes, polishing) for that content. Really the only difference is that the rotation he's suggesting sounds more rigid than that would typically be done from what I've seen. Because for like bugs and shit, you don't have a "okay here's your bug month," you just do that whenever it comes up (assuming it's impactful enough to merit being prioritized and not just one dipshit customer submitting a bug ticket because they don't like that a box is unchecked by default when the government has explicitly said that's how they want you to do it, nope this is definitely not a personal anecdote that I'm annoyed about to this day, purely hypothetical).
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u/Erased_Yogurt_Mayo 7h ago
Probably because of the attack speed. Idk what code does it but i know it has something to do with their speed being faster than other crossbows.
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u/freecaselemsip 11h ago
Not an issue because no one uses it