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[Suggestion] Tier 8 Citadel
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hersheydood is in Suggestion
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With the upcoming changes to orts, and the Avatar, plus some proposed changes to Capping, perhaps its time to release a major update for the citadel itself. I am proposing a new Tier 8 citadel, to make clans keep up with the new and faster training methods being released in the game, and to offer new ways to train skills that you currently cannot. It's a shame how clans are almost entirely ignored.

Currently, with a maxed Tier 7 Citadel, it requires about 10 people to cap on needed resources to finish upkeep. For big and active clans, this is a piece of cake, and they have both room and the desire to make their citadel even bigger and better. Tier 8 does not need a visual upgrade, we already have a fairly large floating island, and we already have 5 empty plots.

Tier 8 can be made either accessible to all clans with not much upkeep required, or as a prestigious stage that goes above and beyond, only attainable by the most active clans. If the latter is chosen, then the new plots should be able to be built at tier 7 instead. Upgrading to Tier 8 would allow all plots and building to reach Tier 8 as well, giving more exp but requiring more upkeep.

The following section will be just 1 idea of many possible ways to implement each of the unused skills into the 5 empty plots we already have. They can directly be related to the citadel, Tier 8, or simply offer a way to train said skill. A new resource of "Training" could be added to citadel, which will fill up when training at certain plots where resources are not gathered. Exp rates for training plots should be similar to rates in Priff, but based on level. So at 99 you would get the same at citadel as in Priff, but at lvl 50 it would be much less.

  • Agility - A small agility course, similar to the one at the Fayre, can be built in a skill plot. At the end of it, you can catch a flag, which will reward you with the "lap bonus" or the lump sum of exp, and fill your gathering limit to limit your total weekly exp. The exp rate should be comparable to the Priff course so that lower levels can train agility quicker with the help of a clan, and higher levels can continue to grind 120 or 200m without slowing down. Training resource

  • Construction - Somehow the entire Citadel was built without using this skill. To change that, we can add a masonry plot, giving the masonry "resource" which can be used to build T8 itself. Alternatively this can also use the Training resource

  • Divination - While normally divination has to do with Guthix, perhaps a skill plot with springs made by Armadyl are possible, and they would be upside down since Armadyl is a flying Deity. Alternatively a workbench with Divination energy can be in the plot, and you can create portents or transmute one material into another (or simply create minions with transmutation as they effectively do the same thing).

  • Farming - Pretty simply, a plot with flowers/trees/bushes/crops. You tend to it, water it, prune it, and add fertilizer. Could either provide rations, or use the Training resource. Alternatively we could have a miniature farm of Cows, Pigs, or Chickens, however some vegans will probably get upset. Can combine with Herblore plot.

  • Fishing - Continuing the Ration train, a plot in the shape of a small lake or pond can be added. Only thing to do here would be to fish, and the exp rates can be slightly higher than that of Barbarian fishing, but of course with a weekly limit.

  • Fletching - Turn our unused wood into supplies for the guards. "Supplies" could be a new resource used to make T8, or simply be training for those that need fletching xp.

  • Herblore - A plot filled with herb leaves similar to those in the Sorceress's Garden can be picked, and then turned into potions for the guards. Again can be used for the "Supplies" resource, or just training. Can combine with Farming Plot. Can be limited like Summoning plot.

  • Hunter - Pick your favorite hunting method, and turn it into a plot! I mean you Jagex! Is it butterfly catching, or perhaps box traps. Another way to get rations, or training points.

  • Invention - Similarly to the Divination Plot, there can be a crafting table with a ton of scrap, and you can create things from it (minions to work as wildcard, or training points obviously). Invention can get a bit expensive, and for those who don't have much money, free training in the citadel could be great.

  • Prayer - A massive altar dedicated to Armadyl (which I don't think exists in RS besides the one where his staff is). Earn some prayer EXP, but not too much. Can be limited like summoning plot.

  • Runecrafting - Craft Some Armadyl runes, or some regular runes without having to constantly bank. Exp rates can be similar to that in Runespan, and can provide either Supplies or Training points.

  • Slayer - There is a clan dragon, lets fight it! For those without one, or prefer not to challenge their own friendly dragon, a plot with various slayer creatures can be implemented. With the release of 120, many people would enjoy this alternate way to train slayer. Could provide supplies, rations, or simply give training points. Could be limited like the summoning plot, or just by max cap. Exp rates of Menaphos are said to be in the 400k /h range, so citadel could be 200k/h at 99, with a weekly limit, and no loot or danger.

  • Thieving - Those guards that walk around seem quite useless. Perhaps they have deep pockets we have been unaware of. Pick-pocketing them could train our thieving skill without the risk of the locals finding out, but since we don't pay the guards, we don't get any loot. Exp rates can be similar to elves at priff.

  • Dungeoneering - This would be confusing and difficult to add, but possibly a miniature dungeon entrance inside a plot. Dungeoneering is already getting a new way to train with Menaphos, so yet another in citadel is not exactly needed.

TL;DR: There are 5 unused plots in the citadel, 1 for every year without a clan update. Please release Tier 8 citadel, and fill the plots with unused skills. Allow Tier 8 plots to give enough exp to make people actually want to cap.

Edit: Clans are a great way to help new players, and for veterans to have fun, or compete. People always complain about how they hate capping for various reasons... new skills and more exp should help everyone at least a bit.

Edit 2: A "clan" update may not be the most desirable update, but after more than 5 years of nothing, and plenty of other updates, I think its time to... at the absolute least, fill the empty plots, and fix the reason people complain about capping.

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7 years ago