#Allow 200m Archaeology to use Focus or chronotes to force a mystery item drop.

27 messages · Page 1 of 1 (latest)

grave swallow
#

I maxed this skill months if not over a year ago (thank regularly sending out research teams). doing some of these mysteries takes several days worth of scaping just poking at rubble piles to complete. This is absurd. I am willing to pay a giant premium just so I'm not stuck here waiting for RNG to give me some luck. If you want, feel free to gate it for 120/200m people only.

frail tapir
#

No support; it's the price you pay for not training the skill the way it's supposed to be trained (going by your "thank regularly sending out research teams").
If you go about it the organic way, you will naturally progress through the mysteries; it's why most if not all pages have spots of varying levels where you can obtain them.
Some mysteries require certain artefacts, and even that Jagex thought of to combat a terrible drystreak: the master archaeology outfit grants you 3 daily uses of the Fixate ability (lets you choose which artefact you'll obtain from a spot).
The Guildmaster reqs to obtain that outfit are steep, but through natural progression you WILL obtain all except for maybe the excavation & restoration amounts

white oak
#

That would be like using slayer pointing to buy souls to complete slayer log. (If slayer points were buyable like chronotes)

true gust
#

i mean; if you have 120/200m normally, you will have all the requirements for the guildmaster title, and then some

spring gust
#

The [[Lorehound]] pet with 150 [[QP]] allocated to the Pet Track at [[May's Quest Caravan]] near the [[Varrock lodestone]] gives a boost to [[Mystery]] page drops.

ember nymph
#

"i skipped through natural level progression and now im regretting it" sounds like a personal problem

grave swallow
#

I find it odd that the one and only skill that has this problem has so many people coming out of the woodwork saying that they love punishing normal scaping behavior this way.

ember nymph
#

because the skill very clearly outlines a clear cut path to take to progress and the only people salty about the requirements are people who skip over them in some form or fashion, usually lamps.

grave swallow
#

I didn't touch a single arch lamp outside of quest rewards.

frail tapir
#

But according to what you said, you gained a significant chunk of XP via research missions, unless I'm exaggerating the emphasis on what you said

grave swallow
#

Sending regular research missions is just that good exp, not to mention how good actually making things is for it.

#

Research missions are dailies.

ember nymph
#

sending regular research missions is part of the logical skill progression though. not only do you need the hours logged for guildmaster and its more beneficial to do them starting early on, as the cost scales to your lv, but sending teams to the site you're currently skilling at will almost always make up for any deficit in materials you might not obtain via simply digging up the artifacts (i.e. not having to dig in caches). if one is 120/200m without bxp/lamps following this path and has a significant number of mysteries missed, something else is at play there

grave swallow
#

Unless you hardcore grind that one specific skill until you get all the unlocks, which most people aren't gonna do because they like bossing and such, the auxillary xp gains are going to make you outpace the unlocks quickly.

ember nymph
#

that's not something you notice overnight though. you dont wake up and notice youre 120 after sending dozens of 24hr research missions. if you paid for chronotes to send them, that would explain a lot, bc the notes you get from collections easily pays for the missions. everything in arch synergizes extremely well

frail tapir
#

Sinkholes could be considered a daily, and part of the skill, but it's by no means meant to be the sole training method

ember nymph
#

furthermore, if you notice that auxiliary xp gains through things like research missions are outpacing the mysteries, unlocks, etc and openly acknowledge that they arent helping you progress through the skill when only doing those, why would you continue to send them if your goal was to 100% the skill by the time you maxed it?

grave swallow
#

Research missions are also pretty good afk gp.

#

It's why I still do them.

grave swallow
#

I mean, it's not like I think that it should be for free. I'm willing to pay premium.

ember nymph
#

being able to pay your way through the game is the worst possible approach they could take to skilling and its already enough of a problem as is. couldnt disagree more. if you wanna pvm, pvm. if you wanna skill, skill. if you wanna do both, great do both. but dont build the game around smacking 1 boss like they're a coin piñata til enough gp falls out to pay your way through all other content.

#

ive seen people want to pay for skills, quests, achievements, etc. its always people with more dollars than sense making these arguments. the entire achievement system is garbage if you can just dump coins into content you dont feel like doing because it takes time

wind trail
#

Im with alucard on this one. Research looks like it was specifically intended to be a daily like ports to bypass actually training the skill.
Archeology is an extremely lore heavy skill. If you're not interested in the lore, the value of the skill drops all the way to Zero.

This vote vote tally is because most people that actually are involved on RS discord are more or less interested in how archeology is currently trained imo. (Edit- butchered the F out of that paragraph.)

The "I did it, so you have to do it too" attitude constantly holds back progression of players who just want to get to the things they actually enjoy.

Now we have things like the traveling merchant that makes content redundant, treasure hunter, etc.

That said - as this suggestion will not pass regardless - you'll just have to prioritize using fixate charges like others suggested.

frail tapir
wind trail
# frail tapir > Im with alucard on this one. Research looks like it was specifically intended ...

Yeah that's just more of the same completionist type of content. It used to be pretty toxic, but comp cape is not BIS stat-wise for anything anymore, so not so bad.

Sucks for everyone who just likes them as cosmetics.

But yeah.... they keep adding things that are intended to bypass much of skilling grind... seems like a trend here.

Its just that if you have 2h a day to go through dailyscape v.s. 5h a day to actually get to play the game, goals are attained very differently.

The dailyscaper will likely end up having better tools for skilling - as long as tools aren't quest/rng locked - to get items faster once they actually need to. (E.g. crystal & imcando tool gates) so they do save time eventually...

However, for the people who don't really enjoy skilling, who just want a comp/Max cape because lets be real - they get shit on, as the capes are the only 2 customizable good looking capes. Herald capes are obviously not in the conversation.

This will be counterbalanced one day - I hope - by a Boss achievement type of Completionist cape with similar levels of customization.