#Let players use temporary, already-in-game skill boosts to meet quest start requirements.

6 messages · Page 1 of 1 (latest)

fast sun
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Enabling Temporary Skill Boosts for Quest Start Requirements

Let players use temporary, already-in-game skill boosts to meet quest start requirements, just like they can for activity access, D&Ds, minigames, and even skill-based doors in dungeons.

Reduces friction for returning players: Many players return for questing, you may not believe this yourself but some do, only to be blocked by one or two low stats. This solution lets them push through using knowledge of the game’s systems.

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Doesn’t change game balance: Boosts are already in the game. This change merely unlocks quest starts, not guarantees completions.

Examples (Using Existing Boosts)
"While Guthix Sleeps"

Requires 270 QP and multiple level 65+ stats.

A returning player is at 62 Herblore. Using an potion, they can hit 67 and start the quest. The quest is still challenging, but they’re engaged again.

"The Lord of Vampyrium"

Requires 78 Slayer. A player at 74 can use a wild pie (+5 Slayer boost) to meet the requirement and begin.

"Do No Evil"

Requires 68 Crafting, 70 Thieving, 70 Magic. A player at 67 Magic can use an extreme magic potion (+7) or wizard’s mind bomb (+3) to cross that threshold.

"The Light Within"

Requires 80 Crafting and other high stats. A player with 77 Crafting and an Crafting potion (+3) could start the quest early and train along the way.

Doesn’t bypass combat level requirements or item unlocks.

Encourages thoughtful preparation and consumable use—not bypassing challenges.

wary field
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The argument feels backwards, isn't the "challenge" of skilling to get the levels necessary to perform a thing? whether that's making a piece of armor or doing a quest, getting the level is the main roadblock, you say this won't bypass challenge, but if the challenge of skilling is the levelling, then boosts most certainly do bypass.

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I have a very mixed relationship with boosted non-combat stats as a whole, they feel oddly out of place everywhere they don't allow for a new function to take place.
Primal feasts and double miasmas are great examples of what i want boosts to do. This is not it

simple glen
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you used to be able to boost quest reqs. Some players have quests completed that would be impossible currently with the hard locks. I like how it used to be tbh

sleek jay
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Was fun how it used to be. Unlocking a new boost potentially meant you could do something you couldn't do before in the case of niche accs.

In other cases, it was useful to be able to spicy stew things to save yourself several hours by getting a quest reward that might give you exp towards another skill you needed.

Necromancy v.s. other combat skills shows how convoluted the system is right now and people should actually start pushing for them to fix it and/or make decisions.

You can boost for defense/range/magic/necro abilities, but you can't boost for any melee abilities. Then, you can't boost for well of souls unlocks, but some Ability books you can unlock before meeting requirements, and others you can't.

Its getting ridiculous. Eclipse codex reqs 75str/range/necro/magic to unlock. Chaos roar doesn't have a strength level to unlock it, but then hard-requires 92 strength to use it. You used to be able to boost your strength level to activate abilities.

It's all a mess right now. All started when it was requested for Bladed Dive to get fixed to be boostable like every other ability in the game for consistency; however once the quest Succession & Dive ability came out, they broke how the level check was done and it was never fixed again.

fast sun
# wary field The argument feels backwards, isn't the "challenge" of skilling to get the level...

skilling is not challenging it just takes time. you can get any level with extremely easy method. challenge is fighting quest bosses and other combat. leveling is not a challenge.

you say "whether that's making a piece of armor or doing a quest." as of now you can boost to make armor. but not to start a quest.

also what "you want at the moment" was not the point i was making. im making a suggestion for the broader game. and while i may be wrong i feel like it will help returning player retention. i hear players quit because it takes too long to get a certain level for an unlock or something.

this is not a suggestion for veteran or max players, i know.

and yes as people point out, it used to be like this! back when we had more players. right now we want returning players to keep playing, and i feel like this would be a step in the right direction.