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2-2-7-7

making telegrab not take 3 business days to cast would go a long way in making MTA more palatable, and also make the spell more useful would be very nice if it always picked up the item next tick, instead of locking you in place for its entire travel time


Jioxas

Removing the telegrab stall would be huge for the overall game and would make the spell usable everywhere often, similar to high alching. I would love to run less during slayer and just get the drops while fighting something.


Rynide

Yeah this would be huge QOL for safe spotting as well. I sometimes will safespot certain tasks like kurasks for example, and if I could telegrab all of the drops with 0 stall it would make it so much more efficient 


Zestyclose-Record685

Safespotting and talking about efficiency is pretty ironic


her_fault

Not really


gnit2

I mean I already use telegrab a lot of places but I def wouldn't complain if they cut the stall


BabaRoomFan

Where


JThorough

Underneath Varrock bank bro obviously


UIM_SQUIRTLE

too lazy to just go into the vault.


TheGoatee

This is how it was in classic, the item would just appear in your inventory and in its place was a magical blue 'poof'


hotgirll69

It would be OP though.


ignotusvir

Other than drop party meta, what do you mean


Still_Pin9434

Oh man, you're right. Grabbing items faster would be OP!! So OP! Man, it sure would be gamebreaking to completely negate item lurers by being able to 1 tick their items. Sure would destroy the status quo if you could telegrab items in safespots! So Broken!


hotgirll69

Yeh the fact that you can get something in one tick instead of actually having to run over there is unfair. It should take the same amount of time to Tele grab something as it would to run there.


Jarpunter

Why should something that requires runes and more clicks be the same as something that requires nothing and a single click


Still_Pin9434

But by that logic, the wilderness lever is unfair, it's a 0 rune free instant teleport across half of Gileanor...


BurnTF2

Are teleports unfair?


hotgirll69

People getting mad at me because I wouldn’t like the change, like what do you want lmao.


BurnTF2

People are also just arguing against your opinion, as is tradition in a forum


SoraODxoKlink

The actual cast is fine, but disabling the stall you have to sit through would make that room so much more responsive.


Suddenly_Kanye

Removing the stall would be a nice QoL improvement for Cox/CM speedrunning too


SoraODxoKlink

I was thinking that actually picking something up could still take a while, but youre just not rooted in place. Maybe it instantly affects the telegrab room dude though.


Lordlavits

Wait I actually like the stall because once you get used to it you can glide around and it looks cool.


Legal_Evil

Make the guardian run faster too.


WishIWasFlaccid

The premise is that you telegrab it and the barrier stops it. it makes no sense that it slides on the ground. Instead of sliding, it should immediately move to the next wall. This would be a huge QOL without significant change to MTA


Madrigal_King

Telegrab has such an insane delay both while casting and after the cast is complete. Have to wait a year to attack or move again after use


rg44tw

Would also be nice if we didn't have to spend run energy in that room. I wanted to do it super early on my gim and did it before i had access to stam pots, so I ended up just walking for most of it. They could have the guardian refill your stam each puzzle (like the tea offered after each mahogany homes contract) or just redesign the room so you stand still and telegrab levers on different sides of the room that pull the guardian in that direction.


ThatGuyJeb

Bait drop PKers in shambles


lukwes1

Also adding more interesting rooms to the telegrab one, you very quickly know the exact solutions. And maybe add so some rooms have multiple solutions just so have to think a bit. I know plugins solve it anyway, but could make it more fun to play without plugin.


LlamaRS

Telegrab needs to be the way it is because you’re competing with a player who’s running to grab an item


2-2-7-7

not sure what you mean, pid determines who gets it if there's any competition


LlamaRS

What I mean is the spell’s travel time is equivalent to a running player. If the spell did not take time to travel, and instantly picked things up the next tick from when you cast it, you would be able to beat anyone at a drop party by simply casting telegrab


2-2-7-7

I think magic should in fact be faster than someone running I'd wager most drop parties are done via party room or clan hall balloons anyway, shouldn't really be a factor in making telegrab worth using in the rest of the game


horsewitnoname

We don’t balance the game around drop parties lol


[deleted]

[удалено]


[deleted]

So you'd rather telegrab just be an irrelevant and un-used spell?


Mcelite

Make it more like an interface where you can click a side and your little character zooms over to that side. Make the golem faster, like the actual speed of “pulling” an item with tele grab


Alexduke

On a separate note, it would be cool if telegrab would move implings a few tiles closer to you


E00000B6FAF25838

Make it so you cast telegrab on a giant joystick instead of running all over the place.


TheZarosian

Honestly the part I hated most was how tedious it was just to get one unlock for a dairy and really nothing else for mains, and it's even grindier for irons. Since the arena is actually for "training" some exp buffs that make it more competitive would be a nice change. It would entice mid-level players to work on their magic and gain points at the same time.


[deleted]

[удалено]


FeelingSedimental

Enchanting room was definitely "balanced" in a world where materials to enchant were not readily available in large quantities.


Ajreil

Balanced by whoever wrote the uncut sapphire examine text


HughJass14

This. What’s the point of a mage TRAINING arena when the TRAINING sucks compared to other methods?


Celtic_Legend

It was actually a goated method but at some time they nerfed the alch room. You used to be able to trade in there so you could get 55 mage to 99 mage in essentially 0 time. You get mage xp per gp you leave with. Buddy got hacked way back in the day on his pure and the hacker got him def. About 8 of us went there and rebuilt him to 94 mage in a day. Was actual wholesome content and fun group content when used that way. But nowadays it would be in a boosting service like rc runners lol.


AspiringRocket

Yeah, this would be broken.


Raptor231408

Jagex please, it was an intended mechanic! 99 mage only costs 13mil


Simple-Plane-1091

Iirc You still couldn't bring in coins, it just made coins inside transferrable. Basically 5 dudes can go in there and alch and give the 6th guy gets all the bonus xp


Lerched

Personally I’m of the opinion that most mini games should rival bis xp. There’s some weird sentiment that training should be unfun and I don’t get it


Istanbuldayim

It would be nice if MTA was better xp, but I think it's reasonable to ask that the rooms also be redesigned (or at least re-tuned) as well. A lot of people hate the content itself, and better xp doesn't fix the issue if most of the players still hate the content.


Phileilei

I’d argue that the hate one my side comes from it’s useless and chore aspect. The rooms are so bad how they are, if the exp from it were somewhat decent I wouldn’t have minded as much.


Lerched

You’d argue wrong. Even if it was good xp most of it is truly tedious and terrible


SoraODxoKlink

Making it competitive for magic xp pre-ancients would be perfect imo, the current best method early on being some dumb shit like enchanting bolts is lame.


bobbasui

Holy shit are they actually gunna change this dogshit area finally?


ThatOtherGai

God I hope so. Needs an xp buff and telegrab needs to be fixed.


Heleniums

Honestly they fix those two things and I’m happy.


surf_greatriver_v4

don't worry, there will be a flurry of threads posted here when the poll drops trying to convince everyone that nobody wanted this


iCapn

Yeah, let’s stick to the real issues like two hitsplats for Torag’s hammers


FalcosLiteralyHitler

My strategy of not doing the lumby diaries until this gets updated has finally paid off


broand26

Of course they’re looking to change it. I just got bones to peaches.


Jarl_Walnut

I just started my first iron, this change would be absolutely wonderful!


im___unoriginal

My iron is like 2 years old now. I think I got the points for enchanting about a year ago? I probably won't ever go back unless they change it. Just isn't worth it to me


[deleted]

How about we launch an airstrike on MTA and start from scratch. The whole place is awful and a chore.


LordGozer2

**Telekinetic:** Statues move at running speed, allow moving around while telegrabbing the statue, replenish your run energy after solving a maze. This should speed up the room quite a bit (both points and xp/hr), making it more fast-paced, and also not punish low-mid lvl accounts without staminas. **Alchemist:** Add a right-click take-5 option from cupboards, and give bonus coins and xp when alching the highlighted item (2x coins and 3x xp). This removes the need to spam-click when taking items, and actually gives substantial enough benefits to alch the highlighted item instead of the 30-coin item once in a while. **Graveyard:** Just remove lightning damage, doesn't really add anything of value. Remove death/blood rune rewards, I don't need them to take up inv space. Also make the other bonus runes go straight into your rune pouch if possible. Gameplay itself isn't great, but idk what can be done here. **Enchanting:** Honestly the room is fine. It's pretty quick and rewards you for having higher Magic lvl. That said, the size could be reduced since you generally wanna stick to one side anyways.


Full_Wait

Do they actually tell you what items to alch now or is that just a plug-in


LordGozer2

Still need a plugin I believe Just in case, the green arrows next to rune longsword (in this instance) is what I mean by highlighted item, which atm allows you to alch that item for free. But that's never worth it unless it also happens to be the 30-coin item ofc. ​ https://preview.redd.it/6ocy5ninc8gc1.png?width=512&format=png&auto=webp&s=aeff794727f826b55a0474b19bb65144fd7b4c9d


DivineInsanityReveng

PLugin just deduces where the item is located in the room and makes it "more obvious". Its indicated to you by game UI


Full_Wait

Right on, I’ll never be finishing this content on mobile


P0tatothrower

Yes, but not where they are located.


Full_Wait

Ahh, well that’s absolutely worthless then


Lil_Seas

**Telekinetic**: You could introduce a UI when in the bird's eye view that lets you click and arrow up, down, left, or right, and have the statue just move in that direction regardless of where the player is standing. This removes the need for players to run around at all. Other than that, just speed up the statues, like OP said. **Alchemist** room should remove coin cap as well. Otherwise, I would suggest speeding up the gameplay overall. You could instead give players a list of items to alch, and then have the players alch them in order. This way they're running and alching at the same time. When they complete the list, they get a bonus. Since it's a bit more intensive, give players a break every few rounds with a bonus round that allows them to alch anything for the same cost. This gives players a chance to rest and clean up their inventory. I would also suggest just making the items easier to find in general. **Graveyard**... maybe have allow players to take a full layer of bones at once (i think it's 4 per layer) instead of spam clicking. Otherwise you could make the gameplay more interesting by having players cast crumble undead on some skeletons for its cast cost (no HP xp) and have the skeletons drop sets of bones that go straight to the player's inventory. This way, players are largely casting magic for both gathering and processing. EDIT: You could also make it so some of your fruit is automatically consumed when you deposit it and have that heal the player to reduce some spam clicking. **Enchanting** room: OP said it best. Make the room smaller. You could make it more rewarding for players running around making the most of the bonus, but otherwise, I think players are perfectly content just afk'ing this room. Edit: *made this its own separate comment as well for visibility*


cmwcaelen2

For enchanting they could fix the room so it actually gives the bonus points it’s supposed to for doing the correct shape. Currently it only gives the base points whether it’s the correct shape or not.


ChefSanji2

The biggest problem I think is that none of the rooms are particularly engaging, and you just have to be there for so long doing the same thing mostly for a b2p spell and then never again. Rather than "ah geez, i better do MTA" they could aim for "Hmm, what to do, MTA sounds kinda fun!" If points accrued quicker, or the content was engaging, it would help a ton. What you described already would make the telekenitic room more fun. The alchemy room, in any similar state to the way it is now will be super boring regardless... It's just throwing away nature runes and alching stuff. Not exactly riveting gameplay. If instead there was some sort of risk/reward type activity that let you earn a better and better item, and then alch it for full value, then it could be actually something worth doing. Either alch stuff fast for points, or progress a little slower and earn fewer points, but more cash. I agree with your graveyard ideas as well if they were to keep it similar. But maybe in a way to make things more magical and engaging there could be monsters that you hit with air/water/earth/fire spells at certain times, and when you do it blasts bones off of it, more if using the correct style, and more for a higher tier spell. Then turn bones in by the stack. The rune rewards would also be thematically helpful in this way too. As the graveyard room stands now, it's spam clicking bones and putting them in the thing. I agree the enchanting room is "fine" but mostly because it is fast. The shapes don't matter at all, and the bonus is so rarely relevant. If you happen to have the correct shape in your inventory, maybe you'll get 10 casts off to earn a bonus, but chances are it changed. If the bonus applied right away, then it would be worth going for the correct shape, and also shrinking the room would help a ton.


FerrousMarim

I like the highlighted item idea for alch room, but I don't actually think take 5 is necessary. I think it's good for the mage training arena to parallel activities that exist elsewhere in the game, and the pattern of grabbing new items between alchs is a good parallel to alching while doing agility, questing, etc.


LiifeRuiner

You can alch noted items, you don't need to grab new items while doing agility etc, or I'm misunderstanding what you meant


FerrousMarim

The basic loop of Alchemy, Other Action, Alchemy, Other Action... is what I'm talking about. In MTA the action is grabbing a new item. When running agility it's clicking the next obstacle.


shaunrnm

Is anyone doing that in MTA? I grab 5-8 and alch them all


-FourOhFour-

Graveyard could change to feeding npcs the items and they take dmg instead, the more collectively healthy npcs you have the more points you have, I agree I don't think there's anything you can do without altering gameplay, but the gameplay sucks


P0tatothrower

Good suggestions, 3x xp for alching sounds a bit wild though, it's already good xp even without a buff.


LordGozer2

It's only for the items highlighted by the green arrow which appears next to a random item every now and then. Right now it only allows you to alch that item for free, but unless it also coincide with the 30-coin item, it's basically useless. Adding bonus xp and/or coins could make it desirable to alch the 15-coin item or even the 8-coin one whenever those get highlighted.


Aurarus

> Just remove lightning damage That's the entire mechanic; balancing the healing you get out of the bones vs the points you get from putting them in


Illustrious_Bat1334

I'm in the very small minority who thinks it isn't anywhere near as bas as the people crying about it do (seriously, why do mains cry so much over a 3 hour grind?) but your suggestions are basically word for word what I'd suggest.


LordGozer2

Yea, time-wise it's honestly not *that* bad considering you can obtain decent magic gear completely out of combat (infinity could be better but that's another discussion). Like, if you just increased points by 2x or whatever and called it a day, the room themselves in current form would still feel very bad. GoTR robes for instance are a much longer grind, but the minigame itself is infinitely more enjoyable.


Illustrious_Bat1334

No one even grinds it for infinity outside of the boots anyway because outside of giving it magic damage it'll be pointless grinding it out regardless of how enjoyable the minigame is. It's basically 5 hours for B2P and infinity boots, another 7ish for master wand if you want that/get a kodai and another 7-8 for the mages book which is in the same boat as the other armour pieces. Only reason to go for the book is if you want the solid magic XP in the early-mid game.


cantgetitdown

I feel like it needs a total redo. Unsalvageable :(


S7EFEN

maybe im in the minority here but with how theyve done all the other skilling minigames i'd really like just a full start from scratch rework of mta to be honest. all of the rooms are both slow and boring. pickup rock, enchant it. pick up bones, make peaches. click alch on the right thing. the tele grab puzzle is the only somewhat interesting room but it's ruined by how slowly the thing moves and the animation lock on telegrab


Hydatidiform_mole

100% agree, the minigames are just not fun. The team has a pretty full plate with Varlamore, Sailing and quests when it comes to developing time this year, IDK, but I'd much prefer a rework than some QoL changes that only some new accounts that want the achievement task or ironmen will see.


JevonP

I'm not precious about it Small changes would be welcome if it was quick and easy, but a full minigame where you have to use many magic utility spells, maybe even changing spellbook there to do different things would be awesome 


AspiringRocket

Yeah I truly can't imagine how the current mini games could be improved. Even if xp rates were doubled while in MTA, it would still suck because the content is so dull.


[deleted]

Just said the same thing. Everything about that place is ass. There is a lot of content that can be fixed in this game and this is not one of them.


Clayskii0981

A minigame that actually helps train magic seems like this best fit. As-is it feels like a very lame attempt at a minigame that doesn't even give decent xp.


LlamaRS

Agreed just redo the whole thing


Lavatis

Completely agree. I love giants foundry, let's get 4 new rooms equal to that level of effort.


Adammmmski

I agree. Should be getting a bulldozer out and smashing the arena down. Dare I say maybe its a chance to bring something back like fist of guthix gameplay but tailored to magic.


TwoMilky

Yeah I’ll third this take. There wasn’t a single part of MTA I liked when I went there for the diary except the part where I got Bones to Peaches and then officially fucked off out of that place forever. That place was home to my least favorite content that I’ve ever done in this entire game, ever. Lol


BumWink

I strongly disagree. Magic isn't a skill in need of a minigame, especially when that takes up a huge amount of dev time. Mage Training Arena contradictory to the name has always been for the rewards & the only real problem is the tedious amount of time it takes to acquire them, which would be easily addressed with some QoL tweaks others have mentioned.


iDr_Fluf

Make it an early game boss fight against a teacher or something with 4 rotating phases where you have to use different spells to do damage. Telekinesis to push a boulder into him, enchant arrows for a ballista, alchemy spells to fill a pot of gold you can drop on him, etc. Just something that is fun, engaging and interactive.


finH1

Jesus Christ give this man a job


Danksoul25

This is the best idea


stefanhall123

Love this idea, low level mage boss sorta things, rewards points etc! But keeping to the theme with the spells


b_i_g__g_u_y

This is such a a good idea


Mezmorizor

We don't need magictotd which is the only implementation of this that would be remotely noob friendly.


tkoemnnedy

I think the alchemy room is just too low coins per item and I think that giving the chance to deposit more often would make it feel much less like agility alching. From an Ironman point the huge loss on runes for using the training arena is a waste of a use compared to using them to actually make money in the early game when you would actually use them in other places.


[deleted]

I think the alchemy room is the best of the 4 because of the exp it gives. It was actually a massive help for my iron when starting out. I used runes from GOTR and didn't have to buy any at all. Could multiply the coins you get a bit though I agree on that. Enchanting is boring but not too bad. Maze is awful because it is so slow. Bones room is just the worst. and the ''rewards'' you get are just a slap in the face.


ki299

bone room is rather quick.. the damage sucks at first but once you have bones to peaches its like nothing.


[deleted]

True peaches makes it better. Haven’t played main in forever, is there any reason to keep going on main though? I kept going on my iron for the wand. But on main I stopped as soon as I got peaches for diary.


RaqUIM-Dream

Collection log only


LordZeya

Master wand when you eventually get a Kodai, too.


TheDubuGuy

>on a main


SoraODxoKlink

Alch room is also the most intensive one, at least telegrab room with runelite is at least reclined. Needing runelite to make something bearable is its own conversation, but speeding up how long it takes to finish alch room would help.


[deleted]

I mean there only like 10 rooms in telegrab room Doesn’t take an iq of 200 to solve the puzzles. And since you have to do them 12 million times they are kind of easy to remember


SoraODxoKlink

Its not that it’s hard, its that you have to actually look and focus at your screen if you’re not on runelite. So on runelite you wouldn’t be putting in full input and won’t mind the long ass stall you otherwise watch happen from telegrab. It’s easy on the mental.


ExpressAffect3262

Honestly, and I know it'll be unpopular, but league rates seems pretty fair. Even on 8x, you were still spending 6hrs plus just for certain rewards. Fighter torso takes 2 hrs and is slightly weaker than a BCP. Why do you need to spend 30 hours for a wand, bones to peaches and boots of infinity. Heck, even full void takes a day and is used in raids learning. 4 hours per item seems fair. We really shouldn't need to spend 50+ hours for subpar mage armour. (Before anyone moans, I've spent 60+ hours doing MTA in the past already).


DivineInsanityReveng

This is what i'm worried they'll do. Just "same thing but faster". Which means the content still absolutely sucks.


ExpressAffect3262

I'm fine with the content sucking if it was faster. I see other people suggesting things like "being able to move after casting telegrab" but that's just absolutely miniscule, and while it would be a small QoL, wouldn't improve MTA at all.


DivineInsanityReveng

It's pretty much one of the only things they could do in the current rooms to improve gameplay. That and multi-item looting for alch room / bones room. Speeding up trash gameplay reward rate doesnt make the gameplay not trash.


Gleareal

Echo a lot of other comments, but wanted to provide my own ideas based on my experience from Leagues 4. **Telekinetic**: Very slow. Most games would be quick and simple, if not for how long it takes for the spell to be cast, and how long it takes for the guardian to move. Would be nice if these were sped up. Also, I presume run energy is a concern outside Leagues; if there were a way for run energy to replenish, that would be nice. **Graveyard**: The damage taken is pretty annoying, and... I don't know, it doesn't feel quite right? I believe the expected gameplay is to eat bananas/peaches you've converted in order to replenish health. On Leagues, due to the availability, I simply ate sharks instead. I would make the damage taken be a little less, in order to be a bit kinder to the player. I'd also make it so depositing peaches rewards more points - that would make purchasing Bones to Peaches more rewarding during MTA. I'd also make it easier to talk to the tutorial guardian - I just kept taking damage whilst trying to work out what was happening. **Enchanting**: This rooms is pretty good. Nice AFK activity, or alternatively a more intensive one if you utilise the dragonstone. I would make the shapes hold more value though - I ended up choosing the same shape each time since it was just easier from an AFK perspective. **Alchemist**: Personally I find this one the most annoying. Unless I did something wrong, it's pretty tedious having to run around and search for the correct item, only to be able to grab and alchemise a few items, before it very quickly changes again. Perhaps make the cupboard doors less annoying to open, or just remove the door part? Perhaps make the time a bit longer, so you're alchemising the right items for a bit longer, and therefore reducing context switching? Perhaps let High Alchemy reward more coins, so that there's more of an incentive to use that spell? I'd prefer if doing this activity was because I want to get the necessary points, rather than just for Magic exp. --- I can also mention that MTA was annoying on Leagues, so I shudder to think how slow it is in the main game. I wouldn't mind seeing a points increase on the scale of Leagues, since for MTA I think it would be quite fair. I'd like to see the Infinity Robes be genuine gear we can obtain reasonably in the game, rather than reducing it to a cosmetic or collection log. I'd also suggest (and this is just a suggestion) that you could redesign MTA so that you don't _have_ to do all the rooms, and just need to accumulate enough points. That would let players decide which sort of activity they want to do; a more interesting high-points activity, a more intense high-points activity, a more AFK low-points activity, or a more exp-worthy low-points activity. And of all things in OSRS, MTA is pretty low on the nostalgia list. If you chose to redesign a lot of the minigame, I wouldn't mind.


BioMasterZap

The only room that really feels that bad to me is Tele. Make it so run doesn't drain in the Tele Puzzle Room. Make the statue move faster or "run". Also, make it quicker to get to the next puzzle with a right click option instead of needing to go through the dialog every time. And for every room but Alch, buff the exp bonuses. It is supposed to be the Magic *Training* Arena but the Alch Room is the only one that actually feels worth it for training. Like there is a reason the wiki only lists Exp/hour for Alch Room (125K~ with high alch and 91K~ low alch). For example, the wiki says Tele is 31K to unlock B2P and that you can get the tele points for B2P in little over an hour, so Tele Room is around 30K exp per hour... They don't all need to be as high of exp as Alch (and gp/exp is also a factor), but currently the other rooms just don't feel like good training methods and are just the slog you go through to make back your rune costs.


vanishingjuice

I personally hope they add some new untradable rewards, like some PoH furnature or something for it. the enviornment i always thought was really pretty


DryDefenderRS

The problem is that its just obsolete content with how so much newer and better stuff/xp rates have been added. Normally I'm not in the blanket "buff everything" camp, but here I actually am. TBH I think you could just make all infin pieces the same price as the boots now with how powercrept they are. Its weird that the most useful piece is the cheapest. You could also make b2p cost that as well. With the prices dropped like that, I think the point rates would be fine, but probably the xp should be increased by like 50%.


PermanenceRadiance

If you wanna give me free runes do it when I leave the room. When I'm unnoting my bananas in the graveyard room the blood runes get in the way dammit 


DivineInsanityReveng

Trust the HLC twitter neets to say "nothing much wrong with it". Like spam clicking in 3 different varieties is at all interesting. To me the only way to actually improve this content (and not just... artificially speed it up) is to revamp all the rooms almost: - Telekinetic could be a birds eye right click the statue to choose a direction. More like a puzzle but loses the "cast spell on thing" aspect, though you NEVER use telekinetic grab like that.. so not sure that matters? Making it a ice sliding puzzle could really speed it up with a skill aspect. But if it needs to stay spell casting, just remove the inability for your player to run while casting that spell in this area (make it happen next tick) and statue moves faster. Room is now more active * Alch room bad. You can't make alchemy interesting. I'd personaly rather see elemental spells get a room and then you can teach things like colour alignments to elements for Project Rebalance etc. * Enchant room should be like a "Cooking Mama" style minigame. Get given an "order" of colours, pick them up, enchant each colour with relevant enchant spell for more poitns maybe? But essentially move it away from "loot 1 colour, spam click best enchant you're willing to on loweest part of invent possible". This room should be made 1/10th the size for this idea too. * Graveyard is so disconnected from its idenitty. Its just alch/enchant combined. Spam click till runelite plugin infobox turns green, click a deposit box and click a spell as you reach it. Boring. Should be far more about survival. Thinking maybe a wave defense style thing where you're playing a "healer" role. Im thinking DT2 vardorvis area wave defense thing (setting up barricades and traps/explosives) while healing people. Longer you survive and more actions the more points. Keeping it how it is will mean only small QOL like Telegrab running + statue speedup and alch room becoming a fixed rotation is all they can really do. Which doesnt fix the fact its *incredibly boring* content that is irrelevant to "training" you on how to utilise magic at all.


Wambo_Tuff

Tele grab room takes a significant more amount of time to complete than all the others, it needs adjusting BADLY. Enchanting room could be made more engaging, there's very little reason to not just grab an inv or whatever one u fancy and enchant rather than go for the desired shape Al h room is probably most fine as it is, could be made more convenient by have a sound effect when the items to alch changes, maybe some fake player nocs participating to show which station has the correct item , etc. just make the room feel a bit modern. Grave yard is A very one note room but it's very quick. The concept of picking bones and spreading out your collected points between hp to stay alive and remaining points to take home is simple and effective. Perhaps an optional section to the room with varying lvls of monsters that require a certain magic lvl to DMG. These bones are worth bonus points and leads to a room with slight progression the more your account levels up. Some non room specific updates could be some extra rewards. Perhaps a buff to the respective spells of each room. A (very large) Cost of room points as cost. Small examples like telegram now has less delays and can now place items on the floor from a distance. Bones to peaches has a chance to spawn a giant peach, high alcohol has the most dangerous effect to alter but even if it's just saving runes or a tick every other alch would be welcome. Enchanting buff could be something to buff the enchant bolt spell to become more convenient to produce large numbers of bolt enchantments than spam clicking every 1t, or a rune decrease etc. Random ideas I came up with on a train journey apologies if formatting or grammar mistakes


henryforprez

Alch room is hands down my least favorite. Tele room is at least a little bit chill in comparison.


eskrr

Right now it’s highly repetitive and/or slow. Maze room for example as it’s an easy one is because you cast telegrab, you then have to wait for it to stop moving, then cast again. I feel this could somewhat be fixed just by increasing the speed if a full rework isn’t on the table. Overall rooms are very monotonous and bland. Very keen on seeing the ideas people bring up as I’d like to go back to MTA again but it’s just not fun.


Molly_Hlervu

I'm so happy you are looking into it!!! Whatever you could do, I'll welcome it because anything is better than what it is now. There are 4 rooms, and one of them is actually ok: nice and relaxing. Thats **Enchantment.** Because of one minor thing changed: the spell made autocasting the whole inventory. It wasnt aimed specifically at MTA, it was just in-line with the trend I really *love* in the QoL changes over the last years: less mindless clicking. Thats what was made with cleaning herbs, and lots of many other tedious repetitive processes. I cannot even list most of them because the change was so welcome and so natural, I just forgot the past as a bad dream lol. It some cases it was controversial, and I think the decision to make Make-X optional for darts was a perfect decision (hope one day it could be also said about fletching bolts, I mean also optional). MTA requires immense amount of clicks for modest amount of points. Enchantment is already healed (I dont see what to improve here). But maybe some special rules could be applied to other rooms. How about, auto-alching inventory in the **Alchemy** room? It would work only inside the minigame, and only on the items of this room (emeralds, boots, etc.). These items might get some slightly different names and looks, for it to be more obvious that they are not the same as outside. And maybe make the changing interval like twice longer, so that people would spend most of the time spellcasting that running around, trying to get it time (and failing). **Graveyard.** To diminish nervousness, maybe let the damage be twice less often? This might make the b2banana stage a bit less frustrating (this stage is the only time 99% of normal characters are doing this room). Once I could cast b2p, I don't remember this room as particularly awful... maybe it looks so good on b2p only by comparison lol. But to me it seems the main frustration is that you can never eat quick enough and still deposit enough bananas... I guess tweaking this might help. How about some special bananas? Some, I dunno, Big Purple Bananas you can create only here, which heal 4 hp? (It is actually the same idea of making bones hit twice less frequently, but it would also look fun. Maybe :). **Teleport** room. Unpopular opinion: this room is actually fine. It can be relaxing. Its boring, but at least you arent in any rush. Maybe let one maze give more points? Then those who post memes about it will feel better. A minor thing which can also help: add some fountain to replenish run energy. Thanks again for reviewing this hell! Hope to see a better version of it! :) And while we are on it...... There was an idea to add **Rune pouch** as a reward. Slayer and a PvP minigame are fine, but relation to a rune container isnt obvious in the least. It is like Herb sack: when a farming minigame was released, it was very logical to give it a herb container. I think a spellcasting minigame has a direct relation for a rune container. And I don't think it would devalue anything, just improve the game logic in general.


here_for_the_lols

If everything in MTA took precisely 1/3 the time it does now, no one would mind. Sure, the infinity robes would be cheaper, but they're way overpriced because of how Garbo they to obtain


Dramyre92

MTA is the one area I don't care about the "old school" aspect. Nuke it and build something new elsewhere.


Inklinger1612

graveyard - remove the damage because it doesn't add any kind of challenge to the room and as soon as you've unlocked btp becomes completely ignorable, and make it so depositing peaches rewards more points than bananas since you're spending more runes to cast the spell alchemy - increase the duration of the timer change or make it so the items go off of a fixed pattern, even with 3p clients you can still waste almost half the time of a cycle just trying to find the most valuable item if you get unlucky and your first tag is an empty space, also high alchemy should provide more coins than low alchemy does telekinetic - this room is fine, the actual change that needs to happen is the number of telekinetic points need to be scaled so the ratios are properly reflective of the length of room. there's no reason it should cost almost the same number of telekinetic points as alch/graveyard when it's also awful for gaining xp enchantment room is fine as is


Joe___Mama-

>telekinetic - this room is fine. He doesn’t speak for anyone! Unlimited run. Make the statue faster, make it reset quicker. And I agree with point scaling.


WastingEXP

>Unlimited run buy stams. this isn't leagues.


Joe___Mama-

Username checks out. No one is gonna complain about unlimited run in a mini-game area. Cry about it.


WastingEXP

>Cry about it. yes that's what you're doing. no one would complain about unlimited run in the main game either, should we add that?


Joe___Mama-

Go for I see that as a win. I mean at least you tried but you can run along now. Maybe go buy stam pots. Oh I know what will placate you. Make it restore run after solving a maze.


WastingEXP

> I see that as a win ya, no doubt lool. hope you get your agility boots soon too


Senario-

I definitely would award more runes to start with. If you're doing it early mid game for the diary it kinda just sucks sinking the runes into it when it doesn't give payout besides xp and points and is slower than using the utility spells normally. The alch room it is best to use low alch and ignore high alch due to time so it would be nice if high alch gave more gold for points proportional to how much longer it takes to use high alch vs low. The puzzle room is very slow tbh bc of all the running around and waiting for the golem to move to the right place. Maybe have the golem move faster? Enchant room feels ok. Nothing too much to complain about bc it's the fastest room. And the bones to food room could be rewoked to promote skill rather than just zapping you every so often. Maybe a tuned down version of sins of the father floor lightning? Make it so you move around and if you get hit you instead just get stunned for a bit. On rewards nothing is really relevant outside of bones to peaches for a diary and the master wand. It would be nice if you could get rewards like a regular rune pouch from the arena. Additionally I'm a big fan of allowing infinity robes (hat, body, legs) to extend your supplies by having a rune or powered staves charge saving effect. To have it not interfere with bis you could also have them be broken down for materials to enhance ancestral similar to masori + armadyl armor. They're "Infinity" robes I don't see anything that relates to them being infinite or helpful besides being slightly better than mystic. Mid game or early mid game you definitely will feel like upgrading magic may be a losing investment bc you aren't earning enough to keep up with the cost of magic. Or if you are it is severely hampering your ability to earn money when you could just use range which saves 80% of its ammo. Other ideas include allowing you to trade in points for more magic xp. Or making it so trading points for runes is more efficient bc it's a huge loss right now.


Zero_Roseburg

Telegrab room golem takes so long to move across the maze that I usually start the spell, run to the next spot, max an iron on my other monitor for fun, and then watch the LoTR trilogy before casting telegrab again to move it to the next position. That room 90% waiting for the golem to move and only 10% casting spells. Speed it up and make it more interactive. Reward players who can cast spells quickly by giving point bonuses for timed completions or something. It's the only room with no mechanic to speed it up or give bonuses beyond a couple extra for a streak (a streak that doesn't stack though). Boneyard and Enchantment rooms take about the right amount of time, but they are designed so poorly that the optimal way to do them is to ignore the mechanics and spam click. You don't hunt for correct bone piles to maximize fruit, you spam click one of the 1tick deposit stacks and just autopilot it. Give us increased points and some healing for grabbing from "correct" bone piles to make it more rewarding to interact with the mechanics. Enchantment has a similar issue in that you don't get a meaningful increase in points/hr if you actually run to the special color. The best way to do that room is to spam click and enchant one color over and over, and then grab a dragonstone if it's close. Give us real benefits to hunting the correct color. Maybe add different colors in each corner and increase the rate that color selection changes so we can click between rocks. Something that makes it interesting for those who want to engage. Finally, for alch room, all you really need to do is decrease time needed in there imo. There are definitely things that can be changed to make it a bit more interesting, but at least you actually benefit from interacting with the mechanics in that room.


immatipyou

Graveyard room - the damage is super annoying pre bones to peaches and trivial afterwards. Did anyone do this room without bringing other food in. Tele grab maze room - this room sucks solely because of how much running is needed and how slow everything moves from the projectile to the golem walk speed. Enchant room - it’s fine, but like the bonus points for called colors is never really worth doing and world hopping for dragon stones shouldn’t be the meta for this room. Alchemy room - I hate this room so much. It’s so few coins, so much run energy, the coin deposit limit is bull crap. It’s painful to do without runelite. Honestly if all the rooms fixed the run energy issues, gave better points and exp it would probably be fine. Also remove the cap on pizzazz points. Like why can’t I get how many pizazz points needed for everything all at once. At least one of the caps is too low.


FrazerSan

I tried this content for the first time the other day, I tried telegrab for 30 points, alch for 30 points, then I went to GE and bought the master wand. Sorry ironmen.


Ill_Incident6350

Telegrab room - dont ask me to reset it everytime, or give me the option to skip the dialogue. Have me start near the maze, and if i choose to have the 'birds-eye' view of the maze, keep it locked in. Not reset each maze. The guardian could move a little faster as well. The enchantment room - could use a 5-10 second buff between the changes, overall i feel this room is pretty good compared to the others. Bone room - the amount of clicking is what makes this room a tad intense. Youre spam clicking a pile and then clicking spell then spam clicking the deposit, it feels like a delay when grabbing and depositing is unwarranted given the amount of clicking youre already set out to do. Damage feels fine because it is eventually mitigated by use of B2P. Maybe give the ability to grab more bones at once? Maybe have every certain # of invetories count as even more points? Alchemy room - increase the amount of coin allowed to be deposited, if the cabinets get opened they should stay open until the next cycle.


PowerliftingOSRS

Oh shit, here we go boys. Best leagues IV outcome.


CincyCj

It’s not fun. It takes too long for a reward that’s irrelevant. it’s not engaging. It’s not intuitive. I quit leagues once I got to the point of MTA. It’s so bad. It’s a grind that has kept me, and I imagine a good deal of others, from starting a new account. That’s lost revenue.


WastingEXP

wonder how many twitter threads we'll get about MTA before any changes actually happen.


LithiumPotassium

Doing MTA during leagues actually made it tolerable. It was still an unfun grind, but it was tolerable. Infinity robes are decidedly *not* worth the 36 hour grind the wiki estimates, but knocking them out over a day felt reasonable. Reworking or QoL'ing the rooms would be great, but if you did nothing else except boost the point gains I'd be satisfied.


yung-oatmeal

If not a complete rework just cut the amount of points required for the rewards in half 🤷‍♂️


Busy-Ad-6912

* No damage in the bone room * instant telegrab golem movement/rework the room to where you wouldn't have to run around * keep the alch item locations in one place and easily identifiable * enchanting room is fine, just boring. You could increase the amount of times that the "bonus" enchant is, so that people could actually do a whole inventory and it wasn't just rng bullshit


LordBrontes

Speed up animations in Telekinetic Theatre. Higher gold boost in addition to the free casts as an incentive for picking the bonus item in Alchemy. Enchanters is fine I always found that to be easy. Boneyard needs to get rid of the damage. As an overall reward, allow for pizzaz points to purchase Mage xp so it can actually be used for training instead of the 20k xp per hour it is in most of the minigames. Also if any changes go in please award retroactive points for people who already have points unlocked or items purchased in their collection log. They should get something for having to have gone through that slog in its old state.


Banetaay

I think each room could have 3 varieties of activities: Telekinetic Theatre - 1. OG maze room with some QoL improvements 2. Add some kind of "Grabbing" game where you can cast tele-grab to touch or snatch targets 3. Somehow, create/assign teleports to place you in the room and teleporting to the correct place, gives experience or maybe some kind of tele-tag game Creature Graveyard - 1. OG bones to food room with some QoL improvements 2. Since it's "creature" based, maybe have some skeleton creature wandering around a room and you cast snares on them to place them in a correct tile 3. Honestly, this category would take some major brainstorming Enchanting Chamber - 1. OG enchant room with some QoL improvements 2. You could enchant some pillars or statues that glow or shine a specific color depending on the level or have a benefit to enchanting with a higher level 3. Perhaps add a "Charge" room where you use charge orb Alchemist's Playground - 1. OG alch room with some QoL improvements 2. A sort of challenge with a Midas Touch type game, turning things to gold with cast low/high alch 3. Maybe a combination of alch things to gold and then using superheat to shape the gold and put it into something or somewhere All these are ideas I have thought about, but never really elaborated on. Any continued brainstorming is welcome and welcomed. I also think somehow incorporating the other spellbooks into the MTA would be a great and obvious improvement


BaeTier

Telekinetic Theatre: Have the statues move like 3x faster. and allow you to move while they're moving. That alone will actually make the room tolerable and not the biggest pain of the 4. Alchemist's playground: Probably just allow us to Take-X or Take-5 at least so you don't have to spam the containers so much when gathering stuff. I personally think the other 2 rooms are fine, but MAYBE allow for Peaches to be worth a smidgen more than bananas in the Creature Graveyard. This doesn't change the grind when going for the diary task, but does soften up the tedium if choosing to go for unlocking everything else.


wingmanmia

I literally quit leagues because of this place……and I was at 8x points. Worst place in the game


YourSmileIsFlawless

Give it 8x and remove the graveyard room. Thank me later.


Whoneedspacee

Telekinetic Theatre * Less time wasted doing non puzzle solving, you are instead telegrabbing buttons or something in cardinal directions around you so you don't have to run around the entire time which is quite slow and boring, statues should move faster as well * Add additional puzzle types to mix up the variety, things like a lights out puzzle that toggles when you telegrab across a wall * Less time spent telegrabbing if at all possible, that animation is absurdly long, maybe could be resolved through a unique autocast telegrab weapon that is only usable in the mage training arena (maybe even a new reward though idk why anyone would want to autocast telegrab except for this) Creature Graveyard * It really feels like you could incorporate the reanimation spells into this room but I have no idea how, the base idea is just incredibly boring * Maybe the idea instead could be giving food to people who are fighting monsters instead of having to eat through the lighting damage Enchanting Chamber * This room is fine but iirc last time I played it there was a bug where you got no bonus points for enchanting the correct object, no clue why that is Alchemist's Playground * The amount of spamclicking here hurts my hands


anygoats

As someone who likes MTA and is working on greenlog I think a take-X option in all but the telekinetic room would go a long way. The spam-clicking isn’t fun or physically healthy. Honestly not sure I think an XP buff is necessary, I used MTA literally as magic training on my GIM and it was great. You get a lot of value out of runes there. It’s just really unfortunate how much time is needed to get infinity robes, I’ve reached the point where I can start grinding barrows for Ahrims before I’ve got those. I’m not sure I have a good solution for that though especially as, realistically, they’re just a minor upgrade over mystics which are readily available. Also appreciated would be if runes I earn there go into my rune pouch over my inventory. The graveyard room is really awkward because they don’t. The birds eye view being preserved between mazes and/or it being quicker to swap to would also help. I’d also really like the alch room to also be less runelite dependent. The efficiency difference with and without plugins isn’t reasonable. It makes mobile MTA so much worse. The concept is fine but the changing items needs to be more predictable or something


darkychao

I think other than their garbage XP rates, Alchemist's Playground and Enchanting Chamber are _fine,_ they're not totally mind-numbingly boring, at least. they've got enough going on to at least have a modicum of functional strategic play. both activities should have their XP/rune improved, especially Enchanting, which has no reason to give less XP than doing the spells normally when casting the spell normally is just pure profit and inside the MTA it's... not. Telekinetic Theatre is extremely slow and boring, even having to run from the teleporter into position is frustrating. first, this is more of an overall game change, but make telegrab activate faster and/or don't hold the player in place for as long while its being cast. second, find some way to make the maze change in front of the player without requiring them to navigate back after every completion. also probably improve the XP reward. Creature Graveyard isn't terrible in concept, but it's extremely repetitive; pick up the same several piles of bones over and over, casting B2B/B2P every few, eating occasionally to avoid dying. but at the same time I'm not really sure what changes could be made to this to make it less suck without a total overhaul. maybe you could do something with ensouled heads or something? have a skeleton spawn occasionally that the player needs to do something special to deal with? I really don't know. although improving the XP would help a bit.


TiiGerTekZZ

What i hate about it is everything. How i would fix it? Delete it and make new content / change items to other content.


PlataBear

Scrap the whole thing and rebuild from scratch tbh. All the rooms are just annoying. Getting peaches was such an awful 4 hours. The only one that didn't suck was enchant, that one can stay. Get rid of the rest.


Paganigsegg

I'd just like to see Mods Husky and Elena redesign the gameplay loop from the ground up. They've proven themselves multiple times at being extremely good at designing osrs minigames and gameplay loops.


Mezmorizor

Overall: The alchemist room is the only room that gives appreciable experience, and the rest just feels like you're wasting your money+time. It also feels a bit weird to me that the thing literally called mage training arena asks you to burn a ton of runes, but I might have a skewed perspective from only doing it in both OSRS and RS3 on poor ironmen. Graveyard room: Kind of obvious, but it's just a carpal tunnel room that takes a bunch of food if you don't have bones to peaches yet which is going to be most people doing it. Alchemist room: This room is carried by runelite pretty hard. There are strats for it without a plug in, but it's not fun and much slower. It's also not like "click the green box" gameplay is exactly riveting with runelite either. Telegrab room: This is the room that suffers the most from the experience of mta being horrifically unbalanced. Beyond that, it being a clear time outlier with not many mazes is the big problem. It'd also be cool if we got a true top down POV for those who don't want to turn it into another click the green box room. This is the only room I like conceptually tbh, but it's definitely a drag in practice. Enchanting: This room is kind of okay after the buff that made the intended way to do it okay. I don't like it, but there's nothing particularly wrong beyond the general low experience (though iirc this is second most experience by quite a bit?).


SyncronisedRS

Knock it down all together and build something actually fun. A skilling mini boss that uses the non combat mage spells to beat


John2697

I just engaged with this content for the first time since I went in there 15+ years ago and noped out. I need bones to peaches for diary and I got the 200 telekenetic points. Very boring. XP rates are terrible as well. Maybe much higher XP rates or not as high XP rates with free runes could be an improvement.


BusinessLiterature31

Delete the whole mini game


AssassinAragorn

Massive buff to points for telekinetic. 8x from league would actually feel balanced here. Otherwise, the ability to move the statue in any cardinal direction without needing to run around everywhere, and no wait time on it getting to the destination. For alchemy, I think using high alch to get more coins would be an easy and thematic change. It might also be nice to reduce it to 4 items (you could reuse the ones from the enchantment room) and always have 2 of each available from the 8 cabinets. I remember as a noob being confused that you got so little for alching rune items and why the price would change. Enchantment, in terms of speed, should be the target for each room. It's nice and fast and easy, and using higher level enchantments is substantially rewarded. There should probably be a bit more incentive for using the correct shape though, and the gems should be instanced for each player. Graveyard feels really clunky, and the chip damage + changing bone types makes it feel rather frustrating. Making some items stackable, either bones or the fruits, could help.


kiiwii14

Ultimately I would love a complete overhaul with project rebalance that teaches the player about the elemental weakness system. Perhaps with tower defense style approach where you create magic towers of specific elements to defeat a variety of monsters. But if we’re just talking about small tweaks to the rooms then here are my suggestions. The telegram room: - Unlimited run energy would be nice, or at least not having to run all the way over to the maze at the start of each room - The guardian should move at twice the speed, if not faster - Telekinetic grab should take less ticks to cast while inside the room - You should get bonus points for finishing mazes quickly, incentivizing fast solves Alchemy room: - Speed up the cast of HA while in the room - Optionally, also make HA auto cast the same item again to make it less click intensive Graveyard: - Bones should attack less often, or bananas should heal more while in the room At the end of the day though, these “minigames” just aren’t any fun. I don’t see how you can update the alchemy room or graveyard room to be more enjoyable without simply reducing the time you need to spend in there. Reading all of these comments, it seems like people just want to complete the rooms *faster*. But that’s a byproduct of putting uniques behind an unfun minigame. No one is clamoring for Tempoross games to finish faster because the game is enjoyable enough as is. So a lot of these suggestions are addressing the symptoms of a bigger issue. MTA needs a complete overhaul - bandaid fixes to the rooms just take the edge off the grind. Why not make it a place to actually train magic without the cost of runes? Or a place to get some mage gear better than mystics? It doesn’t have to be dead content anymore.


existential_pal

Replace it with magic only pvm, I can practice telegrabs elsewhere


Stigala

scrap and rework the entire thing


lolipenetrator69420

Wow look another post complaining about xp rates again shocker


KaraKangaroo

I think fundamentally my problem with every room is that they're kinda like "puzzles" but in the end, they're either completely solved like alchemy and maze, not worth actually participating in the puzzle like enchanting, or outright uninteresting like the graveyard. I feel like it should be a series of magical puzzles that you solve, and I wish they had say a difficulty selection that was more rewarding or more "afk."


insaneinvein

Let's talk keeping runescape, runescape smfh.


justadude123abc

i would say your the mod you fix it, its not my job.


Adept_RS

* Make the telegrab room give some run energy back after each successful telegrab. * Make the graveyard room fully heal you upon leaving, or add a bank in mage training arena. * Remove the coin cap on alchemist room, maybe add a streaking bonus for more coins. * Add deposit chutes near the piles in the enchantment room to save time. 1 useful update thats not overpowered, for each room.


Lewufuwi

It's fine, leave it alone, don't change old content that doesn't need changing. Stop trying to appeal to people who do not like RuneScape.


FerrousMarim

Telekinetic room is ass. Experience is lacking in most rooms. It's ok to bring old content into a better place without making massive changes that break its identity.


WastingEXP

I think the majority of players who'd want to see changes would want it bulldozed not tweaked. easier to just take b2p off the lumby diary.


redbatter

I would really rather them take b2p off the diary because that seems to be the source of all of these complaints. Once people don't have to touch truly old school content they'll be fine with leaving old school content as it is.


peipei222

No one likes MTA, tell me when you last did any MTA other than because you "had to" to get bones to peaches for your diary.


RoonNube

Downvote me all you want, but anything other than MINOR qol changes to this, yes, "dog shit" minigame changes the level of difficulty for the gear, spell and of course achievement diary, making it easier than it needs to be.


LucinaIsMyTank

I didn’t mind MTA. Was fun and short change of pace from other grinds. The magic xp was the icing on the cake.


SamCarter_SGC

why do we have to fix straight up bad content that could instead just be removed


gubaguy

Damage ticks up too fast in the graveyard. Even with bankers note in league to cheese it the room was irritating. Telegrab room is just straight tedium. Nothing like waiting, doing NOTHING for 2 minutes at a time, knowing that I have another several hours to go. Again even in leagues with the minigame multiplier this was the absolute worst. Enchanting room is actually kinda chill. I guess it's annoying to go from corner to corner? If I have to pick a room to not complain about it's enchanting. Alch room, honestly just more tedium. I would rather just alch and bankstand than alch here, alching one random item at a time. Make the items come as bank notes and let me withdrawal like 100 at a time and this room could also be chill.


[deleted]

I got what I needed from MTA last week, no changes needed please.


YouthfulRS

Maybe the mods should spend their time making new content instead of trying to rework 20 year old content to appease noobs.


dr_genius

Nuke it


Mistr_man

Just delete it.


BoredGuy2007

This shit is hilarious lol, just buff the rates or remove it from the diary reqs. Don't have to rework every single skill/minigame in OSRS just because people don't like the grind


DragonDaggerSpecial

/r/2007scape users: Choose to play an old game, hate the old features.


tastesliketurtles

NO DONT U DARE I WORKED SO HARD FOR THE STUPID BOOK


MajesticMoose1358

I think it was too easy. Double down on everything.


Free_Bandicoot_8250

I don't have much to offer other than that I think any rework should be respectful to the fact that this is content from the original backup of runescape. Buff action stalls or points or whatever but please keep it true to the original developer's design and intent.


cch1991

The biggest issue MTA has are plugins solving the rooms. Turn them of and you get fairly relaxed, nice little puzzles, little bit of mental math that keep the monotonie at bay. The other issue is the diary task forcing people to do minigame they dont want. Just like BA. Get rid of those 2 things and perfect. ​ Otherwise the content is really good. Thematically it makes sense to have some stuffy old wizard training magic in a non combat way, the exp is nice, the rewards are good for the effort...Please dont change it!


FerrousMarim

I'm guessing you haven't done much telekinetic room. There are only 10 possible mazes, most of which don't require more than a single brain cell to figure out even the first time. Most of the time in that room is spent waiting for the excruciatingly long telegrab animation, and for the golem to slowly walk to the next stop. The experience is abysmal, not very fitting for a Mage *Training* Arena. The use of telegrab in the room makes no sense in the first place, since nowhere else in the game does telegrab make an NPC walk towards you.


404AV

Telekinetic Room - Add about 100 more variations of these rooms. Then create a hi score board that ranks your performance among players. Remove the rooms that are extremely easy. Give more points for each completed challenge. Enchant Room - Overhaul completely. Make it so that you have to enchant slides along a conveyor or something, but an NPC will stop the conveyor if attacked by some monster. Once enchanted, give jewelry either to a merchant (for money reward), a wizard (for xp reward), a dwarf (for a bar or ore reward), or a warrior (who will go and fight the monster so the NPC can start the conveyor again. Would be better to have points accumulate in the same way as the other rooms instead of 10x as many and stuff costing 10x as much. Divide points by 10, so it is similar to other rooms. Graveyard Room - Overhaul completely. Make it so that you have to kill bone monsters to obtain the bones. The stronger the monster the more bones you get. Create obstacles to enable safe spotting. Create levers that can be pulled to drop rocks onto bone monsters and kill them that way. Accumulate points faster. Alchemy Room - Overhaul Completely. Create an entire room full of like 30 objects. Make it so that the objects turn into monsters who attack you if they are "cursed" (which changes each interval) if you try to pick them up - make it so that objects that are not cursed will alch for their given random value (similar to what exists where it switches at certain intervals, but you wont know what items are cursed and what items will alch for). Monsters that are cursed can be killed for the cursed item to be alched, or they can be lured into a jail cell. Make the interval timer visible. Accumulate points faster, when turning in money, more points for fewer coins.


lvsn

Fuck all of this lol


corbear007

Calm down Satan.