It's been interesting hearing some of the answers over time

It's been interesting hearing some of the answers over time

I it all of the way to 120. By stretching themOSRS gold use your daily challenges. They provide like 500k exp each. So you get a free Dungeoneering exp daily, like I had been, if you're already maxed, you can block each skill. Spam Thieving Locust cards (buy them in the Elite Dungeon shop) and run Large Warped flooring. You can be got by doing this with BXP around 1 million exp each floor as long as you research it. Once you have all those updates That you will be able to do using the Warped Gorajo outfit + the imperceptible level bonus update from the Dungeoneering store and maxed stats for can't spawn. Yeah, it slower than groups. But when optimised you're still getting some of the highest exp speeds in the game at roughly 1m/hour. That is not anything.I really have, at least. Next to the Slayers guild would be a quest in which you assist a beginner slayer have approved yourself, and be accepted into the guild. The pursuit in the slayer camp would have you input Fort Aldmourne and unlock a demon boss. The pursuit in the herbalist hut at Cairnhaven has you gather ingredients for a ritual for its witch who lives (Relating to the demons occupying the Fort). The pursuit in the south west of Merrinfall has you explore the mages circle to the north of town and the crevice beside it and lastly the pursuit in Haelin Manor I'm not really sure, likely something related to the tower or lighthouse north of the port.

It's been interesting hearing some of the answers over time from people that are different as to what actually occurred with Zeah. I think for the simplest explanation, a great deal of it could be thrown down to the team biting off more than they could chew, coupled with a lack of experience with the type of design work which was needed for such an undertaking.

The squareness of this appeared to stem from looking at the map square system OSRS runs off extrapolating out so that essentially everything in Zeah was square. Most of it happened out of necessity while, sure, there are places around the game world which look like that. I feel the mapping tools could just load 1 map square so that obviously resulted in a specific design style emerging. Both during the Classic age when the Gowers would try to squeeze as much content into one map square as possible then even more so during the early RS2 era they would often have several projects on the go simultaneously, using different map squares delegated to unique devs/projects. Each job apparently tried to maximise the distance a great deal of jobs ended up looking quite square and they have in their map squares as they filled up directly to the edges.

Zeah was a big blank canvas using one cohesive design vision (or at least it ought to have been) so should not have needed to feel limited in terms on how content was executed by cautiously off boxing things. And that's what happened. In addition to the worldbuilding was non-existent and no attempt was made to ensure the game world worked from an MMO standpoint.There was additionally this ancient impression given from the OSRS team ofhow to buy gold osrs these needing Zeah to be this huge visually impressive place that supplied them with a major figure to boast about;"a huge 50% landmass growth!!! Wow!!!", but basically neglected to fill it with articles. That was particularly true at its launch in Jan 2016 - Zeah was as wide as a sea with about as much depth. And considering there was not a single underground/dungeon/basement level in the continent.