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User:Mazunki/Chunked: Difference between revisions

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Chunked Gamemode is an esoteric challenge gamemode created by the community, inspired by the various forms of Chunkman in the RuneScape community.
Chunked Gamemode is an esoteric challenge gamemode created by the community, inspired by the various forms of Chunkman in the RuneScape community. The core concept revolves around unlocking items through area-based activities before being able to freely utilise them.


The challengemode itself can be played in any base [[Gamemode]], but is balanced around {{Icon|Hardcore}}. I'll call the hardcore version HChunked, for giggles.
The challengemode itself can be played in any base [[Gamemode]], but is balanced around {{Icon|Hardcore}}. I'll call the hardcore version HChunked, for giggles.
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The limitations of the game mode has a few main rules, although expanded restrictions may make the game more fun or challenging.
The limitations of the game mode has a few main rules, although expanded restrictions may make the game more fun or challenging.


For reference, thieving is considered a combat skill.
For reference, this mode considers "area-based skills" to be {{Icon|Melee|notext=true}} combat and {{Skill|Thieving}}.
 
* Initially, all gathering and artisan skills are locked.


* Initally, all gathering and artisan skills are locked.
* If you have unlocked any item already, you're allowed to farm this item through non-combat skills after clearing the whole drop table of the monster in which you got it.
* If you have unlocked any item already, you're allowed to farm this item through non-combat skills after clearing the whole drop table of the monster in which you got it.


* You're limited to killing monsters in the same area until you have completed the drops of all the monsters in the region.
* You're limited to killing monsters in the same area until you have completed the drops of all the monsters in the region. For example, if one starts off by killing monsters in {{ZoneIcon|Golbin Village}}, they must be prepared to farm ''every'' item from both {{MonsterIcon|Golbin}} and {{MonsterIcon|Ranged Golbin}}, including the {{ItemIcon|Oak Shortbow}} (1.96% drop chance).
* If you could have access to some item without moving to a new location, you must get it before moving on. This includes equipment upgrades.
 
* If you could have access to some item without moving to a new location, you must get it before moving on. This includes equipment upgrades such as {{ItemIcon|(G) Bronze Shield}}.


* If you have collected an item through combat, you must also gather or create at least one of this item through skilling, if possible.
* If you have collected an item through an area-based skill, you must also gather or create at least one of this item through skilling if the base ingredients are also obtainable. For example, after thieving the {{MonsterIcon|Golbin}}, one will need to be able to smith a {{ItemIcon|Iron Bar}} before moving on, as the player now has access to {{ItemIcon|Iron Ore}}. However they would '''not''' be required to smith a {{ItemIcon|Steel Bar}} until they can find {{ItemIcon|Coal Ore}} from another source.  


* If you have a piece of equipment unlocked, you must also equip it once before moving on.
* If you have a piece of equipment unlocked, you must also equip it once before moving on.


Aditionally, some of the thieving zones are linked with the in-combat zones.
* Some of the thieving zones are shared areas and are linked with the in-combat zones.


The goal? Max out completion log as much as possible.
The goal? Max out completion log as much as possible.
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Chunked+ is a stricter, although probably more balanced sub-gamemode:
Chunked+ is a stricter, although probably more balanced sub-gamemode:
* Artisan skills require you to already have the product in the completion log. This means that you having {{ItemIcon|Leather}} is not enough to start {{Skill|Crafting}} anything, for example. This has considerable implications for support skills such as {{Skill|Herblore}} and {{Skill|Summoning}} where the output is typically only obtainable from the skill itself.
* Artisan skills require you to already have the product in the completion log. This means that you having {{ItemIcon|Leather}} is not enough to start {{Skill|Crafting}} anything, for example. This has considerable implications for support skills such as {{Skill|Herblore}} and {{Skill|Summoning}} where the output is typically only obtainable from the skill itself.
* Gathering skills cannot be performed unless all of the items obtainable by the action have already been obtained.
* You may only kill a new monster in the current area once you have completed the whole loot table of the previous monster.
* You may only kill a new monster in the current area once you have completed the whole loot table of the previous monster.
Notable exclusions arising from these additional rules include:
* No {{Skill|Astrology}} as the player cannot obtain {{ItemIcon|Stardust}} from combat {{Icon|Melee|notext=true|text=combat}} or {{Skill|Thieving}}.
* {{Skill|Fishing}} cannot be performed at all, as the player cannot obtain items such as {{ItemIcon|Barbarian Gloves}} or {{ItemIcon|Message in a Bottle}} from either of the area skills.
* The player has to first obtain {{ItemIcon|Coal Ore}} before being allowed to start {{Skill|Firemaking}}.
* Perfect cooks must be completely disabled.
* All gems must first be obtained from an area before one can start {{Skill|Mining}}.


Chunked++ is an even stricter sub-gamemode:
Chunked++ is an even stricter sub-gamemode:
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