First off I'm not 100% sure where to post this thread, so I'm making a post here in General Discussion.
There are several topics I'd like to discuss about Alora ingame that I've noticed that some may not have noticed and I'm sure some have. I will split the topics into three main sections, but figured it would be appropriate to put three in the same thread because it's sort of a suggestion, but sort of a general discussion.
The overall gameplay (tick box radius)
Ever noticed you misclicked an npc, food, any object, prayers, etc.? That's because the overall cursor box is smaller than actual Osrs and Rs3/2 tick boxes. Just put two clients side by side, you can noticeably see the difference how much bigger the tick box is compared to Alora's tick box. Ctrl + scroll wheel adjusts the zoom in/out feature, which would make it easier to click certain objects if you were to zoom in. However we as players shouldn't have to play like that considering how much easier it is to click on Osrs or Rs3/2. I'm not asking for some rework to be done here or anything; I just want to inform the players/staff/Omicron aware of this (I'm sure some if not most of the community already knows about this).
Prayer protection against NPC's
I believe prayer protection against almost all monsters should prevent 100% damage from the foe you're fighting against excluding some NPC's such as Corporeal beast, Zuk (inferno boss), Venenatis, Chaos Ele, Thermonuclear smoke devil, Callisto, Vet'ion etc. (establish the same system as Osrs). For example: General Graardor (Bandos boss) can hit through prayer regardless, which in Osrs cannot hit through prayers. Furthermore the same argument can be brought up about other monsters such as Demonic Gorillas hitting through prayer as well. Now if this cannot be done at least adjust the drop rates for those NPC's maybe instead of 0.24% change it to something like 0.50%?
Drop rates
Drop rates of uniques or rares aren't meant to be easy or a short task for anybody unless of course the donation benefits of those with higher donator rank. I will argue to some sense though that the drop rates should be tweaked a bit.. maybe not the item itself, but rather better chances if you have a high dry streak on that NPC. The current 100 and reoccuring 250th kc increased rarity is a good system, however I wouldn't mind seeing something better. Instead what if it was created whereas soon as you obtain a rare drop your rng(random number generator) get's reset. For example: Pvm God get's a valuable drop Armadyl Crossbow at 200 kc; his rng would then become in the 'reset' state. His kc wouldn't reset, but rather just the rng.
My suggestion: Remove 'every 250th kill gets you a drop rate increase' and implement a new system. 'Every kill your chance will increase by 1% stacking up until you've received a drop in the unique table'. 10 kc: 10% increased chance, 20 kc: 20% increase, 30 kc: 30% increase etc. If no unique has been drawn in 100 kills then every kill thereafter give an additional 1% on top of the adding 1%. Example: 100 kc: 100% chance, 101 kc: 102% chance, 125 kc: 150% chance, 150 kc: 200% chance, 200 kc: 300% chance etc.
Example of new system: Zenyte shard is currently 0.41% chance of dropping 1/243 chance.
With 100 kc 100% increase would now be 0.82% chance or 1/122 chance. Now take in account 100 kills no Zenyte shard and you still have a 1/122 chance after 100 kills dry already.
Now obviously these are just rates I thought of with the examples I gave, but can easily be modified.. just using them as examples.
You can use 650m's explained drop rate here: https://www.alora.io...?hl=+drop +rate
Shortcut if you don't wish to visit the link (explanation of drop rates and how percentage boosts work):
What are your thoughts? You don't have to comment on each section if you don't want to. These are just some things that have crossed my mind and feel like they could use some additional work or attention. This took me a while to make! Thanks for reading :)