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Stealing Creation revisited
When Stealing Creation was first brought out I wrote about a few concerns I had that were spoiling the game click here for more details, Jagex did not use my remedy but implemented another solution that has made the game a lot more fun and playable.
My concern was that Ancient Magic ensured that the side with the most level 94 mages won, Jagex did not take my suggestion and remove ancient magic but stopped the players using mage (and all other combat methods) from getting XP, this had the effect of removing all players just there for xp and left the players that were playing the game for fun and tools/armour, ancients still very much rules the roost but there are not large groups of mages barraging 1 team as soon as they leave their base.
The problem of thieves stealing all the runes from players in 1 go have not been addressed but it does not appear to be a problem any more, I guess people have learned to keep lots of food/clay in their inventories so the chance of taking the runes is reduced.
I have played a lot of Stealing Creation and I am very pleased with the playability of the game, the only drawback I see is that there is no motivation to win, I play for fun if I lose or if I die does not bother me, its nice to have your name on the score board but I will not change my gameplay style just for the honour of a few seconds of fame.
Other benefits include the extra xp from using the tools, I now use Sacred Clay harpoon for fishing sharks, great xp, the hammer can be used for construction now but not for flatpack and the pick can be used for stars although I only recommend it be used for the high level stars as you can get through a few picks per star.
Its nice that you don't need to keep remaking the tool every 100 uses, you can also get more than 1 tool per game, not sure if there is a restriction to the amount of tools you can get in 1 go but I have enough for now, would be nice if they stacked in the bank but I cant have everything my way.