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Tip.It Times - Defending Noob Quests and G.E. prices - 3rd August 2014


Arceus

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Yes it's rather annoying then again i'm making absolute bank of these GE mechanics albeit it takes months of time and a hefty cashpile.

 

How would I solve it? For things like logs, ores, potions, runes, ... Keep the guideprice but add a "show" option with all offers in and you can choose which to buy. It shows the price and quantity. 

 

EG:

Offer1:

783 air 20 ea

2.1000 air 25 ea

3.13357 air 30 ea discount -x percent if 10k+

4.100k airs 27 ea ^

5. 54k airs 26 ea ^

etc,etc

Otherwise it would be far more appealing if you had a offer in but say people bought 5-10k of your item then they get a discount. There's probably an error in that system too though :lol:

 

Sadly I think this will make the pricerange of items very narrow, then again I suppose that isn't too bad either but I love merchanting ;)

 

Could be making so much money but the noobs keep making the price drop because they see very slow sales... What if I told you i'd give you the market if you'd just undercut me by 1gp -> I get the point then jeez; then again the guideprice is so off chart for some items because jagex has ruined their use.

 

inb4 blablabla evil merch

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I have heard (in a similar vein) that formerly, in very early GE days, on the chart the min price would be the highest bid and the max price would be the lowest ask.  I never witnessed it for myself though, for lack of keenness or otherwise.

"Fight for what you believe in, and believe in what you're fighting for." Can games be art?

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My blog here if you want to check out my Times articles and other writings! I always appreciate comments/feedback.

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When they announced the ge originally I imagined it would be like an ingame forum where you could search an item and toggle if you're looking for people buying or selling (or put up your own obviously). If you accepted it the trade would process immediately removing the item and offer and distributing the gp/items accordingly.

 

I never expected jagex to add all these extra mechanics that only lead to the problems you stated

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[2:21:46 PM] Baldvin | Leik: these comp reqs are so bad

[2:22:36 PM] Arceus Dark: Time to get...req'd?

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"every novice quest released over the last few years has forgone them, while the grandmaster quests released alongside them have not used the skills they required. Put simply, we've reached the point where they're utterly meaningless."

 

Or maybe it's a problem with the quest not making use of the level requirements and not a problem with skill requirements... The only reason why they're meaningless is because the requirements aren't used in the quests. If you make the requirements used in the quests, they aren't meaningless anymore.

 

The *concept* of skill requirements for quests isn't meaningless. It's not a problem with that mechanic. It's a problem with the quests themselves.

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"every novice quest released over the last few years has forgone them, while the grandmaster quests released alongside them have not used the skills they required. Put simply, we've reached the point where they're utterly meaningless."

 

Or maybe it's a problem with the quest not making use of the level requirements and not a problem with skill requirements... The only reason why they're meaningless is because the requirements aren't used in the quests. If you make the requirements used in the quests, they aren't meaningless anymore.

 

The *concept* of skill requirements for quests isn't meaningless. It's not a problem with that mechanic. It's a problem with the quests themselves.

But then, they also don't really have any impact on how difficult or important a quest is, especially when level-scaling seems to be their new buzzword.

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Personally I think skill requirements lie at the heart of quest lines. Indeed, some people struggle to get a 99 because there is no real *need* for them too. Perhaps the only reason - at this point in time at least - that I would strive to achieve over level 80 hunter, or herblore, would be if a quest required it of me. 

 

Where, however, a low level quest has an important impact on the player's experience be it with regard to the importance of the quest or the significance of its story line, the skill requirements are often relatively low but still challenging - 50 thieving for example. 

 

I think it is important to maintain the balance between the relative ease of a quest (if not following a guide for example) and the difficulty of obtaining the levels required for it, whilst also providing an incentive for higher level players to get skills in the region of 90-99. 

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