ixfd64
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Sorry, there was something I forgot to clarify. If the player sells the party hat, they get the low alchemy value, NOT the GE value.
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When the Grand Exchange was released, Jagex changed general shops such that items in the "player stock" were at least the GE price. Jagex says this change was made to prevent RWT. However, Jagex overlooked (or deliberately ignored) two issues: 1. It is no longer possible to get goods like uncut gems and coal for very low prices. 2. If a player accidentally sells something with a high market price, they will have to pay that price in order to get the item back! Therefore, I am proposing a new shop system that allows players to get cheap goods from general shops but heavily discourages RWT. The shops should sell "player stock" items according the following rules and definitions: a. A "busy" world is defined as one with over 1,500 players online. b. A "hot" shop is defined as one four shops in high-population areas: Varrock, Falador, Lumbridge and Catherby. c. An "expensive" item is defined as an item worth 5,000 or more GP. 1. For normal shops, non-stackable items worth less than 50 GP and stackable items worth less than 10 GP can be bought at the pre-GE price. 2. For hot shops on busy worlds, items worth less than 5,000 GP can be bought at the pre-GE price. 3. If a player tries to sell an expensive to any shop, they will be given a warning and asked if they want to continue. This warning only appears once per session and can be disabled through the Doomsayer. If the player sells the item, it will not be visible to other players for ten seconds. During this time and this time only, the player could buy back the item at price they sold the item. This is to prevent players from accidentally selling expensive items to general shops. 4. After those ten seconds, the item will be visible to other players at the post-GE price, but it will also appear at one of he four "hot" shops at the pre-GE price. 5. If the player sells an expensive item at a normal shop on a non-busy world, the item will appear at one of the "hot" shops on a randomly selected busy world. 6. If a player sells an item worth over 50k, it will not appear to other players for another 60 seconds. During this time, the shopkeepers will yell "Great deals appearing in ! First come first served!"
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On F2P: Explorer's ring 3, amulet of power On members: Explorer's ring 3, firemaking cape (t), amulet of glory
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Several days ago, I got several "" has logged in" messages over the course of two to three days. However, I did not know any of those names. I know I've added people by accident, but I find it weird that I would accidentally add several people in just a few days. It's possible that I was trying to join someone's clan chat, but I don't recall trying to enter the clan channels of any of those people. I checked the login screen and there were no IPs, so I don't think someone "hacked" my accout (though I should still keep my eyes peeled just in case). Has this happened to anyone else lately?
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Here's a topic that might be fun. If your RuneScape character could have any superpower, what would it be, and why? I'd personally like my character to have precognition, or the ability to see into the future - you know, something like the power used by the character Frank Cadillac in the film Next? Just imagine the possibilities: 1. Predict Jad's next attack 2. Know exactly when revenants would pop up while in the Wilderness 3. Know where the next 30 GP item will be when in the Alchemist's Playground at the Mage Training Arena 4. Two words: GE merchanting 5. Know how much damage a mithril dragon's next attack will hit you for so you can save prayer 6. Know what items merchanting clans would "buy out" next so you can get them beforehand 7. Find out what you're going to get from that level 3 clue 8. Predict your opponent's next move in the Burthorpe games 9. Impress friends by telling them what the next updates are 10. Know if Jagex is going to ban you :) My second choice would be superhuman speed, but that would take the fun out of skilling and fighting bosses.
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I know people are supposed to follow rules, but many legitimate players have admitted it weas very hard to resist the temptation. I suggest Jagex make penguins give double the EXP for the next two weeks. :D
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Is there a limit on how many battlestaves a player can buy with Pizazz points at the Mage Training Arena? 'Cos a battlestaff for a merely one Telekinetic, two Alchemist, 20 Enchantment and one Graveyard point seems like a really good deal to me...
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I accidentally attacked a unicorn and didn't know how to retreat. :lol:
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When I first saw this thread, I thought there was a new update called "Penguin Beginnings." :lol:
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I have a few questions about poison ivy berries. I know that players need to wear gloves in order to pick them. If the player doesn't how much poison damage do they get hit for? Also, do any type of gloves (e.g., Karamja gloves) work, or is it limited to leather gloves?
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Before I post this on the RSOF, I'd like you guys' input. How do you think of my suggestion? --- One of the anti-RWT updates Jagex implemented in late 2007 effectively "killed" a pastime that many players enjoyed: old fashioned drop parties, which are events in which players manually drop items on the floor. When Jagex changed the game so that items worth more than 5,000 gold will not appear to other players, old fashioned drop parties immediately became impractical. This leaves the only alternative: the Falador party room. Unfortunately, the Falador party room has many disadvantages compared to traditional drop parties: 1. Drops are very short - unlike traditional drop parties, pulling the level drops all of the items at once. 2. You can't choose the order of drops - many players prefer to save the best of the last. Unfortunately, this cannot be done in the party room. 3. Limited space - the party room is very small compared to other places that have been used for parties, notably the Falador park. 4. Lag - since people show up at high-value parties very quickly, there can be a lot of lag. Therefore, I am proposing a new party world system. There should be around 16 party worlds - eight each for members and free players. In addition, party worlds have designated party zones, or places that have been used for traditional drop parties. A suggested list of party zones is as follows: 1. Lumbridge castle courtyard 2. North of the west Varrock bank 3. Northwest corner of the Grand Exchange area 4. East of Barbarian village 5. Falador party room (duh!) 6. Falador park 7. Camelot castle courtyard 8. Market center of Ardougne These zones are indicated by a red party hat icon that appears in the same spot as the Wilderness indicator. By default, visible drops in party worlds are limited to 10k instead of 5k. If a player tries to drop an item worth between 5k and 10k, they will get the message: "The item you are dropping is worth coins. Since you are on a party world, this item will become visible to other players. Are you sure you want to drop this?" This message will not appear again during the same session. However, if 25 or more people enter a party zone, it becomes "active" and the party hat icon becomes yellow. When this happens, other players can see drops worth up to 100k per 15 minutes. Also, at the top of the screen, there is a window that shows the value of items that are in the current party zone and updates every 15 seconds. When the party host(s) selects "yes" to the message, a yellow hint arrow will appear over their head for three minutes, which resets if the player drops another expensive item. The yellow hint arrow, in combination with the value indicator, discourages real world traders from unexpectedly dropping items for their customers but keeps the element of surprise for party-goers. As a side benefit, the guests would know who to thank for the party. If 150 or more people show up, the zone becomes "very active" and the party hat icon becomes green. In this situation, the visible drops are unlimited.
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I would say no. It's annoying that some things (like rare drops) have gone down in price, but the G.E. is worth it since it saves a lot of time.
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I'm in the process of updating the RuneScape wiki and I have a few questions. I know borrowed items cannot be taken to PvP worlds. What happens if a player has a borrowed item in their inventory and tries to log onto a PvP world? Does the game prevent the player from logging in until they have returned the item? If this is the case, what message does the login screen say? If not, does the item automatically get returned to the owner or does it go back into the borrower's bank and prevent the borrower from withdrawing it until they go back to a non-PvP world? Thanks in advance.
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A long time ago, Andrew said there would be a quest in which the player breaking into the bank vault. The quest has yet to come, but here is my idea of what it should be like. As much as I support free version updates, this quest is for members only since it uses the thieving skill. Requirements: 65 thieving; completion of Shield of Arrav and Priest in Peril Difficulty: *** Start: Talk to Katrine (Black Arm) or Straven (Phoenix) Player: I know I sound crazy... Player: ...but maybe we can break into the Varrock bank vault? Katrine (below requirements): You don't even know what you're talking about! What makes you think you would be successful? Katrine (else): Wow, you are indeed crazy. But you might be onto something. If we get access to the bank, we could be rich! Katrine: I know of a master thief somewhere in the parts of Arduogne. He goes by the name of Red Fox. Straven (below requirements): I'm sorry, but that's classified information! Straven (else): Hmm, breaking into the Varrock bank vault is very hard. But not impossible. Straven: One of our contacts known as "Red Fox" may have ideas. You can find him at Arduogne. Player: Aren't you the famous Red Fox? Red Fox: Yep, that's me. Now I'm kinda busy, what do you want? Player: I've heard you know how to break into the Varrock bank vault. Red Fox: Shhh, not out here! [teleports player and himself to a secluded area] Red Fox: Anyways, just because you've heard that doesn't mean it's true! Red Fox: In this case, it is, though. However, it's been a long time since then. Red Fox: Tell you what: if you can find a blueprint of the Varrock bank, I will help you. Player: Any ideas where I can find one? Red Fox: Look for Sean, the architech who designed the bank vault. Tell him you're learning how to keep your own bank secure. The last time I checked, he was helping the white knights remodel their castle. [Red Fox laughs slyly] Sean: Hello. I'm an architech. Do you need some help? Player: I'm looking for a blueprint to the Varrock bank vault. Sean [becoming suspicious]: Now why would you want that? Player: I'm learning how to keep my own stuff secure from those 'hackers' these days. Sean: OK. But you will have to sign a disclaimer. [sean gives player a writing feather, some ink and a disclaimer, which the player signs.] Sean: Thank you, have a nice day. Player: I have the blueprint! Red Fox: Excellent, excellent! [Red Fox studies blueprint and scratches his head] Red Fox: Hmm, this is harder than I remember. The Varrock bank is protected by a tough lock as well as two magical codes. Red Fox: I can make the key, but you will have to bring me an adamantite bar. Red Fox: I don't know the code work, but I know of a fellow bank "worker" who is currently living in Draynor. Player: Do you know of a good way to find out the code to the Varrock bank? Wise Old Man: Heh! Wise Old Man: I'm surprised you would ask that. But, yes, there is a way. You will need a material that is soft and records fingerprints. Wise Old Man: You need to boil bone meal in a bowl with water. Drain the water and you fill find foam. Heat that foam to thicken it. Use the thickened foam on the keypad to reveal the code. Player: Okay... The player needs to sets of foam for the two locks. The player puts bone meal (obtained from using the bone grinder at the Ectofunctus) into a bowl and adds water. The player then boils that mixture and drains it to get foam. The player heats the foam again to get thickened foam. The player now needs to go back to Red Fox. Red Fox: You got it? Excellent! Red Fox (no adamantite bar): You still need to bring me an adamantite bar, though. Red Fox (else): Good! Come back in a while and the key will be ready. [player waits 20 minutes] Red Fox: Here you go! Heehee... The player puts the foam on the two locks. [cut scene] After that, the player can study the foam to reveal the code. The keypads consist of a 4x4 grid of buttons, like this: / * * * * \ | * * * * | | * * * * | \ * * * * / [puzzle part] Since the foam would form a mirror image with the code, the player must enter the "flipped" code. For example, if the foam reveals: / + * * + \ | * * * * | | * + * * | \ + * + * / the player must enter: / + * * + \ | * * * * | | * * + * | \ * + * + / The player then uses the key and finds out that it works. Player: I should probably report back to [gang leader]. Katrine: Wow, you did it! Katrine: You are now our master thief! None of us has ever gotten close to breaking into the vault. You should be quick, though. The guards will know something's up. Straven: Whoa, how'd you do that! Straven: You gotta share the wealth, man! Quest complete! Rewards: 1 quest point; 12,000 thieving XP; ability to loot the bank vault once a day The player can use the foam for that day. To loot the bank, the player enters the codes and uses the key. The player is then teleported into a very large room. There will be random items in this room and a countdown timer appears. Once the player leaves, they cannot return until the next day. If the countdown reaches zero, the player is teleported to the Port Sarim jail, although they do keep the loot. The spawns are as follows: level range / countdown / loot that may appear / thieving XP 65-70 / 30 seconds / 100-500 coins; 10-30 noted pure essence; uncut gems and jewelry (up to emerald); equipment up to steel; noted metal bars up to steel; noted lobsters; 1-5 noted herbs / 500 70-75 / 35 seconds / 150-750 coins; 12-35 noted pure essence; uncut gems and jewelry (up to emerald); equipment up to black; noted metal bars up to steel; noted bass; 3-8 noted herbs / 750 75-80 / 40 seconds / 250-1000 coins; 20-50 noted pure essence; uncut gems and jewelry (up to ruby); equipment up to mithril; noted metal bars up to mithril; noted swordfish; 5-12 noted herbs / 1000 85-90 / 45 seconds / 500-1500 coins; 30-80 noted pure essence; uncut gems and jewelry (up to diamond); equipment up to adamantite; noted metal bars up to adamantite; noted monkfish; 8-15 noted herbs / 1250 90-95 / 50 seconds / 1000-2500 coins; 50-120 noted pure essence; uncut gems and jewelry (up to dragonstone, although VERY rare); equipment up to rune (uncommon); noted metal bars up to rune (uncommon); noted sharks; 12-20 noted herbs / 1500 95-99 / 60 seconds / 2000-5000 coins; 80-200 noted pure essence; uncut gems and jewelry (up to onyx, although EXTREMELY rare, like a 1/500 chance per day); equipment up to dragon (EXTREMELY rare); noted metal bars up to rune; noted manta rays; 20-50 noted herbs / 2000 After this, the player will be unable to enter the vault again until the text day. (Player: It looks like the code has been changed. I should try again tomorrow.) However, they will still be able to telegrab items from the original vault like always. Also, the foam will be able to be used only once. When the second day comes, the foam will dry and crumple, although the player will be able to store pre-made ones.
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A few days ago, I was buying at the highest price on the G.E. and it still hard to get any. Now I'm selling at the lowest price and so far nobody has bought any. :\
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Yeah, it just started going down. I think yesterday's value of 10.2k was the peak.
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When In Pyre Need was released, phoenix quills were worth about 3k in the Grand Exchange. I knew they were going to go up in price, so I bought several hundred of them. It seems the price is stabilizing so I'm going to sell them soon. Anyways, did anyone else invest in phoenix quills? If so, how much did you invest?
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I'm glad Jagex is becoming (slightly) sensible now. I can't imagine anyone being offended with "frigging."
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Could you please be specific on which capes you think are overpowered?
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Well, when you've spent a lot of time on getting a skill to 99, you'll want the reward to be good, right?
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When Jagex released skill capes in October 2006, there was criticism that the temporary +1 boost to the skill was pretty meager compared to the difficulty of reaching level 99. I'm proposing some abilities that each skill cape should have. I spent quite a bit of time coming up with ideas that would reward the players for their hard work and keep the game balanced at the same time. Attack cape: +5 to melee bonuses Trimmed: +8 to melee bonuses Defense cape: +14 instead of +9 melee, ranged and summoning defense; +11 instead of +9 magic defense Trimmed: +18 instead of +9 melee, ranged and summoning defense; +13 instead of +9 magic defense Strength cape: +3 strength bonus Trimmed: +5 strength bonus Hitpoints cape: heals 50 HP twice a day Trimmed: heals 50 HP three times a day Prayer cape: +3 prayer; two daily 100% refills of prayer Trimmed: +7 instead of +4 prayer; three daily 100% refills of prayer; unlimited teleports to the monastery Magic cape: +5 magic bonus and +14 instead of +9 magic defense; 10% chance of casting spell for free (player still needs in inventory) Trimmed: +8 magic bonus and +18 instead of +9 magic defense; 15% chance of casting spell for free; unlimited teleports to magic guild Ranged cape: +5 ranged bonus Trimmed: +8 ranged bonus; unlimited teleports to ranged guild Runecrafting cape: allows access to the elemental altars; 15% chance of making an extra rune; three daily teleports to any altar Trimmed: allows access to the elemental, mind and body altars; 25% chance of making an extra rune; five daily teleports to any altar Cooking cape: gurantees no burns Trimmed: gurantees no burns; unlimited teleports to cooking guild Firemaking cape: fires last a minute longer Trimmed: fires last two minutes longer Fletching cape: 10% discount from Hickton's store Trimmed: 10% discount from Hickton's store; five daily teleports to Hickton's store Crafting cape: free tanning of cow hides; half price for tanning dragon hides Trimmed: free tanning of all hides Woodcutting cape: 10% chance of getting two logs at once Trimmed: 15% chance of getting two logs at once Mining cape: increased chance of getting gems; 10% chance of getting an ore instantly Trimmed: increased chance of getting gems; 15% chance of getting an ore instantly Smithing cape: 60% success rate for smelting iron; 5% chance of using only half the required coal when smelting steel, mithril, adamantite or runite Trimmed: 75% success rate for smelting iron; 10% chance of using only half the required coal when smelting steel, mithril, adamantite or runite Herblore cape: 10% chance of making a four-dose potion; two daily teleports to Taverly Trimmed: 15% chance of making a four-dose potion; three daily teleports to Taverly Summoning cape: two daily summoning refills Trimmed: three daily summoning refills; allow player to understand any familiar Farming cape: +20% harvest; three daily teleports to any farming patch Trimmed: +30% harvest; five daily teleports to any farming patch Slayer cape: +10% attack and defense against current assignment monsters Trimmed: +15% attack and defense against current assignment monsters Fishing cape: chance of catching two fish at once Trimmed: chance of catching two fish at once; unlimited teleports to fishing guild Thieving cape: reduces stun time and stun damage by 1 Trimmed: reduces stun time and stun damage by 2 Hunter cape: decreased failure rate for traps Trimmed: decreased failure rate for traps; unlimited teleports to the Feldip Hills hunting expert Construction cape: lets player move their house at half price; 10% discount for converting wood into planks; Advisor Ghrim buys flatpacks at 35% of the original cost Trimmed: lets player move their house for free; 15% discount for converting wood into planks; Advisor Ghrim buys flatpacks at half the original cost Agility cape: -6 kg when worn; two daily 100% refills of run meter Trimmed: -8 kg when worn; three daily 100% refills of run meter Quest cape: better rewards for NPC jobs; more EXP from Tears of Guthix (the EXP players normally get is 2 * skill level * tears for up to level 30; this level 30 is removed)
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Jagex has repeatedly said that RuneScape Classic will not be shut down as long as people still play it. However, Jagex is known for going back on its word. One notable example involved RSC: when Jagex released RS2, it said players could play whichever game they wanted to play. This was proven otherwise when Jagex made RSC available to members only and then closed it to new players altogether, effectively forcing players to move to RS2. Even though Jagex has said that RSC will not be shut down, it has taken many steps to "kill off" the game, including: [*:zow3wol2]removing RSC from the main page [*:zow3wol2]closing RSC to free users [*:zow3wol2]closing RSC to all new users [*:zow3wol2]closing the RSC forums to the public [*:zow3wol2]removing all official RSC help guides [*:zow3wol2]wiping inactive RSC accounts (Jagex may have stopped doing this) This having been said, do you think RSC will bever be shut down? If so, how much longer do you expect RSC to last? I hate to sound pessimistic, but I personally don't think RSC will last more than two more years.
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If you could visit any RuneScape place in real life
ixfd64 replied to ixfd64's topic in Questionnaires
Well, you can list "honorable mentions" if you want. :P -
I just tried that and it worked. Thanks so much!
