Everything posted by compfreak847
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Slayer Sucks
I already told you where they are. They are detailed from page 15 through to the link I gave where you agreed with them. All tasks where Qeltar's rates and mine differed substantially were re-tested to obtain accurate rates. Supplies were shown to be much less then you thought with a SGS, almost eliminating the prayer potion cost and bringing to total to slightly over 400k - and 400k being the division mark, anything within 50k of 400k indicates a statistically insignificant difference in speeds. And agian, someone failed to understand my post. If you don't get what I'm saying, don't bother flaming, just tell me and I"ll try to reword it so you get it. Since Zammy brews reduce hitpoints and defence, they can only be used tasks with very low offense when relying soly on a SGS for healing - nearly half of your healing power will be stolen by the brews, and your defence reduced, meaning that most tasks which hit a significant amount will not be a viable option. And stop trying to restate what you already said in a different manner to try and worm out of what's either (I'm assuming) a mistake or an outright lie. So did you or didn't you make up your experience numbers? No, you simply responded by saying that I pretended it wasn't a typo, and never gave a response to my statement that they were my rates, not yours, and they were NOT made up. A 10 minute test is significantly worse then useless, and most tasks cannot be finished in 10 minutes. Hopefully one round with all the slayer monsters will be enough, but it may require several. I am, however, gone for a significant portion of the weekend (Going to see an old friend's sons graduation party, going to church events most of Sunday), so I don't think I'll have the 30 or 40 hours necessary to run through each task. Perhaps you could sacrifice some uni time so it doesn't have to wait until the next time you take a break :P See above, I see no reason why rates posted earlier shouldn't count. It's an attention grabber, and it lets me see if people bothered to read the post based on their response.
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0.999...=1 and why people believe it is false.
.9999 He's using the "..." at the end to represent infinity, but since infinity is NOT a number, any equation associated with it CANNOT be compared using standard algebraic expressions. See above for a math professor's much better explanation of it. Basically, comparing infinity to real numbers is saying Apple + Orange = Apple.
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Items Kept on death, and other odds and ends.
Not true. Under the current system, rare, valuable monster drops are assigned a very high alch value, and unless you have 4 blessed spirit shields on you, your going to keep them. Any time I get a rare drop. And I'm referring to the act of dropping - what does it do to your on-death setup? If I drop one of the items I selected, does my drop remain tied to that item and I'll only keep 2 items if I die, or does it immediately shift to another item? How is that item determined? There are plenty of cases where a kept drop like a granite shield is the best choice for picking up an item. But monster hunting situations are exactly where it wouldn't work - normal situations I could see it working, but anything dealing with invo changing (banking after a trip is another example; I don't want to have to remember to reset my 3 most valuble items just because I hit "bank all" when I'm gearing up again). It's a good concept, but I'm afraid its simply too complex with too many problems and too small of an advantage over the current system, and it would serve to greatly increase visual clutter. That being said, I want to say a big "Thank You" for debating this civilly and completely leaving insults out of it. It was one of the most enjoyable discussions I've had in months on TIF :P
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0.999...=1 and why people believe it is false.
NEW INFO: I just re-read that page, and discovered it has a great example to back up what I'm saying. The link is http://www.math.utah.edu/~pa/math/0by0.html It's written by a professor of math at a prestigious university, credentials that I daresay outstrip anyone else here, so I think it can be considered much more reliable :P
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0.999...=1 and why people believe it is false.
But it's also decreasing infinitely at the same rate, keeping it from ever reaching 1. It's like standing 10 feet from a wall and halving the distance away from it each second. You can do that forever, but you will NEVER reach the wall. Its hard to fully understand the concept of infinity. Its like dividing by zero. 5/0 what do you get? That's understood perfectly, but it takes a math genius to explain it. This page does a great job: http://www.math.utah.edu/~pa/math/0by0.html That's not a weird concept, it's perfectly understandable. .111111111111 is an approximation, .111... is not a number as it relies on infinity, and as such cannot be compared to regular numbers.
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Items Kept on death, and other odds and ends.
I actually came up with the on/off thing when thinking "What if you accidentally click to protect the wrong item?" -- this way, you only change which ones you keep when you explicitly choose to. And there are already rants from people losing drops and such -- this way, you can say to them "It's your own damn fault" because they didn't do what they could to keep it. I'm one of those who believes that people should take responsibility for their own mistakes; if you have the ability to keep an item like that and don't, that's your fault, I don't want to hear your complaining. I'm trying to think of how to cut down on the clutter, but as of right now, I don't have any idea of how else you could do it without opening an interface that would interfere with combat. It's no different then people taking responsibility for what they lose now. They even designed a screen to show you exactly what your going to lose! You know what your going to lose, and it's your own fault if you risk it and die with it. I don't think it's worth cluttering the interface for no inherent benefit; many people are going to lose even more because of it, the amount of rants would likely increase, and it would be a huge pain every time your inventory changes. What if you send one of your items to your BOB? What if you bank it? What if you had to drop it to temporarily make room for another drop then picked it up again? A system based on set inventory standards is simply to ironclad and inflexible to allow for a change in what is valuable and what is not.
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Tormented Demons - The Excellently Uber Guide!
It certainly is relevant; adding timed clicking at a rate of nearly once per second drastically increases the attention required, concentration, and clicking times, as well as increasing the potential for messing up and missing the timing of an attack switch. Good to see I've convinced you \
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Wannabe Pkers that spam 'GF LOL' and 'OMFG NERD'
I find the opposite is true - the "pr0" pkers are the ones who scream "GF NERD" whenever I fail a claw rush. It's a sad fact that many PKers are immature children who act like morons and give PKers a (deservedly) bad name.
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0.999...=1 and why people believe it is false.
But it's also decreasing infinitely at the same rate, keeping it from ever reaching 1. It's like standing 10 feet from a wall and halving the distance away from it each second. You can do that forever, but you will NEVER reach the wall.
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Items Kept on death, and other odds and ends.
I would consider having something you can turn on/off like the Assist on/off at the bottom of the screen (not sure where to put it) -- if you have this option toggled off, the Keep-# options wouldn't appear in the right click menu. I'd add the Keep-# to the equipment page as well. I came up with this about two minutes before my last post, so it's imperfect. I appreciate you pointing out the flaws -- maybe I could make it into something that works. It's an interesting approach that I hadn't considered, but I'm still not convinced it could be done effectively withotu cluttering up the screen, and there would be countless rants from people who forgot to protect very high ticket drops - I know I would be one of them. As it is, the very valuable drops always have high high alch prices, limiting the damage. And thanks for accepting the constructive criticism :P
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Items Kept on death, and other odds and ends.
Adding 3 right click context menus to every item is going to vastly clutter the screen; items with multiple uses will fill half your inventory when right clicked. And it's certainly not idiot proof; plenty's the time I've forgotten to pray or even pick up my drop after receiving something good, and it would be quite frequently overlooked to protect my specific items. And what about worn\equipped items? Adding 3 more menus will almost triple to total size of the right click menu, making it that much more complex and cluttered. Usability and appearance must also be considered for an update.
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So like, banning bug abusers?
"1.1 - Breaking or encouraging others to break any of Jagex's rules Violating Jagex's official RuneScape Rules on this forum is cause for being permanently banned from the Tip.it forums." Not solid enough? Not at all. Let me give an example from yesterday: viewtopic.php?f=12&t=790777#p6588310 Not solid enough? I could point to literally dozens of posts in General Discussion, and quite a few in the picture thread by various people bragging about abusing the glitch and posting screenshots etc, all remaining unbanned as of the time of this post. I could mention a few notorious examples like I'm sure Dan is referring to, but it voilated the "names" rule, so I'll refer to it simply as "The unknown account rhyming with "husky"". Husky, as this account is referred to hereafter, posted dozens of times bragging about abusing the glitch, posting screenshots of drops and usage of it. Mods responded by deleting the posts after a few days, posting something about spamming, and promptly dropping the whole issue. The rules make no bones about it - admit to breaking RS rules, and your instantly perm banned from TIF. What happened to that? It was over a month ago, either the admins haven't logged in in a reeeely long time or the rules aren't being observed as they should be.
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0.999...=1 and why people believe it is false.
I'm going to use this as an example, as it seems my point was missed. I'm saying Infinity cannot be compared to a regular decimal number as infinity itself is not a real number; it cannot be treated in the same fashon. Just as the number is infinietly increasing, it's increasing by an infintly small amount. An example would be this: X = Real # (I.E. 10) Loop X = X + (X * .5) End Loop X will increase an infinite amount, but it will never reach, say, one million, as it is increasing by an infinitely smaller amount. You know, aside from those two debates, I generally tend to agree with you. Before that, I used to think of you as someone who mirrored my ideas\beliefs fairly closely. Then again, if I was right, your stubborn and abrasive when arguing (just like me) so it makes sense that the tiniest difference would spark an explosive argument :lol:
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Tormented Demons - The Excellently Uber Guide!
But that's not all there is to the story - void adds +15% to attack\strength with hally, and piety adds another defence and strength boost, as well as boosting range. I firmly believe it is impossible to pray-switch piety while switching between three different prayers, two different attack styles, and eating\potting frequently. Unless I see a video of this being done consistently and easily, I will assume it is impossible for all but the fastest clickers. What are you talking about? All I need is a uni pouch + scrolls in invo, a house tele, a lantern, my weapons, and a back up brew. All the rest of my invo can be used for prayer potions and super sets. I have FAR more room then you ever will with melee. It's basically your melee invo, minus the brews. Also, while I was typing this: -.- -.- -.- Remind me not to ignore my screen while typing responses :evil: :evil: :evil: Then again, [hide=][/hide] : : : =P~
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Slayer Sucks
I agree with you that the skill certainly doesn't suck, but I'm not sure if your saying my rates are correct or not. If you think they're correct, then I agree with every word of your post; if you don't, then jump in the debate with me and ydraisle :P
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0.999...=1 and why people believe it is false.
The proof is interesting, but I think it's just another way of looking at it. Infinity, essentially a nonreal concept cannot be compared to real numbers on our decimal system; it can easily be said that .999... is infinity increasing but never actually reaching 1. It's the same concept as approaching the event horizon of a black hole; to observers, it goes infinity slowly and will never reach the actual horizon. Basically, yes, it is increasing - but by an infinitely small amount. Your proof represents another way of looking at it, but it isn't accurate to treat infinity as a number when doing comparisons. Essentially, 1/9 and .999... are numbers that cannot be compared in the standard decimal system, as they represent a concept instead of an actual value.
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A look into past updates/Jagex time management.
Just saying that it seems to be on track for a release this year, and I'm curious as to where haloproman got his information that it wouldn't be.
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Tormented Demons - The Excellently Uber Guide!
Except the kill speed isn't faster #-o It isn't the number of things that are annoying, it's how frequently they occur. And you either haven't tried the hally method or are doing it incorrectly, as you should be hovering over your weapons to change. That way you don't have to switch to you inventory every time he switches prayers. That is not true. You will always get hit once, but unless you have very poor mousing skills you will not get hit twice. And you'll get hit once no matter how you do it except in cases of the slow mage attack, where any method gets the prayer in time. Not in the spot I use, the prayer is already left-clicked so a double click activates it and wilds; clicking on the demon brings me right to him. You must be using the wrong location. Soo, you drop the vials and start drinking your next super set? I'm really not understanding you, are you trying to argue that vial-dropping is a huge hassle? If that's the case, it's certainly no more hassle then when using 3 attack methods. I've been stating all along that I was referring to maxed players with unicorns, I thought that was clear. I used it for two trips, and it worked OK, but I prefer the SW spot. You only have to lure one demon at the very beginning, and it's quite obvious which one - no other demons will ever come within close enough range to attack you, and it's a simple two click lure from a spawn a few squares away plus a completely safe area to pick up drops.
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A look into past updates/Jagex time management.
To be honest, I think it is almost impossible to collect hard numerical data on how good the updates are. We just don't know how many man-hours went into an update (the only real measurement), so I would advise using the best possible alternative - I think my employee numbers provide enough information for an enlightening discussion :P
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A look into past updates/Jagex time management.
Um..no. They hired completely new people for FunOrb and now for Mechscape, they're not spreading out the original team to work on three games, it's three completely different teams hired for their respective games. What does that have to do with my records? They are from Jagex Ltd, not from Runescape - Jagex being the company that makes all three of the games. What does that have to do with the company having more CR people then every other aspect of the company combined?
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Tormented Demons - The Excellently Uber Guide!
You are ignoring all of my main points. When praying from a distance, prayer is used around 50% of the time - meaning your getting hit 1/2 as much, so little that a unicorn removes all need for food, and your using 1/2 the prayer potions, meaning far cheaper supplies and reduced time spent banking. Yes, but only half the time - 50% less effort is far, far less. Not nearly as much of a hassle as having to stay on your prayer screen the whole time. It's quite simple to stay at your inventory screen instead of switching back and forth from prayer as you get hit far less, and 3 clicks + very short mousing distance makes it much, much easier to switch weapons then switching from the prayer menu. What does moving a step when darklighting have to do with anything? You don't have to click, it doesn't affect attack time, and it happens once or twice a kill. When my super set runs out, I drink another dose. I don't get what your trying to say. Obviously you arn't getting optimal melee results; I'm talking about maxed unicorners, and your a level 125 with a bunyip. Same here, I tend to be abrasive when debating, but I argue against the statement, not the person.
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A look into past updates/Jagex time management.
No, as we are currently doing nothing whatsoever to affect the game in any way. The only way it could change it is if people read and understand this, then stop whining and complain about CR when they realize how much it's detracting from their gameplay and update potential. All of Jagex. It's slightly outdated (2007), but it proves they are even more spread out by developing 3 games at once. Source please? I'm assuming your either an undercover employee or working on inside information, as the most recent CEO interview available states: This was released recently enough to prove that their schedule would have to be drastically pushed back to not make it by the end of this year, and we've had no evidence that that is the case.
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using operator
Your moving your IP address to a distant location instantly, frequently based in another content. I would say there's a considerable risk of getting banned if they are indeed banning on IP like they say. Unless you enjoy getting thousands of spam messages per day, posting your email on a public forum is one of the dumbest email-related things you could possibly do.
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Slayer Sucks
No, the reason is because the numbers are useless without the background built up in the earlier posts. It's the same reason your rates aren't helpful at the moment; simply giving a number with no information on how it was obtained prevents comparison. 1/120 vs. 1/130 isn't a huge difference, but it's the number we agreed upon earlier, and closer to what I believe is the real number (1/140). Switching to zammy mages indeed boosts KC by a small amount, but reduces XP from the lower HP; just because you CLAIM you can get 90k XP\h on a very low HP spread-out monster doesn't make it so. Add it to the list of things we compare. Oh, and as for prices, back when this thread was posted they were worth far more then that, and back when slayer came out whips were several dozen million. You can't say "my numbers are correct because they used to be". And what makes your rates more reliable then queltars and mine? What proof do you have YOUR not skewing your results for the sake of argument? it most certainly didn't. Go back and read the posts, I CONCLUSIVELY proved it shortly before you left. You get 1 extra atack level in exchange for a big defence, HP, and strength cut; delay to where your strength level drops below the amount subtracted, and you'll end up far overbalancing the bonus with a strength drop - and it's only able to be used on a few very low level monsters where strength matters much, much more then attack boosts. Excuse me? You specifically stated you completely made up your numbers for the first 40 pages. So no, you aren't allowed to reference them. See above replies for your 300 rate. I based my response off of knowing it was, and it was quite obvious. Stop avoiding the issue and respond to the post :roll: They were proven correct by me before, go back and refresh your memory. Don't bother, you've still refused to release many essential details. It's utterly impossible for us to test the rates for every single slayer task in depth slaying side by side in the next 3 days, especially considering I'll be gone most of the weekend. Nah, I hate dark beasts. And I got twice as many whips as you (and 3 heads) before I even hit 85, which I leveled using a couple of my WGS lamps \
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Items Kept on death, and other odds and ends.
Not at all. Not only has hemen specifically said he has no clue how to fix it (viewtopic.php?f=66&t=791116&p=6593814#p6593726): "I don't got a solution", any of the proposed solutions would have drastic repercussions that would affect far more then a few people who forgot to check their "items kept upon death" chart. I'm afraid it's not obvious to the rest of us, as no one here has posted it or demonstrated an understanding besides you. All sarcasm aside, I would appreciate it if you would tell us what you believe the solution is, as I for one (as well as the OP) am not getting it. To be honest, I don't think there is a system that would prove flexible enough to replace our current one, but just because I haven't thought of it certainly doesn't mean there isn't one.