Everything posted by hohto
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People playing Runescape, but not enjoying it
When I personally maxed out, my point was not to enjoy from every single step. Until certain point I liked skilling. I for example had nothing against farming or slayer just to mention few skills. I did them because I liked them. At one point I started to realize that I could get maxed. Because of this I did some things I didn't exactly enjoy, such as hunter, but it was in order to reach a goal that gave me the pleasure. I'd personally compare it to real life cooking: I don't enjoy the cooking itself, but the results are the things why I do it. For some people a good meal can give the pleasure, for some the cooking part is too much and they decide to use the microwave or for some the mom cooks good meatballs. It's about choices, someone is ready to "suffer" while cooking and some are fine with not-so-good ending.
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RIP OLD SCHOOL
Out of curiosity but how can someone who started in 2004 complain anything like "rip old school"? In my opinion that would stand for "rs2 product" instead of "old school".
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Dragon Plate vs Bandos Plate
On dragon plate I agree, for pure defensive stats barrows offer similar stats and if you don't plan to be in combat for thousands of hours, they're cheaper too. However for the torso vs bandos argument I disagree with. Getting a torso is currently around 6-8 hours and making around a mil per hour isn't too hard. This means that if I now pay 25m for my bandos body, I can sell it for 20m later on and still have more money. Not to mention the body saves food while training or killing bosses, which might be the difference between a succesfull boss monster trip and a free teleport to Lumby/Fally/wherever you spawn. I personally see only 1 reason to have a fighter torso: you're a zerker pure. For others I wouldn't suggest it.
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~|~200Mil Strength Xp~|~
:o mad
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Loyalty, Dedication, and Survival
I'd personally rather rely on things that create loyalty and dedication than just stare at them. Of course dedication and loyalty are important, but I'd see them as hypernyms for other elements. They need things around or under them in order to be realistic factors: same way as an engine moves a car, the engine must have good components to be able to work in the first place. I'm giving a brief list and explanations here as I can't be bothered to write too many thousands words per day and I know majority in the clan world are more or less lazy readers. Knowing your place: Every clan must have a realistic knowledge of their current situation. If they don't have it, they are doomed to suffer. Without knowing the limitations your clan has due internal and external factors, achieving something new is painful. At least I've seen far too many times of clans thinking to be more than they are and failing due it. Same time I've seen clans losing their momentum purely due the fact that the leadership doesn't have a clue where do they stand and because of that miss the opportunity. Having a vision: A clan must have a goal and a path to walk in order to get people to work together. It can anything from "gaining pixels" to "being #1". The vision must be something that can actually be reached and that people can take seriously. Some people/clans call it a goal, but the name or word itself isn't important. The point is to have the idea where the clan is aiming for and what does it want to be. Strategy: In order to reach the vision, goal or whatever you want to call it, you need a strategy to reach it. This is the thing that separates an actual vision from daydreaming: a daydreamer only sees the ending, not the path. If you've ever traveled anywhere alone, you can think it like this: if you have a real vision, you can plan the route, set a schedule and think of alternatives. If you're a day dreamer, you just think how great it would be in the end and forget that you still have to get there. The strategies can vary depending on your vision, available resources and such, but the main thing is to have something to base your vision on. When we combine these things, we know a clan that knows where it is currently at he moment, it has a thing to aim for and it has planned the way to get there. This means that the clan has a path to walk and it is going forwards with steady steps. It might sound simple, but from my own experiences I'd say that the reality doesn't always match to this "theory". I've seen and I've said that certain clans have used methods (=strategy) that don't match to their goal (=vision). A perfect example would be a clan (This kind of cases have been there but I won't bother naming them here as I want to avoid controversy from the clans' side) that claims it wants to be at the top but that just keeps doing the same way from month to month without having any clear way of reaching that goal. However success isn't always equal for having these three things, it also requires more. Here are some of the things that in my opinion matter. We could always add in more or possibly change/take some away depending on your way to see things. We also can't forget that the priority and points depend really on the stage of the clan: a clan that was founded an hour ago can't be a carbon paper copy of a clan that can pull 100+ people for a day prep and has managed to modify its organisation (as the clan structure, not only asthe organisation at the battlefield) because of the long history. Ability to change: As the environment changes (clans die or born, people quit or become inactive, game gets updates, etc...) your clan has to change too. If you want to be something in 2010, you can't rely on methods from 2008. The difference between a good leadership and just a leadership relies on here. A good leader(ship) is someone/thing that can adapt to the changes and if needed, modify the strategy to match today's needs. From members' point of view a stagnating clan is something that doesn't encourage to dedication. I'd also like to say from my own experience that a good leader is someone who can admit that he has made a mistake, instead of trying to hide it and try to get a scapegoat. Note that the scapegoat can be an event (such as "we are now doing badly because of clan X did this or that") or a person. People resources: Of course in order to have a proper vision, strategy or the ability to change, you need the people to do the things. A clan is in the end more than just the sum of the members. The thing I've been thinking (my thinking is based more on companies than on clans, but due less regulations it works even better to clans) is the question wether it should be the members (or employees) that change depending on the strategy or visa versa. Of course it's impossible to give an exact answer that fits to every situation, but there are things I'd like to bring up. Lets think of the clan's backbone, the key figures (not always ranked people) for example. Driving them away either intentionally or unintentionally can hurt you more than getting rid of few "less valuable" members. It might sound harsh, but it's a cruel fact that certain clans have members who are more than just members. External changes: Certain things that change around your clan can affect to your clan, even if they don't directly hit it. Lets say that one clan dies for example. This means that there are more new recruits that know each other, meaning majority of them might go to the same clan. This happened to VR for example when DI died. Naturally this affected to the environment where EoS, TT, RSD and others fought, even though it didn't directly take away or give them a load of members. If a clanleadership can predict the changes in external factors and thus increase the chances to adjust external changes into their benefit, they're in a strong position. Basically my point is that in order to do well, you need to have the right puzzle pieces in your hands and you must be able to keep the Hoover away from them. There are multiple important tasks in a succesful clan and in my opinion no clan can survive with a hierarchy where one person has all the strings in his/her hands. A clan needs strenghts to all sides (right people to HR section, good callers, operational and strategical side knowledge, etc) and it has to understand the fact that external factors affect to it too. From these points rise the dedication and loyalty. In order to keep people motivated you have to offer them what they want: proper action and in most cases (however for some individuals not) a good community. In other words you must be able to offer a clan that can offer right event things to people inside and you must be able to offer them friendship. Otherwise they will get bored and either go for other clans or become inactive. I also don't believe in being loyal or dedicated members who aren't satisfied: it's impossible for me to believe that someone stays active on things that aren't mandatory (=you can always leave the clan when you want) and he doesn't like.
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CR vs Exo
Respect to CR. Love your clan and especially some members :o
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The Most Uncommon Untrimmed Skillcape
Larryr - currently ranked 2nd in RC. Only one skill over 90 Cold Steele - Currently ranked 14th in RC. Same as with Larryr There's already 2 people on front page who (could) have an untrimmed rc cape. I'd be more than highly surprised if that was rarer than slayer and summoning.
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Dragon Plate vs Bandos Plate
If you're inefficent and just let the npc to repair your barrows body, it is 90k per. By getting assistance or using your own 99 smith you can split it to almost 50%. the 100% -> broken takes roughly 15 hours according to tip.it guide. With the 12,5m gp difference between dragon plate and torag body you should be in combat for over 2000 hours to get to the same. If you are lvl 99 smithing, you can make it to roughly 4k hours. That means that if you don't plan to do solid combat for 167 days non stop, torag body is cheaper purely on price AND it saves your food due the better defense stats. No matter do you value defensive or offensive stats, the only real reason for using a dplate are purely mental reasons: it might look good or give you some other mental satisfaction. Based on efficiency it is worthless.
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What computer do you play runescape on?
My right wrist has already gone through a major operation (half a metre of metal inside yo) and if I manage to keep my vision until I'm 30, I've survived longer than any of my close relatives. Do I really have anything to lose or can I keep up with my lame setup that has served me for several years without problems?
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The Most Uncommon Untrimmed Skillcape
http://services.runescape.com/m=hiscore/hiscorepersonal.ws?user1=Ichbin3 Ranked 14th in farming. Wasn't too hard. Should I find more? Sure! http://services.runescape.com/m=hiscore/hiscorepersonal.ws?user1=Yptee rank 91 in farming http://services.runescape.com/m=hiscore/hiscorepersonal.ws?user1=Martin%A0Danio rank 98 in farming 3% of top 100 farmers have an untrimmed cape. 6907 people have 99 farming at the moment and if the chances are that 3% have untrimmed, there's oer 200 untrimmed farming capes. Not too common, but for a fact not too impossible either. Plus there's people like: http://services.runescape.com/m=hiscore/hiscorepersonal.ws?user1=Mousehound 99 farm, wc and fletch, 48m farm xp. Sure he needed that Wc and fletch for it. http://services.runescape.com/m=hiscore/hiscorepersonal.ws?user1=Huckfin7 99 cooking, 57m farm xp. Of course the cooking was the deciding factor. http://services.runescape.com/m=hiscore/hiscorepersonal.ws?user1=von%A0Vobla 38m farming and 99 cooking. There's plenty of that kind of chars too. The point is that if something isn't directly linked into something else (like slay and sum are linked to combat skills), it is far from being even too hard to get without other 99s.
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Dragon Plate vs Bandos Plate
Torag has higher defensive stats in everything except in magic: they both have the same in that. If I wanted a defensive piece of armour, I'd never even think of the dplate: torag platebody has better stats and it's under 600k in ge. For that price difference you can fix it quite a few times before it becomes more expensive.
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Skillers
Here's my two cents... Of course there are things that are harder to do at lvl 3 than at lvl 138. One is runecrafting for example: you can't boost your training by running through ZMI as efficently as someone with magic and defence, you can't just summon your Tony Tiger and run quickly to the nature altar and so on. Same applies to mining and many other skills too. However the reason why they are harder are due one major thing: your own choice. In my opinion it's your own personal problem if you want to limit your gameplay. Sure, you might do it just because it's harder, but in the end it's harder because you've chosen it to be that. As it's your own personal choice to make it harder, I don't see how someone else should show some extra respect. Certain things can be impressive when they've done few times, but in the end it's similar to making a fire with sticks instead of a lighter: it's cool that you can do it and it can impress people, but it's just plain stupid to light your sauna with that method. It might give you some pleasure that you've managed to warm up the sauna that way, but for majority of the people the main aspect to light the fire is to warm up the sauna, not to make it with some akward method. Anyways, it seems to me that vast majority of the lvl 3 "skillers" are just attention seekers. I don't personally see how lvl 99 fish, fletch, cook, wc or hunt for example would be a lot harder to get on a lvl 3 than on a lvl 30, 60 or 138. In them the combat plays virtually no role at all and in the end you don't need so much money. Not to mention that you can make a load of money without any combat skills. All in all, it's our own choice to be inefficent and make things harder. Because of that, I don't give any extra respect to many pure skillers. Of course cool people are cool people and some things are impressive when done the first time, but... Well read up if you missed the point.
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Dragon Claws to 55%?
55% would ruin claws to be honest. During pkin you just don't spec, wait 30 secs and spec again. The idea is to deal a maximum number of damage before the victim gets to eat. If the claws get nerfed to 55%, dds becomes more efficent due the fact that it has more ko power. I'd also like to remind you that the spec restore doesn't work in pvp/bh worls and even if it did, the potting break would just give the victim time to pray and heal, thus making it useless to pot. When compared to MSB, it still was the best thing to use for ranged training and pkin after the nerf. It didn't lose its reason, it just lost its ko power. However claws live from their specs, for other uses they are more or less useless. For using as a main melee weapon they are far too slow, weak and inaccurate when compared to their price, 2 hand status and level requirement. There's a reason why you don't see people training with claws but you see people pkin and randomly monster hunting with them.
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The Problem For Skillers
When a person sees someone else in RS, he doesn't see how the other player has 200m xp in cooking or 1 billion total xp. He sees the gear the other one is wearing and the combat level. If you've just got past some of the mental barriers (i.e. 100 combat for some, gs for others, etc) you easily want to brag about it. For many kids the only way to make themselves look better is to put someone else below them and of course they can only pick on people who don't have enything visible to prove what they have.
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Question: Least-Admirable Skill Cape
Depends on cases. In my eyes it can also be a sign of inefficiency. Lets say you catch monkfish with an average speed of 300 fish (45k xp) per hour. This means that from lvl 80 to 99 you have to catch (13034431-1986068)/120 = 92,070 fish. At 300/h this takes you roughly 305 hours and you'd have materials for 160*73656 = 11,784,960 cooking xp, in other words you'd be at least really close to 99. By 200k cook xp/h (1250 fish) it will take you roughly 60 hours to cook them. In other words you've worked for 305+60 = 365 hours. Lets say you burn 1k fish between 80 and 90 (3360k xp to do) before you stop burning. This means that in the end you have roughly 91k cooked monkfish which equals for 44,3m in ge with today's mid price. Now lets say you do barbarian rod fishing at average at 55k/fish xp per hour. In order to get from lvl 80 to 99, you waste roughly 200 hours here. This means you have 105 hours to earn the money for cooking. Lets say you do one nature rune trip per minute with graahk and craft 43 ess (not including the largest pouch) per run. I haven't counted in the time used for fixing pouches: in the end we'd also get extra nats per ess. 105 hours = 6300 minutes = 6300 runs to altar. Notice that you'd get to lvl 75 during this, which would allow you to use the largest pouch and make it even faster. From lvl 50 to lvl 75 you'd need to craft (1210421-101333)/9 = 123,232 essences. That means 2865 runs, leaving you 6300-2865=3435 runs with a large pouch. For efficiency reasons I'd leave the 2nd smallest pouch out and get 3+9+12+25=49 essences per run. from lvl 50 to 75: 2865*43 = 123 195 nature runes from lvl 75 to the end of time cap = 49*3435 = 168 315 nature runes total = 291 510 nature runes = 2 623 590 rc xp. pure ess today = 124gp mid nature rune today = 260gp mid profit = 291510 * (260-124) = 39,64m profit ending lvl = 83 So in other words you'd sacrifice roughly 8m profits (remember lossings from buying raw and selling cooked) for 2,6m rc xp. You'd be 105 hours closer to double nature runes and 105 hours closer to a new 99. Which method is more efficient? If your goal is to get 99 in everything, you definitely avoid being a DIY player OR you will have a lot longer path to walk. Not to mention that if we look cooking for example... From lvl 74 (not burning lobs) to lvl 99 you need a bit under 99,5k lobsters. With today's mid prices that means you'd lose 6,56 million gp and at 1250 fish per hour it would take you roughly 80 hours. If you make 500k/h (which doesn't require too much work) you'd spend roughly 93 hours on getting the money and cooking the fish. Just compare it to those rc calculations and you should notice something: in 105 hours you went from lvl 50 rc to lvl 83 and in 12 hours shorter period you went from lvl 74 cooking to lvl 99 cooking without gp losses. OR if we compare that fish+cook combo you suggested. We've already counted the 365 hours for the whole packet. Lets compare it to rc: - from lvl 50 to 75 it took us 2865 minutes, aka 47 hours 45 minutes. - As we only care about xp, we decide to go to ZMI and start hoarding 40k xp per hour. - From lvl 75 to lvl 99 there's 13034431-1210421 = 11,824,010xp - At the rate of 40k/h it takes us roughly 295 hours. Timewise they are quite equal, however fish+cook gives 2 skills whereas these calculations give only 1. HOWEVER clickwise the things aren't this simple. from lvl 50 to lvl 75 doing those natures like we originally calculated - 2865*3 = 8595 clicks used to put things into your pouches. - 2865 times you right click your graahk and 2865 click teleport = 5730 clicks - 2865*2 = 5730 times you press "use quickly" at the bank (once to fill pouches, 2nd time to fill inventory) - 2865*2 = 5730 you close the bank - 2865*2 = 5730 times you withdraw items - 2865*2 = 5730 times you click the nature altar (once to craft from your inv, once from emptying pouches. - 2865*3 = 8595 times you withdraw things from your pouches - 2865 tmes you click the mystical ruins to get in. - 2865 times you teleport away. = over 51k clicks just on those. Add in running from telespot to altar and from other telespot to bank, changing tele gear, etc and you get quite a few clicks. Then fish+cook combination using monks. - Lets say it takes you 1,5 clicks to get from fish spot to bank. Sometimes it takes 2 clicks if the other spot is far away, sometimes it's one click. As you have 27 empty inventory slots, you have to do 92k/27*1.5 clicks, equaling for roughly 5110. - You have to click 92k/27 = 3400 times to fish after banking. - If your spot changes location 5 times per inventory, you have to click 5*3400=17k times - Cooking takes you 92k/28 = 3285 clicks to open bank, another 3285 to deposit fish, 3285 to take new ones and 3285 to close the bank. - 3285 times you click a lobster and then a fire. 3285 Times you press "cook all". = A bit over 45k clicks. In other words during fish and cook you click roughly 124 times per hour to achieve a double 99. During lvl 50-75 rc you click almost 1070 times per hour. I'd also like to remind you that during fish+cook you don't have to pay almost any attention: your speed doesn't drop a lot if you talk in cc/irc/game or write this kind of things while skilling. However during RC your speed does drop: when your click rate is that high, it starts to matter if every click delays by a second for example. edit: I know there's a huge change of some calculation mistakes or over/under estimations, but the point is to show the idea instead of get exact figures.
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Question: Least-Admirable Skill Cape
Making things harder by your own choices isn't in my opinion a factor to choose wether a skill is hard or not. In my opinion that's comparable to saying that lighting a cigarette is hard because you had to find right kind of stones or wood pieces and work hard to create fire. Your way of doing it is hard, but there's an easier alternative that requires minimal or no investments at all. In other words the skill itself isn't too bad if you do it on the basic way, but there is always the harder path to choose too. If we start to count in methods that make the skill artificially harder, we are soon in a situation where every skill is nearly impossible to get to 99. I'd say you're wrong. Unless you use methods that are ridicilous, you won't be losing too much money on it. Timewise it is, even at worst, relatively fast still. Does it require attention? In most cases not. For me, after 23,5m mage xp on my main and 7,8m on my nub, I'd say magic is an average skill. It isn't anything comparable to cooking, fletching or such, but it definitely is nothing compared to RC, agi or slayer for example. On an average, 99 magic can be gotten without a huge bank, years of playing or billions of clicks. You have alternatives to it depending on your wealth and activity levels and even at worst sane ways it doesn't cost, take or require too much. I'd rate the following skills harder: slayer = Even if you had money to spend and had trained some skills beforehand, it would still be dirty slow. RC = Mentally the hardest: not too much variety and a lot of clicks. The speed doesn't help at all. Construction = Cost factors make it really slow for Annie Average. Prayer = Same words. Summoning = Same words, except you also need other skills to train it properly. Agility = Repetitive and even at tops it's rather slow, at least when compared to magic. Herblore = Feel like wasting 200m? Smithing = If you want to waste X amount of time and Y amount of gp in this and magic, you will end up having higher smithing than magic. Hunter = Competition for spots and constant attention requirement... Of course magic is easier than fishing, woodcutting, fletching and cooking for example, but it has a really long way to go to the "top" on this competition.
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Learning a New Language.
Their education system is good enough, if you could write that, you can order the right thing. I'd rather choose some other country too, there are cheaper pizzas around. Anyways as basically trilingual (English is my 3rd language) I'd have the following to say: * First study the grammar and basic ideas behind the languages: without understanding the logic you will have really hard times learning the languages. * Get into touch with the "living" language. Read forums, magazines or anything you can. This way you will learn more and more new words and the grammar will turn from a random gibberish into an automatic thing. No one gives a damn if you don't understand every word as long as you get the idea: eventually you will find a word to match for the unknown ones: they can be picked up from the context. * USE, USE and USE the language. Post to forums, talk to people in Ventrilo/Skype, get irc or find other ways to talk the language. Also from my own experience I'd advise you to SPEAK the language as soon as possible. With english I'm personally suffering from this: my pronouncing doesn't really match my writing and when you're at my age and stage, it ain't easy to fix it. Anyways, the most important thing is motivation and will. If you don't want it, you won't learn it.
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POLL: What were your thoughts on the Bonus XP Weekend?
By setting a some kind of sane xp gap, I hardly doubt it. If we say that the extra xp gap is qp*st [qp = quest points, st = skill total) for example, it wouldn't require too much nolifing if it lasted for 72 hours like this one. Currently with the max overall and qp, that would equal to 712,8k extra xp. Also for newer players there could be a set minimum xp limit, for example at least 200k extra xp even for those who have zero qp and minimum overall. That way it wouldn't shake the markets too badly (as no one would need ridicilous amounts of 2nds or herb materials), wouldn't encourage to do nothing else during the weekend and we could avoid seeing ridicilous amounts of xp during a minimal period of time. In my opinion bonus xp's should be what they called: BONUS xp, not a way to get from lvl 80 to 20m total xp in 2 days and save hundreds of millions of gp. By basing the limit to quest points and skill total it would benefit mainly those who have put effort into allrounded gameplay instead of overtraining melees for example (and getting charms for 50m+ xp).
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Question: Least-Admirable Skill Cape
They aren't needed, but still are used to look good. What then looks good? In most cases the items worn aren't exactly the coolest things, they are status symbols. Usually the gear is build up to match your prime item, whatever it really is. Lets take an example. It wouldn't be the first time people ask me why am I cutting wood without gear or not wearing a skill cape while hunting. In fact those examples are under 5 days old. For me they show that people already take admirable things as a habit. Of course there's not a single group that agrees completely on things. That's the point of this debate forum and that made me to reply. However in my opinion it proves enough that the blogscape has 3rd most replies on these forums, right after General section and off topic. Sold my car when I moved to my current apartment ;) Kinda true. I admire hard work and in my opinion certain capes don't require that as much as certain other items. However in that case it doesn't mean I would go like "OOOH WAWAWUA" when I see someone with a slayer helmet.
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The Rising defeats Divine Kings.
Should I add notes about our history... - On sunday you had 2 out of those 12 names of the pic (Soul Cali and Logan4) teaming against us. Same with Drilling for example. Does their crashing status depend on the team they are siding, as in other words they are crashers when they are against you and "ac" or "team" when they're with you? - You have never respected 1 vs 1 things. You have crashed countless of our fights and along the other clans against us. When you show zero respect, you get zero respect back. Should I remember how you crashed us and TRWF, then teamed with TRWF against us? Or should I go to one of those multiple other fights we've had and you've crashed? I find it funny that you are now complaining. - On the first round DG was there helping you. Should the topic title be changed to include them too? - On sunday 2 vs 1 was ok when you had Blasphemy with you. That, or multiple members from other clans didn't seem to bother you at all during the fight, nor from posting. Or what about your pictures from the sunday fight? http://img52.imageshack.us/img52/7495/jamesbrownirc.jpg ^Just read what Kwazy said. You provocate other clans at forums and complain when they retaliate. Nevertheless, great job TR.
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POLL: What were your thoughts on the Bonus XP Weekend?
In my opinion the idea of a special weekend was good BUT should be balanced better for the future: * It gave far too value to buyables. It didn't just make people to save money and time, but also made them ridicilously fast. In my opinion there's a problem if one weekend is enough to get over 50 million summoning xp, for under 50% cost of course. Not to mention 40m herblore or others. Sure, people wasted money BUT the affecting factors bigger. They saved over 50% of the hours that are required to make the money and in summoning, charms too. In other words the save came from preparations. * I find it stupid that things that already gave bonus didn't get any multipliers. In my opinion this is comparable to collecting charms before hand: it means that those who have their altars, have ground their bones, worked for SC points or such get the maximum benefits. But as there's no multiplier, you get punished for the work: people who worked for their SC hammers for example would get zero benefits from the xp date if they were to train smith or con. * For people who trained non-buyables, they saved roughly 10 hours after training for 10 hours. If a miner mined for 10 hours, it equals to 20 normal hours. However if you did potions for 10 hours, he saved 10 hours AND money. If he did for example 10k potions in that time and lost 2k per, he would have saved 20 million gp. By earning 1m per hour (that requires some skills) he ended up saving 30 hours. Fair for the miner? In my opinion not. I'd personally liketo see special weekends/days/hours in the future but with this kind of upgrades: * Either limit the maximum xp to something sane (3-4m per skill or so wouldn't be too bad) or limit the skill choices. I personally wouldn't mind at all if skills that can't be boosted through stealing creation wouldn't get any multipliers. * Give the specials as surprises. Now the fact that it was announced beforehand caused problems: summoning 2nds for example became unbuyable and other prices were affected too. If it had become as a surprise, the markets wouldn't have reacted as strongly as they did. * Make the multiplier a stable thing. By making it 2x for the whole time would equal for more balaned training: now people were "forced" to do summoning for the first hours, meaning banks and Piscatoris obelisk were laggy and busy. If people could have trained slayer for example during the busiest 4 hours, it would have saved a lot of nerves. All in all, needs fixing but not a bad thing at all.
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Question: Least-Admirable Skill Cape
This in my opinion is a bit naive and idealistic. If there's over 10 people playing the same multiplayer game, it's a cruel fact that at least on some level it turns into a competition, intented or unintended. It's not a surprise that people wanted skill capes, get interested in wearable rares for other than purely merchanting reasons, overtrain skills lunatically, wear costumes and post levels, kills or drops. Being admired is a funny thing for many people and it can be seen at their behaviour: * Player wears expensive gear while skilling, even though they give zero or even negative bonuses. Why? Because it's fun do it? I doubt it. * People skill with santas, masks, phats and bunny ears on. Do they really boost your herblore for example or do you have other reasons? * We tend to post big levels here and add in fancy sigs saying we're "99 in XXY". If you're proud of what you're done, isn't that enough or do you have to make sure that everyone else sees it too? All that reminds me of the jealousy of neightbours after one gets a new and pretty car. The other one has to get a new one too or at least cause some scratches to ther other's car during the night. On topic, I'd say once again that fletch and cook are the ones that get less admiration from me than a slayer helmet.
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Why Runescape needs instanced bosses.
This is how I personally see it... One of the main problem with GW for example is the fact that there's only a handful of lootshare worlds. If you want to duo Bandos for example, you have to either be lucky or work during the times when there's not too many people online. If you're from USA, though luck. During the prime times (20-24 gmt or so) the LS worlds are basically always full. This means that you either need to be able to crash some other team or have a team that is strong enough to survive with the crashers. The problem is the fact that by the years more and more people have become stronger (extremes, gaining summoning levels, getting enough wealth to buy the best gear), meaning there's more people able to do the bosses. Same time the number of LS worlds has been around the current. In other words there's more people "able" to use the worlds but not more worlds to handle this growth. In my opinion there's 2 alternatives to fix this problem. The easier one is to increase the LS worlds by a huge number. I wouldn't personally mind at all if we had even up to 20 LS worlds more. Why? Because it would divide the LS users into a larger range of worlds, meaning more opportunities to have a clean trip. Another method, which doesn't rule out the first one by the way, would be to give an alternative or few to the current bosses. In my opinion this wouldn't work alone though: we can't just give out bosses that are worth killing AND worth getting to. So far the old bosses have become unattractive (KBD being the prime example) or the new ones require so much effort to get to (tormented demonds) that they take only a few boss hunters away from the other methods. I'd personally love to see a larger variety of different kinds of bosses and a lot more LS worlds. I'd happily see more "tormenteddemonds" and "Bandos gw" kind of monsters: both those that have high mandatory reqs and those that are somewhat easily reached. With reasonable drops these wouldn't make the existing ones easier, but would drag people away from them. This would equal for for more reliable monster hunting and not a total collapse or prices. The problem would be to adjust the drops properly: if they were too strong (i.e. new weapons or armours), it would just mean even faster moster hunting. If they were too valuble, it would just mean that the "flood of players" would go from current places to the new ones, causing the "kbd syndrome". One possibility could be to link the drops to skills: ability to get brawlers or powerful skill items such as more powerful harpoons wouldn't bother me. That would link monster hunting into skilling even more, which in my opinion is part of holistic gameplay. Also pvp items wouldn't in my opinion be an impossible thing to think about.
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Zerker
From my own experience, I'd suggest you to do EVERY guest that gives melee or prayer xp. Why? Because even if they weren't needed YET, they could be helpful in the future. I personally use(d) this list of quest xp's http://www.global-rs.com/guides/misc/questexp I personally have 255 qp on my nub because of this. If something CAN help me in future and doing that now doesn't limit my choices, I see no reason not to do it. Even if it takes me two hours longer to get some pray xp from a quest instead of bones, in my opinion it's worth it in a long run.
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Shattered Heart Discussion
Same. Without that, this would be rather useless update, something comparable to "skillers' champion scrolls". Oh well, guess I still have to keep getting mine...