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hohto

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Everything posted by hohto

  1. There's 2 things that surprised me: * Prayer = It's the only one that requires a lot of money and is ranked in top 10. Ok, it is visible for everyone (in form of combat level) without the need to wear a cape and it might help in some activities, but still. Would have expected it to be rarer than hunter for example. * Thieving = Gets a bit of profit, doesn't require virtually any money to start and is really fast, infact has 2 really fast ways to level it. Still it is rarer than over 50% of the capes. Anyways the trends are clear: the rarest ones are those that are either ultimately slow (RC&Slay) or the ones that require a large cash pile. The most common ones are either dirty easy&cheap (fletch and cook) or basic combat skills. And yea Xxxgod has a point, even though I don't really agree with complaining. Mining just got a lot easier and in a year it most likely will be between the places 10 and 15.
  2. Summoning was released on jan 15th, the trade limit was fully removed on jan 2nd. Of course you're right on the 3 month period - basically before the update at the end of march familiars such as bunyips were more or less waste of time as they lasted for so short period of time. I also didn't mean the drop was first caused by this, I agree with your "dumping theory" as the reason for crash. My idea was to say that the demand of fish was first hit by the dropping prices and summoning didn't definitely at least increase the demand few months later. In other words summoning didn't cause a crash but it made it last longer and even still today affects to the demand.
  3. In your first sentence you stated that it would be unfair due the "70 vs 138" thing. Now you're calculating with 2k players. Would these 2k players (on notice: atm only +1 worlds have over 1k players on them) be separated somehow through combat and still play with the same money? Would this "level 70 pure" pay X amount of gp, "lvl 138" Y and together they'd go to pool Z? If so, how is it fair that low levels who obviously (especially in p2p) benefit from high level players have basically the same chances to win? How does the "risked" amount of gp correlate with the chances to win something big? If the chances to win don't depend on risk, it's just helping people who haven't worked to get levels and expensive gear. If they do, this is just a slap to the face of pures. If the people fight in different categories (say, lvl 50 to 70 group, etc. A bit like the old BH crater) and from their own "loot poles", it just means that you won't get 2k people there to create this pool, it gets easier to abuse and so on. I'd also like to ask how is this a lottery and how would it work in a world with 1k people (I see that as more realistic than 2k) for example? Would you need to be at "top *Add a number here* in order to be at the gambling section? If so, how would it be divided? What exactly is counted to the amount of "donated wealth"? If it's just pure gp donated to a box, why would people invest more than minimum if it doesn't increase the chances to win? Why would I for example invest 100m to a pool of 10m if I could only invest 100k for example and still have the same profit margin? If it does, how can this be fair (I believe you used the words "unevenly balanced") for people with less money? They wouldn't only suffer from not having the great weapons, but also from smaller chances to win the pot. Lets compare these. First of all this has higher bounds in gear when it comes to pvp: if you don't risk losing A LOT, you have less limitations on gear. Secondly, what else does it do to liberalize the pvp worlds? I'm drinking absinthe at the moment so that could affect to my thinking, but at least I can't give any real ways how it would have less restrictions or bounds and still be somewhat fair and work in reality. Without the risks and with a lottery system, I don't believe a lot of food, potions or such would be dragged out of the game. Why would a person with d claws for example waste a lot of gp on setting up inventories when their only motive is to get a quick ko? You can see this in the current bh+1 worlds: people use as minimal setup as possible (many even don't risk enough to get a loot with the current system) and pray for lucky hits. Or even better, why would people without claws or godswords use a proper inventory, when their chances to be at the very top are really slim? Just a while ago you said this would reduce boundaries and restrictions. Now you're suggesting to add in gear limits. I see two things that don't match: that actually is a bigger limitation than the current system, instead of breaking boundaries it would add in even more. Lets not concentrate on that flaw anyways, it isn't the point here. The point is that if you try to divide people into gear groups and still let them benefit from the same price pool, you encourage people not to invest anything on expensive gear. Why would I for example buy an AGS, master wand and some sigil shield for this if it limits my chances to benefit from them: I'd be fighting people with similar gear and thus lose the point of my investment. I could aswell fight people in a category where the gear doesn't limit the money I could use for merchanting, buying skills or such. If the gear groups had different price pools, where would you get the real pots for expensive item groups, especially when the level limitations are there too? The more you add in level and gear restrictions, the more biased it comes. It reduces the chances to benefit from your own doing (i.e. trained skills, wealth, etc) and causes problems with the price pools. The "not knowing" can't be the only reason, in my opinion not even the main reason. It has been there for a long time, it isn't hidden anyways and still it hasn't "leaked out". Meanwhile many "secrets" have been leaked out. It would make no sense at all if dueling was only looked down because it isn't known about. The fact is that there's not enough people to risk so much in it that it becomes worth it. I just had a quick look at RSC, due the fact that Tip.IT clan section is more or less of a joke. I opened 10 newest posts and here's the summary: * 1st fight = In wildy, nowhere close of getting 100 members together, yet alone to one clan. * 2nd fight = Same * 3rd fight = CWA, both totally unknown groups for me and I've been in the clan scene for years. * 4th fight = Same as 3rd. * 5th fight = Same as 1nd and 2nd. * 6th fight = Same as above * 7th fight = Same as 3rd * 8-10th fight = Same as 1st If you look at that list (my own experiences say the same), CWA is mainly used by clans that are "nothing", for practice or random "fun" events, same way as pk clans randomly go to fishing trawlers, castler wars or so. Clans don't boycot clan wars because it would limit their strenght: it infact doesn't in many cases, vast majority of the pk clans can't pull over 100 people. I also don't believe in the limited area: most pk clans even set rules to limit the CWA field on certain maps. If we look at CWA from clans' point of view, it offers many benefits. Those fights won't be crashed. You can set the rules to limit combat styles based on rules. You can benefit from FoG items, RC staves, corrupted items or so in f2p, in p2p the advantages are even higher. Yet a vast majority of the serious clans don't use it: it doesn't offer same kind of excitment as wildy, the wins are decided on other things (examples. Matched opts fight = few inexperienced individuals cost the win. Full outs = get outpulled and you're done) than in wildy, generally seen as more unfair ways. Lets take a look at wildy. First of all, it gives more reasons to stay loyal to your clan: you have to sacrifice something else too than just time. It opends more stratefies (proper sniping, outlasting, indimitation, etc) to win the fight. It has an interclan aspect in the form of anticrashers. It gives the chance to feel excitment through loot and gives you an actual reason to actually do the most damage to the piled person. It opens the doors for unexpected pk run ins, clusters and it doesn't require a long preparation to get a decent number of options. I'm definitely not alone with my points. If you go to look at any seriously taken top list, every single top 15 clan does a huge majority of their fights in wildy, yet only a handful of these could pull over the limit of 100 people without at least a few day prep and fitting timezones. I already asked about this, somehow managed to miss the part. Anyways please refer a bit up to find my opinion on the case :P Anyways. If your own investment increases your chances to win the jackpot, what kind of purpose would wins have? How would I benefit from investing 100m to a 10m pool? If your investment increases the chances a lot, it kills the real point of player versus player combats: in a long run only the rich would benefit. If it had only minor chances, why would people invest more than minimum? If I only wanted to risk my money and get excitement, I could aswell invest my money in masses to random things through GE. Lets make this clear. Which parts are you now trying to fix? Your writing reminds me of the duel arena but the topic itself is more concentrated on pvp&bh worlds. If you try to fix duel arean, I'd personally agree that it could go through major chances. However I don't see how would this differ from it, seeing that this would just turn it into more limited (level&gear groups) version on certain aspects and increase the total capacity of a minigame (you were refering to 2k people) that by the looks of it would infact require a cut down in the capacity. If it is pvp&bh, I don't agree with basically anything you've listed. My reasons for this can be found from the replies I've written, including this one. Lets take a realistic view. Even if you couldn't do anything else than this, you wouldn't get 2k people to play it at once a month after the update. However if that was somehow possible, your group and level limitations would cut down the number of "Victims". How about peak times? It would be more than easy to just go there on mornings (for Europeans) and find out a relatively empty "level&gear group". With a help of few people (like clan mates arranging fights if this wouldn't kill the clans) it would be more than easy to make sure that person X wins it: let him beat his fights against right people and knock down the "intruders", by brutal force: it's more than likely that if 4 guys have similar stats and gears, the winner is one of the 3 who have allied. Why would I need 138 combat and an ags on me if there was combat and gear limits? Why would I train an account to the top category if the more active ones are the ones where people have mid levels and "ok" gear? I could just wear similar gear to bh worlds, train the account to be at the very top of the skill range and that's it. I also don't understand the line "If you continued to fight other zerker pures whilst wearing low-level armour, but they have obtained better armour, the chances of you winning are worse than if you tried to obtain the best armour for your levels." First of all, zerkers don't have too large variety of armours. Secondly, those can be gotten for almost no money at all: every single one who can refer to himself as a zerker should be able to afford at least runite. Thirdly, why would I want to invest on expensive gear if it only put me into a higher gear gategory? I already explained why PVP>CWA for clans. If you wanted clans to support this, you should just abandon the idea of clan themed worlds. We have those already and they go under the labels of "PvP", "BH" and "BH+1" in the English version of RS. They could get small updates here and there but this major update would only destroy the clan world and cause the biggest "wildy update ever". It would be a bigger chance than from the veryfirst pk system to wildy, BH era, current system and I'd say even bigger than RSC -> RS2 jump. If you want to get rid of 76k, you don't remove the whole system. It could be made harder by: * Removing statues and giving items instead. This would cut down the money created to the game as items would be bought only with money that already is there. If we look at vestas, morrigans and such for example, they don't exactly bring money to the game: a player gets an item, he uses it for a while and then it vanishes. There's temporary added value but no added money. If the player sells it, it means 2 things. 1) Money is transfered from player to player, seller gets the temporary added value of the weapon/armour/item. 2) Prices adjust to the demand and supply. * Making EP slower to get, add in "forced walking" (=EP time counted from time AND moved steps) and turn upstairs of buildings into nonhotzones, just the way bottom floors are. This makes EP gaining harder and less interesting for people. It gets harder because you can't hide as easily as you can now and you have to spend more time around dangerous zones. This means that you have a higher risk to die as you can't hide as easily as now and you have to be there for a longer period of time. * Remove the wilderness ditch and add in a longer timer to the "safezone running". This makes it easier to kill people who are in almost no gear at all and thus makes it more dangerous. If something has to be there as a marker, add in a bright barrier that can just be walked through when exiting wilderness and forces you to enter your bank pin when entering. This would force people to care about their security too as it would mean mandatory bank pins for a huge number of people. edit: Bleh, before this edit I've already written over 4.5k words to this topic and with a quick look I hadn't used any smileys. Lets do it now. :boohoo: Actually I won't start using smileys too often, these ones are quite horrible.
  4. How would this differ from 76k or the current duel tournaments? You'd pk without a proper risk and yet have the chances to gain more than from the current system? How would the clans have to deal with this? In other words you'd want a system that produces more and more wealth to the community while the demand of many goods sink to the rock bottom. Like you said, that would only be a temporary solution. In other words, after a certain period of time it would become like cooking guild: would get overthrown by new methods and abandoned. It would also make sure that the rich people (I wouldn't personally mind, but for the whole picture it wouldn't be great) would get even stronger: if the drops were worth getting, it would mean the ones being able to do that would just gain either massive amouns of gp (supreme weapons = easier boss hunting) or xp depending on the drops. If the drops weren't great, why would people bother? There's a reason why most 120+ people are doing gw instead of kq: if you have two alternatives, you go for the one that benefits you more. Not to mention I don't see that as a proper way to increase the demand of godswords: the ones who want to gain a lot of gp through monster hunting have their godswords, zammy spears and such. Add in lending, required stats and a team. Contribution to the jackpot? Have you ever heard of the duel tournament? Last time I checked, there was an entry fee (similar thing to your "participation fee") and a reward. Sense of fun and enjoyment outweighting the fear and nervousness? Sorry, but there's a reason why duel arena is currently rather empty compared to PvP worlds: if we wanted just to have fun and kill each other for laughs, we'd go to stealing creation, clan wars, castle wars, fist of guthix or even to soul wars. What NEW does your idea offer apart from combining risks of FoG to the rewards of 76k? I'd also like to remind you that we don't kill people just for the fun. If this was the case, why do majority of the top 20 clan fights (over 10k people in total) happen in PvP/bh worlds instead of safe alternatives such as CW? The idea of sacrificing yourself, making others to stop returning and actually having to pay attention are the things that interest people, not just "the sense of fun and enjoyment". This just reminds me of bh+1 worlds, except in worse scale. You'd risk basically nothing, just hope for few lucky hits and a jackpot. If the system was like this, you could expect to see a huge drop in the demand of potions, fish and such. Who'd benefit? At least not the skillers. I don't understand it. You say that it gives a fair chance to win a reasonable amount of loot, it still shouldn't be a main method of making money and monster hunting is a good alternative? Did I understand this right: you're saying it is profitable but people should still do something else for money? Where's the logic? If my zerker pure for example could benefit from almost zero risk "pkin", why would I waste resources on monster hunting? Should I just hunt monsters because this is meant to be fun, despite of being profitable? I see no logic in here: we do what we like the most and I bet if people could for basically free get X gp, why would they waste money on resources and risk duying at the boss monsters? In my eyes this sums up the idea of this post. You want the benefits but not the risks and forget about things such as team work, clans and the difference between pkin and pvp related minigames. My advise is to actually try proper pkin in many different ways: f2p&p2p, high&low level, solo&team, etc. From your idea I got the feeling that you don't know what to change but you know what you personally want. Basically you're wanting a system that can give huge amounts of money, no real risk and that is still meant to be just fun. I see no reason whatsoever to get another pvp related minigame, we have plenty of alternatives. Even less I'd want to see a minigame that can be abused as easily as this, that would tweak the economy even more and that would basically destroy the idea of serious clan pkin. Sorry, but I would rather support Putin for his 3rd term than this idea in its current form. I could somehow understand a lottery with a lot more reasonable pricing as a duel arena update but definitely not as a pvp replacement. edit: If you want to "have fun" and have no risk, go to the Castle wars. Ring of dueling will help you to find it. If you want to gain money from killing people, go to pvp. If you want a mixture of both, go to FoG. The level of risk correlates with the level of benefits and in your idea the curve points totally to the wrong direction: no risk but high benefits.
  5. Yea it's true, in my skills and overall we were doing pretty much the same: if I passed you in one, you pased me in another. Think I started to get some gap at the time you "went to jail for bank robbery" or so. I tried to look through my pictures but couldn't find (ok, I can't be bothered to pay that much attention) any proper pics about this "race" though :P
  6. I don't. People pk in order to kill the victim, not to avoid the death. If you go to a bh+1 world, you will see loads of expensive weapons but virtually no expensive armours. Godswords and claws are common there but sigil shields are quite rarely seen for a reason: they help you to defend but no to kill. The logic is that if you don't take a proper weapon, you don't stand a chance against someone who has one: you might own him but in most cases not kill. I'd also like to mention that there's 4 "main armour pieces" (helm, legs, plate, shield. I don't count in boots or gloves here), meaning you would actually need to risk at least 3 items to get everything out of the protectiong. Plus we already have certain really good armours, which, however aren't used often pvp due that thing. And what would that fix? People have clocks and timers to look at. Also even if the time caps were changed, testing out certain times wouldn't exactly be that hard. Also if there was anything similar to EP, people could just camp out in a hotzone for an hour or so, knowing they'd have enough EP to get something. You don't need a visible EP for that, you only need a clock and enough brain cells to realize that you don't have enough EP if your first kill is worth 10k. Currently the "status" can be seen in BHR lists for example. I also disagree with the "buying". Setting up fights just to gain the currency (tokens, points, squirrel furs, you name) wouldn't really differ from current system; the only real differences would be in the fact that you could actually choose what to buy. In my eyes that would just mean easier ways to "abuse" the system as you would benefit from it in a way that pleases you. Not to mention that sounds awfully like FoG already: kill the enemy to get currency and buy an item from a limited range of special items. I don't like this idea: - 1 hour without the items is nothing. That would just make it a 1itemer paradise trying to benefit from the fact that they don't really lose anything. Die with your gs. Ok no big deal, return with a whip and hope to have a bit more luck. Still not? DDS or d scim could do the trick. Died again? Wait for few more minutes and your gs is ready again. If you can't permanently lose anything, there's hardly any risk either. Not to mention rangers and mages would benefit a lot, seeing that their items are cheap to stock: 5 sets of mystic should be more than enough not to run out ever. - As there's basically no risk and the formula can basically only count from item value, what would keep a rich person "duying" on a purpose for a loot worth of "billions"? I for example wouldn't mind about not being able to wear my party hat, gs or such for an hour if I was about to go to do some skilling or to sleep. Even if the time was longer than an hour, it wouldn't exactly change anything: too long timer would make sure that people wouldn't pk with any valuables, too short timer would let it to be abused easily and seeing how things must be valued in something, you could just die with some "junk" or junk, depending wether it counts in stuff such as notes. - As it gives currency, there's the same flaw as in Adam's version: the ability to choose from rewards would kill the randomizing and make you get whatever you wanted to get. No bad loots, no unwanted items, only things that help you and affect to the gameplay on multiple levels: buyable brawlers for example would kill the markets of multiple items. - Without the lose factory, clan pkin would be only about organization and outlasting: Who cares if you die 50 times in an f2p fight? With a timecap you'd only need a handful (I'm saying handful as many pkers have 1k+sets) of rune sets and that's it: just return via ancients in p2p, hop back to f2p and keep fighting. Takes you 2 minutes to return, you don't basically lose anything and that's it. Sorry, but I'd rather see fights ending after reasonable time too. I know that a clan will stop returning if they can't get organized and if they are only there losing countless runite sets. With this update they could just keep 10-20 people returning all night long without losing anything and making the fight last until the other clan gets bored. - This would just increase the demand of expensive weapons and armours: you would benefit from them but you couldn't permanently lose them. I could easily see myself whipping out with an ags+claws combo hoping for ko's and "tokens" to help me with some of the skills: if I die, I'd just go to skill for a certain number of hours or return with magic, ranged or such. Then I'd have a reason to use those expensive items, unlike now, and they'd actually help me with non combat skills: this would mean that many skillers would invest in those as they'd make skilling faster and cheaper.
  7. I'd really strongly disagree with this. Back in pre-wildy RSC you either a skiller or a killer and the vast majority were -illers with "sk" instea of just "k". I don't think I even need to describe the wildy era.
  8. In my eyes this is an attack towards the wannabe mods: if Jagex has a need for more pmods, this gives them a larger portion of people to choose from. In other words, they get a bigger pole of fish and can pick up the best ones instead of picking up the "least bad ones" from a smaller one. I do see your point, and obviously I expect Jagex to pick the right people, but more than likely one person will slip through the net (as we're using fishing analogies). Of course some bad fish will also find their way to the net. However I'd say that this reduces the amount of them, which is a good thing. In the old system mainly people who were in good terms with right people (jmods or certain pmods) or these wannabes were basically the only ones who could be seen. Now also "normal" people have the chance to get into the spotlight. edit: Anyways I've been a pmod for several years and from my experience, there isn't exactly that big demand for pmods: my job for example is now a lot easier than in the past, due the fact that most of the p2p worlds are well filled. If something, I'd say that people using f2p or the "foreign" rs worlds should be chosen more often.
  9. Then what gives the feeling of real pvp? If the current system was turned into a safe minigame, it wouldn't have any major differences to the other minigames, apart from the gameplay areas. If that's the case, then just hope for totally safe pvp worlds instead of trying to turn the existing ones into such. Yes, in other words you're working to do be able to do something there. The current system has given you a reason to work on your account. Is that a bad thing? Also if losing items is scary, just start a low level pure to practice things.
  10. In my eyes this is an attack towards the wannabe mods: if Jagex has a need for more pmods, this gives them a larger portion of people to choose from. In other words, they get a bigger pole of fish and can pick up the best ones instead of picking up the "least bad ones" from a smaller one.
  11. Then go to duel arena, soul wars, castle wars, fist of guthix or stealing creation for example. You have plenty of alternatives, destroying the current pvp would just give you slightly different version of those. Also if you are too scared, just train up your skills, practice pvp activity and collect wealth: if you really wanted to do it, you would practice it. I never had any interest in PKing and I played the game for several years. Me too. Topic starter totally exaggerated the importance of PvP, most of the RS community doesn't give a damn about it. It's just the a few loud players that would have you believe otherwise. Couldn't much be bothered reading the rest after reading about how incredibly important PvP is for RS. Several times. You don't seem to understand that there's literally tens of thousands of active pvpers. Same time the skillers benefit from the fact that pvpers keep up the demand of certain productions, such as food, potions an so on.
  12. I disagree with them being purely for fashion: * In a long run, they are investments. Rising prices (despite some drops here and there) mean that they have a use: to collect wealth to the people who have had the chance and guts to put some money aside. That's far from being fashionable or anything such. * They are status symbols. Same way as cars for example: you could buy a car for X amount of money, yet people buy for 4X certain cars: rationally thinking that's not wise, but it's a status symbol that shows you are wealthier than your neightbour and gives you a good feeling. This could be seen a bit as a fashion seeking, but I'd rather say that they add in value to the owner due his own desires.
  13. Get 200m con xp with magic stones. This would cost 182b. For the rest, I'd just do what I currently do with my money: nothing.
  14. 98 rc, agility, hunter and mining
  15. I personally don't like this idea. For solo pkers it would basically be a hybrid of duel arena and clan wars: random 1 vs 1 without a proper reward. Also if there was no reward nor risk, it would just mean leeching ranks. In another words, pointless. If you want to kill people for the sake of it, just do it in soul wars where you coud actually get something helpful. As for clans, this would just drive them into clan wars: why bother getting crashed as there wouldn't be anything to risk for? Last time when this kind of thing happened, the clans suffered really badly. I personally don' think this would be a good idea: it would affect negatively to thousands of active people and wouldn't encourage team work, which also seems to have a high priority at the list of Jagex. As for items, it's hard to predict how would it affect to prises. Runite wouldn't change a lot, due the fact that there's high alchemy and the current prices are quite close to the high alch price in many items. For godswords and such, it's hard to say. Those aren't lossed in masses in pvp (as they're used mainly in +1 worlds or just rushes in really low lvl wildy) but the demand could be a bit random. At first they'd drop for sure, but leeching of ranks could later on make them more interesting. As in total, I wouldn't give any support to ideas that owuld basically destroy pvp activity.
  16. Easiest and fastest would probably be to talk to Angel Queen :P Seems like I own you in total levels and XP <3:
  17. Finally a suggestion worth reading. At first I was thinking wether I like it or not. Was already about tocomment that you'd need a proper bait to get people to kill the dragon. Of course noticing the dragon bow (I liked the looks by the way) I couldn't stop clapping my virtual hands. It basically has everything needed: * An item that is worth getting for pvp activity -> there will be demand for it. * Linking hard quest requirements for a useful item, meaning I got few suggestions to it though: * The place looks well designed. I'd make the adamant dragon room to look more like a circle-> harder to block the dragons. However this would basically force them to come to the melee range all the time too. This way you couldn't just protect range, use karils (or similar) and range relatively safely from distances. * The quest requirement doesn't in my opinion match to the xp rewards: that would have by far the highest requirements, yet the xp reward is nothing compared to WGS. Also the skill requirements seem quite low for a quest that has WGS as a requirement. I'd also like to remind you that the lvl 62 mage isn't needed for this: wgs already has 65 magic requirement so listing it up there is quite pointless IMO. * I'd make an alternative way to get the bolts if they have to be untradeable. This way the bow itself is good, but without bolts it's quite useless. Also knowing Jagex they probably wouldn't want to make an item that dominates pvp but requires hundreds of hours of work from the scratch and requires so much time. Also if the bolts couldn't be sold, the demand for bow was quite low too: who would want to get the skills up there and then risk a bow worth of millions if they can't get the bolts? This could be fixed by letting mithril dragons and brutal greens to drop them too.
  18. Randomly popping here to see if there's anything interesting going on :P

  19. He retired from rs in 2005/06, can't remember exactly but at least before summer 2006. He then went to WoW, but I believe he has retired it. I'm still really randomly talking to him in msn (I like never use it) and he seems to be doing quite well.
  20. Personally, I'm glad they're removed the duel arena. Level 100-110's who are tied to 130+'s, already have small chance of winning (as long as the 130+ knows what he's doing), these potions would almost nullify the chance of winning for the lower levelled. No not for Duels unless pots were turned on then its ok its not the high herb level guys fault you want to use pots but he can use better ones... I dont have near the herb levels to use any of the extreme pots but if i ever get there i sure as hell would want to try them out on other players. There's a difference between gaining an advantage and making the chance of winning almost 100%. I fear these post would have tipped the balance to the wrong side. The combat level doesn't always correlate with high herblore. There's still plenty of people with 130+ combat and too low herblore for the potions, yet there's people with 99 herb and under 100 combat. Allowing them in duels would let people who have trained some skills instead of melee to have a better chance to win. I'd say it would benefit those who have worked for levels and not that it would take anything away from someone who hasn't. With an update like you're Jagex is just punishing people who have spent money and time to get the levels: we could aswell put a maximum gear limit (like, under 10m weapons+max5-10m in armours) to the same places. After all that would increase the chances for poorer people to win.
  21. It's harder because of their own decicion. The chances to get something are the same for anyone, if you make something harder by his own actions, why should he get any extra benefits for it?
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