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hohto

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Everything posted by hohto

  1. Just give me wishes what kind of pics are needed. I have a small collection and I believe I could find at least a pic or few from many old things. Anyways I don't feel like going through 12 pages, so sorry if some of these random ones (which I already had hosted, can't be bothered to host more atm) are reposts. This guy sure was random. Seems like he basically never talked. When he did, I had to screeny it. I know it's a genuine pic as I took it. Gasheart's bank after he had dumped a lot of phats. Possibly one of the most impressive bank pics (when compared to the general wealth level) I've ever seen. My old stat pic. Hosted in aug 2003, dunno when was it actually taken. Rainbowdolph getting 99 hp in RSC. For the level, he kills his real life sister who also happened to get 99hp there. I'm the guy wearing the red cape (was my trademark) behind the santa at the back. The gate dividing the upcoming Asgarnia from the old "main area". Was between Barbarian village and the nearby dwarven miner's entrance. Christmas cracker being used. Like it shows, it gives a random item plus a random party hat. Andrew talking about upcoming updates at the very first version of Tip.It forums. Bones to bread was later changed to bones to bananas. As only one person at a time could talk to NPCs, a popular update like Dragon slayer (in the pic) caused a lot of waiting for people. Here's a prime example how it was and how people could work it out. As many legends had last time seen in one place at the Tehran conference.
  2. Gotta admit I was wrong there. Knew they were slumping, but didn't think they'd close. Shame anyways.
  3. 1/2. Attack/Strength 3. Hitpoints 4. Defence 5. Ranged 6. Magic 7. Slayer 8. Summoning = I'd train slayer and gain cash, melee skills, range xp (=cannon, range tasks), runes for magic and charms for summoning. I'd probably get summoning last, but would cash in charms to benefit from yak as soon as possible. The order of first 7 would vary depending on the tasks and how it gets rounded; defence could for example come before mage, ranged before hp, etc. However I'd do attack or str first, seeing they speed up training more than defence. 9. Fishing 10. Cooking 11. Fletching = Would probably want a break from slayer and other intensive stuff. That's why maxing the easiest ones would come here. Fishing would also seem like a logical skill to be done before cooking: I see no point in first investing your money on raw fish, taking most of it back when selling cooked ones and then having to sell raw fish later on. 12. Farming 13. Herblore = Would have gained seeds and herbs from slayer. Farming would also fit in well to the fletching and cooking: could go to plant new seeds whenever old ones were ready. The farmed herbs would be used for herblore. 14. Crafting 15. Firemaking = After cashing in the potions I'd probably look for something to use the money on. Crafting seems like a skill that could be done rather fast and without too huge investments. Same goes with firemaking: it's fast, doesn't require too much money and it isn't really that hard. 16. Agility = As I'd probably want to use my melee stats on pkin and such, agility would be rather helpful. Also after doing few rather easy 99s, some action could keep my interest up and get it done before the hardest ones. 17. Mining 18. Smithing = I'd mix these two the same way I mixed cooking and fishing. First I'd get mining to 99 through the new gold ores and then smithing by smelting those gold ores. 19. Runecrafting = I'd see no point in leaving this for the last one, seeing it would get hundreds of millions of profit. 20. Prayer 21. Construction = I'd use the profit from RC on these two. 22. Hunter = Easy one, but requires some work. Also profitable, meaning I could get some cash to play around. 23/24. Woodcutting&Thieving = Easy ones I could have added around anywhere. High level thieving doesn't really mix up with other skills and woodcutting is fastest done through things that aren't efficent for other skills, so no reason really to mix it up with anything else. edit: If some of the mixed skills (such as farm&herb) wouldn't produce enough raw materials for the other, of course I'd just buy the rest and complete what I had started.
  4. I got to 97 mining without them and I will definitely do up to 99 with them :P
  5. Feel free to comment, rate or hate. Also poems are more than welcome.
  6. Lets take a look at lobbie prices... Their drop was timed pretty closely to the end of RWT like you said. This caused a major oversupply and the dropping prices basically forced people to sell their lobbies or wait for "tomorrow" when buying them. The snowball was rolling. It's also noticeable that the GE (which came around the same time) offered a chance for people to sell their lobsters in smaller amounts too. This offered a new chance for lower leveled people and for those who didn't feel like fishing 1k, 5k or 10k lobbies at once or who didn't want to sell them in small amounts. This meant an increased supply, despite it may look small at first: as enough small things combine, the result is something relatively big. Also importantly, summoning was released and "fixed". This meant that bunyips and unicorns dropped the need for training food, which is argueably what lobbies are mainly used for. It's probably worth mentioning that the people who get a hold of these beasts at the first months were mainly those, who would have bought their food in masses too. Same time GE made buying anchovy pizzas easier, meaning there was less demand for lobbies in f2p: the demand of anchovy pizzas dropped the demand of swordfish and this made swordish a reasonable method for many players. This affected to the demand of lobsters as for cooks, swordfish became a proper alternative. For the last lobbie rise, just look at the dates and compare it to anchovy pizzas. When Jagex stopped the "infinity stock stores", the anchovy pizzas skyrocketed. As you couldn't get them as easily as earlier and there was a huge demand for them due pkin, it was obvious that their prices rose. We can see from the GE charts that the rise of lobbies started during the same time: people needed alternatives for pizzas and thus increased the demand of other food. Could also mention that apple pies for example took a small jump there (and stabilized quickly to 40-50% higher than were they were) as they were used as one alternative. It doesn't require an iq of 180 to figure out that the chance in supply of one item can affect to the demand of another. It's more than likely that soon the demand of anchovy pizzas will drop due them being too expensive to be efficent in masses, a lot will be dumped (I for example have quite a few thousands banked and I know many other pkers have too) and thus the snowball is ready. I'd be ready to bet that without an update the price won't go anywhere close to the "original" one, but I see no reason why would they be impossible to buy at 2.2k per in a long run. They aren't that supreme after all and there are alternatives that are still as easy to get as they were before.
  7. Some months ago DK was giving up decent fights to clans ranked between 8 and 11. With TR we had fights numerous times per week and despite the fact we won vast majority of them, they gave a good challenge and could pull a lot more than just 120 opts, including few VR members. Now they are easy to clean, they mainly "ac" at higher levels and stick at BH. I'd personally say that DK has had percentually the biggest fall in the clan scene during the last 4 months or so: from a serious threat to a small group. I'd say DK's future depends from VR, PH and NI: if VR keeps letting their members to team with DK, they are a serious threat to NI and PH. If NI and PH can crush DK often enough, they will sink like Lucitania. Jumps from f2p to p2p or visa versa are never easy. When majority of the people are there for activity in one, it doesn't mean they would automaticly jump to the other and do well there. That kind of change almost killed RSD in 2006 and I'm sure if RoT doesn't find activity from p2p, they will slump really hard. F2P can give them a bit more, but it doesn't change the fact that multiple RoT people are there for the sake of p2p pkin, not just for "being part of RoT". I'd personally want to see RoT adapting well to the f2p, but the chances are pretty high that they won't, at least not without having to go through a rough moment.
  8. GK isn't doing too well at the moment, but they still have some quality members left. If this was gambling, I wouldn't bet a place for them to enter the top 10 within next 6-8 months but I wouldn't place a bet on them duying during that period either. If we look at the serious clans that have died lately (SE, DI) they weren't exactly in problems. They were active, getting new recruits and doing pretty well in fights. Because of this I'd rather look at clans that have inner problems at the moment than blindly stare at the memberlists. I'd rather vote on clans like RoT or DK here... * RoT = They basically lost a long time rival. Rivalries usually keep clans alive, active and dedicated. If they can't find a new rival, they might start going down. It might also lead into interclan problems, seeing that a major thing that united them is now gone. * DK = Rivalry with NI and PH is affecting on them already. Add that to some leadership issues (leading figures - not exatcly absolute leaders - leaving.) and you got a mixture of a clan that is struggling. They could also survive from this and be back at the top stronger than ever, but I'd say that the chances are higher for their closing than for GK's for example.
  9. I personally don't like the idea that you'd get "punished" for training. This would benefit people with low defece and prayer and thus just be unfair for people who have trained their combat skills allrounded. Same time the 200-300k risking (if it was a stable price) would just destroy low level (p2p) pkin, seeing that there's barely anything you could wear to reach that. I'd rather see slower and more dangerous ep gaining. Lets say if it was made as slow at hotzones as it currently is at at nonhotzones, it would limit the thing a lot. It would make it many times slower to gain those millions while it increases your chances to die. Same time if it was edited that you'd gain ep from steps (count some average walking time per 30 mins and the time suggestion would fit), afk epin would vanish totally. Also if upstairs were turned from hotzones to normal zones, finding epers would be easier. They'd just go to lvl 1 wildy? Just make it sure that after combat you'd need to wait 30 secs to get from lvl 1 wildy to safezone and we'd be fine. Same time pkin on all levels would still be interesting and beneficial. These would have the biggest affect on (afk) 76k's and would spare proper pkin.
  10. Neither would I. I personally disagree with the concept of inflation in RS in general and that's why this is the first time on this thread I say that word ;) In my point of view, the prices are generally too stable for that: if it was just an inflation, basically most of the items wouldn't have an equilibrium or surf between 20-30% margins up to down. I'm now simplyfying things a bit in that thought, there's the thing in a nutshell. I agree that it's sometimes helpful, like when selling lobbies while they are on their peak. However with these margins the chances for a bad trade are really high and what benefits one, is a loss to another. I personally believe inrelatively free markets (I don't support the highest levels of realistic freedom, but that's not part of this thread's idea ;P) due the belief that they have the habit of getting towards the equilibrium. I personally believe that stability is good for the markets: if it means an annual price growth of X, that's fine for me. Runite items are already so close to high alchemy prices that if they now skydived, high alch demand would just pull them up. Rune swords for example are alched for almost 12,5k and their ge mid price is atm 12,2k. There's not a lot of margin to drop anymore. Runite bars are currently a bit under 17k, meaning that smithing scimitars(as they are 30,6k mid)isn't exactly rational anymore. This cuts down the supply and I'm relatively sure there's enough demand for them due pkin; I for example have atm few thousands of them, bought mainly from ge (in a long run I lose more of them than gain from pkin) and I'm not the only one who buys them for their own use in masses. Not to mention that due this update, a lot of pkin rune sets are lost. Talking about numbers on those is pretty much a waste (we can only give assumptions) but in a few hour between two top 15 clans around 100-200 people. That means a lot of rune armours. Because of this, the most common pkin weapons have been really stable, infact surprisinly stable: scimitar and 2h had a jump after the pk update, that of course was followed by a crash and after that they stabilized.
  11. You would just cause more problems with this... Gp is just a method to do trades and measure the items' worth. If you remove the ability to hold money, people will just keep their wealth in other things. Taxing raw materials is still quite easy (like in your model remove 10% of coal) but what about stuff like godswords? This update would just increase the demand of other things: in other words gp's value would sunk while the value of the goods would rise.
  12. I strongly disagree with this. First of all, the rising prices hit really hard certain parts of the game. This does affect active and daily gameplay quite hard. I for example count myself as a "rich" and active player. Yet I seem to find myself looking at the prices of certain raw materials for example. With the current price structure, you don't buy bulk items when you need them and have the cash. You buy them when you have the need (it can be a plan, not an immediate need), money and the time is right. Lets take RC for example as that's my last buyable (others don't have basically any items to buy left, RC at least has pure essences) skill to 99. The current mid price for pure essence is 222gp. 13th sep it was roughly 180gp. There's 42 gp difference (count the percentual amount to get more perspective!) in the same raw material. This means that when I buy my skilling materials, I have to either buy a huge "overprice" (this debends what has caused the rise) or wait. Yes, that affects to the daily gameplay: either I have to work more on money (ok, I basically don't in this case, seeing that my bank's networth is quite a few bils) or stick on doing something else than I was planning to do. Same goes to the other way too. Within 30 days they peaked at almost 320gp and then dropped to roughly 280gp. This means that if I want to load off my ending productions, I have to wait a bit longer once again. In other words, the markets are currently far too unstable to work properly. They limit the gameplay of normal players and force us to concentrate on markets too instead of just skilling and skilling methods. Of course the same works to pkin too. Take a look at the anchovy pizzas too. Due the stock update their price over 100% in a period of a month. This has already caused problems especially in high lvl clan pkin. Pizzas aren't anymore the thing to have in all cases, as their prices are ridicilous. This had its affect on the lobster prices too (I'm actually surprised swordfish didn't skyrocket) and the price seemed to stabilize to around 50gp (once again, percentual growth...) higher than it was. For p2p pkin, the claws and godswords play a large in 1 vs 1 fights. Basically you either need them, stick on non +1 worlds (where is less action) or rely on being lucky. Dragon claws for example have been jumping between ~33m and 39m this month. That's quite a big thing for many players. Many people don't want to either "pay 6 mils too much" or "lose 6 mils". This affects to the number of potential pkers, as some may not invest on the items and thus stay out or because they "waiting for the drop" after selling them at the "top". This kind of things wouldn't be a problem if the price structure could be easily forecast. However, it seems that especially merchant clans have taken a notice on these things too. It means that prices jump and drop all the time and it's hard to say when are we on the top, when at the bottom and where will the price stabilize. This means that your gp-wise wealth (net bank) can vary all the time by tens of percents: I had 280k natures at one point from rcin. This means that within a month my bank could have dived/rosen by over 11 million gp. For me that's not percentually a huge rise, but for many average players 11 millions is loads. It affects to their daily gameplay as they can't sell the runes immediately (or they'd lose more than they are willing to) and without the money, they can't reinvest it on more raw materials, gear or such. It's scary that there doesn't seem to be an equilibrium with many really needed items. I wouldn't personally mind having higher prices on many things, but I don't like the price swings. Currently the margins are far too big and thus cause problems to these average daily players. The main concern aren't the dropped items, it's the statues that have a solid price or the items that decrease in use. The number of valuable drops that have a flunctuating price is quite minimal and the main income from pvp are the statues, random drops from the target (of course not in 76k's) and the pvp armours&weapons. If we take a look at these, we find out the following. Note that I don't make a difference between BH and PvP there, I've bound them into one. * Statues = They have a solid price. A npc buys them for the same price, no matter how many has it bought so far. This money is also "created", meaning more money comes to the game. * Other PvP drops, not from the victim = These items are more or less cheap, randomly used items or items lost in masses. If we look at skill necklaces for example, their price drop doesn't help a huge number of people. Glories in the other hand are traded in so big numbers that random drops from pvp don't affect that much: more key halves are brought to the game from monsters themselves. * PvP drops from the target = These items are mainly dropped in "proper pkin", in 76k's these come out either as gp piles or sometimes pouches. These are always away from the victim, meanin the total number of these drops don't change. It's clear to say that if someone loses dragon boots for example, he is most likely replacing them and thus increasing the demand. Not to mention that in proper pkin, you lose a lot more items than the enemy gains. This means that the total number of items brought to the game is lower than the number of them being removed. Of course this means that the demand increases while supply doesn't. * Pvp weapons/armour = These items are dropped really rarely. I've personally counted my f2p kills and corrupt dragon drops. Currently I've listed 686 kills from our clan events (missing random kills here and there from short events) and 6 dragon drops. I'd say it's quite clear that in those the drop rate is somewhere between 1/100 and 1/150, hard to say exact numbers from this few kills. Same time I've lost around 20+ corrupt items, in either +1 worlds, cwa or non return fights. This means that I've boosted the demand more than the supply. Of course many people don't increase the demand at all, so the prices aren't as high as they used to. However the point is that they are there for a small period of time and they exactly aren't away from any other items' demand. In other words, I find it hard to believe the number of pvp drops would somehow cause general deflation. They bring more money to the game than they "destroy", they affect to the supply of only a handful of items (and those aren't high in demand either) and with this system, the demand of certain items rise as more are taken away than brought to the game. Certain items have dropped, that can't be denied. Many haven't and many have either risen or are (hopefully) heading to equilibrium with huge margins.
  13. To which slot would you put them into? * We already have smithable armour up to level 99. This means that either you'd smith 2 metals "at once", you'd need to cut down the older requirements or we would be able to go past lvl 99. The 1st example is in my eyes quite ridicilous: I don't like the idea of being able to do 2 similar (not stat, but usage wise) things side by side. For the second, I'd say no again. If these armours were f2p too, they couldn't be too great stat wise. If they were p2p, f2p smithing would basically die as after X level there wouldn't be anything new to get. The scenario 3 is in my eyes impossible: it would mean a change in one of the prime factors of the game and would force Jagex to update other skills too. * The armours would need to be either f2p or totally overpowered. In p2p there are armours that are relatively cheap but a lot more effective than smithables could be: new armours would mainly be there for the looks and that's it. Sounds pointless. In f2p the armours would either need to be close to the runite armours or it would just kill the runite markets: same requirements to make but higher stats would just mean that those would be produced in masses for pkers. I'd personally like to see more updates like DFS: you need a certain smithing level to compile two things together. If this was helpful enough and unassistable, it would give a boost for the smithing markets. The problem is, however, that many things are already there: it would need to be stronger than the sigil shields/dfs, godswords or certain armour to be worth doing some smithing. This leads into 2 situations: it would need to be really strong and yet common enough to boost the smithing markets. If it was as rare as visage for example, really few people would actually train smithing to be able to do it. If it was common enough to be worth hunting, its affect would cause panic at the other markets: who for example would invest 80-110m (depends where it currently stabilizes) on an Armadyl godsword when you could get a better thing for the same price? Those problems forced me to think for alternatives. The main idea came from skilling. If we could create things to help our skilling, it would be worth it to train mining and smithing. Lets say you could do something similar to brawlers with something you've mined and smithed, it would be worth it to train those skills. Of course the boosts couldn't be too high or it would affect negatively on certain minigames, pvp and raw material markets. But lets say, you could smith a hammer that gives 5-10% more xp per bar and lasts for certain amount of xp, it would be worth it. Same goes with other skills: a metal box to carry pure essences, sharper harpoon, a trim to your pickaxe/hatchet and so on. It would boost training of those skills, make mining&smithing worth doing and would be a reason to first train to higher levels and then help you at higher levels.
  14. I'm not a huge fan of this idea. First of all, it would totally nerf the pvp drops as a whole. If you look at it, people aren't currently, especiall in multiarea clan pkin, risking really that much. This would mean a drop in the pk activity and thus affect to pot, food and gear markets too. This would cause a far too huge drop in demand and increase the supply to be really affective: the snowball would just turn to other direction. That wouldn't please many people and would just cause more chaos. Basically it would just fix a problem by causing another. I'd personally rather see slower EP gaining. Say, if the hotzone ep gain speed was the same as the current non-hotzone, 76k would become a bit more unpopular (=due it being slower money and increases the dangerous part) but clan pkin wouldn't suffer too much. This This would still keep pkin worth doing, but decrease the profit slighly and make ep collecting harder. With an update like this, we wouldn't see a huge drop in the pk activity, but epers would suffer slightly. As for the temporary price jumps (like herbs right after the pot update) I'd personally limit the rise of the items and make it public. Say, if after the potion update we would have gotten a clear message that herb prices will be controlled for certain amount of time, it would have reduced the merchant investment on those, would have given a reason to sell them now instead of "tomorrow for N+X price" and the temporarily increased skiller demand wouldn't create a price bubble. Spotting the hot items isn't exactly that hard: make a proper smithing update and the bar&ore demand will rise, etc. The idea of this kind of update is to reduce huge jumps in demand and lesser drops in supply in order to stabilize prices during updates. For the junk trades, I'd personally like to see a larger price variety on items that aren't "hot" (like herbs were in the other example) but are sold in masses. This would mean that huge junk trades would cause a bigger drop in price and thus drop the profit rate. This would bring GE prices closer to the street prices on certain items, such as party hats and high level gear/weapons. I also wouldn't oppose the idea of items being temporary worth 0gp in certain cases: this would make certain low valuable junk items worth even less as they could drop to zero and thus decrease the demand for junk trades. edit: That would firstly mean a chance in the RS rules. At the moment it's not even a blackmarkable offence, yet along bannable. You also must understand that "lootsharing" the bank would just mean that their chances to become paying players again through appeals decrease. Not to mention that the extra supply would hurt people producing raw materials and same time the demand would drop as a lot of market potential (not only from the leaders!) is lost. This doesn't sound too good scene in my huge ears. I'd also predict a growing number of underground merchant societies. These would be even harder to limit than the current ones. After all everyone can see it from the charts if something rises or drops and modify their buyings and sellings regarding to it: spotting the merchanters from logs would be impossible. I'd also like to remind that buying huge amounts doesn't always mean merchanting: if we look at skills for example, I personally bought quite a few mahogany planks (worth tens of millions) when I was going for 99 construction. Yes, that might look like merchanting in the logs.
  15. In my eyes Obama if someone deserved that Nobel. * Deciding to reject the missile shield plan improved the security in Europe, Russia and USA. If it had been installed, we could have expect major issues, such as increasing nuclear arming, possibly more trigger happy first strike policy, major investment in attacking policy (nuclear weapons, strenghtening already huge armies, etc) and possibly Russia's strike (most likely bigger political influence, economical warfare and/or possibly using the "energy gun" aka either not providing energy or rising the prices a lot) on eastern Europe's countries. * Doing his best to fight for human rights. Closing down Guantanamo bay for example shows it, even though it can't be closed in the expected time. That brought USA a lot closer to the international regulations and actually made them obey the Geneva conventions on prisoners of war. * Changing the USA's doctrine from strength policy (=war, military intervention, support to rebel/guerilla troops, etc) into diplomacy. Alright, we could argue that currently USA can't use military force against certain enemies (Iran, NK, etc) due their economical situation and wars in Iraq and Afghanistan. However that doesn't change the fact that this kind of policy decrease the arming in many places while Bush's preemptive war/strike policy increased it. If you ask me, Obama was the only real candidate here. His policy affects positively to the whole world's situation, unlike with many other candidates'. This also should boost the acceptance of the policy in his own country and gives a clear sign to many countries that his diplomacy should be taken seriously. Giving it now to him is worth a lot more for the peace than giving it to him in 2015 for example.
  16. From my point of view d claws are pretty much the ultimate pk weapon. If you expect to do high lvl pkin properly, you either need them or an ags. Otherwise you'd give a huge handicap to the "victim", seeing that many proper pkers use those things. It's a brutal fact that most 1 vs 1 fights are decided by the ko power and that's what the claws have. Anyways, I'd personally expect to see a rise in their price. Today's update increased their ko power so much that they actually became even more dangerous. +7 levels in attack and str
  17. Could have sworn it was was Zwogre on either german, brazilian or french world :$
  18. more for zwogre (no drop) 6 cosmic runs strawberry seed Handcannon midget: cheese tomato
  19. 20 chaos runes 10 water rune ^All from the ogre
  20. Mithril bar Cadava berry 18 nature runes
  21. mith square mith longsword emerald saphire 6 death runes marrentil seed tarroming seed limpwurt root seed 24 air runes charms, gold being dominant ^zwogres
  22. http://itemdb-rs.runescape.com/Dragon_p ... ?obj=15259 So, that proves the dragon pickaxe came out. Now just to wait till the update finishes and we know wether it's a guest reward, a loot from something quest related or what. Hopefully the price indicates its strength! edit: and if this belongs to the update discussion, feel free to remove :P edit2: 61 mining required, doesn't seem to require a quest.
  23. The ones who knew what they were doing bought pouches, majority bought straight from the npc. If everyone had been rational, there wouldn't have been the need for people to (try to) sell their shards, either as junk or for junk. Now there's basically no need for anyone to buy shards from the npcs due the fact that you won't get a proper amount of them. This means the leftover shards (or pouches) can be sold to others for a reasonable price, meaning they won't become junk like they were a week ago. With an update like this you can expect to see higher demand for pouches, meaning shards will soon be over 25gp per at the streets, no matter do you try to buy pouches or not.
  24. I personally don't like this update. it removes money drains from the game. If people start getting shards by buying pouches instead of using the shard seller, it will have an affect on the money floading at the markets. The basic idea of this is the following: as shards can't be bought in large amounts, people have to buy pouches to swap. This increases the pouch prices and thus benefits people who have the pouches. Same with many other items too. This means you will put around the same amount of money to the skill but receive more back. It may not become profitable, but it will leave more money to circulation. With more money in circulation 2 things increase: the capital to invest (=merchant) and the ability to use more money on your needs. This has bigger affect on those who are using a lot of money on skills, so I'll concentrate on them. First of all, with more "leftover money" the chances to merchant increase. This means more dramatical investions as the people investing have more capital. Also more investion "clubs" can come through this, meaning a larger variety of items can be merchanted. Not to mention with this new shop system there's a larger variety of things to merchant: I don't want to be any doomsday profet, but with that amount of fire or air runes at stock, merchanting them is possible too and the inability to buy those in reasonable amounts might lead into a panic. You already saw prayer potions, how about items that are used daily in both f2p and p2p and by a lot more people? This also has an affect on luxury items and raw materials. If you have more money to spend and you're not into merchanting, you either buy those or leave the money to your bank. The increasing amount of bought luxury items (gwd drops, rares, etc) affect to their prices too. The rising prices of course attract some "merchanters" who aren't organized: the assumption of an item rising tomorrow too lowers the chances to invest on it. On raw materials the rise comes from increasing demand: with more money to use on them, the more their prices rise, at least temporary. This might however go backwards with fishing. As feathers don't become items that you can just buy from the store and "last forever with them", I'd imagine more and more fishers going for monkfish, lobsters, swordies or sharks. However cooking is a skill that might benefit a lot from the increased amount of usable money, so it's now hard to predict the equilibrium prices. The increased supply (=flyfishers gone to these fish) could drop the prices, but the increased demand (=more money to spend) could keep the prices around the current or even rise them. This update of course has positive sides too, but in my eyes the cons outnumber pros. edit; And I sure hope the next skill won't be like summoning and require a heavy number of shard-like items. If the skill is like that, you don't need to be an economist to predict a massive "buy and sell fest".
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