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Ren

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Everything posted by Ren

  1. There isn't a bump option for TiF is there?
  2. Haha, I didn't really think Jagex would do that. Thanks for pointing that out. Yeah, that's the next thing, fixing shops! I don't like limited quantity, at least set to each player. For that I think it would have to be changed to a world stock again (much larger), but each player only allowed to buy x amount per 24hr period (larger than what each player can currently buy).. Not a bad thing to point out though. I'll have to keep this in mind :D. That's the thing, you shouldn't have to work around them. The game was never made for merch clans, why should players have to change how they play to make them work? That's not fair to me, or anyone else. Yeah, I totally forgot the whole item limits thing, I'll have to implement that into my post somewhere.. As for the second part, that's a whole other problem I haven't put thought into yet. It's possible that this could make some merchanting way easier, which is why I don't think it would be a good idea. Along with the need to have excess gp on your offers to make it possible. But yeah, maybe if all this was implemented it could be a feature. I don't think there will be as much of a problem with stuck items if they changed the G.E. this way anyways, though. Needs some more thinking (which I'm not doing atm, sry lol), but definitely a good thing to point out. Thanks for replying, guys.
  3. Really..Well let's hope they're customizeable then..
  4. RSBandB site has some ok ones, but not the type I'm looking for. Draynor site has AMAZING signatures but the site has been unable to load for me? Dunno why.. Can someone help?
  5. Ok, people will probably contest my thread title with what I posted, but it really is. I'll put something at the top of the thread to explain this.. All better.
  6. ~A Possible fix to what is wrong with the Grand Exchange~ !!!!!! This is a long read. If you do not wish to read it all, skip straight to the Problem and Solution parts of the thread, and the "Important things I forgot to post" section. I do suggest you read it all to get the full effect, though. !!!!!! ------Intro Ok, so mainly, this post is about IMPROVING RuneScape further from what it is. It's not that right now it isn't manageable or unable to be dealt with. It's that I believe there can be more to RuneScape than what currently is RuneScape. This is a suggestion to make RuneScape a better game and hopefully grow it more than ever before. I do not hate flippers, I do not hate legitimate Merch Clans, and I certainly do not think that you should stop doing what you already do (unless it breaks RS rules/RL laws, then yeah). I just want you to read through my post, or what I said you SHOULD read through, at the very least, to see something that could change how every player plays the game forever, in a benefitting way at that. ------Simple terms you should know before reading my post Flipper: Someone who buys an item, then sells it for a gain as quickly as possible. Merch clan/cc: Group of players, that buy out a predetermined item, set a goal price, and then ask other players to help buy the item to make it rise quickly to that goal price, and sell it about 30-80% between the starting and goal price. Most of the random players that participate do not make much money because they cannot sell what they bought unless they 'dump' the item before the goal price. Rise: When an item begins to gain price quickly Crash: When an item begins to lose price quickly. Dump: When a player/merch clan sells most/all their stock of an item, usually if it begins to crash, making it crash even faster, or if it rises and they assume it will crash not far later. ------The First Time I Merchanted The first time I had merchanted was before the GWD was released, so about 2006? I had seen this guy buying and selling stuff quickly in W2 near where the Karil barrows armor was being sold. I later found out that he had about 22M and I wanted to know how he made it, so he told me how. Within the first hour, I had turned 200k into 1600k cash. 2 hours after that, I turned 1600k into 20M cash. That friend had been able to turn his 22M into 46M in the same amount of time it took me to make it. We were partially competing with eachother, but since we would always be about the same price and whatever, it never mattered much. Since I wanted more money, and he already had been merchanting for however many days/weeks/whatever before I met him, we kept going for about 3 days. After that amount of time, karil's price crashed 300k, no one wanted to buy it, no one could really sell it for at LEAST 2 months afterward. With 2 people (we dominated that area of W2), we single-handedly caused 4 items to crash longterm in a matter of days with little effort. I used to (and probably still do) have a picture of the Karils market on W2 on my older computer. It's slow running so I don't know if I could put it up here, but maybe some time I will. Even though all worlds are separate, obviously W2 was the main trade world and prices followed everywhere. Besides those who didn't really visit W2, W6, W18, and wherever else items were really traded, Karil's prices stayed low for a long time, and did not rise up to where they were for longer. I forgot to post all this when I first created this thread, and it did not occur to me that with old trade systems, it was possible to mess up prices THAT EASILY. This is significant to me, and is significant to you because I still believe that my suggestion WILL prevent all this to happen, at least as easily as it did/does. ------History of Items and Item Prices Most of you may know that the majority of prices on the grand exchanged are being or have been manipulated once or more by a clan or player. Most people don't see how this affects items and the world around them. To understand everything fully, you have to know the history of item prices. Let's start with pre-G.E. and trade limits. Back before trade limits and the G.E., You were able to make money via merchanting quicker and somewhat easier. This is, not entirely, because not everyone was able to merchant. Why? For the most part, they either didn't know how, got fed up with competition and stopped, didn't have enough money, or didn't care for it much. The other reasons were because item prices were never stable like how the G.E. currently is. The item prices were very liquid, they were able to be shifted based on what a player wanted to pay, could pay, or should pay. Let's say an item price was 600k "street", what the average player would pay for it. This would mean that in most situations a player could buy for little under or sell for little over. The way merchanting worked was everyone was going to the same place (for this example, on World 2 it was Falador garden) to buy an item. If a player got impatient and wanted to sell their item more quickly they would lower what they wanted for it, or compromise with another player's buying price. A merchanter would want to buy as low as possible, in most cases it was still a reasonable price. Then they would want to sell for higher than what the current "street" price was, sometimes compromising for less if they were still making money, or for what they paid if the item wasn't in demand at that exact time. Item supply and demand back then was based more who had what and who wanted what right that minute/hour/day/etc. Then player-determined price would eventually be worked out with newer items and, as more items worked their way into the game, the price would gradually lower because more players would be with the item than without, thus making demand go down causing price drops until it was at that point where it was stable and never really changed much, but players were still able to buy for lower and/or higher by however much those players respectfully determined. ------The Grand Exchange The way the G.E. works is that a player will put up an "offer" for an item they desire to sell/buy into the G.E. system and it will wait until it matched another player selling/buying that item for the same/lower/higher price and then exchange the two player's items and GP. The G.E. allows a 5% below mid-price or above mid-price. This causes players to make limited amounts of profit/loss on an item. The G.E. records item sales, quantity and price of sales, and changes the price accordingly every 12 or so hours if the item sold enough items respectfully. If an item did not sell/buy enough times the price will not change. The way merch clans work with the G.E. is how I explained in the first section. This affects item prices obviously, and hiddenly too. When an item is given "fake demand" either buy or sell offers, it will cause the "true price" or "street price" to be false. This is caused by the wave of buys making the item to rise very quickly, and then crash when the merch cc plans to dump the item. Eventually the item will balance itself out, or so you think. The price can either be unusually high or low depending on the item itself, it's useage and real demand/supply, compared to what it was before it was merchanted. Flipping works the same way as merch clans do, just in a smaller amount, and more quickly. But since more players do this, as it's safer to invest this way than with merch clans, it does enough damage to item prices itself. New items would be given a set price by Jagex on the G.E., for instance I think that most Royal clothing items were 300k each. And the player-determined street price became somewhere betweem 5,000,000gp and 50,000,000gp depending on the item. How do street prices work with the G.E.? Players will use stable items, or items able to be bought for lower than they are sellable for, or random items/junk they cannot sell easily to trade with the newer item or whichever item it is for the other player's pure cash, or whatever the two players compromised on. The reason "Street prices" exist with the G.E. is because the set price is far lower than the current real demand (or false for merch clans/flippers) set on the G.E.. Since an item can only rise or lower 5% per 12 hours/however long the G.E. takes to update prices, people use junk to trade with an item for mainly cash or a valuable item street price-wise, depending if the street price of that item is higher or lower than the G.E. price. Rarely does that apply to when it's lower, if it is ever. That is because most people will want to try and sell it on the G.E. for higher than it's street price. This causes the item to drop lower than it should. ------Problem(s) with the Grand Exchange Because of merch clans, some items can be unbuyable or unsellable on it, causing the real supply and demand to dissapear, and the price being dictated by whatever damage the merch clan/flippers do. Then when it is able to be sold/bought, the price is usually higher/lower than the real price. Over time, usually, that price becomes the actual price, and the old one is lost. This causes fake and real inflation and deflation. To make things worse, Jagex thought of the whole "statuette" thing to add more straight gp to the economy, money created by just one part of the game. Seriously large amounts of gp at that. They had said that 10% of the RS population was PKers (2009). Now, trillions and trillions of GP being put into the economy by 10% of the game, not THAT important part of the game, too? Maybe it was because of the mass quitting from removing trade limits and Wilderness along with merch clans, and they figured it would help. I don't know. Whatever. This all stacks up to be one very very large mess of fake prices. This can dictate any and every player's gameplay for one simple reason: gold; money; $$$$; moolah; gp. Every player uses it, aside from newer players. It's the main trading component to anything. This can cause a player to not buy an item because its price is rising or u*buyable, stuck with gp, thus changing what they do/use in their gameplay time. This can cause a player to not sell an item because it's price is falling or is unsellable, possibly causing a person to not be able to buy that specific armor they wanted, or those supplies to their skill training that they wanted, and making their items devalue without them choosing to be. Also, someone posted something about the Grand Exchange Database..I like the concept overall, but the graph thing causes problems in itself. I don't see much change without it, though, so I'm not that concerned about it myself.. ------Possible Solutions to the Grand Exchange You must look at what the difference between the G.E. and pre-G.E. trades are, first. Item prices before G.E. were more liquid and could be dictated more freely by players. They were able to choose more freely what price they wanted to buy/sell an item for. For most players it was a legitimate amount, not 1k for a 700k item, which is what the G.E. and trade limits were made to prevent (due to RWT and all the legal problems it brought..). The G.E. has a 5% increase/decrease limit to an item per update. It is not liquid because prices are updated only twice a day at most, as opposed to whenever demand/supply changed, and the G.E. prices are heavily based on quantity and not true demand/supply and what the average player wants to pay/get. The only thing keeping the G.E. alive is people compromising, merch clans moving on to the next item to manipulate, street trading higher priced/new items, and actual supply/demand slowly balancing an item out until it's overpowered by merch clans or flippers. The first thing that I think can fix most problems with the G.E. is making item prices able to be more unique to the item/item type. Changing the way each type/each item updates will help tremendously. If there weren't set update times every day, and the updates were dependant on the item and its own quantity set for a random time + times based on quantity more times a day than currently (2), merch clans and flippers could not influence prices as easily. More than likely it would cause more players to buy/sell items and more likely be able to make money with these clans without disrupting actual gameplay. The second thing I think would help would to make the min and max price %'s more dynamic to what the item is (or even also to how much is sold), MAYBE changing some to lower than 5% (perhaps as low as 2.5%), or more likely, to ~7.5% or higher. Each % would depend entirely on the item's statistics. A not-so-needed feature involving the Grand Exchange would be removing that huge clunk of bogus out from Varrock, and adding Exchange tellers to banks. It would repopulate banks, make Varrock less crowded, create a little more ease-of-access to using the G.E., make the banks seem less overpopulated by NPC's (I always found it stupid that they made the varrock west bank twice as large, even though no one would be in it 1/100th as much as before). This should happen regardless of what is and isn't actually wrong with the G.E.. Now that I'm all done writing that dreadfully long post, you can comment now. I'm open to all arguements with information I've posted, needed corrections, questions about the information I've posted, support via bumping or telling your friends/clanmates/whatever about the thread/what you heard from it/where to find it. Please don't spam. Abide by the forum rules. And most importantly of all, try to learn something from all this. Oh, and mods please move this to wherever it should be, if it isn't already. ---------Important things I forgot to post --Since the G.E. updates every 12 hours or whatever, the prices are stuck at being changed slowly, so over a long period of time it will eventually settle down, but not change back to what it was (due to the bad system that the G.E. has). The game around the G.E. moves faster than the G.E. itself, which is why it isn't a very good system. The buy/sell aspect of it is good, but that too is quicker than how fast prices can change. Merch clans, or manip clans/scam gangs as you call them, would be able to do what they want, but I am pretty sure it would have less effect, and I don't think that players would be ripped out of money so easily, if at all. --There is a main difference between trying to quickly buy/sell an item on the G.E. vs old trading. With old trading, you too would lower/raise your price from what the actual street price was to buy/sell faster. You can do this with the G.E., too, but the difference is that that price never changed the actual price of the item unless a lot of people started doing it. Of course the G.E. does that now, but since it updates way slower it can mistake real price lower/rises with fake buys and sells via flips/merch cc's. That could help the G.E. a lot but overall, doesn't change much. HOWEVER, it opened my eyes to perhaps an overall easier solution, or harder, I'm not sure which atm (cant think). If the G.E. recorded prices more frequently, perhaps not -as- frequently as I said before (simulating liquid prices), but make a dynamic/static hybrid updater. Whereas it would take old data of prices (the week-to-week average over 3-12+ months for instance, maybe), use more frequent prices (4-hour updates or something) and then create more realistic 12-hour updates that would not change prices dramatically and nerf large fake price changes! This actually could work much better than my first thought!!! I'm pretty intrigued by this thought, actually, more than my original post.
  7. K, so you were saying that chessy values santas more than I do. Ok, obvious. But that's all opinion. I think all humans have morality and sympathy. That is why I think that it's messed up that she wants to keep 2.2k santas to herself..it's psychotic almost. Deep mental issues. If you ever watched criminal shows like law n order and the likes, where they talk about why a criminal/offender does things that way, it's because they're really messed up in the head. That's based off real-life stuff. Little things like that can show that you might have a mental disorder. It doesn't mean that it can't be fixed..unless you're that messed up. But people take it a lot more lightly than you think. Maybe it's just my observation skills and way with knowing people..I dont know. I just am positive that there is something more to it. This is starting to sound like a rant about one person.... That's kind of funny because you don't even know what me and him were talking about, regardless of what my post was about. Get the [bleep] off my thread plz.
  8. K, so you were saying that chessy values santas more than I do. Ok, obvious. But that's all opinion. I think all humans have morality and sympathy. That is why I think that it's messed up that she wants to keep 2.2k santas to herself..it's psychotic almost. Deep mental issues. If you ever watched criminal shows like law n order and the likes, where they talk about why a criminal/offender does things that way, it's because they're really messed up in the head. That's based off real-life stuff. Little things like that can show that you might have a mental disorder. It doesn't mean that it can't be fixed..unless you're that messed up. But people take it a lot more lightly than you think. Maybe it's just my observation skills and way with knowing people..I dont know. I just am positive that there is something more to it.
  9. Ren replied to watts320's topic in Help and Advice
    This happened to me the other day..was because I logged out nearby a monster spawn, logged in and the runescape page wouldnt get past "logging in" and then just sat there, only for one world though. Then I tried logging in on another and it wouldnt let me. Next thing I know I'm in lumby saying ffffffffff- cuz I lost my money pile and all the gear I had with me.. tl;dr dont log out near aggressive monsters. Ever.
  10. Haha, yeah it kinda sounds lame. But I look to it as access to gamebreaking content that doesn't exist yet. Almost like a whole year's worth of updates! I think it would make up for 09 :))
  11. "Ren" is a handle of mine and the one I am best known by as I use it on MechScape World and other fan sites (hence why I use it in my signature). "Me" is my RuneScape account/display name and my display name on tip.it. I am not related to the tip.it user "ren". In all honesty, I didn't claim to be you, sorry for that xd. I'll clear that up. Ren is me, and I am ren. Get it, everyone? kk.
  12. Yes, I copy+pasted this from somewhere else. No, I don't feel like changing it much but I probably will later. EDIT: I fixed my first post, looks all neat now. Let's hope this gets some heat.
  13. ~A Possible fix to what is wrong with the Grand Exchange~ !!!!!! This is a long read. If you do not wish to read it all, skip straight to the Problem and Solution parts of the thread, and the "Important things I forgot to post" section. I do suggest you read it all to get the full effect, though. !!!!!! Flipper: Someone who buys an item, then sells it for a gain as quickly as possible. Merch clan/cc: Group of players, that buy out a predetermined item, set a goal price, and then ask other players to help buy the item to make it rise quickly to that goal price, and sell it about 30-80% between the starting and goal price. Most of the random players that participate do not make much money because they cannot sell what they bought unless they 'dump' the item before the goal price. Rise: When an item begins to gain price quickly Crash: When an item begins to lose price quickly. Dump: When a player/merch clan sells most/all their stock of an item, usually if it begins to crash, making it crash even faster, or if it rises and they assume it will crash not far later. ------Intro Most of you may know that the majority of prices on the grand exchanged are being or have been manipulated once or more by a clan or player. Most people don't see how this affects items and the world around them. To understand everything fully, you have to know the history of item prices. Let's start with pre-G.E. and trade limits. ------History of Items and Item Prices Back before trade limits and the G.E., You were able to make money via merchanting quicker and somewhat easier. This is, not entirely, because not everyone was able to merchant. Why? For the most part, they either didn't know how, got fed up with competition and stopped, didn't have enough money, or didn't care for it much. The other reasons were because item prices were never stable like how the G.E. currently is. The item prices were very liquid, they were able to be shifted based on what a player wanted to pay, could pay, or should pay. Let's say an item price was 600k "street", what the average player would pay for it. This would mean that in most situations a player could buy for little under or sell for little over. The way merchanting worked was everyone was going to the same place (for this example, on World 2 it was Falador garden) to buy an item. If a player got impatient and wanted to sell their item more quickly they would lower what they wanted for it, or compromise with another player's buying price. A merchanter would want to buy as low as possible, in most cases it was still a reasonable price. Then they would want to sell for higher than what the current "street" price was, sometimes compromising for less if they were still making money, or for what they paid if the item wasn't in demand at that exact time. Item supply and demand back then was based more who had what and who wanted what right that minute/hour/day/etc. Then player-determined price would eventually be worked out with newer items and, as more items worked their way into the game, the price would gradually lower because more players would be with the item than without, thus making demand go down causing price drops until it was at that point where it was stable and never really changed much, but players were still able to buy for lower and/or higher by however much those players respectfully determined. ------The Grand Exchange The way the G.E. works is that a player will put up an "offer" for an item they desire to sell/buy into the G.E. system and it will wait until it matched another player selling/buying that item for the same/lower/higher price and then exchange the two player's items and GP. The G.E. allows a 5% below mid-price or above mid-price. This causes players to make limited amounts of profit/loss on an item. The G.E. records item sales, quantity and price of sales, and changes the price accordingly every 12 or so hours if the item sold enough items respectfully. If an item did not sell/buy enough times the price will not change. The way merch clans work with the G.E. is how I explained in the first post. This affects item prices obviously, and hiddenly too. When an item is given "fake demand" either buy or sell offers, it will cause the "true price" or "street price" to be false. This is caused by the wave of buys making the item to rise very quickly, and then crash when the merch cc plans to dump the item. Eventually the item will balance itself out, or so you think. The price can either be unusually high or low depending on the item itself, it's useage and real demand/supply, compared to what it was before it was merchanted. Flipping works the same way as merch clans do, just in a smaller amount, and more quickly. But since more players do this, as it's safer to invest this way than with merch clans, it does enough damage to item prices itself. New items would be given a set price by Jagex on the G.E., for instance I think that most Royal clothing items were 300k each. And the player-determined street price became somewhere betweem 5,000,000gp and 50,000,000gp depending on the item. How do street prices work with the G.E.? Players will use stable items, or items able to be bought for lower than they are sellable for, or random items/junk they cannot sell easily to trade with the newer item or whichever item it is for the other player's pure cash, or whatever the two players compromised on. The reason "Street prices" exist with the G.E. is because the set price is far lower than the current real demand (or false for merch clans/flippers) set on the G.E.. Since an item can only rise or lower 5% per 12 hours/however long the G.E. takes to update prices, people use junk to trade with an item for mainly cash or a valuable item street price-wise, depending if the street price of that item is higher or lower than the G.E. price. Rarely does that apply to when it's lower, if it is ever. That is because most people will want to try and sell it on the G.E. for higher than it's street price. This causes the item to drop lower than it should. ------Problem(s) with the Grand Exchange Because of merch clans, some items can be unbuyable or unsellable on it, causing the real supply and demand to dissapear, and the price being dictated by whatever damage the merch clan/flippers do. Then when it is able to be sold/bought, the price is usually higher/lower than the real price. Over time, usually, that price becomes the actual price, and the old one is lost. This causes fake and real inflation and deflation. To make things worse, Jagex thought of the whole "statuette" thing to add more straight gp to the economy, money created by just one part of the game. Seriously large amounts of gp at that. They had said that 10% of the RS population was PKers (2009). Now, trillions and trillions of GP being put into the economy by 10% of the game, not THAT important part of the game, too? Maybe it was because of the mass quitting from removing trade limits and Wilderness along with merch clans, and they figured it would help. I don't know. Whatever. This all stacks up to be one very very large mess of fake prices. This can dictate any and every player's gameplay for one simple reason: gold; money; $$$$; moolah; gp. Every player uses it, aside from newer players. It's the main trading component to anything. This can cause a player to not buy an item because its price is rising or u*buyable, stuck with gp, thus changing what they do/use in their gameplay time. This can cause a player to not sell an item because it's price is falling or is unsellable, possibly causing a person to not be able to buy that specific armor they wanted, or those supplies to their skill training that they wanted, and making their items devalue without them choosing to be. ------Possible Solutions to the Grand Exchange You must look at what the difference between the G.E. and pre-G.E. trades are, first. Item prices before G.E. were more liquid and could be dictated more freely by players. They were able to choose more freely what price they wanted to buy/sell an item for. For most players it was a legitimate amount, not 1k for a 700k item, which is what the G.E. and trade limits were made to prevent (due to RWT and all the legal problems it brought..). The G.E. has a 5% increase/decrease limit to an item per update. It is not liquid because prices are updated only twice a day, as opposed to whenever demand/supply changed, and the G.E. prices are heavily based on quantity and not true demand/supply and what the average player wants to pay/get. The only thing keeping the G.E. alive is people compromising, merch clans moving on to the next item to manipulate, street trading higher priced/new items, and actual supply/demand slowly balancing an item out until it's overpowered by merch clans or flippers. The first thing that I think can fix most problems with the G.E. is making item prices able to be more unique to the item/item type. Changing the way each type/each item updates will help tremendously. If there weren't set update times every day, and the updates were dependant on the item and its own quantity set for a random time + times based on quantity more times a day than currently (2), merch clans and flippers could not influence prices as easily. More than likely it would cause more players to buy/sell items and more likely be able to make money with these clans without disrupting actual gameplay. The second thing I think would help would to make the min and max price %'s more dynamic to what the item is (or even also to how much is sold), MAYBE changing some to lower than 5% (perhaps as low as 2.5%), or more likely, to ~7.5% or higher. Each % would depend entirely on the item's statistics. Now that I'm all done writing that dreadfully long post, you can comment now. I'm open to all arguements with information I've posted, needed corrections, questions about the information I've posted, support via bumping or telling your friends/clanmates/whatever about the thread/what you heard from it/where to find it. Please don't spam. Abide by the forum rules. And most importantly of all, try to learn something from all this. Oh, and mods please move this to wherever it should be, if it isn't already. ---------Important things I forgot to post --Since the G.E. updates every 12 hours or whatever, the prices are stuck at being changed slowly, so over a long period of time it will eventually settle down, but not change back to what it was (due to the bad system that the G.E. has). The game around the G.E. moves faster than the G.E. itself, which is why it isn't a very good system. The buy/sell aspect of it is good, but that too is quicker than how fast prices can change. Merch clans, or manip clans/scam gangs as you call them, would be able to do what they want, but I am pretty sure it would have less effect, and I don't think that players would be ripped out of money so easily, if at all. --There is a main difference between trying to quickly buy/sell an item on the G.E. vs old trading. With old trading, you too would lower/raise your price from what the actual street price was to buy/sell faster. You can do this with the G.E., too, but the difference is that that price never changed the actual price of the item unless a lot of people started doing it. Of course the G.E. does that now, but since it updates way slower it can mistake real price lower/rises with fake buys and sells via flips/merch cc's. That could help the G.E. a lot but overall, doesn't change much. HOWEVER, it opened my eyes to perhaps an overall easier solution, or harder, I'm not sure which atm (cant think). If the G.E. recorded prices more frequently, perhaps not -as- frequently as I said before (simulating liquid prices), but make a dynamic/static hybrid updater. Whereas it would take old data of prices (from week-to-week maybe), use more frequent prices (4-hour updates or something) and then create more realistic 12-hour updates that would not change prices dramatically and nerf large fake price changes! This actually could work much better than my first thought!!! I'm pretty intrigued by this thought, actually, more than my original post.
  14. Ill admit i was sceptic at first but from the Content Team Q&A i have little doubts about this being the basis of the new skill.Some technical things like how the dungeon thing will work or the name are debatable but the basic design is settled in my opinionYup i agree Ren nailed it. How its put together as a skill will be interesting and what we have to do wether its team work or solo. I guess just the details are missing. <3 love how everyone is giving me credit for this!! thanks.... Anyways... I had long ago before this post was made (i think) said that the new skill would be exploration. something related to what has been said before, except i didn't have any knowledge of all this crap. and the best part is that i'm pretty sure it doesn't conflict with anything the mods said! here, let me justify my post. pick apart it later please, as this is what I said before all this info was read. Exploration, as the new skill, could open up many new areas. Think of how the Kharazi Jungle is, where you have to chop through trees and whatnot. Imagine having to do tasks or stuff like that, using your other skills to get through objectives to unlock an area that would possibly open up new dungeons, item shops, new npcs, new resources and resource locations, new quests, the list goes on. Anything you can think of could be unlocked using Exploration. Anything could be used in Exploration. The experience and leveling could work either by percentage of the "world" (saying that its added areas of the rs map) being discovered, which could conflict with th 13034431 exp thing unless there was some strange math to it, which wouldn't be all that hard anyways. Or it could be based on objective and objective type. New tools, items, npcs, summoning creatures, everything and anything could be added to runescape to assist/be used in Exploration. Tasks/objectives could be chosen based on your skill total, skill levels, combat levels, certain skills and their level, almost anything. Either selectively one, or any and all of them at random. There could be new disease-type splats or something based on where you go, the environments you encounter. I'll repost and/or edit this later if I feel like I missed anything..keep your minds open for this new skill please.
  15. Ok so I got this mini-vid I want to put on youtube, but I have no music for it. Can I use music I've ripped from a CD and have on my computer? Where could I get music to use on my video for youtube? Is there any specific restrictions towards music youtube has? I remember something about not being able to upload anything with warner bro's-related labels..true? This sucks, my crappy video needs music!!
  16. Ren replied to Ren's topic in Off-Topic
    Fixed.
  17. Ren posted a topic in Off-Topic
    When you see it, you'll [cabbage] bricks... I promise you this one is NOT easy. click if image doesnt load
  18. MK, since you're going for overall fun, effectiveness, and training then you'll probably want to get 44 prayer, 40 or 65 def (trust me on 65 def..). If you do this, though, you will definitely want to get your range and strength up because you'll be gaining combat levels like nothing. Also, if this is your first pure and it's gonna be f2p I suggest stopping at certain defense levels along the way to see which one fits you best. I messed up my 1 def pure by getting 10 def, didnt likeit so i got 20, then 30, and this 40 and 44 (wanted to be ready for zerker pure) now my goal is to get 65 def on him and max out str, range, mage and get 70 prayer so he's up and ready to pk easily on members. That was how I discovered which pures I liked most. Plus, it's nice to have about 8 different hybrid/pure pker accounts :twss: . That way you can choose as you please without worrying about which levels are best.
  19. Btw, the main advantage of having higher hp is that they can't tell as easily when it's good to ko you. I get called a safer (on ftp, members safing shouldnt matter) all the time for it on my pure.. I die anyway though.
  20. K, you said you have 70 str now which is a must-have. I'd say get 60+ mage asap, good resist is needed. 75 range would be nice also but not needed. stick to 31 or 44 pray for a looooong time as others said. IDK too many good training spots myself, so I'm sorry for that. Decent stats. There isn't much you've done wrong with your pure tbh...
  21. Tbh, as a 40 atk pure I have majorrrrrrrrr problems with 10 def and 20 def pures. they are so insanely hard to hit on for me for some lame reason.. If you had to choose between the two I'd go with 10. I may do it myself also, since I'm lv 50 already (might wait till 60 cb) and have 83 exp in def exactly (bs luck when maging with a clan..). Good luck to you. EDIT: They aren't -always- really hard to hit on, but it's a difference I'd rather not have to deal with. My way around it is to mage them to get their armor off, then melee them. The real problem is those darned ranged tanks with 40+ def :S.
  22. Lots of this game changed. Sure, there were more scammers in the past. Yeah, macroers sucked. The bots were rule breakers but I liked them, personally. They added a something in the game that it probably will never have again. Trade limtis and the Grand Exchange induced the fail old-school merchanters (or item-flippers..) into price manipulators (people who invest into an item to raise the price or expect a price rise in the item, then sell before/when it begins crashing to make money). And go figure, even some people can't do that so they resort to a minigame that has a loophole that creates unneccesarily high amounts of GP/COIN that didn't exist before. The game's graphics are going to become s*** soon, you'll see. I'm just hoping Jagex plans ahead further than the average RSer can see, so that we don't expect something REALLY good coming. Maybe that's just my optimistic side speaking, but I do sometimes have faith in Jagex. No matter how lazy they become, how delayed updates are, how CRAPPY updates are, you've always have that little ounce of hope. I'm just waiting for that day to come. Where it's "all-in, take it or leave it" time. Thanks for everyone that read one of the most influential post in this thread (that is, if you agree and choose to stand by what I believe is right..). ~Ren http://img66.imageshack.us/img66/51/450x200gff.png = coolest ex-signature ever, btw.
  23. 99 attack is better than 99 str depending on the current str level. If you have at least 85-95 str, 99 atk is going to be much better. However, low attack high strength usually is better than high attack low str.
  24. Ren replied to Abc1230's topic in Forum Games
    215

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