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Makoto_the_Phoenix

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Everything posted by Makoto_the_Phoenix

  1. It's a technique called 'prayer flashing'. Basically you turn your prayers on for that attack turn, evade whatever damage the attacker did to you, turn them off, and continue. Allegedly it conserves prayer, but I find it to not be worth the trouble of just leaving prayer on until the attacker is dead, and turning if off inbetween attacks.
  2. In P2P FoG, hiding is the only thing that delays or denies the meeting of a level 65 with some level 129's Godsword. It's a valid tactic, since FoG wasn't really made to be linear in the sense that you always slash at them/always die to them.
  3. I've actually been interested in the probability of getting a certain drop from any particular monster, so this thread makes a lot of sense. I watched the video, and I do agree that there are at least four separate lists for drops, but we were once told that drops such as Visage and things like 3rd Age or other elementally hyper-rare items (even the Shield left half) are on a separate, "Special" drop list that not only drops an item from there, but also gives you another shot at the "roulette". For those that are curious of how it affects certain drops - things that are semi-uncommon won't be bothered by it, which means Adamant Bars from Aviansies are out, as are the lion's share of herbs from Abberants. But then I'd just be repeating myself with everything everyone else has said. The only real way to prove how well such a ring works is to kill enough NPCs proportional to one or two times its orders-of-magnitude its drop list. For some of these monsters, it means killing them at least 48,000 times, which is painful enough to do. Perhaps some day we'll figure out everything about this "rare" list...or perhaps we'll get a hint to it. Aside: When we're talking statistics, the chance of a drop d only changes if you have something to modify its chances, i.e. RoW, but [typically] under no other circumstances. [EDIT] You might want to add to the "rare" list of Aberrant Specters the Dragon Spear. Someone got one while I was on task the other day, showed it to me, totally blew my mind.
  4. You can still stand in level 1 wilderness for 2 hours and get EP. The question is, how *much* EP can you get? But so far, these updates are getting decent - they're making players actually PK for their cash. Let's hope they keep it up.
  5. The point of most people's enjoyment is not mindlessly grinding levels or keeping to themselves - it's opening up to other people, through any means necessary. This kind of RS doesn't sound very enjoyable. :?
  6. Teleporting finally reduces EP. Epic win. You're in combat if you hit them and they don't hit back. Epic win. Abyssal Whip. Epic win. Slayer Monster. Let's give it a shot before we call it an Epic Win, but it's probably going to be one anyway. Okay, so I'll be the first to say it - best update in a long time. So glad that teleportation finally reduces EP, that should stop some of the cowardly PKers now.
  7. Rushing might not be honorable, but do you really have to pour salt in his wound?
  8. No, Jagex selling Members is not the same as RWT. Get some sleep, dude. First, I sincerely doubt that a maxed F2Per would want to have ALL of the capes at the same time. They'd pick and choose their favorite and not worry about any of the rest. Second, there are only 15 F2P skills. ;) In what way is your Membership being devalued if they get Achievement Capes? You mean to tell me you're not satisfied with literally tens of thousands more content than Freeplay? What's with all the elitism today, seriously? Not all skills, and i want cirtin things to stay ptp. Nobody's talking about moving cities around, so P2P will still have its prestige, allure, and whatever other labels you feel like throwing on it. ;) It's not about buying membership, really - it's an achievement. This is honestly one of the things that should have been freeplay from the start, but it hasn't, and now Members feel that they need to defend it to the death or something. Besides, Members throw more dirt on themselves and F2P than F2P does by themselves...
  9. Let's try not to read too much into the age thing. They're just beta testing. And it isn't the end of the world if kids < 13 play RuneScape, either. :roll:
  10. I suppose the question of the day would be... Why did you go to their IRC in the first place?! There's been a ton of reports and what-not about being DDoSed lately, and it usually happens to PKers with high gear. Never, ever let them have access to your IP address. If they were on a more reputable IRC network like Tip.it or SwiftIRC, you could have quickly escalated the problem to a IRCOP, who'd have handled it nicely. I suppose this is what Jagex means about the dangers of 3rd party stuff...just don't do it if you want to remain safe. :wall:
  11. *sigh* Where to begin... What kind of crap is that?!?! You can't afford to be p2p so youu can't play runescape at all!?!?! I mean if someone who is f2p claims that they cannot buy a membership due to financial problems, then maybe they should prioritize things in their life, such as WORKING and not PLAYING games. gf twisting my statements. Their life is plenty prioritized. Perhaps they want to play a game to escape reality for a few hours a week. What's wrong with that? Nothing. Everyone does it when they play any kind of game, really. Or did we forget that RS is still just a game? Yes an achievement is an achievement. Now go buy a membership and get that skillcape you're so seriously obsessed with, or you could just rant and complain about it and hope it falls into your hands. Ok with the name calling again, 'elitist' are you serious? I recognize that skillcapes are members (for now at least). Yes, elitist, the belief that just because you pay cash, you deserve better things or rewards, and those that don't deserve to get shipped to Timbuktu. I'm glad that we're able to establish that an achievement is an achievement whether you pay or not, but in no way will your $6 be devalued if you let F2P have skillcapes for their skills. You have so much more than them, but you complain that this one little thing is leaving your grasp. Lighten up, dude. And by this comment i'm guessing you are speaking directly to me. If you consider posting my opinions as a 'right to complain because i spent 6$', then all i can say is, God bless you my friend. ;) Actually, I was stating that to most everyone, since everyone's favorite argument with these debates boils down to money. Players (not just yourself) should be more open to updates for everyone, since what F2P gets, you'll get too. What you're really doing isn't complaining. You're having a tantrum about it. So I made that statement. Again, as I said before:
  12. Your 'basis' is fail. 1) Buy a membership? It's not hard granted there are some exceptions such as location. As for financial problems, you shouldn't even be playing rs if you're having these problems. 2) Makes no sense How does it fail? Just because you can't afford membership doesn't mean that you shouldn't be denied celebrating your achievement. And that's all these capes are, really - they celebrate your achievement of getting a 99 in that skill (or having all Quest Points). Money problems come in many different forms - could be that it's not possible to get it, could be tuition, could be something else - but it's all irrelevant. An achievement is an achievement - and you shouldn't be so elitist that you can't recognize that 99 Smithing is still 99 Smithing - on Free or Members. And for the record who was telling jagex how to run their game? Every member who thinks that $6 gives them the right to complain about how Jagex's resources are spent on F2P updates.
  13. Yes, give them skillcapes, on the basis of two things. 1) Skilling in freeplay is just plain hard. Reward them for their efforts. 2) Since you can't prove to me that all skills are members, then why should only members be the ones with the achievements? As for the "money" argument, just drop it. The money you contribute, in any shape or form, is used to pay for everything, including updates to Freeplay. There's no way a CFO worth their salt would segregate money according to who contributed what with a service. It's all money! Seriously, let the money argument disappear. You're not Jagex's CFO. You don't get to tell them how to spend their money OR development time. Also, on the losing members aspect - while Skillcapes are a nice allure to get members, they're probably the next reason that people get Members, right behind using the Forums (pre-F2P update). :roll:
  14. The reason that I enjoy slayer is that it does its part in masking the fact that it's all one giant grind. Instead of skilling X Waterfiends or Y Dust Devils or even Z Abyssal Demons, I get to move around and enjoy different things to kill. Oh, not to mention, the rewards for some of the NPCs are pretty good, too. Dragon Boots drop like candy. Orbs are plentiful from Waterfiends (and you make a profit alching them, period). Whips, Dark Bows, and Mauls are but a few things that allure many broke adventures like myself to these great beasts. And, don't get me started on the Mutated Bloodvelds - some of the best Slayer experience in the game.
  15. @Kietaro1: The reason your code is not simple is because it determines whether or not you deserve a drop, not what kind of drop you get. The magic of random number generators is that we could put values at arbitrary locations (1, 2, 36, etc), and let that decide if they deserve a drop - no NPC has more than 64 or so drops, if I'm not mistaken, so 255 slots is plenty of room to determine if they deserve a drop or not. Also, it's for the reasons that Brianite highlighted, which I'm getting to right now. I think that the system that Brianite proposed is great, but there are a few fatal flaws to it. 1) EP should not be nuked, but it should be hidden and the rules to gathering it should change, to prevent system manipulation. It's a good thing to have some kind of potential. 2) Targets should not disappear in Bounty Hunter. That's the point of it all, really. Instead, if you kill your target, you greatly improve the chances of you getting into that second drop table. 3) Protect item needs to stay gone. If you enable it on PvP worlds, you'll have PJers, rushers, and all manners of folk that many PKers were glad to be rid of, once and for all. Otherwise, that's the "simplicity" that needs to happen.
  16. It's not a loophole. It's still considered macroing. You yourself are not interfacing with the computer, which is the crux of the rule itself - so yes, it would be considered macroing.
  17. Aside: I can understand C++ far better than that pseudocode. If you posted it, and someone didn't understand, some techie/programmer would have happily translated it. Looking at your clarification, I view that to be far too complex to award stuff. Let's stick with what we already know - a random number generator + drop tables - and then build on from there. We're trying to keep it simple. Let's assume that our random drop list is of length 255, and the only way to reach the items that you're discussing (let's put them in the table at positions 250-255, feel free to expand/contract as appropriate) is to have two values - the first being the obviously randomly generated number, and the "award" values as well. Without the award values, the random generator can never hit the high values. Warning: Math/Java to follow int awardValue = -5; // Assuming that we're using the top five spots here, keep it negative depending on how many spots you use at the top --- I'll take a break from code talk to explain four specific rules that would greatly aid PvP: 1) Running to safety after engaging in a number of rounds, be this by teleportation or stepping out of the wild = 0% EP. End of discussion. No more reward. 2) Using special attacks in rapid succession reduces the chance of you getting a decent drop (awardValue is affected by this). 3) Defeating an opponent in an "impressive" way (using no food, 3 hits, chasing them down, few or no specials, or dealing the highest damage in a shorter span) increases the chance of you getting a decent drop. 4) Killing your target gives you access to greater rewards, but only if they were in combat with you in gear they could wield. This avoids players PKing in useless gear with a set of Rune to give you awards. How we implement the aforementioned methods is totally irrelevant. --- int potential = 255; // Used to determine how worthy you really are. int prize = (int)(potential * Math.random() + (awardValue)); As it stands the possible values that we can achieve (assuming awardValue is still -5) would be [0, 249). --- A good idea would be to move the higher valued drops (high valued icons, etc) to the highest end of this generator, and determine the chance that they have to get the drops based on awardValue. --- But we're getting away from the crux here. The idea is to make the system simple. Punish them for PJing, punish them for teleporting, and punish them for running away when they're about to get owned. That's all there is, really - and award them sufficiently enough to satisfy them - meaning give them probably 1/3 of what their opponent had (330K if they had anything over 1M) and some arbitrary value either rewarding or punishing them for their conduct in battle. [And no, safing wouldn't be punished. Sorry, pures. :P]
  18. @Kietaro1: I looked at the pseudocode you provided, and I must say I absolutely fail to understand your purpose. Were you trying to create an elaborate set of rules for PvP, or what? If that's your intent, that's a horrible way to go about it. We need simple rules. As simple as simple can be. I'll write something when I get back in, but it shouldn't be mammoth to create a rule for "epic fight".
  19. Racheya, you like EVERYTHING Jagex does. I have never, not once, heard you so much as say that a single update could use a little work, regardless of how poorly executed it was. Seriously, all you need to do is spend twenty bucks to play a decent RTS- Starcraft. Drastically better game play, better controls, even better graphics. And it came out ELEVEN YEARS AGO. And before you say anything about how MA is simply a good first try and bound to mistakes, bugs and failures, I'd like to point out Starcraft was a first as well. The first RTS to have more than two factions. It was a success. It was a success. IT WAS A SUCCESS. It's been eleven years and people STILL play it- it's a national freakin' sport in South Korea. Practically every RTS of any merit since then has had at least three factions. Blizzard went out on a limb... and succeeded. You want more examples? I have more. But my point is that just because something is an experiment does NOT mean it needs to be buggy or a failure. THAT IS NOT A VALID EXCUSE. I find it ironic that no matter what Jagex does, it seems that you come out of the woodwork and flame them about the latest update. Guess that balances things out, first of all. Second, I've played Starcraft, and like you, I do agree that MA is no Starcraft - but does it have to be? Let's think about what an RTS usually comprises of. - Strategy, in either capturing units or resources (Chess, Checkers, Backgammon, etc.) - Harvesting resources, gathering points, et. al. (Dominoes, Starcraft, C&C series) - Waging wars with opponents (Starcraft, Warcraft, Chess, etc.) Looking at that list, we know right off the bat that M.A. is, in fact, a traditional RTS. It's not like any game you've played on the computer, because you don't create units or harvest resources to do so. Just because it's not comparable to one of the greatest RTS games of all time (nothing else can really hold a candle to it), does not mean that Mobilizing Armies was horrible. Like everyone else here, people need to learn the difference between an apple and a F-22A. They're just not comparable.
  20. Yes...how many more times must this incident be brought up before it's finally put to rest?
  21. Explain what these limitations are, and assume that all respawn times are similar or proportional to those of Woodcutting trees. The limitations I had were the same as those mentioned by others. Keep Rune with 1 ore per rock, but add more to lower level rocks, so tin/copper have the most. That's fine, but... The sliding scale would still have to be generous enough to Mithril and Adamantite to make them worth it, or we're still in the same spot. It's great that we keep Runite the same, but if we get two or three ore per Adamant spawn (although it's an improvement), it's still not worth it in the long haul. Of course, we could totally nuke the respawn times and again, make them proportional to trees of a respective level. What do you think about that?
  22. Honestly, the "love it or leave it" line is best left for the chronic ranters. You've seen them - they'd complain if the company decided to buy a red lamp, or if they wanted more plants in the work area. These are the people that need to disappear - it seems that Jagex can't please them, no matter what any one side does, thinks, or brings up arguments to back up/refute anything. Even if this is a Rants forum, there is a distinct difference between ranting (getting something off of your chest) and just acting like a damn brat. It is only the latter that deserves the boot.
  23. 1) Yes, let Jagex ask the community every time they want to update. That'll get things done. :roll: 2) Had you read the post, you'd know that it's not coming back. So you can get used to the new interface for it. Besides, I'm finding it actually pretty good to use, since it's easier to use Bunyip scrolls. :P
  24. When I said to completely thrash everything in the works, I did not mean to destroy it and never use it again. Far from it. I simply mean that Jagex needs to clear its mind and take a really good look. Jagex needs to understand that the simplest and most elegant solution is. Once they understand that, then they can add whatever they need to (but I stress NEED, the bare minimum is all that is necessary), and many of these may in fact be concepts they've used in the past two years (EP for example, has a very viable future, but not in its current form). It's true that it hasn't 100% failed yet, but it's on its way. Less and less people are happy with all of these PvP updates. Frankly, I'm tired of them. Jagex dug its own grave when they strayed from their real goal. The only way they can solve this problem is by going back to that bare basic goal and working from that, and only that. Well I might have misunderstood you, and in this vein I do agree. The only problem is that simplicity leads to predictability, which leads to RWT. Brianite pointed out here that if you keep a system in which you consistently get a percentage of their drops, RWT can resurface again, totally nullifying years of updates. Keeping things simple isn't a viable option, but there are ways to retool the system as it stands. 1) Brawlers become tradable, thus giving both skillers and PvPers something valuable 2) PvP armors dropped at the same rate as icons/statuettes, and icons/statuettes reduced to 5-10% of their current value 3) Every aspect used to calculate drops is hidden instead of made public, as to discourage 26King or any other kind of system manipulation Again, these are ideas, but I honestly think that the system cannot be taken back to a "simpler" time. I'll blame RWT for wrecking that. And as far as people being less and less satisfied with these updates, you're damn right I'm getting dissatisfied - I'm no PKer, but it seems like the overspoken minority is getting more or less 2 years of attention, whereas high levels have been demanding more content as well...Even I know I'll never take part in PKing (since I can't be bothered to anymore with my pures, and I don't want to do it in clans anymore), not in the next ten years, and they can't seem to get enough updates... Why? That's a good attitude to have - you sure as hell don't see other MMOs taking the same kind of stand that Jagex has about it. Source? :geek: I don't remember, but it's been widely accepted that the average number of players who regularly PVP is around 10%. Widely accepted by the players that dont pvp? ;) TBH I find that non pvpers and pvpers tend to be on other sides of the world if you catch my drift. This seems like an accurate number. If you recall the number of players that quit over the RWT updates, which was about 6% of the total RS population, then compare it with the rest of the RS population...there's also this poll The Habit of a Lifetime that describes that out of all voting participants, more of them would rather skill than PK. [EDIT] I swear to God, if they nuke Stealing Creation, there will be Hell to pay.
  25. how was i supposed to know it'd affect fight caves or DC me? Players shouldnt have to think twice about doing something in the game, should be the company's job to fix that. Three words: Third Party Problems. They made a post about it on the front page; why bother going through the fight caves when all of that noise was going on?

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