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Makoto_the_Phoenix

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Everything posted by Makoto_the_Phoenix

  1. Sorry, didn't look past this statement. Go buy Members, you'll be less bored.
  2. God no. That'd just make the whole thing worse. Consider if I ran out of members, and decided to buy 100K gold at a huge discount. Then, F2P becomes starved for gold, I get members back, I win, they lose out. Anyway, 508gp for some gold is actually overpriced, if you consider the cost of jewelery, and the cost of getting those stones.
  3. Bit off topic, but where did you get "Borzidan" from :?: I've never heard that, and iw as under the impression that they were called the Arzinian Mines. My bad. Must've been thinking about the "being" there.
  4. I beg to differ. If I were to be getting 80 Mining with these tools, it would take approximately 110 tools to do so. It also looks like your math is convoluted; the numbers that I gave earlier were the tool lasting time (you multiply by 2 to get the double-exp value from using the tool). With dedication, I could probably go through about four tools an hour in Arzinidan*, meaning that I could get 56K experience in that hour. *Arzinian is the gold mines, and I prefer to use rocks that give a consistent amount of experience per ore, since granite is unpredictable.
  5. - Eastern Lands - An update to Mining - An overhaul of combat (looks like weapon speed made weapon choices one-sided again) - Mourning's End III or subsequent Elven Lands quest line - Last quest of the Goblin storyline - "Kudos Island" Off the top of my head, anyway. [EDIT] Eastern Lands are the place of RuneScape that remain unrevealed to us. With the exception of Ak-Haranu, new hairstyles and the Mysterious box, we know next to nothing about it.
  6. Well, what's the point of having tons of cash if you don't do something fun with it once in a while?
  7. The problem only pertained to RSHD fullscreen not working properly, due to some issue with the way the X server and Java interacted. That was fixed in later Java releases.
  8. Well, how about the threshold only take effect if your attack is above a certain level, say 90. If it's level 90 and above, and you use slower weapons, when you hit (I don't mean that you'll just never miss, of course!), you won't hit below a 2. Every 2 levels it goes up by one. Ranged needs to be reworked in such a fashion that it causes more collateral damage than hitpoints damage. Say, for instance, it forces a Magician to drop their runes, or shoots off a Warrior's helmet. With a javelin, it could be possible to decrease the speed at which a person can block attacks. We're back to the whole speed issue here. How can it be balanced so that each weapon has a use in a particular scenario, instead of players just using a whip?
  9. Didn't I say that those numbers were the normal experience and not the double experience?
  10. I think that's about the same rate that I got from Granite mining. Do you know how many rocks you collected? If not, perhaps this will help: I went to the Coal mines and got about 120 coal. The tool is at 19%. The mining level may have a bearing too; mine's 74 right now. Anyway, the differential now is that 19%/100% = x/120. In summation, the tool will last another 22 ores before it gives out completely; I'll test that later to determine it. If that theory holds up, it drained .81% of its power from one ore. I'm thinking also that the experience from the object may have to do with how fast it degrades. .6% for a single steel bar seems like a lot, which means it goes down 3% per plate, and lasts only 16 plates. Each steel bar is between 17.5 (raw bar) and 55 (smelt+smith) experience. I'll need to know which to determine how fast it'll degrade on a Steel scale, and from that, it's simple to figure out how fast the proto-tool *may* degrade. I'm guessing that this confirms the experience->degradation theory. [EDIT] Alright, so I found some more stuff out about these things. According to the post from the RSOF, 15-16-84-58083232, each tool has a *set* experience amount. In effect, it doesn't matter what you use or harvest, or what your level is, the tool lasts only until you hit that max experience cap. Note that the values are from the normal experience values. [Thanks to Samoht Gnir, Djmoody and Sport 0 for this.] Hammer 32,063 Hatchet 9,450 or 18,900 Pickaxe 7,140 Harpoon 13,750 Needle 21,500 Fletching is 46,875 I can practically vouch for the data here since it matches up with a test of mine -- Mining in particular. The proto-tool *will* last 142 coal.
  11. Looking at the list, I can't guarantee that any of these will work better or worse with RSHD. If they all use similar libraries (i.e. Firefox -> Iceweasel), then their bearing on the Java VM wouldn't mean much at all. I've also determined that it's not a browser-specific problem, since the crashes occur either at random during gameplay, or when I try to go back to the home page from RSHD. Again, I don't think it's a browser problem. Any other thoughts out there? [Note]
  12. Okay, flex calculations can be done to accommodate between 50 and 60K experience. Of course, you can consider smithing in the Wilderness (north of the Green Dragons or near the Pirates' hideout), which will net you easily 260K experience. Then, you'll just need an efficient way to get from there and back.
  13. 1. Can you confirm that the tools last for 60K experience all around? This would make calculations of how many Iron plates that I have to make very easy. :D 2. Take into account that combat isn't what would benefit the best from SC tools, but the more tedious or expensive skills, namely Crafting and Mining. With four to five tools, mining Granite, with an enhanced Water tiara, one could gain between 150K to 300K mining experience very quickly.
  14. Like I said, I've tried Epiphany and Firefox (in addition to Prism). I've given Opera a shot, but it runs way too slow. What other browsers are there? Kazehakase? I've given that a whirl, with no success (lots of segfaults).
  15. To begin with, no other production skill's purpose is to purely drain cash out of the economy. With Crafting, Smithing and Herblore, you get some useful object for your cash. Also, "turning into" and "is" are completely separate concepts; don't get them mixed up. Second, a high level Carpenter would respect that the skill wasn't going to make them money (or a lot of it for that matter, no matter how many millions those stones cost). Third, I don't see how this situation can correlate in any way to GWD; Combat has had a history of luck-based wealth, whereas skills haven't. Especially in the case of Construction, there's no way that Construction could have ever been conceivably profitable at all. Fair point, and I absolutely agree about the unsellable item issue. However, consider that there was never a market for flatpacks (namely magic cape racks), and thus, the prices never fell to what other flatpacks look like. That's an oversight, which was corrected.
  16. To begin with, gravestones will stay as long as they've been blessed. Second, if you're having lag issues, either fix your broadband, or fix your computer.
  17. ...Naah. Sure, there are things that are so damn monotonous when you're playing, but if you figure you're going to walk AFK for a minute, why not log out anyway? You really don't know when a random will come along and slow everything you're doing down.
  18. Those same words can be applied to Members, too. Sure, you pay, but you only pay for the extra existing content, not the guarantee that you'll get updates on a bi-weekly schedule.
  19. Hey, "RS": You must've forgotten that the metal was still called "Dragon", too! Like I said earlier, Dragon has been way outdated since Barrows came along. I'm not necessarily upset that the plate is outclassed in every way by other armor, although that is disappointing, but the only thing that can be done would be to jack up the prices on all Barrows repairs to four-times their current amount. That'd probably solve the whole "dragon undervalued" "issue" here...but that ain't happenin'.
  20. Alright, so this is one I've had trouble solving on my own, and I can't seem to pinpoint the problem. Whenever I play RuneScape, I have the option of choosing either Standard or HD mode. Since it's a laptop, I don't like it overheating too much, so I select Standard. Of course, there are certain times when I'd have loved to have HD (namely during the last leg of While Guthix Sleeps). Anyway, on to the problem. Whenever I run HD, after a random period of time, my browser/JVM will absolutely crash, no warning, no mercy. It won't crash, no matter how long I play on Standard detail, yet it will happily die if I cross that threshold. I *do* get little crash error text files with them; if anyone can or wants to decipher them with me, let me know and I'll zip 'em up for you. :) Specs: Ubuntu Linux 8.10, Kernel 2.6.27-7 generic java version "1.6.0_11" Processor: AMD Athlon 64 X2 Dual-Core Processor TK-57, runs at variable speeds (between 800MHz and 1.9GHz, nominally runs at 1.9GHz when playing RS) Graphics Card: GeForce 7000M / nForce 610M, 512MB RAM, 350MHz GPU frequency Browser: Mozilla Prism; effectively a miniature version of Firefox, geared to only see one site on the Internet (and this site is RuneScape). If you haven't heard of or tried it, give it a whirl -- I noticed that its memory consumption after a few hours of gameplay was only 15.6MB, whereas Firefox was at easily 60MB and up. [Just note that I've tried this with Firefox and Epiphany, and it's produced the same results. I won't use Opera or Konqueror; the former is slow as sin to me, and the latter requires installing KDE libraries that I do not wish to install.] Alright, this one's puzzled me for months after HD was released. Let's see if a solution can be reached.
  21. Looks like War_Junky gets to bite his tongue. At least they're doing something to alleviate the grave error that opportunist 'Scapers made... I reckon that's good PR and better than pointing and laughing at everyone. Regardless, I'll still stick with my first comment. The skill wasn't meant to make money, Advisor Ghrim was an oversight, and it's an acceptable move that Jagex decided to bail the opportunists out.
  22. I remember reading about that. That would mean that it's stored in a double. Anyway, to those that are saying that the max XP would be too astronomical: Consider that Jagex hasn't stopped releasing new skills...
  23. It's a combination of software limitations and Jagex's choice. They're not specifically using an Integer for this, they're using some other data type (I can't recall what it is off the top of my head). It probably has to do with the SQL/Oracle limitations, since that's where all of the user data is stored. Anyway, notwithstanding that limitation, consider that the formula of a level is defined as: Experience Required = floor [ (SUM(n=1) to (L-1) of floor(n + 300 * 2^(n/7)) / 4 ] [Source] In effect, you probably wouldn't hold enough interest in any skill to get above 200M experience.
  24. At one time, I was considering making a list of things that F2P could benefit from, or things that Members never use. In part, it had on it: - Halberds - Claws - Spears/Hastae - Wave Spells/Entangle - Dragonhide up to Red - Bolts up to Adamant, no tips - Splitbark - Zamorak/Guthix robes (I mean, c'mon already, who uses THAT stuff anymore) This is obviously an incomplete list; things that F2P could benefit from, create a demand for, and become useful content once again. I can't say I'm surprised that any of the minigames/new holiday themed quests are freeplay. It's almost like an event; the quests are so short that it'd be silly to keep it just for members. [Then, you'd hear a whole hell of a lot of rants about how short/dissatisfying the quests were. Irritating.]
  25. Removing the trade limit, regardless of the day is a giant hell no. It's just not going to happen. Not even for a day.

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