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Silver_Corner

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Everything posted by Silver_Corner

  1. I KNEW i saw that name before: CE Postbag Puzzle So Ralvash is/was a Mahjarrat. Intresting....
  2. Gravestones make death more bearable, but by no means makes death "nothing to worry about". Even with graves, there are still ways to lose your items you worked so hard for. With the expanding map, many places are harder to reach, and sometimes even 5 minutes will not be enough to get them back. If you die at the chest in barrows, your going to be pressing close to 5 minutes to get back to your gave in time. If you die at GWD and nobody has 70 prayer, your out of luck. I still don't wear my best gear anywhere dangerous, because I know there's always that instance where I might not get it back. I'm not going to personally risk 10m of my time even though I might get it back. Also remember if you die while you have a grave out, anything at your grave vanishes. I once saw someone die on a KBD team. I was going up to solo it and got there just in time to bless his grave, but he forgot his anti-fire shield on the way back up. Needless to say he died and lost everything I blessed. Anyways, I don't think graves are a "fail safe". Dying is still dangerous and can still make a dent in your bank. I like the grave system and think it was a huge improvement. I prefer it 100x over the old system we had. RWT can kiss my [cabbage], I want to keep my items, not lose them to greedy bystanders. I only died at a boss monster once (at DK's after graves were introduced) but I know what its like to die and lose all the armor you worked hard for. I died a long time ago and lost my full mith to some idiot. I don't want to experience that feeling again.
  3. Well, we are told that BH was the place where the first murder took place on Runescape. Since the Dragonkin have been around longer than any of the other known species, it is indeed possible that the murder was not human, but a murder of a Dragonkin, hence the skeleton in the arena may have been the first ever murder. There is not enough information to support that though, just a wild theroy.
  4. My question is why? Mini games do not replace skills, they are typically just a different way to train them to keep players from getting bored. Most mini games (aside from SC or PC) give a slower way to train skills than the actual "grinding" of the skill itself. My question to you is, why do you feel players should be forced to "grind" skills and not have an opportunity to have a different perspective which is fun in training. Since all mini games are optional, I see no issue with making a lot of them to satisfy different audiences. Remember typically different audiences play PC than the ones that are playing Trouble Brewing. Just because there is alot of mini games does not mean they all appeal to everyone. There are going to be some a few people only play, and some a few people dont want to play. Believe me or not, but people DO play gnome delivery, just not a lot. Ive seen people there playing it once in awhile when I pass by the grand tree for the odd clue scroll. Moral of the story, mini games are a way for people to have FUN while sometimes gaining a little extra xp in the process. Not every mini game is going to appeal to everyone, which is why we have a lot of them. Since you are not obligated to play them to train your skills, I see no problem in Jagex widening the way you CAN gain xp in skills to add a bit of variety. As for mini games that make skills faster, I see nothing wrong with that either. Heres why: A skill is an aspect in a game. Runescape is a game. Getting a 99 is no more honorable than making an awesome rollercoaster on rollercoaster tycoon. I see no problem in making a skill easier or less grinding to appease the gameplay. Im paying 5$ a month to have FUN, I would like jagex to make ways to make the game fun, which usually ends up being mini games or quicker/different ways to train skills. Oh and regarding the who wants more minigames? Check the RSOF, there are thousands of posts in the minigame section. If you dont think people want more of them, go there and read them, then tell me otherwise.
  5. I think its more of a hit-miss tactic. Jagex make mini games and basically play battleship with their players. They never know if a new game might be as popular as castle wars, or as popular as the games room. So they hit and miss on games to get a feel for what players like and if a game doesn't work out, at least its a better area filler than a field of grass. I don't think that there are to many mini games, I think there are to many combat mini games. I am all for better skill ones like trouble brewing. TB is fun, just requires so many quests to get to it limits the players. Also single player mini games can never be to numerous, like barrows. Single Player mini games go on regardless if 1 person likes it or 100,000. I would like to see more of those too and not so much on the teamwork ones we have plenty of. As for mobilizing armies, I hope it goes in the games room to at least liven that place up. They have the whole upstairs in that place they could use as a waiting room for the game.
  6. They are decent for combat, but like others have said, its the way they enter combat that makes them not as useful. They need to change the AI so that a famliar (Unless its passive like a bunyip/uni) attacks any target you click to attack rather than waiting until something hits you. So that solves two problems: 1) Familiars would start attacking right when you do since its the click attack that tells them to move. 2) You can now use range/mage ones with safespots as you wont need something hitting you to initiate the attack. Other than that though, combat familiars are about the equivalent of using an offensive/defensive prayer, which is what they were designed to be. They work great xp/damage wise, they just could use a little tweaking on the combat AI.
  7. That's 60,000 Slayer Points. The player would have to have nearly 60M Slayer Xp already to get a boost that big. No, not impossible, but I think that proves that in this case he/she did abuse the bug. He's right. Anyone with 60k slayer points would have a huge amount of slayer xp. No one has enough for that. Correct, and who the [cabbage] with 60k slayer points would spend it on a measly 1.2m slayer xp. That's almost 429k death runes. (About 112m not including the mind runes). Obviously IF someone had that many points, they wouldn't be spending it on xp lol. So ya defiantly shows he/she abused the bug.
  8. I don't see what all the disappointment was about the spell book. I think it was a great update. Plus, we knew they weren't gonna make it total customizable, they even said so in their behinds the scenes: Part of the problem was, clumsy people (like myself) would accidentally click on teleports while trying to use a combat spell. I cant tell you how many times I was trying to barrage, got in a frenzy and accidentally bumped the ancients teleports button. Free trip to wildy from clan wars, yay? I like the arranging they have because if I could customize it myself, that's pretty much how I would arrange it. All the teleports together is nice, and the combat ones all in a row so you don't accidentally click on one while trying to click another. I think the mage update was one of the better ones of the month imo. I don't see why people are so disappointed about it.
  9. Alot of people who cant afford them wish that, but the fact of the matter is, despite the junk and crashing/rising, they will never go under 10m at a minimum. Lets not forget, while they are crap weapons alone, they have the most KO able special in the game. While they may not be the 30m they are now they are still valuable items, and WILL NOT EVER reach the point where the large general public can afford them. The SS/GS has been around for years, and they still cannot be afforded by basic players, I don't see claws being any different. I personally see them recovering at about mid 20mish after they crash which is where they will probably stay for awhile.
  10. Well Ive had quite a busy evening:
  11. I was bored, so decided to do some barrows and some editing. Turned out well I think. (Also hit my max ags spec on Guthan, go figure!) Link: http://www.youtube.com/watch?v=kBWpugK2NSU Click on pic or link to watch ^
  12. Ya its not a pvp speical, but essentially its sort of like a cheap SGS for general uses. Enhanced Excalibur healing: +14 def and 12-20 HP over a few seconds SGS Healing (2 50% specials): Assuming you hit both times, a min of 20 HP and 10 Prayer and a max of about 50HP and 25 prayer total. If you were to miss your SGS specials however, Excalibur would actually heal more than an SGS simply because you don't need to hit with Excalibur to heal. And theirs also the fact, like you mentioned, that you don't need monsters around for the Excalibur to heal. And the +14 def boost is nice. You can also use it at places like Avians which you could not use a SGS on. Its not a full replacement for an SGS, but comes in pretty darn close for general NPC combat. SGS still reigns supreme though on bosses as it is still has the offensive stats of a GS.
  13. After careful consideration of the new Excalibur Special, I decided I should sell my SGS as quick as possible, as there might be less demand for it. I was planning on selling it soon anyways for my final goal, this just made me speed up my plan. Sold some extra stuff and used some money I was saving up. The result: : Finally got the GS i've saved up for so long for. Had every GS up the ladder until i could afford this one. I know its an overpriced dds, but im still looking forward to having fun with it ^^
  14. Boom Head shot! That's the second this week in my world :P
  15. magzar... I am against junk trading like yourself, but reading your more recent posts, your grasping at straws. Regardless if your for or against junk trading, you CANNOT apply real world economics to the RS economy. Any time anyone tries to do it, they fail, because the RS economy is very different than how one works in the real world. There are other factors such as gaining xp, that would never be a factor in real world economics, which make a BIG influence in junk and prices in RS. So don't apply real world tactics to a game. Alot of the junk is produced because people want cheap xp (cutting maple longs) and actually DO make more money junk trading them than selling them to the general store. You need to produce an idea around this, not just ignore that it exists. Example: You get 1k maple logs from MTK. You want some fletch xp, so you make maple longs. You can either A) Sell them to the general store for like 20 gp each. B) Tack them onto a trade for 160gp each to get more than you normally would liquidating them. While you did not actually make "more" by junk trading them, in reality you did make "more" because you sold them for more than they would normally sell for. Because they WONT sell for the G.E. Value. Example 2: You get 100 addy javs from Black Dragons. You can either: A) Sell in the store for 10gp B) Tack onto a trade for something someone wants to get more than you normally would liquidating them. The ONLY difference of this whole argument is that junk is JUNK. If junk was useful tradeable stuff, nobody would have an issue. The solution is to make junk useable/useful. End of thead. Thats the solution, not making people use the G.E. or take a loss. Make junk useable, solves everyone's problems, and fixes the G.E. while hurting nobody in the process. magzar I understand you are against junk trading like me, but you cant ask players to cut 8m off their own "profits" for the good of the game. And by that I mean selling claws for 150k rather than 10m. It just wont happen. I agree with you that junk needs to be removed, but you need to be realistic with your ideas on how to solve the problem.
  16. the reason people are against it is because they believe that the ge knows better than players in terms of an items true value, and as such assume anyone who wants to sell something with junk because they value it as more than ge, is a scammer. that and they want to get rare items on ge for cheap; when people are willing to pay alot more I know why people are against it, and I'm trying to point out to those that are against it that they have faulty logic and that junk trading isn't ruining the game in any way. The OP is trying to say the G.E. system is broken because in order for it to work properly, people need to be using G.E. And as long as people are "junk" trading the G.E. wont ever work properly. Its not just about prices being wrong, its about the fact prices CANT change, which is indeed a byproduct of junk trading. Now "junk trading" alone isn't "bad" like you said, but as long as it exists, prices will be wrong in the G.E, which is bad. The point the OP is trying to make is that if Jagex fixes a way to remove junk trading, either by making the junk useful or introducing a way to usefully liquidate the junk out of the game AND making more price adjustment mechanics to the G.E. to make it change more often, then it would remove alot of the junk in the game and make prices adjust correctly on G.E. They cant do 1 or the other, they have to do both. Its not just about removing "junk" in trades, its about setting G.E. to the right prices and making it function correctly in the future. That leads to easier trades and more correct prices. I don't want your party hat for a cheap price like you said, I want it to be the correct price on G.E. where the player demand says it should be. And the only way to do that is to make it so people will be willing to use the G.E. to make it change. And the only way to do that is to make it so junk trades are no longer needed. Once G.E. is fixed, junk wont exist. Its about fixing G.E. prices to work properly.
  17. Who are you to tell him he has to part with it for a certain price when he wants more? Since it is his, he should get to decide how much he sells it for. Not his item, so Jagex can set the price whatever they want. Remember this is a game, so you cant apply real world economics to it. The reason I posted that suggestion is because of the problem with the G.E. price adjustments Let me explain in a little more detail so you see why I suggested it. When a merchant clan buys out a large volume of an item, it will cause the price to rise, sometimes out of the normal demand for an item. If the demand stays to high, nobody wants it and it becomes "junk traded" because its stuck to high for anyone to do anything with. By limiting the number of "expensive" items a person can buy, it prevents against this issue of people pushing the limits where they shouldn't be on a massive scale. People can still merchant, just at a much reduced pace to what it is now. That keeps the price more steady so people who want the item can buy them for their use, not just to make money off of. @ above: limits would still apply to this rule, so they wouldn't be accounted for until the G.E. is updated. Since your max is 25k every 4 hours, if you already bought 25k in that 4 hours, the other 75k would be ignore in the equation until the next 4 hours. And since nobody knows when the G.E. updates, it would be impossible to manipulate. What I mean is if you put an offer for 100,000 fire runes on max, and buy 25k of them, the G.E. would ignore the remaining 75k influence on the price when they update because its blocked by the GE trade limit. When they update, they see how many offers are left unfilled on max and min (ignoring those offers which are blocked because of the G.E. limits), and then adjust the price accordingly. While 1 item may of been a tad overstatment, also remember its 1 of each item. 1 SGS, 1 AGS, 1 ZGS, ect.. not just 1 item over 10m per day. And it could be like 2-3, but not the 10-20 we have now. Ya alone, it wouldn't do much, its mainly designed to work with the other methods to eliminate all forms of junk trading. Which if they were all implemented, I think it would seriously make a dent in it. As for 99's over time, the items would be bought up, and more skills like low level WC would benefit from this. In terms of making the skill easier, they make the junk anyways, so really it would just result in a similar profit/speed, just less junk made.
  18. Junk trading is annoying, but there are plenty of ways to remove it, Jagex simply hasn't changed them yet, but they may this year with the update updates. Ways to Change the G.E. to be more efficient and Remove Junk Trading from being needed: 1) Make prices adjust by the offers in the G.E. NOT just the sales. If 10,000 people have an offer in for max, the price should go up a large amount, even if only 1 item sold per day. Basically the price should change at 1/2 the rate it normally would based on offers for items, in addition to the normal rate it goes up/down based on items being purchased. This allowed items which are "wrongly priced" to be adjusted much more quickly. 2) Any item over 10m has limits on it to prevent clans from exploiting prices to create "false demands". You may only purchase/sell 1 of each item over 10m. People don't need to buy 10 godswords a day. Over 10m? 1 of each item, every day. Thats it. Players can still merch with 1 item, but they wont cause mass scale price fluctuations cutting out the people that really want to buy the items to USE THEM. 3) Junk Collectors. Allow General stores to buy items from players at 10% of the G.E Low Value. This will remove alot of the un-sellable item junk from the game, and any leftovers in the G.E. will adjust. Since players buy general store items at MID price, RWT could not profit from this. The goal is to remove allot of the supply from the game which floods the markets. 4) Distraction and Diversion Minigames. Create a minigame/daily activity where you get xp by trading in unstrung longbows, javs, or willow logs. This will help remove alot of the junk while getting xp for it, which is why some of the junk is created in the 1st place. If you get xp by trading in longbows, you: dont over flood the game with extra gp prevent more junk from entering the game, as with xp you need to make less junk adjust demand accordingly because now you have more demand for the item as it gives xp. Jagex needs to realize that solving the problem will not come from changing G.E. Prices. To solve the Junk problem, you simply need to make the junk more useful. Then its not junk anymore, and its like trading 10m gp and coal for something, intead of 10m gp and junk which isnt useful.
  19. Because the other gods simply cant destroy him and take over, you can see Guthix is either equal in power, or more powerful than the others. If Zammy was more powerful, Guthix's threats to destroy Runescape would mean nothing as Zammy could easily take him out. That is not the case so we can assume Guthix is equal or more powerful. Guthix does not need soldiers as the other deity's do because he uses other gods soldiers to balance himself out. If one side is smaller than the other, he uses his powers to make the other side more powerful to balance. His own followers don't switch, so they would have no need for material weapons.
  20. Because before the trade limit you could still do law running by standing outside the altar and trading with the crafters when they come out. That's not possible with the assist system. The reason other quest altars weren't changed was because they were located in quest-only areas, so it wasn't possible to do death running or astral running anyway unless you had already done the quests. I'm pretty sure it's not beyond Jagex to extend the assist system to Runecrafting, although it would have to function differently to other skills. I mean, Runecrafting is probably the most reliant skill on assisting than any other. Its not so much about the xp/hr, its about the assisting system mechanics. You can only assist to someone who is within range of the minimap with you. The outside of alters and inside of alters are much farther apart due to everything being one 1 level. So its impossible to assist someone inside and another outside the alter because their more than 16 squares apart. They changed it so people could go in the alters, and then use the assist since its within the 16 square range that way. That was why it was changed. There are ways to adjust it, but im not sure its worth the trouble to do so. Its fine how it is right now I think.
  21. Seams like everyone is training slayer these days. Guess ill join the in-crowd :D Now to do some serious abby camping :
  22. Muggi, you smell like a genius. + 1 :thumbup: [/hide] isn't really helpfull when youre getting d claws or dds or just a godsword =\ you cant eat as fast as they hit But you have prayer for a reason. When your about to make a KO, you should be ready to flip on that protection melee prayer as soon as your opponents drop. It cuts any pj attacks in half. Unless your very low HP and have no food at all left, your not gonna get ko'ed. MAX while prayer is on for AGS/Claws is about 50ish. Assuming you have food and that they hit max every hit, you still wont get killed. As for a way around it, its really 1 simple rule they need to add to solve everything: In single-way combat area: Any time a player hits another player in combat, both players are locked in a 10 second immunity. During that 10 seconds neither player can attack anyone else or be attacked by anyone else. The timer is reset every time a player attempts to attack their opponent. This solves 3 things right off the bat. 1) It removes pjers who tag you while your opponent eats, since neither of you can be attacked by anyone while at least one of you is attacking. 2) It removes kill pjers, as all players must wait 10 seconds after the last hit before they can hit you. This will give you about 10 seconds or so to loot and eat/pray as necessary to block attacks. 10 Seconds is plenty of time to pick food up/heal and pray up while grabbing most of the loot on the ground. 3) It allows Magers/Rangers to far cast without getting tagged, as once they attack someone, nobody can attack them for 10 seconds regardless if they are getting hit or not. If that rule was put in place, it would stop the majority of players from pjing out there, as it would be a waste of time. Also fixes the whole getting tagged while farcasting issue. The only way to get out of comabt with someone would be to either run to where they cant hit you for 10 seconds or teleport.
  23. I would like to see dragon magical equipment. A new class of staves, that are smithable up to rune. And a dragon staff which has a special bar. The first ever special bar for a mage equipment item. Something like a double hit special, which launches 2 spells at once. That would give normal magics the ko boost its needed for a long long time. But some range equipment/pickaxe would be nice too :D

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