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Altra

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Posts posted by Altra

  1. In any case, even if they did turn to chocolate dust (which it's already been proven highly unlikely, due to Jagex's warning) there are much better ways to get chocolate dust than running around trick or treating people, unless you're just into that sort of thing, in which case whether they will be useful after the event is irrelevant, as you would be doing it for fun at that point, rather than profit.

  2. I miss them, too, but I guess once they finally get done trying to make amends for the RWT updates, the quality will probably get better... Of course, I'm sure some people are glad of those updates, but as I'm not so into pvp, it doesn't interest me... Unless, of course, it boosts the economy like pvp worlds did at first

  3. Fastest way would be to buy the highest level grimy herb and the secondary ingredients you can make potions for, clean the herbs, then make potions with a ton of waterfilled vials off the GE

     

     

     

    The most cost effective way is to fight chaos druids and other monsters that drop a lot of herbs and make potions out of them

     

     

     

    A good compromise is to buy the ingredients to make the potions you can make with the lowest gp/xp

  4. then I'm going to have to refer you back to question 1, fastest money.

     

     

     

    Hmm... With the pvp craze, I'll go out on a limb and say swordfish/tuna. The swordfish are in high demand as the best f2p food, and the tuna is an ingredient in tuna potatoes, which is among the highest p2p food, so you could just bank them all instead of taking the time to drop the tuna. You may also want to give lobsters a shot if you find yourself getting overwhelmed with tuna, or catching tuna/swordfish slowly in general.

  5. so whats the best way to train range? knives, darts, short/longbow, throwing axes, javalins, chinchopas, what?

     

     

     

    Chinchompas are fastest, due to their area effect, but a little on the expensive side.

  6. Hmm... If the drops are supposed to be decided by the impressiveness of the skill, yet they want to discourage rwt by not basing the drops off the value of the armor, couldn't there be a compromise of the equipment bonuses factoring into the drop? That way if your opponent is difficult to kill due to some really good armor, and you kill them, you'll be rewarded for your efforts, whether it was expensive armor or just a well-made patchwork of different armor sets.

  7. Actually, the whole point of asking was because I read in a thread that dropping and picking up the air talisman from Duke Horacio is good money for pures.

     

     

     

    So I tested it myself and got about 3 minutes, for anyone interested, only tested once, so it may vary.

     

     

     

    EDIT: tested again, 3 minutes exactly.

     

     

     

    Whoops. I misread your question and thought you meant when you die :oops: Well, you seem to have stumbled across the answer for yourself, so no harm done, I suppose :)

  8. Fog robes are like barrows.

     

     

     

    PvP items degrade while being worn.

     

    I'm not arguing with you as I haven't used any PvP equipment yet, rather, why do you think this equipment would do that?

     

    I feel the need to cite someone on these Forums who said (and showed) that they got Zuriel's Staff and said that it degraded after they cast a Miasmic spell.

     

     

     

    I don't know about Zuriel's Staff, but the corrupt dragon, at least seems to degrade in or out of combat, according to this:

     

     

     

    Corrupt dragon have no special attacks?

     

     

     

    spearbk8.png

     

     

     

    It started degrading when I equipped it

     

     

     

    *bolded for emphasis*

  9. It depends. I've heard 30 seconds for the pvp worlds, but if you die under normal circumstances, you get a gravestone with varying times to retrieve your stuff, depending on the level of your gravestone.

  10. Best xp: Fly fishing, especially barbarian style (heavy rod)

     

    Best gp (right now, anyways): Sharks. They're currently going for 1.2k max (and they instantly sell at that)

     

    Balanced between xp and gp: Monkfish. Also good to stockpile for training food for yourself, if you want.

  11. the part that is still up for grabs is the 25k on death or 75k... seeing as they say here that your opponent only needs 25k on them for you to get the maximum possible drop... but they may just be talking about f2p and forgot to mention it. jagex has done things like that in the past so it's to be expected.

     

     

     

    Yeah, I wondered that, too... And since the drops are random, regardless, it'd be difficult to test it. Just look at how difficult it is to check the Ring of Wealth's influence, and that's even already knowing the drop tables. :?

  12. I think it'll depend on how successful this new PvP system is within the community. If it is as sucessfull as the wilderness was then I'm sure there is no reason you wont see the same trends, but the game has changed a lot so who knows for sure.

     

     

     

    I agree. All of the speculations will collapse if pkers aren't interested enough in the new pvp, or if they don't find it worth it to pk the new way. It's definitely going to take time before we really know what's going to happen. I doubt everything will be put back the way it was last year, though, with all the changes that have happened to the market since then, etc. It'll either be more popular because of all the new pvp-only goodies, or less popular, because of the indirect nature of the drops.

  13. nah it was in the update, you had to actually read the "pvp game rules" part to find out.

     

    How can I increase my chances of getting good drops?

     

    Several factors determine the value of the drops you can receive. These include, but are not limited to: your Combat level, your opponents' Combat level, the value of items you are carrying, the value of items your opponent was carrying, how long you have survived in a dangerous area on the PvP world, how many players you have killed on the PvP world recently, and whether you are in a hot zone.

     

     

     

    Drops will improve if you are carrying at least 75,000 coins' worth of items (or 25,000 coins' worth on a free world) that you will lose if you die - your three most valuable items are not included in this. To get better drops, your victim must also lose at least 25,000 coins' worth of equipment.

     

     

     

    Note that if you risk significantly more than 75,000 coins in items, your drops will not improve further, nor will they improve if your opponent loses 25 million coins' worth of items - the values are minimum boundaries.

     

     

     

    Whoops, thanks for straightening that out :)

  14. I'm just really glad that there's now a use for the massive amounts of food and potions that people produce while skilling. Without pvp, the only people who really needed that kind of stuff were slayers and boss hunters. Most non-slayer, normal monsters don't require enough healing and stat boosting to make much of a dent in the supply that was being made, especially since a lot of people who stuck around turned to skilling to pass the time.

     

     

     

    In short: Hurrah for the return of the skiller-pker economic relationship! :D

     

     

     

    wait... he protected his items, not losing a single one... and this kid wonders why he only got a few cheap items when he killed his friend who lost NOTHING?

     

     

     

    They probably missed the post with the mod saying that the opponent had to have a minimum of 25k lost, as well. I'm pretty sure nothing was in the news post about the opponent's loss on death affecting it. At least, I don't recall it, and I read through the whole post.

  15. It's really rather inaccurate to define no-lifing according to the amount of time spent per day. There was a time before I made a friend within walking distance, that I very rarely was able to go and hang out with friends, due to several circumstances, though if I could've, I would've. So there was one summer where I spent the large majority of my waking hours on Runescape. You can't just assume that all players either live in places where either public transportation or walking are feasible methods of travel.

     

     

     

    Therefore while there may be many definitions of no-lifing, none of the truly accurate ones can be used to label anybody, unless you personally know them.

     

     

     

    P.S. I know a guy who got bored while his RS membership was off and went and chopped down a tree in his back yard "because his Runescape character can do it" :?

  16. It may be partly that the revamping of the Wilderness took so much time and effort, that the thought of it all being torn apart makes them a bit sick. Jagex are only human, after all. Note that I'm really rather neutral in this matter, and this is just a possibility. ::'

  17. Hmm.. I think the limit will increase with new quests, but still, im not getting the quest cape for a bit, and i dont really see what quests have to do with trading. :-k

     

     

     

    The only things quest points have to do with trading is that RWT don't have them (besides a few very simple f2p quests), therefore, this is, in effect, a screening process, as

     

    1. An actual human is needed to complete most mid-high end quests

     

    2. They require high levels in a variety of skill, costing time, therefore making each bot worth more, as a freshly made character can't quickly recuperate to the "quester bot" status, therefore slowing progress on top of requiring actual sweatshoppers' time.

     

    3. Time vs. money. It takes a lot more time to build up "quester bots" as they require an initial period of human control. Even after this, the profit margins gained aren't worth the money they must pay the sweatshoppers, especially given the large likelihood of being banned shortly afterward.

     

    For these reasons, even with a raised cap, it would still be most profitable, from an objective business standpoint, to migrate to another game with less restrictive measures.

     

     

     

    Edit: Really sorry for going so off-topic :oops: I got a bit carried away. As for the original question, I'm betting the levels of trading caps will be proportional to the number of quests. After all, they don't allow qp capes to continue to be worn after new quest updates, plus, if they did require all quests to be done, that would ensure that the account was up-to-date, as well.

  18. Anyways, I don't think Jagex's goal was to completely and utterly eliminate RWT (although I'm sure they wouldn't mind) their point was that there were currently too many of them. The updates may not completely eliminate RWT, but it decreases it to a negligable amount that Jagex can deal with.

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