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qeltar

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Everything posted by qeltar

  1. Because it's Jagex's game and they don't want it played in that manner? I may not agree with this policy but it is theirs to make. And given that the trade restrictions essentially force people to use the GE, there is a certain logic to ensuring that it stays a reliable and stable mechanism.
  2. It *can* be good money. The problem is finding a world where you won't be annoyed by low level people trying to "help" (making the mole dig with lame attacks and then demanding some of the drops). I rarely bother any more.
  3. Well, I've pretty much given up on complaining about how Jagex runs the economy. They've always been some combination of clueless or uncaring about this issue, and I don't see that changing any time soon.
  4. So it seems Jagex really is against these mass merchants. Good. Took them long enough. I've said since the day the GE came out that I didn't really care for how it was implemented, and I still think the main problem is the too-strict trade limits. But if they aren't going to deal with that, they need to keep plugging the holes that pop up as a result, and price manipulation is one of them. Of course, the merchants will just move on to something else. That's the problem with applying bandaids to a leaky dam instead of ripping it down and building one that works properly.
  5. It sounds good "on paper" but in practice is not worth using. Takes too much time to load and use, which takes you away from your own attacks.
  6. I predict a lot of very unhappy people when the new PK worlds are released. :) Because this is the sort of update where the devil truly is in the details, and I imagine there will be lots of details people will not be happy with...
  7. Nothing drops tree seeds directly. Jangerberry seeds are dropped by most monsters that drop seeds. Try skeletal hands and zombie hands. Ogres and moss giants are good for watermelon seeds, but you won't get them in any large quantity anywhere. The Beastopedia Good Sources List shows the best monsters for a variety of resources.
  8. Best place to fight them is just east of Sophanem, assuming you can access the bank there. Also use the enchanted water tiara to avoid heat damage. See the crocodile page in my new Beastopedia for access directions, equipment and more.
  9. Not recommended. It is extremely slow, you splash constantly, and you keep taking damage because they have four attack styles.
  10. Warped terrorbirds are often unfairly maligned. They are not hard to kill if you know how to do it properly, and their drops were recently improved. They can also be cannoned. See here for details on how to kill them plus a drop log.
  11. Pretty sure it would stack with the Bunyip since the bracelet affects your normal regeneration. Took them long enough to improve this item, it should have been done within the first month, as it was obvious people didn't think much of it.
  12. This is just silly. Gilded altars all but removed the point of the Ectofuntus -- they need to make it better for it to be worth the bother.
  13. qeltar replied to Anatole's topic in Help and Advice
    Dharok's is the fastest way to train strength.
  14. Well-designed competition is good. Stupidly-designed competition is bad. Why make a monster that is easy to kill and has good drops, but then restrict how often it can be killed by limiting it to one per world? Why create a situation that puts players at each other's throats unnecessarily? It's simply bad design, period. It's either that, or holy elixers flood the market. Don't blame Jagex, blame the players that are at each other's throats. They could, I dunno... Make the monster harder? Increase the number of monsters and reduce the drop rate? Actually try thinking before they release a new monster?
  15. That was my first post here in over a month. Thanks for reminding me of why I rarely bother any more.
  16. Well-designed competition is good. Stupidly-designed competition is bad. Why make a monster that is easy to kill and has good drops, but then restrict how often it can be killed by limiting it to one per world? Why create a situation that puts players at each other's throats unnecessarily? It's simply bad design, period.
  17. Newsflash: The whole game is a big waste of time. If someone finds it fun to make a skiller, what does it matter?
  18. Actually, I find the game far *less* kiddy than it was six months ago. Getting rid of PKing is probably one of the main reasons.
  19. People need to learn better ways of dealing with beggars. It's simple: ignore them. Completely. Don't say "no", don't say "go away", just ignore them. Ignore them and they leave. Others see them get ignored and they don't bother. Get a thicker skin and remember that you are responsible for how you react to annoying people -- don't give others that power over you.
  20. Okay... 1. We've got people complaining that item lending devalues their hard-earned items. 2. We've got people complaining that item lending is making these hard-earned items too profitable. Great, just great. As sure a sign as any that both groups are wrong.
  21. You cannot draw meaningful conclusions from tests with so few samples. Period.
  22. 1. Peace and quiet. 2. Not having to listen to imbecilic talk from "stupd ppl 2 lzy 2 type out rl wrds". 3. It's never crowded. 4. Far less begging and whining from people who think I was put on the planet to service their every need. 5. It's a safer place for younger players. I recently allowed one of my sons to start playing RS, conditioned on his being allowed only on QC worlds.
  23. They'll pick an arbitrary, stupid price that reflects no understanding of the real value of the item. Then they'll let it sit adjusting by 5% a day for weeks or months while people bypass the GE using junk trades. That's if we're lucky -- they could screw it up even worse.
  24. Anyone who thinks you "average" 2-3M/hr profit at GWD is likely deluding themselves. You also have to count all the trips where you get nothing, time wasted getting teams together and finding free worlds, cost of supplies etc.
  25. I'm always amused when Runecrafters complain about how much money they make. RC is a transformation skill -- like Crafting, Smithing and Herblore. In case you didn't know, those skills mostly lose money. Why do they lose money? Because skillers are willing to train them at a loss. RC profitability will continue to decrease as long as people are willing to make less money at it. An equilibrium point will be reached when the prices get low enough that fewer people make nats, and more people buy and use them. For more info, see this page in my General Skills Guide.

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