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brunokiller

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Everything posted by brunokiller

  1. So in a sense we are paying money for extra bank space?
  2. If you want to join a game faster, stand next to the exit stairs and yell 'OMG can't exit we're trapped', soon people will join you and flocks of noobs will leave the waiting area. Always worked like a charm in Castlewars.
  3. Siege not working on certain worlds :thumbdown: More resting positions Don't care. New ring upgrades :thumbup: :thumbup: :thumbup: The onyx one looks useful for monster hunting while the dragonstone one is affordable for high risk situations like PVP. Rank 400 will take years :thumbdown: Taking 40 minutes for a game that requires 4 people while standing in a waiting room with over 70 people :thumbdown: :thumbdown: :thumbdown: ANYONE with a brain would have made it start whenever 4 people entered, or to avoid friends giving each other points, 12. Just like when Pest Control start whenever there are 25 people in the boat. Someone losing 350m :thumbdown: :thumbdown: Interface update Dont give a dipstick. Making my port sarim spirit tree useless with a tree next to a tele spot :thumbdown: but it doesnt matter much anyways. Releasing new spirit tree patches would have been so much better. Removing the summoning tab :thumbdown: :thumbdown: I'd have totally supported it if the only update was using scrolls when clicking on the summoning icon, but no, they needed to remove the summoning tab link altogether. What about 'Don't fix what ain't broken'? Seriously Jagex, hire a decent quality assurement team and replace the guy that leads the updates with someone that actually has a brain. And to anyone saying I'm bashing Jagex; Yes I do, and with a good reason some of these 'updates' shouldn't even have passed the 'idea' stage.
  4. How long does it take to get enough tokens(?) to enchant the dstone and onyx rings?
  5. The Loot Value will not be affected by the Death Value, so rwt will be hard. I still fail to understand how tradable brawling gloves would take out gold.. :? Please explain. 7 hours for 20m, so 1 hour for 3m. All PVP armour sets(not the melee weapons) are below 3m. This is the case with the current PVP gear too. Well, you want to introduce more armour and make the other drop rates lower? I don't really see the positives either.. :|
  6. Pking should be about the fun of killing someone in the first place :) And if the frequency of PVP drops will be improved, prices will go down. Many PVP items are at a price that makes then worthwhile to use. I fail to understand how PVP would be a money sink, unless you want to be able to buy PVP gear with coins, but that would ruin the concept of getting the gear as loot.
  7. And you called me a nub for slaying for charms till I hit 99 slayer, then bursting rock lobs, while YOU have camped waterfiends all the way. Nubbin.
  8. Somehow I don't even care about MA :P Might play it if it turns out to be awesome or has some decent rewards.
  9. I don't really think that'd work very well. Instead of those ancient coins, it would be wiser to drop the items themselves in the death pile. I think it'd also be a great idea to make it drop noted sharks and pots (and there will be a LOT of those in the Loot Pool). Don't want all skills to be buyable, I don't like this one. The current PVP gear is at a price that makes it worth using. We already have brawlers. The PVP gear we have now works fine. Making them last longer would be overpowered. Anyways I think you are overestimating the rewards aspect of PVP. I think pking should be about fun, not making more money than another moneymaking method. Part of that 4m consisted of items that were lost by other people earlier on. That's another topic.
  10. You do know that zaros protects over pretty much everything right? Wasn't a fan of the 'get your opponent to 80hp then 2x claw spec them', but it was a nice vid overall.
  11. I made a suggestion thread about a new loot system :) Link
  12. Hi, I'm brunokiller and this is my suggestion for a new PVP loot system. We know the current drop system (basically pure cash; strong inflation occurs), and the system before it(creates a lot of items that would otherwise be hard to obtain(for example, infinity robes went to 700k a set when the old price was 3-4m a piece)) does not work. I am going to define the following words here: Earned Potential : The same as the one we have now, chance of getting a good drop. Death Value : The value of the items someone loses upon death. Loot Value : The value of the items the killer gets when his opponent dies. Loot Pool(lame name, I know) : Includes the collection of items the killer did not get as loot but were lost by the opponent. This is not a single person database but covers all fights in PVP/BH. Junk items like poisoned bolts and unstrung maple bows and untradables will NOT be dropped into the Loot Pool. PVP Loot : Stuff like pvp gear such as vesta's and brawlers. Brawlers have no value so you can obtain them with high Death Value kills too. A note about the prices below: They are NOT accurate prices, I am just using them as examples. Please do not reply with 'lolo noob d boots are 400k not 300k'. My suggestion is as follows. When the opponent dies, a Loot Value is calculated using the Earned Potential value and parameters like 'kill impressiveness' and whether it was a target kill or not. This Loot Value is composed of what the opponent loses, the Loot Pool and PVP Loot. The first part of the Loot Value, what the opponent loses is a priority of the system. So it tries to fill the Loot Value with Death Value as much as possible. The Loot Value does not exceed if the Death Value is higher than the Loot Value. If the Death Value is larger than the Loot Value then the items which the killer did not get are added to the Loot Pool. If the Loot Value is higher than the Death Value, ALL Death Value will be included in the loot. The remaining part will consist of a mixture of PVP Loot and Loot Pool. Examples: Player 1 kills Player 2. Player 2 loses an abyssal whip and full rune. The Death Value is 1800k. Player 1 gets assigned 150k Loot Value. Player 1 gets his rune armour (and small items like sharks and pots to fill the full rune-150k gap) only. The abyssal whip gets dropped into the Loot Pool. A few hours later, Player 3 fights Player 4. Player 3 dies, losing full mystic and a neitiznot helm. Death Value is 200k. Player 4 gets assigned 4m Loot Value. This means the mystic and neitiznot helm get dropped in the death pile. There is still 3.8m left. This means 3.8m will be taken from the Loot Pool and PVP Loot. Player 4 recieves not only the mystic armour and the neitz helm, but also the abyssal whip (that player 2 lost) a vesta's platebody and a pair of brawlers. Basically, the whip got recycled. FAQ Question: This will still mean the game creates items such as abyssal whips and dark bows. Answer: Wrong. ALL items from the Loot Pool were lost by other players. This means that the game does not create items like dragonfire shields and whips if they were never dropped into the Loot Pool. It is just recycling and redistributing items. Question: This won't stop 26King. Answer: The 26King should be stopped by tweaking the 'kill impressiveness' system and that's something very different that what this thread is about. Constructive criticism only please. I know it is hard to explain, so please ask your questions if you have them. Asking questions isn't dumb :)
  13. Wow n00bfiter, I thought I learnt you to watch out when you go to pvp.
  14. Because Musky is rich. With all three combat styles it's pretty good, because 2 of 3 people will always be able to attack, resulting in faster kills.
  15. This ags is going to be ideal for rushing.
  16. You're about 2 or 3 years late with the first lvl 1 jmod.
  17. Yea its a bit of a grey area, but offensive language has it too. It hasn't to become a truth- remember that one mod said summoning would be f2p? I do really hope that this will kill 26king

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