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sees_all1

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Everything posted by sees_all1

  1. sees_all1 replied to sees_all1's topic in Rants
    Except he started doing it from the get go. Literally the first thing this guy does is repel an orb, and another, and another, before we realize what was going on. Plus, I was playing with other people from my clan, and they're not the type to draw attention to themselves about how good they are. They don't want to, otherwise all the fruitcakes would flock to them. Also, it seems most of the veterans of GOP knew this guy, but we can't figure out who the main account is.
  2. sees_all1 replied to sees_all1's topic in Rants
    This is much more than an idiot hugger / fruitcake. You can tell because usually they'll say "what do we do" or something. Then they'll attract an orb all the way in, until it gets stuck, and the switch wands and repel it out. They don't repel orbs all the way out, and if any get close to getting in focus on those instead. I'd also like to say its a FML moment when a Real sabber joins your team. These people need to go away.
  3. Did another 1k Ess 900,911 starting XP (level 72) 7346 final air runes after 1k ess 3676 in the first 500 3670 in the second 500 910,911 ending XP (level 72) ~35% chance of crafting an extra there, which is 25% higher than before (~28% chance, +7 points) Pretty sure its statistically significant. I'll do another 3-4k tests at 72.
  4. Setup: RC Robes (top, bottom, and hat) Rune Gauntlets Rune Kite or berzerker Leather Boots Amulet of Power Staff of Air Lumbridge Ring (3) Has somewhere in the +70 defence stats, +15ish mage bonus. Should be more than enough for going up against someone in full rune (who, btw, has lousy mage defense bonus). If they take their armor off, so much the better. Finish them with a rune scimitar or 2h. Its what I do, and it used to be very successful before jagex changed autocast. I haven't got the clicking down, but one of these days I will. EDIT:Messed up the tag when I was removing stuffs... fix'd
  5. 892296 starting XP 897296 final XP Lvl 71 throughout 7277 total air runes crafted. 3632 air runes crafted first half, 3645 air runes crafted second half. Will level up and then I'll do more crafting.
  6. Elite task for Fally: Deposit more than 1m in the party chest. Hard task for Lumbridge: -Cook a full inventory of lobsters on the range inside the castle without burning one. -Kill a rat in full rune using wind strike... oh wait...
  7. MAH OPINION HOLDS MOAR WEIGHT RAAAAAAAAAWWWRRRRRRRRRRRRR! In all seriousness, if I have an opinion, I will post it. When I read someone else's opinion, I make every effort to understand what they're saying, and why they're saying it. Especially if I disagree with them, because then I can debate the opinion and not the person. I expect that if you disagree with me, its nothing personal. However, if you disagree with me, I will try to make sure you understand my opinion. People that disagree with me and make no attempt to demonstrate their understanding tick me off. Its things like pulling 2-3 sentences out of a lengthy paragraph, telling them exactly why they're wrong, and ignoring the rest of the post. As far as a forum goes, it is my understanding that anyone with experience with whatever is being discussed in a thread has a valid opinion. This is why you'll never see me post in the "Slayer Sucks" thread, or talk about an in depth guide to summoning. I don't do those things, so I try not to make myself look like a fool. I expect the same from others. You'll also find that those that do this are called out on it, the internet has a very long arm to deliver a smack to the back of the head.
  8. Jagex knows that the combat triangle is inherently broken. Its broken because a ranger's accuracy and strength are only determined by one stat, whereas someone with melee has two stats to train and raise their combat level. Its broken because defense to magic is determined primarily by your magic level, so someone meleeing with 1 def and 99 mage are not particuarly vulnerable to mages, even though magic is supposedly better than melee. Its broken because magic has a well defined max hit with each spell, where melee and range's max hits are determined by strength statistics. Its broken because melee and range hit faster, and typically harder. There are many more things I could post, but it would be beating a dead horse. Its all been said before, and I'm glad to see that Jagex at least acknowledges it.
  9. sees_all1 posted a topic in Rants
    Was playing GOP today. It stunk, because after waiting 10 minutes to get into a game, I get put on a team with a saboteur. I know this, because they were deliberately pushing our team's orbs to the edge of the map. I know they were not a beginning player, because what beginning player would have a level 3 account with GOP in their name? I'm not allowed to name names, so I won't. But I have to say, communism in GOP sucks. Also, in the same vein. I think its absolutely atrocious that GOP is so crowded that you can't get in. I also think that its ridiculous that this piece of content has been out for more than a year, and it still has bugs (invisible barrier glitches). Its also downright mean that players glitch their team, i.e. break when the timer to start is near zero, so they don't get penalized, but no one gets to fill their spot.
  10. You'd have a hard time finding a true "capitalistic societies economy" these days. But that is neither here nor there. In my opinion, discussion on Runescape's economy is valuable to the every day 'scaper, not only so they can know why prices on items are doing what they're doing, but also so they can make informed decisions about their ventures (for instance, whether to participate in price manipulation or not). I can appreciate your views, and I'm happy to see the discussion from it. However, I would hope that in the future when you disagree with someone on the surface, you can still understand the point of view they have. It's very difficult to disagree someone and not seem like you're flaming them, especially on an internet forum. Remember, the internetz is very serious businez. :thumbup:
  11. Actually, its much easier to relate economic topics to runescape than it is in the real world. For one, there is only one universal currency, and its much easier to trust (rather than the tens to hundreds of currencies in the real world). Another, there are no taxes, no interest rates, and no unemployment. Everyone who wants a job can get one. Lastly, there are much fewer confounding variables, fewer items, no external costs like pollution.
  12. I just crafted 1k ess into air runes. Of particular interest: 878,628 starting XP 888,628 ending XP Level 71 throughout 7279 runes crated, for apprx. 28% chance to craft one extra. Time to do some more analysis of those numbers. I'll edit this once I have my numbers. EDIT: it seems D Jay99's formula is plausible. I'll a few more k's soon, then craft more once I get 72 runecrafting. That way I can tell if the different numbers are statistically significant.
  13. Except...how much food does it require to heal 1000 points of damage? Even in shrimp, that's not a small amount. Familiars are barely cheaper, and less usable. The current system screws legitimate PKers out of drops, and rewards those who do nothing, literally nothing. 1000 points of damage was an example, notice I didn't say what would be appropriate. BTW- I do PK. My last drop was green d'hide vambraces. And it cost 75% EP, when I was risking 500k. I've never 26k'd in my entire runescape career, but I'm punished just as much as those idiots. That ticks me off more than anything else. I understand the point about skilling, but if you look carefully this system doesn't require you to spend 2 hours on a PVP world. Say N, the number of minutes it keeps track of, is 6. It takes 6 minutes of legitimate fighting to get a full drop. If you PK like you're supposed to, nothing to worry about. If you try to mess with the system, like have a friend hit you as you spam eat, you only have a couple of minutes to get a kill before your drop goes to near nothing. This system still has the same shortcoming where you can "give" drops to other people, but its more expensive. Its also more risky, as you might die while your friend is hitting you. Re-read the original suggestion. It still needs a few tweaks, but imho its better than what we have now.
  14. That is a load of bull. Take a statistics course, learn what standard error means, and why one sample isn't enough to "prove" anything. So I assume you took 1 load, 50 ess? 89 runecrafting puts you somewhere in the neighborhood of 82% complete for double nats? So P = .82, then the standard error = sqrt(.82*(1-.82) / 50) = .05433 That means that 95% of the time you craft 50 nature runes at once, you should receive somewhere between 85.5 and 96.4 (+/- 10.9%), which is a pretty big range. If you craft fewer nature runes at a time, like 26, the relative range gets even larger, from 43.4 to 51.2 (+/- 15.1%) Statistically significant my buns.
  15. Each essence crafted is a *test*, with the outcome being yes, an extra was given, or no, an extra was not given. It appears, however, from your data that the percentage that are extra are based solely on experience, and not levels. What this means is that on average, from levels 44-91 in crafting nature runes, you can expect 1.5x. Note that this average is based upon the ENTIRE amount of experience, as you are very likely to create doubles towards the end of the experience, and very unlikely to create doubles towards the beginning. Besides, it seems the only thing we're interested in is the long run, and not "how many nature runes will i craft with these 10 essence at this level."
  16. It's neither, I craft about 1.5x at 89, my friend crafts about 1.2x at 60, and some random guy crafted about 1.4x at 73. How much data did you collect? If I flip a coin 20 times, on average it should land 10x heads, 10x tails. However, it is not uncommon or even unlikely to get 11x, 12x, or even 13x heads. What you need is a very large sample, and crafting one load isn't going to do it. If you craft 1000 essence at level 68 runecrafting, 95% of the time you will get between 1470 nats and 1530 nats, if its level based. If it isn't, and its experience based, then if you craft 1000 essence at level 68, 95% of the time you will get between 1081 nats and 1119 nats. I doubt any of you have taken enough data for it to be statistically significant.
  17. I'm guessing that its experience and not levels that matter. If this is the case, the road to double nature runes means that on average you'll craft 1.5x nature runes per ess. If it was levels that matter, on average you'll craft 1.8x nature runes per ess from 44 to 91 runecrafting. The point that will most clearly make the distinction between the two is around level 68. If on average at level 68 you craft 1.5x nature runes per ess, levels matter. If instead you craft 1.1x nature runes per ess, experience matters. If its something completely different, I'm stumped.
  18. I just did a lot of math last night on runecrafting... While I'm pleased that we now get a better multiplier, it really screws up all that figuring I did. :wall:
  19. Instead of writing a semi-well formed rant next time, I'll consider submitting it as an article here. For the most part, I think you guys do a great job with really insightful articles.
  20. sees_all1 replied to AgingMiser's topic in Rants
    So, in addition to testing each bit of content on multiple different operating systems with many different specs, running 3-4 different versions of the game, making sure that this bit doesn't interact with thousands of other pieces of existing content in an adverse way, you want them to guarantee that the new piece of content won't affect existing game play in any adverse way? Give me a break.
  21. In another thread, I was arguing with TS Stormrage. One of the things he kept saying was that this inflation we're experiencing now was caused mostly by PvP worlds. I disagreed with him, especially after calculating it out: The assumptions for #1,2,3 were pretty broad. For instance, in the skill of fletching, it is easy to make the assumption that everyone fletched yew longbows. For the skill of smithing, it is not easy to make the assumption that everyone smithed steel platebodies. Also, there are more skills now and more ways to make GP now than there were when Duke did the original calculation. #1 probably over estimated GP, #2 probably under estimated GP, and #3 probably under estimated GP. A sample calculation for Fletching: Riemann sum for the high scores, bounded at the right to always underestimate XP. Points were taken at significant drops: 42, 100, 500, 1000, 5000, 10000, 25000, and each 25k afterwards, until ~lvl 70. Estimated EXP from Fletching passed lvl 70 was 2.01e12 (that's trillion), Estimated GP from Fletching was 10.3 trillion GP. Assumptions #4,7 in my opinion was fairly accurate: rarely are all worlds past 3/8 full, and people gain EP at a rate of 25% every 30 minutes; most drops take up on the order of 50%. Assumptions #5,6 had to be made: It's impossible for me to know at what rate items enter / leave the game for PVP. The conclusion for 3% inflation, in my opinion was fairly reasonable. Anyhow, the point after all of that is certain CPI's have been predicting 12-16% inflation per month over the past 3 months. That rate is not sustainable. Say there is 10 trillion GP in the runescape economy. In order to have 10% inflation, the first month GP has to increase by 1 trillion (with production remaining the same). In order to keep it 10% the second month, GP has to increase by 1.1 trillion. Next, 1.21 trillion, and on and on. Let's assume my PVP calculations were correct, and with 10 trillion GP in the economy, players getting 93k / drop will produce 3% inflation. So for 10%, they'll need 310k per drop for the first month (1 trillion), 341k the second month (1.1 trillion), 375k the third month, 413k the forth... This doesn't happen, it cannot happen. Consider that every player receives 310k per drop, always (along with assumptions 5,6). This might cause 10% inflation the first month, but then GP is inflated, so in last month's money they receive 281k. Also the GP became more and more inflated, the amount of people in PVP would become less and less, as they found they couldn't buy as much with the same amount they PK'd. That, combined with the paragraph above, is why high inflation is unsustainable for a long period of time in runescape (until the next boneheaded update). Also, my argument for why inflation is not bad to the average player: The neutrality of money. In addition the Neutrality of money, GP is directly convertible into items. At any point in time, a player can swap out all of their gp for items. Not all players can use the GE to do this, but all players can trade shops. This makes inflation neither good nor bad, but indifferent.
  22. 54m GP currently put in for an offer to buy as many uncut sapphires as I can for 870 each. In a month I'll have ~62m GP if my offers go through. Not bad for being pure f2p...
  23. I looked over the MTK minigame, and the conclusion I draw from it is that people doing this are helped by inflation. In my explanation, only consider the value of GP relative to itself. It costs 75k a day to play MTK. This cost is fixed. When you purchase items from MTK, they charge you fixed prices. Coal costs 91.6 gp from MTK regardless of the GE price. I think you and I can agree that with pure inflation, the price of virtually everything goes up. Say there is 25% inflation. If all you kept in your bank was items, you wouldn't lose any wealth. But for the sake of argument, say all you had was GP. MTK still costs the same to do regardless. You still gain the same amount of items, which now from inflation cost 25% more. MTK is now virtually cheaper to participate in and gives much better returns. Please tell me if I have that right. Anyhow, everyone in runescape has a virtual "cost of living expenses" adjustment. When people work, they receive items, and not GP. The items rise in price with inflation, which is an adjustment. I'm going to continue to maintain that inflation in Runescape isn't bad for the average player. It hurts those with very large cash piles that don't or can't use it (idle players), but in day-to-day activities the effects of even 10% inflation a month aren't noticeable (prices of everything rise by .3% every day, the price of the 1k item goes up by 3gp.)
  24. Of these three things: "-Incurring the cost of changing prices -spending considerable time obtaining information on what the actual prices are -More money is changed from cash to checking accounts and stocks. More frequent trips to these places are necessary" The only one I find relevant to the discussion is the third, but in an abstract sense. The first is about the "menu cost", but people in runescape don't print menus or incur costs related to posting prices. The second, price checking, is irrelevant because it takes literally 10 seconds to check the price of an item on the GE, and worst case is an hour, posting to a forum asking advice. The third is talking about liquidity, a parallel I can see to runescape would be trips to the G.E., time spent teleporting, and time waiting for offers to complete. If I didn't have a pre-lab to do, I would get into a discussion about hyper-inflation. I'll give a more complete response tomorrow. Thanks for the reply, I look forward to the ensuing discussion.

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