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Everything posted by sees_all1
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But he said it was an entirely new thing... just called FoG multiplayer. I've already said I don't support. You haven't described how they "buy" stuff while in game... is there a store they visit while getting hit, or just another interface? Either way I'd imagine it'd be clumsy...
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If I recall correctly, you're only allowed to own 1 pair of FoG RC gloves of a certain type at once. Also, it might be faster (and more profitable?) if you do airs with gloves. I haven't tried this exact method myself (because when I was getting 50 rc there was no lumby ring) but - using Air Gloves, Lumbridge Ring, Air Tiara, and Staff of Water (oh, and some cool costume), -Teleport to Cabbage patch with 27 ess, and 38 law runes. -Run to Air Altar, craft runes. -Teleport to Falador -Bank all air runes, grab 27 ess, repeat. For 80,000 xp, you'll need to end up doing 274 runs. Using tip.it's advance runecrafting calc Figure you'll break even (without considering the FoG gloves as an opportunity cost). By just doing earths (and no teleports), you'll lose about 85k. Good luck.
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I might make the melee max a bit more... but you have to keep in mind that just to get to this monster, you have to run through a multicombat area loaded with high hitting monsters. Anyhow, this spellbook really doesn't benefit anyone below 62 magic...
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New massive advertisement on Runescape homepage.
sees_all1 replied to forestfrolic's topic in General Discussion
At least it isn't as bad as: where it literally popped out of the screen, froze my computer, and would take me to the external link no matter where I clicked... -
I remember my biggest idiot award - from my early days of playing Runescape. The peeps I babysat for got me hooked, but anyhow they showed me where the mine close to Rimmington was, so I would happily mine and bank, etc. I never noticed the world map link, so when a highwayman attacked my level 3, I died (I didn't realize it was an NPC). I killed goblins for the next 30 minutes trying to get enough coins to cross over into Al Kharid, only to realize that I wasn't there before, and that I didn't know where to find another 10 coins :wall: Talk about noob.
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Massive Token Numbers at Great Orb Project Minigame
sees_all1 replied to BeatleMusic's topic in Help and Advice
I know several players that have 1 million GOP tokens. Thing is, that's all they did. Ever. They also had a clan of really really good players - soloing air most of them could get 30+ each game. The record is 56, I believe, orbs in one game. Anyhow, if you get good enough they'll probably recruit you to join their clan. The most tokens I've ever had in my inventory at once was 50k... but I haven't been back to GOP really since then (unless someone asks me to watch a 1v1, then I'll do that.) -
Lets see... Telling my little sister that she needed a lot of GP for a quest. I told her to meet me at lumbridge, I teleported. She died, near the goblin village. I didn't make it to her grave in time. She lost ALL of it (all 300k that I helped her merchant). And I thought we were talking about 2k.... :?
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in all fairness you started it. need I tell you how the internetz can be :twss: I think this should be a "now you know moment".
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I'm going to hold off on that for a while. BTW - NEW RSOF THREAD 83-84-59-59330308
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^This is a problem. The price limit has ruined most smithable items. The fact that trades don't occur both ways on the GE is a flaw of price limits. There is demand for these, just supply vastly outweighs demand at this price. At lower prices, i.e. near or below High Alching price, supply should equal demand. Say there are 100 gp in ALL of runescape. I pick up 10 coins from the ground. Now there is 110 gp in ALL of runescape. That, right there, was inflation. The amount 1 gp, relative to moments ago, is worth less now than it was a little bit ago. Since GP = items, when there are fewer items and more GP, inflation in runescape has occured. The problem, as I've identified it, and that I'm ranting about, is that trade DOES NOT OCCUR at price limits. Price limits were originally put in place to stop RWT, not price manipulation. If you want to stop price manipulation, you can set price limits, but as an extension, that's the same thing as removing trading. It fixes the problem, but it doesn't make sense. There are some things that don't come into Runescape at all. Rares are an example of this. There are some things that don't enter into Runescape easily, such as uncuts. These items can easily be manipulated in price, but it doesn't make sense to halt most trade by setting a price ceiling. Like I've said, and others before me - removing all trade will fix price manipulation, but it sort of defeats the purpose of trade.
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I never said in this thread that I wanted to merchant Death Runes, I posted because I was frustrated that my buy offer wasn't going through, until I realized they had hit the cap. BTW - death runes are sold in rune shops for 310, so even if Jagex did remove the cap, there would be another "natural" block. The majority of players do not benefit from trade caps when they want to purchase an item that has hit the ceiling, or sell an item that has hit the floor. How many times have you wanted to sell a adamant med helm, only to find that you can't? Another thing players have noted - there is inflation in runescape. If this is true, and price limits are not removed, prices may naturally expand before Jagex can remove limits, making trade impossible. If all price limits were removed in the game, then yes, certain items may become targets of price manipulators, but that is a separate problem in an of itself. If you removed all trade from the game, then price manipulation wouldn't go on anymore, but that isn't really doesn't solve anything, does it? Keeping price limits in the game bottle necks trade, and is not a good solution to price manipulation.
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Earn money or beg? Is there really a big difference between (3120 - 210) ~ 2900 gp or 3380 for mithril platebody? Seems to me that 400 gp doesn't ruin the game for noobs.
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Alright, that makes sense. I'll remove that. The docks. I'll add that in. NO! Think of the danger this could pose! I realize it's a lot less in f2p, but say you get the new monster un-agro, and let your hp get low, and some [wagon] comes in and re-agroes them! I can think of hundreds of places this would be bad at! alright, I'll change that. Thanks for the heads up, I wasn't thinking :? Yesh, I think I'll work on a map of the dungeon. This sounds like a good idea. Thanks for the support.
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I'll work on setting them to appropriate amounts - I'll reference the standard book to get the numbers right. However, I believe a level 80-90 teleport should give level 80-90 experience, don't you? Thanks for the support, I'll add that in. Chillax dude, I'm really busy. This thing is a beast to manage, and I'm doing my best.
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Death runes currently cost 305 gp each, with a cap of 306. There have been times in the past where lobsters, swordfish, and other PVP materials have been capped. Earth Runes, Water Runes, are all capped at 16. Seriously, trade cannot occur when the actual price of an item is much higher or lower than what the GE limits are. Remove these, Jagex. The lowest price an item will ever reach (naturally) is the price of a nature rune lower than its high alch value. The highest will be the price of its closest substitute, inferior good. Except for death runes, which really don't have a substitute in F2P. I understand you want to prevent RWT, but with pricing limits you also prevent legitimate trading.
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Told you it wasn't a good idea to add that idiot's ideas. :roll: I'll stay on the list for now though. ;) I1lll never asked to be on the support list, however one of the things I said was that if I implemented your ideas, I would add you (this is because when people usually have ideas, it solve the things they dislike about it, and therefore support. I1lll was never clear about that, and I think "that idiot" might have more things to critique before being added to the list. Btw, "that idiot" has given me much more input and insight into my idea than you have; so please don't flame. Sounds good, I'll get to that. Hmm... I think I'll do the outskirt then? Sorry, could you explain that to me? Hmm... I'm not sure. I think as far as noted goes, I don't see why not. What's the process for making teletabs?
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Finally I can PK with no armour, or with mage without having to worry about 5 tards fighting each other to fight me. Talk about crazy - the last time I maged, I literally had 5 people standing around me - I would fight one. Then whenever he ate, or I ate, someone would hit me, or someone would hit him and another person would jump on me. GF idiot pjers, now you have to learn how to PK the decent way.
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hmmm.... that means I have to change the description of push and shove.
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thanks. :!: :!: I've just made MAJOR updates to this. I'll probably post a new RSOF version soon, but I'm le tired.
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I'll add it to the list of things to do... I like that idea. I should be able to get to some of it tomorrow. Yay for the weekend.
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Its not meant to stack together, just independently. At 91 magic - potion raises level by 4. 22 - fire blast 22 - special attack 11 - Awareness 6 - potion. Hits 11-44 + up to 17, 61 max. Thanks for bringing that up, I'll change the wording to make it more clear (Add it to my todo list :P).
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EDIT:Sorry for the *triple* post... but I haven't had as much time as I want. Anyhow, I'll get these changes done soon. It's a nice idea, but doesn't work. 1) The only reason to use it would be the level 95 spell Awareness. At that level you're probably rich enought to afford the 5k per cast. 2) It takes over 20 casts (of a spell you won't be using more than once per fight) until the staff starts paying back for its cost. If you're going to use it for anything else, it just isn't worth the cost. there's a reason this one costs the least. I'll change the stats for these. Extra million for +2 magic attack and some other minor boosts? No thanks. I'll change the stats on these. Anyhow, the idea of not needing elemental runes anymore should make up for most of the prices too, though. No, we have a skill for this kind of stuff. However, the quest could introduce a new herblore ingredient that would be used with complete Magic Essence potions or Magic potions to enhance them with the max hit boosts. that works. Uhh... Ahrim's set that is several millions cheaper and requires only level 70 magic has a lot better stats than these. i'll retool the stats a bit.
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Sorry I didn't get to your last post. Let me go over it now (I've been very very busy at work and haven't had the free time of college. Yeach, its summer.) Comments are in bold. There should be a normal teleport along with the home tele, like in all other spellbooks. alright. what level? There's already a teleport spot in Rimmington. I wouldn't be too happy to see hordes of people at the Rimmington yew spot, either. I haven't really discussed where any of the teleports are, but I'm guessing I'd want this one to be south... way south. Seems extremely pointless, especially if you need to bring mind runes just for that. before battle... during a long battle... during long training sessions, but as others have pointed out not necessarily during combat. It takes 3 seconds to cast this, right? something like that. I'm not too fond of copying spells that already exist. me neither - look at my previous post. I'm changing this. If you can bank raw food, I could see some uses for this. Otherwise pretty useless. I'll make it include raw fish. It takes 3 seconds to cast a spell. It takes less than a second to run 4 squares. Any point to use this? No. Well, it is the lowest of the three. I'll change the text so that you can force someone over a fence or low lying bush/rocks etc. That would get people stuck, and give more purpose to the spell. Instead of using items, the teleports should require the runes that are never used otherwise: mind, body(!), cosmic, soul. maybe I'll just add those in... As I said in my earlier post, I don't see the point. Having to locate your opponent after casting this would pretty much defeat the purpose. I was thinking that your screen position would change instantly, so you could begin looking for them instantly. Also the animation would take a bit of time, so you'd still be able to find them rather quickly. Instantly? All at once? yes, that's the idea. Makes powermining / powerfishing / whatever a bit faster. The 0.3 second speed boost really isn't worth the wasted attack turn. I agree the effects are slight, but for F2P it could be huge. I'll consider changing the numbers though. Shouldn't require the black mask, since it's a melee item. whats a good substitute slayer item? Making skills cheaper for no reason is not a good idea in my opinion. I'm not very familiar with construction - how much time does it take to build something? Could that be sped up, in addition to some extra experience? 3 Seconds vs 8 squares. Still not worth it. see my response to push. Which one of the islands? take your pick, I'm not very familiar with any of this P2P stuff. Afk ahoy! : yeah, but it sounded fun. Useless. There's no real reason to go through the pass after completing Regicide. Alright, but I think someone else asked for it. Once again I don't know P2P stuff too well. Are you serious? 3 Minutes of constant hits between 9 and 22? 60 Casts with 100% accuracy? I'll change the defense part. This could be overpowered when vsing a ranger, let me retool this one. No. Herblore is useless enough already and F2P doesn't even need prayer restoration. let me think about this one again. Do they keep attacking you? Do they autoretaliate if you begin the fight with this? Do their menus dim? I think I've answered this on page 15, if you can't find it I'll look and cut and paste. As I said earlier, spells shouldn't require hundreds of runes. The air and water runes cost 2700 gp. Replace them with 10 death runes or something like that. this is too keep it from being cast in FoG. Its also something we've never seen, and I think its a good twist on magic. No cooldown? the cooldown is it cannot stack. I'll add in a timer thingy too.
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make it a rare drop from hell hounds or something? I like that idea, but then also keep it in the shop. That way it never goes above that particular price ceiling. 3x standard speed? Is that the speed of the weapon you're using? I shudder to think of the ownage of using this with darts/knives in your hand. Give it a specific speed. Dart/knife speed is probably what you're looking for. Sorry I didn't explain what "standard" speed is. I meant that 25 times a minute is standard speed (How quickly a scimitar hits). So every 2ish second, you'll shoot out a burst of three ripples. Or it could look like a continuous attack. Either way, as long as its 1-3 damage 75 times a minute. Make this spell and the similar ones affecting defense and strength decrease the stats on equipment instead. This makes it different than the standard spellbook's spells. And rather than going up slowly, like stats, have it last x amount of time, then stats become normal again. I rather like this idea, I think I'll implement it. So does this mean that we can now get into the Varrock bank cellar? What about quest areas you can't get to? Make it so that you have to be able to walk there at the moment you cast it, so you can't go through closed doors or other things like that. Right - unlocked areas only. However I think bank vault might be interesting on a member's world as an easter egg - but a banker would have to escort you out if the thieving failed, tripped the alarm or something. But that's not part of a new spellbook. Maybe I could write it into the quest? Again, standard speed is your weapon's speed, right? 25 times a minute. Rather than 10%, make it one notch on the weapon speed scale. This, darts, and your current pulse spells could get speed 10 weapons. :lol: Not sure what you're saying, but 10% is 10%. This will make those next 30 casts take about a minute. Since agility doesn't affect f2p anymore, I would take out the agility part of that spell. For run energy, will 50% energy go to 25%, or 0%? Its "up to 50%" - I think it depends on the opponent's agility level, magic level, etc. In F2P, the run energy would get cut by 30-50%, in P2P both agility and run energy would get cut. I'll try and word it differently. Make it either Neitizniot, or Jatizso, because you're having it tele you to 2 places. Neit would be better, as you are in good favor there after Fremennik isles. I have absolutely know idea what you're talking about... but that's just because I'm all f2p. Does this work on NPCs? Yes. It also works like it looks like in one of my signatures - cast it on one player, but then all others within the appropriate combat levels / or NPCs get frozen as well. How many prayer points does it take? Does this disable others from blessing it as well? hmm... good point. I'll say 30 prayer points, but no, others can still keep the grave alive for 1 hour. Is this a non-member's spell? As indicated by the 'p', no.
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Well... They're in different spellbook. Yes! No, you're not going to pay a million for +2 magic attack in F2P either. The robes I mentioned are P2P. :shock: Would you throw some ballpark numbers out for me of what each of these should be? Keep in mind that the contemporary robes will be the absolute best mage outfit that F2P has (i.e. can be most expensive). Thanks for your constructive criticisms.
