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sees_all1

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Everything posted by sees_all1

  1. And this applies to RS how? orange ftw. Easier to eat once you have the skin off... tastes sweeter too. No need to worry about worms. Easier to eat without getting all sticky.
  2. I'd like to write a rant. Cancer killing TIF -People who've had 4 drinks before they write GTFO -PeOPLES WHO TALK LIKE THIS GTFO -expert programmers who use 10 proxies GTFO -PEOPLE LYK THE SPELL'D LYK DIS CAUS YAH - GTFO -people who think they're all cool because they're all older and think everyone else is 13 GTFO oh wait... sorry
  3. Yebno. Seeing that I've maxed out most of my F2P stuff, I don't get many more accomplishments, other than the WOOT, a level to 80... 90.... w/e. I got hooked on runescape after the kids I babysat for played, and ask me to play with them. I think they got hooked on runescape after I introduced them to miniclip. To me, I never felt much of a "community", but its hard to when there's 130 million different accounts. I think the most community I feel is at the GoP when I join up with some other TIFer's. But I got that from Tip.it, not from runescape. The things that I do miss are the random acts of kindness... the trade limit kinda restricted that, and at my level, who cares about 1k? I do however give stuff to levels lower than 30, but higher than 10, when I can. Also I like to help people mine their blurite when I'm chopping willows...
  4. sees_all1 replied to Cubfin's topic in Rants
    I'd like to introduce you all to the flying spaghetti monster. [hide=a picture of it][/hide] He's got bigger balls then most gods.
  5. sees_all1 replied to Terraaer's topic in Rants
    so today i was like... pvping and i had just killed some nub. someone then pj'ed me as i was picking up the drop. Oh woe is me, the lost lobsters and law rune... I had to tele out of there. So I think I must've lost like 2k or something... I can't believe it. :P but really, Idc about what people rant about... sometimes it makes me feel better hearing what stupid stuff happened to other people.
  6. did they even cook sometimes? Lost of times when I assist someone they don't realize what the heck is going on and just forget to do what they originally intended... like you're supposed to do it for them :P. If not, that's strange.
  7. I love the old wilderness and the new PvP worlds for different reasons. Then, I could be assured that at the very least I'd get all but their rune plate, or they'd tele. Now, I can be assured that I will get some random junk... not quite what they had, but similar. So, for that I like the old system better. But now I can actually train at Moss Giants in Crandor and get some decent xp, or cut yews without competition.
  8. sees_all1 replied to Pawn's topic in Rants
    I hate them too... but you know how to stop them from following you? You quit wearing noob magnets, and be polite as possible. For some reason, the internet knows no politeness, and when it encounters it, finds it puzzling. Oh, and fun areas - Dark Wizards south of Varrock, The varrock sewer, The hobgoblin mine, the lessers and greators... the stronghold of security... I could go on and on. But they won't last long in those areas, and you can go back to enjoy being a stuck up choob.
  9. Why do you care about how people make their money? Its not like it matters anyway; they're not taking anything from you. If you can't beat 'em, join 'em. Unless you don't like making 100k's of gp easily with no effort...
  10. What if you could dye your items instead... :P Would keep the prices the same, but reduce the limited variety. Heck, make the special dyes a rare drop, and the armour that goes along with it semi-rare.
  11. The drops are random... so you want Jagex to fix their number generator? Btw - how do you know what you're getting is crappy? You have no idea what the drop rate of items should be, and if you did you wouldn't complain, because you should know the Law of Large Numbers - after really large number of kills (at least 10,000), you can expect to get percentages equal to the actual drop rate. So if the drop rate of certain items is .1%, you can expect around 10 of them after 10k kills.
  12. Maximum orbs gotten in for GoP Air Altar - 52 Max GoP tokens - 1m + -- may have to ask BioIce
  13. My first acct got banned for macroing :lol: And yes, I did use a 3rd party software to train on Minotaurs while I was at school. Oh the irony of macroing in the SoS. Although I think that might have been before bm's, or at least I was banned straight away and auto-denied. I don't even remember my account's name, and it'd be a waste to try and remember - had no significant levels. I just checked... 0 marks on my main. If you get a blackmark, would you know right away? I've only checked this one other time. Is there always punishment associated with black marks, like mutes or bans?
  14. Like I told you before, I value my santa hat at 21m. The market values it somewhere near 14m. If the price of santa hats ever goes above 21m, I will sell my santa hat, because I don't value it more than 21m. Pretty simple really. You could also value it against other items too - I figure a santa hat is worth about as much as a h'ween mask, both are probably rare to the same extent, and provide the same amount of utility. Some people might value a red h'ween mask more than a santa, and therefore would trade a santa + coins for a red h'ween mask. The point of money is a medium which easily exchanges between commodities. Makes it easier for trade to happen. If someone said to me, I'll give you 21m for your santa hat, I'd be like, sure. But since it isn't possible for that to happen anymore, I'll be hanging on to it for at least another 9-10 months.
  15. We know that F2P mages aren't that good. That's why there's this topic asking what needs to happen. Learn to contribute to the discussion. And oh, BTW - Those 25's wouldn't be that rapid if a mage was able to hold the warrier as Jagex intended mages to.
  16. Are you [developmentally delayed]ed? Mages aren't supposed to beat range! However, its a crime that they can't beat melee like they're supposed to. A mage was never meant to have a bunch of defense either, their defense was to be able to freeze a meleer at a distance and strike without getting hit. So, to make that happen, mages need a longer bind, the ability to hit as high as either style (up to 20, as fast as a scimitar), and maybe higher attack bonuses.
  17. Don't tell me that - if the person plays by the imaginary "code" of no safing, its not too hard to get a pk. Last week I logged into PvP, and got 2 kills within 30 minutes of each other... levels 104 and 98. I'm a level 90, so I bet it took them by surprise when I hit a 22 with my rune scimitar when they had 28 or 30 hp left, followed by an 18 with my 2h. They did get a chance to eat, and they ate once, but the 2h finished them off. Oh, and 15 minutes later I died when a level 105 did something similar, hit higher than I could eat when I wasn't safing. :P go figure. Oh, and you splash less if you use accurate.
  18. What I know is that unless Jagex phases rares out of the game, either by making them common, or disappear, or all the players with rares disappear, their quantity will be finite and ever decreasing. Every time a player gets banned with rares, or quits, there are that many fewer rares on the market. The only reason rares are falling in price is because less people want them for better items... items that are semi-rare. However, when these item's prices fall, the price of rares will increase. Figure its like you trade in Gold. The amount of Gold you have never changes, but the amount of inflation (or deflation) changes its price.
  19. You mean like a spell where the opponent is forced to walk, not run? That could be useful, but definitely not a replacement Well, that could work too, I supposed (gotta make it so simple :P). I rather like the idea of that spell... would also be useful in BH... lets figure that the higher the person's agility level is, the less likely they'd be hit.
  20. cool dude. OT - As far as "Hand me down" spells go: -Some of member's high level spells would be nice, the wave spells (hit some flippin' 18s-20s instead of those pansy 16s) -A better bind is a must, without it, F2P mages might as well be a steaming pile of [cabbage]. Snare would work. Some "new content" spells -Mid level curses, weakens, and confuses; some type of 10% reduction that uses a combination of 2 chaos, 3 body, and some sort of elemental rune. -A slow down spell, cutting a person's speed (movement) to 66%, heck this would probably be useful and used on member's too. The effect wears off when the person is out of combat for 20 seconds, or 2 minutes during combat, after which the person is immune for 30-45 seconds. IF this was introduced into F2P, then a better bind is not a must. This works just as good. Figure this uses 5 nature runes, 10 mind runes, and 8 earth runes. Some "new content" robes, or "hand me down" members robes -The set would have to increase magic attack by about 30 total -The set would have to have defense of about 20-30 in each category These better robes would decrease the must for the snare. These robes would be non-trade able and only available as a rare drop, some new minigame, or a new quest. Or, they would have to be charged. I don't think that Teleblock is required for F2P; figures that this makes each PVP encounter a death match. I do believe that if the other suggestions were implemented, the 3rd corner of the combat triangle would be much better for levels 60+.
  21. Idk, hide the images, they're an eyesore. You might want to talk about some special features of some altars, I'll include those at the end of this post I'll add my tips too :P 7/10 on the guide though. [hide=A few of my thoughts]-It takes about a minute for a game to start instead of 20 seconds... -Joining through the blue wizard only puts you on a random team if there's equal numbers on each team, otherwise you'll be put on the team with less people. -There is a maximum number of people of 6 allowed per team. -The record for the most # of orbs at any altar is 50, at the air altar, for a single team. -Sometimes there are invisible barriers in which you cannot walk through, or cannot pull an orb through. This is a glitch, and if you notice your orb stops moving you should probably get off it. -You get a 10 minute penalty (not able to join again for 10 min) for leaving the game early, this includes lagging out. -Also, (currently) the mind altar doesn't count when figuring in rewards... -It would be a good idea to have the Lumbridge Explorer's ring. -Oh, and only try making barriers if you have level 60 RC or above, otherwise its a waste. -1st timers should join a 50/50 game before they try by themselves. -If someone tells you "Off Noob!", they've probably been playing much longer than you, and you're hindering their progress -You get 60 tokens if you lose all the altars (in F2P) and 750 tokens if you win all the altars (in F2P). -With teletabs as the rewards, air running can be completed in ~30 seconds, greatly increasing training speed. -Use of a mouse (instead of a touchpad) is recommended, and encouraged. -You should never repel at the air altar.[/hide] If facing a barrier diagonally, and the orb hits the corner, the orb will always favor East/West. This is just how the collision logic works. That said, repelling in diagonally and hitting the E or W arches is recommended, as the orb will go in, hitting the NS arches is not, the orb will "slide" along the edge, causing you to be a fruitcake. [hide=Tips for each altar (f2p)]Air Altar -It is imperative that you only touch an orb if you will get it closer to the altar, pulling it towards the corners is much preferred over pulling it towards the center of the arches. This way more people can touch it. -It is also recommended that it only takes 1 person per orb, 1 click in. Standing next to the altar in the 4 cardinal directions, as BioIce's guide recommends, is recommended. -If an orb isn't moving, you need to get off it. Lag is very common, and sometimes you're right up against an orb when it looks like you're 2-3 squares away. -Whoever wins the Air Altar typically will win 4/6 or more; most people will quit after the Air altar. -Under no circumstances should you line the orbs up to repel at the air altar. -The only real "nerfed" spot at the air altar is behind the portal. Other than that most orbs can be 1 click and in. -Green usually starts towards the NE, yellow usually starts around the North. -People without pouches should use their ess here. Mind Altar -Unless you want xp, or mind runes, you shouldn't try to hard here. This area can be a waste of run, and you won't get tokens for your effort. -An effective way to get orbs in is the "Line it up, attract it, get behind and repel in." -You can see my video on this here -Sometimes there will be more than 3 orbs per team, as far as I know this is a glitch. If this happens, defense is worthless -You can, and should save your essence for later altars, you typically will not receive more than 10 ess. -Green orbs typically start in the east, yellow orbs start all over -There are several walls which can hinder your progress, but there are several places you can nerf opponent's orbs, esp where there are only 2 places orbs can exit. These are found in the NE and SE. If you're good at defense, you'll know what I'm talking about. Water Altar -By now most people on your team or the other team have either quit, or are going to stay with you for the rest of the game. -It is really important you're watching your yellow dots. People with high RC levels can nerf your orbs by pushing them out to sea, and only have 1 or 2 orbs to work with make it near impossible to win. -Someone well practiced in the art of "line it up, attract it, get behind and repel in" can easily get 10-15 orbs in while only standing in a 9x9 area, near the E arch. If you notice someone is good at this, stay off their orbs, or get in a position to take away the second 1/2 half of that, the repelling in. -Here is a good place to use your ess, coupled with the mind altar's ess -water runes are about 16 gp each, and sell fairly quickly. A lumbridge explorer's ring will also do you good here. -Green orbs typically start in the NE, yellow orbs tend to start in the SE or NW. -If you're on the losing team, and the other team starts playing defense on you, don't get discouraged, you'll only get better from your experience. Plus, 10 minutes and no reward is much worse than 6 minutes and some reward. Earth Altar -Repelling here is a must, many teams will play hard defense. Its best to figure out the lines that will let the orbs in, and stick to those. Otherwise you won't get too many orbs. -There are a few nerf spots here, the entire far-east side is one giant nerf'd area, as well as other spots where you can jam unattended orbs into secluded areas. -Do not stand around the altar, orbs that come to you have already made it in, and unless you're really skilled at defense, you're not benefiting your team. -Green orbs typically start in the NE - its advised that a yellow person puts a barrier there at the start of a match -Yellow orbs start W/NW/N... all over basically. -Its crucial here that its 1 person/orb, and you're not flat footed and hugging the orb like a fruitcake. -Use your ess here... Earth runes sell. Fire Altar -Repelling here is not recommended, there are few places where repelling is handy (Repelling in from the NW can be good) -Nerfing orbs here can impact the game... getting the other team's orb behind the tree line in the NW will keep the orb out of play, also yellow dots on yellow lakes of lava are hard to see, camouflage. -Some orb spawns are more difficult than others, positioning is key. -30+ orbs in for a team is not unheard of, 18+ for an almost-decent team is typical, there will be ess. If you lose, chances are you'll want to save your ess for the next round. -Orb starting places very a bit. Body Altar -Repelling here can be done, and in certain situations can be faster than attracting. -The slopes of the floor make it difficult to see orbs in the corners of the map -The NW is notorious for invisible walls, nerfing is easy here. A well placed repel here and there can stop an orb entirely. -At this point you'll want to stop running (F2P), to save up for your next rounds. Rarely is there any good competition here. -Green orbs usually start in the NE (see a pattern here?) Yellow orbs will vary a bit more. -30 seems to be the upper limit of what can happen here... 25 isn't unheard of.[/hide] And if you don't get anything out of this... PLEASE take this one thing FFS DON'T REPEL AT THE AIR ALTAR that is all.
  22. They'll make it a funorb game.
  23. Not the same as what I was saying - no one should determine what you value something at. I only need one santa hat... and my GP would be better served with a few h'ween masks. That's marginal utility - but another point is that I could have an extra 14m in the bank, that I could invest with; and my santa hat is worth to me that 14m + the opportunity cost of that 14m... I'd say in 6 weeks time if I took the 14m, I could have realistically made an extra 7m. There are more and different directions I could take this in, but I'm just going to leave it there. True - but if I was willing to pay more than market price, then the value of my santa hat is more than market price, and I'd have gotten a good deal. It also means I wouldn't sell it for market price. No, you are wrong. I hate having to repeat myself, but what is an item worth at any particular point in time? Its whatever someone is willing to pay for it. On the GE, you can't freely sell some items, like willow logs, rune warhammers, etc. Why? Its because no one values willow logs at 18gp, no one is willing to pay 18gp for it. The GE price doesn't accurately reflect what people are willing to pay for these items. The price I am willing to pay can be unrelated to the GE price. If I think a yellow P-hat isn't worth 90.7M, I'm not going to buy it. If everyone thought that a yellow P-hat is worth 80M, and the GE had the price at 90M, the price would never come down because the only way that people would be able to exchange yellow P-hats is through junk trades.
  24. Nah, most people drank beer or wine. True, it'd start from water, but it isn't the same. They'd ferment it to kill off all the really nasty stuff; you wouldn't get e.coli from drinking wine but you could get it from drinking water from a stream. facts of history :

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