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Everything posted by sees_all1
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Post all RS Screenshots, Videos, and Sounds here!
sees_all1 replied to misterxman's topic in General Discussion
Its that niggle-guy :P -
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?
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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.
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How much of a buff does F2P mage need?
sees_all1 replied to The_Maddest's topic in General Discussion
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. -
How much of a buff does F2P mage need?
sees_all1 replied to The_Maddest's topic in General Discussion
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. -
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.
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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.
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How much of a buff does F2P mage need?
sees_all1 replied to The_Maddest's topic in General Discussion
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. -
How much of a buff does F2P mage need?
sees_all1 replied to The_Maddest's topic in General Discussion
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+. -
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.
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They'll make it a funorb game.
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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.
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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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compfreak, I think I've been agreeing with you all along, except you didn't like my examples. However, you believe that your stuff's worth is what other people value it at, and I believe that my stuff is worth at what I value it at. Big difference, but I'm glad to see you understand my view.
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Party favors... But anyhow it's a celebration... and most people in f2p get geeked out about a drop that is just 1m. Anyhow, I can do what I want with my money, and I'll probably post on tip.it somewhere for my party before I have it... Besides, GP in f2p is worthless past 15m... unless you're going for a partyhat.
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¥ The Great Tip Pic of 2008! Omfg it's here! \=D/ Enjoy!
sees_all1 replied to n_odie's topic in General Discussion
stfu. :P I lol'd a little when I saw myself... I'm glad I'm the only one wearing full skele though. -
I know I'm going to have a party when I get a 99 - heck I even dropped 1m for my first 90 - str. I think I'll probably drop close to 13 or 14m, and probably most if it will be str pots, rune scims, r2hs, a few sara pieces, and lobsters/swordfish. I figure its worth it because I put in so much effort - esp since I'm all f2p. I'll probably do something similar when I get 99 magic, I'll just drop a bunch of runes. It'll be a while though.
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How about, you get 2000 (or however many you can get currently in 1 hour, 2000 was my estimate) hits with the armour against another player on a pvp world, or 10000 (5x the amount in pvp) hits on an npc on any world. That way, after you wear the armour it won't vanish for just wearing it. Oh, and those 2 numbers would scale with each other, so every 5 npc hits the total goes down by 1. This would make them a little more than useless, because you wouldn't have to use it all in 1 go.
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I can tell you my santa hat has a value to me of 21m - I will not sell it for less. Once again - what is something worth? I may never sell my santa hat, but I haven't lost anything, 'cept maybe the opportunity cost. What is a market? Its where people get together and decide what they're willing to pay for things. What is a stock worth? Well, whatever someone is willing to pay for it, and someone is willing to sell it for. If a company goes bankrupt, it's stock price will plummet to 0. Why? Its because its worth whatever someone is willing to pay for it, and a bankrupt company has little to no value.
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The thing about Range / Mage that makes them this way is that there's no accuracy stat for them. It's somehow built in to Jagex's formula. I think for combat, Jagex generates a random number, from 1 to your maximum hit (unless you special and there's some minimum). Then it generates a second random number, from 1 to your maximum attack. The other person generates a random number, from 1 to their maximum defense. If their number is higher than yours, you splash. If your number is higher than theirs, you hit. I think there might also be bias' built in for mage/range; range seems to hit accurately high all the time. It might be that Jagex only calculates 1 number for range, and that is their accuracy number, and it also scales to their hit. It would explain why range either splashes or hits high through armour. but, 99 range, 99 mage, 99 def 44 prayer > any useful melee combination.
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What words are now uncensored? Obviously damn, [wagon], etc. but how far does it go? The censor not only "protected our eyes", it also protected us from getting the mute. Wish I knew everything that changed so I know what not to say. To me, *** was just as effective as [wagon] without getting a mute, wt* is just as useful as well, wtf and the extended edition. Same with ffs. Well, from now on if I see someone saying something unnecessary, or abusing their new found privileges, I will not hesitate to report abuse and add ignore. Some people aren't mature enough to handle language, and need jagex's doublespeak/doubletalk.
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compfreak, why spam this thread with your worthless posts? ;) :P We all understand your argument, but our point of view doesn't seem to align perfectly. Just because our point of view is different doesn't mean that one of us is wrong. Unless you think that, then you're [developmentally delayed]. I'm glad you understand that there are multiple points of view. Let me explain my point of view - I've saved my pokemon cards for 10 years because they have a sentimental value to me. I also know that they might be worth more in 40 years, but there's no guarantee. I also paid $3.24/pack for my pokemon cards, and right now they're worthless. Yes, I have "lost money" on my pokemon cards, but they still have value to me. Back to my original post - what is something worth? Whatever someone is willing to pay for it. So, I'm willing to keep my pokemon cards because no one is willing to pay what they're worth to me. Let's apply this to RS now. I have a santa hat. Right now, its worth 14m, because that's what others are willing to pay for it. It's worth 21m to me, because that's what I'm willing to sell it for. If the price of the santa hat goes down to 10m, have I lost anything? No, because I still wouldn't sell it, its still worth more than that to me. Apply it to this current situation -If you bought a whip for 40m, then it was obviously worth 40m to you when you purchased it, otherwise you're [developmentally delayed], or you were trying to merchant it. -The cost of a whip went to 2m. Did you lose money? Sure you did, but why complain? You still have your whip, and you value it at 40m; you're willing to pay 40m for it.
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Seeing that in F2P, the most you can heal at once (normally) is with a swordfish, and thats 14 hp, I don't think eggnog should heal 15, period. And +5 to all stats? isn't that a big excessive, even if it was P2P only? I agree the drinks like buckets of milk or buckets of water, etc. should be able to be drunk, but some of your stats are a bit wack. The +run energy is a good idea, but maybe it should be around +10 and +20, otherwise it may be a bit much. -sees
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Here's a quick question - what is something worth? Seriously, think about that one for a minute. What is something worth? I'll give you the answer - something is worth whatever anyone is willing to pay for it. If you're willing to pay 40M for the whip, then to you its worth 40M. If you're willing to pay 200M for the p-hat, then to you its worth 200M. The simple answer is that if its not worth it to you, you won't buy it. Conversely, if you can't get the price you want for it, you won't sell it. Unless of course you're merchanting. Then nothing has value to you, just other people.
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95% of the staff at Jagex are serving members... Also, the cost of a server is minimal to a staff - figure that a server on a rack is at most $500 a month, where one staff is (at least) $3000 a month. Anyhow, to the point of the topic, I think that rune is enough, however mages sorely need new armour or a new bind spell that lasts longer than 5 seconds, and an attack that hits more than 16. Rangers hit up to 18 at 1.5x the speed of mages, and they have better armour.
