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Peregrine

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Everything posted by Peregrine

  1. As for when it was fixed, Pin told me that the system update for the Temple of Senntisten fixed it. So it should be in the Patch Notes for 12/3/09. As for why it was not in the patch notes, I have no idea. A few of us checked the patch notes multiple times after it became apparent to the GOP community that the glitch was fixed, but for some reason it elluded Jagex's "List of bugs fixed for the Patch Notes". Edit: On a side note, I haven't seen any Patch Notes for the F2P quest reward/graphic updates.
  2. [hide=Obselete]I'm not completely sure if this is caused by the thread, but upon viewing my browser was redirected to a site that AVG claimed was trying to download malware. So watch out and keep your computer safe. Scanned the files individually, they seem to be fine. [/hide] Semi-decent, two main things that are blatantly sticking out is that you did not post level recommendations and you used other player's pictures for scenarios that could be easily captured by yourself. I'm not sure if you had permission to use the pictures, but giving special thanks doesn't qualify you to use a picture. You should give thanks to players for providing you with use of their pictures, not for their pictures. Anyway, I like that you have motivation that drives you to create a guide, keep at it, ask for constructive critcism, and you will be a professional in no time. Also, look at completed guides in the AoW. Look at the methods people used to make their guide organized and unique. Look at what the players liked about the guide. Obviously, don't plaguarize their topic or blatantly steal their template, rewrite it in your own words, adding in sections and tips that could potentially make it better. Pictures are amazingly helpful, but don't overuse pictures. A picture does tell a thousand words, and if you have too many pictures you will receive a type of reply close-cousin of "tl;dr" (Or "Too long, didn't read" if you do not know.) Good luck, and have fun creating guides. =)
  3. You're not alone, Pink... There's a demonic ringmaster and his fairy servants to posess help you. \:D/ Congrats Super! :^_^:
  4. On a general note regarding Jagex making member's options only in F2P.. (Not sure how long ago this was updated, but..) Free Players can no longer talk to Shantay anymore. That means no teleports to Port Sarim from Al Kharid anymore. I believe the reason Jagex changed this was because some players used it to access the bank in Shantay Pass, which was member's only. :-|
  5. Penguin Intel Report 11/1/09 1510 Hours From: Larry To: Ampere Sand Subject: New Frontiers TOP SECRET ------ Dear Ampere, I write to inform you that our carnivorous polar allies have intercepted news of their latest movement. The KGB plans to infiltrate into Free Worlds, in hopes of obtaining masses of slaves easy to manipulate. As of such, we have sent our polar bear agents ahead into these worlds to perform reconnaissance, but a problem has arisen. Our spy situated in Rimmington forgot that mackerel could not be eaten in Free Worlds, and thusly is without a lunch. Please bring our ally some food, and fast - polar bears are known for massive appetites, and we wouldn't want to see any of Rimmington's citizens going missing. Larry ------- Penguin Intel Report 11/1/09 1540 Hours From: Ampere Sand To: Larry Subject: Re: New Frontiers TOP SECRET ------- Dear Larry, A lunch of trout was provided to our friend. To appease you that this mission was complete, he let me take a picture of him and myself with one of his high-tech spy cameras, but he refused to let his face be captured in the picture attached. Ampere Sand ------
  6. Peregrine commented on madperson's blog entry in madperson's Blog
    Oh look - Boyzloveme15's angrier twin.
  7. I just want to post a quick little input to your idea, Brianite. F2Pers do not receive PvP armour as drops at all, and certain statues (I believe all of those greater than 40k) are not dropped aswell. Thusly, you should provide a solution for F2P, as I doubt Jagex will allow free players to obtain Morrigan's javelins. Also, hohto - I'm not ignoring your last post, but I do not have time as of now to respond with decent quality to all of the points we have brought up. Exams 'n essays due for middle college, and my time spent elsewhere should be short.
  8. Biochemistry. A more scientific, rather than dark, form of Necromancy? To be honest, this would be too close to Summoning.
  9. Thank you, hohto, for taking the time to point out flaws and similarities to existing game content in my idea. As I said, I do believe that careful observation and reconstruction is the way to perfect a hypothesis. I actually agree with a lot of your points, the main one being that my idea would essentially be "Duel Tournament Worlds", and there is no point in adding such an addition unless there is a difference. I believe the difference is that Duel Tournaments are unevenly balanced, and you do not have the PKing feel of attacking whom you please or being attacked by anyone else (Within the level range, of course). You might be a level-70 pure paired up with a level-130, all of a sudden your chances of winning the tournament are almost negated. Also, Lottery Worlds would be Duel Tournaments on a massive scale. Whereas not everyone who plays in an Official Duel Tournament World is actually participating in the tournament, everyone on the Lottery World is participating in the lottery, and thus the rewards generated from the Lottery World entry fees are from close to 2000 players, not 64 players. (The Duel Tournament's max reward is 64x1,000,000 = 64,000,000gp. Every participant pays 1,000,000gp to enter. In a full Lottery World, every player would have to pay an entry fee of 32,000gp to obtain the same 64m reward. That's more than a 31-fold decrease in risk. Note that the chance of obtaining the reward also increases 31-fold.) The true difference between PvP Lottery Worlds and Duel Tournaments is that Lottery Worlds have less restrictions and bounds. Edit: Waitasec - I remember hearing about a Duel Tourneys update recently. Apparently this was supposed to balance out Tourneys? Can anyone who has played in a tourney post-update confirm that tourneys have been balanced out? How would this differ from 76k or the current duel tournaments? You'd pk without a proper risk and yet have the chances to gain more than from the current system? How would the clans have to deal with this? In other words you'd want a system that produces more and more wealth to the community while the demand of many goods sink to the rock bottom. The thing here is that there is no way more cash can be exported from the system than the amount of cash entered in. In fact, this system would most likely provide deflation if it did not take into account the value lost from eating food, drinking potions, runes expended or arrows left on the ground. People would use food/potions/runes/arrows IF they need them to survive longer than their opponent. If their defence, hitpoints and prayer levels can nullify the threat generated by their opponent, you are correct, these consumables will definitely drop in demand and thusly in price, and skillers will most definitely be harmed. The incentive to use these items is this: if you last longer than your opponent, you have a chance of attaining a reward. If the reward is such that no one cares about obtaining it, consumables will not be consumed. These two situations must be satisfied in order for this theory to work. Like you said, that would only be a temporary solution. In other words, after a certain period of time it would become like cooking guild: would get overthrown by new methods and abandoned. It would also make sure that the rich people (I wouldn't personally mind, but for the whole picture it wouldn't be great) would get even stronger: if the drops were worth getting, it would mean the ones being able to do that would just gain either massive amouns of gp (supreme weapons = easier boss hunting) or xp depending on the drops. If the drops weren't great, why would people bother? There's a reason why most 120+ people are doing gw instead of kq: if you have two alternatives, you go for the one that benefits you more. Not to mention I don't see that as a proper way to increase the demand of godswords: the ones who want to gain a lot of gp through monster hunting have their godswords, zammy spears and such. Add in lending, required stats and a team. You are right, and I agree. The rich will get stronger, and as of such we must provide a way for the poor to enter the rich class. Perhaps not only "Level-range limits", but also "Gear-range limits" should be instituted - "Gear-range limits" would require players to fight others in similarly priced gear. Of course limits are no good, as they restrict freedom, but some limits must be implemented to provide a fair society for all. Contribution to the jackpot? Have you ever heard of the duel tournament? Last time I checked, there was an entry fee (similar thing to your "participation fee") and a reward. Sense of fun and enjoyment outweighting the fear and nervousness? Sorry, but there's a reason why duel arena is currently rather empty compared to PvP worlds: if we wanted just to have fun and kill each other for laughs, we'd go to stealing creation, clan wars, castle wars, fist of guthix or even to soul wars. What NEW does your idea offer apart from combining risks of FoG to the rewards of 76k? I'd also like to remind you that we don't kill people just for the fun. If this was the case, why do majority of the top 20 clan fights (over 10k people in total) happen in PvP/bh worlds instead of safe alternatives such as CW? The idea of sacrificing yourself, making others to stop returning and actually having to pay attention are the things that interest people, not just "the sense of fun and enjoyment". Thank you so much for mentioned the Duel Tournament. Yes, I have heard of it, but all notions of it exist in the fathoms of my mind, due to my longtime existance as a F2Per. You do provide valid reasons why Duel Tournaments are empty, but I would argue that many people do not know about the potential for profit from Duel Tournaments. A potential of 64,000,000 is quite rare, as many people do not feel safe spending 1m on something they consider safe, like the tourneys. Yet if people realized they could gain a 64-fold profit, I believe the tournament may increase in popularity. Also, about clan wars. I don't believe clans 'declare' on other clans nowadays for profit. They are warring for purposes such as glory and valor. Profit may be an added bonus - but if your opponent drops an object worth 13m, is it honorable to run/teleport out of battle and bank this item and return later? (I ask this partially to prove a point, and partially because I want to know more about clan etiquette.) I believe the reason clans do not use the Clan Wars facilities is because of the limited amount of space and limited amount of warriors involved. You can only fit 100 clanmates in a war in Clan Wars at a time - are you kidding? Many clans have more than 100 members, and if they were given an opportunity to be able to use their true full force, don't you think they would? I see what you mean about the risk/fear factor playing an important role in PvP, but I don't believe it is absolutely necessary to make PvP complete. Potential solutions for this idea could be allowing players to input a larger-than-normal 'entrance fee' to give them a higher shot at the prize. You could choose how much you risk, and thusly how nervous you will be about dying. Also, I'm not necessarily trying to make a new feature, I'm more of trying to fix an old one. If we can fix an old feature by using methods already ingame, there is less programming/work to do on Jagex's part. This just reminds me of bh+1 worlds, except in worse scale. You'd risk basically nothing, just hope for few lucky hits and a jackpot. If the system was like this, you could expect to see a huge drop in the demand of potions, fish and such. Who'd benefit? At least not the skillers. I personally believe the demand would remain stable, as you only gain profit when you have defeated another player (or alternately survived another player's attacks). Yes, there are manipulations around this. Two players could kill each other over and over to try and obtain the 'Jackpot'. The truth is, though, that there is 1/2000th of a chance of obtaining this jackpot, and there is no reason for Jagex not to lower that chance once the system detects that you are killing the same player(s) over and over. I don't understand it. You say that it gives a fair chance to win a reasonable amount of loot, it still shouldn't be a main method of making money and monster hunting is a good alternative? Did I understand this right: you're saying it is profitable but people should still do something else for money? Where's the logic? If my zerker pure for example could benefit from almost zero risk "pkin", why would I waste resources on monster hunting? Should I just hunt monsters because this is meant to be fun, despite of being profitable? I see no logic in here: we do what we like the most and I bet if people could for basically free get X gp, why would they waste money on resources and risk duying at the boss monsters? PKing in the Lottery Worlds on your zerker pure to make money would work quite well providing you already had a decent amount of cash stored up. In order to succeed, you need armour, a weapon, and consumables, which are unobtainable on Lottery Worlds. There is still reason for training outside of Lottery Worlds and for Boss-Hunting; you need those skills to be raised, you need those higher-level armours, in order to successful get chances at attaining the 'Jackpot'. If you continued to fight other zerker pures whilst wearing low-level armour, but they have obtained better armour, the chances of you winning are worse than if you tried to obtain the best armour for your levels. -snip- Even less I'd want to see a minigame that can be abused as easily as this, that would tweak the economy even more and that would basically destroy the idea of serious clan pkin. edit: If you want to "have fun" and have no risk, go to the Castle wars. Ring of dueling will help you to find it. If you want to gain money from killing people, go to pvp. If you want a mixture of both, go to FoG. The level of risk correlates with the level of benefits and in your idea the curve points totally to the wrong direction: no risk but high benefits. Wow, thanks for pointing clans out - as I created this idea, they never crossed my mind, and thus got the brunt end of this idea. As I analyze how clans should fit in with Lottery Worlds, I realize that they shouldn't. In fact, clanning in a lottery would most likely be looked on as abuse, as the individual participants would have to either join a clan or be unable to succeed. Clans should operate in Clan-themed Worlds (Feel free to suggest ideas for those), or in the Clan Wars Arena, which most definitely needs an update. Clans should be treated differently than individuals, and perhaps Clan Worlds could even relax up on the rules that have been enforced on individual PKing. Obviously, if this was implemented, individuals could not log into a Clan World without first specifying which clan they are joining, which would then forward a message to the clan to let them decide whether this player is allowed to join their clan. I also like your analogy about my system being "No risk but high benefits", but I would argue that Jagex's current system is this way at the moment aswell. Three players can 76k (Which isn't that much for the average 76ker, and thus little risk) and reap massive benefits. The difference with my system is that the benefits are spread out quasi-randomly, and as of such is unable to be manipulated.
  10. You should read my post on page 3, if you have not already, Meca. Okay, I'll stop this shameless self-advertising. Anyway, I'll run my Lottery Theory through the list of concerns taken note of in the first post, in a style that of Jagex answering questions about it if it was a future update. If there are any questions not covered here, please don't hesitate to ask me to answer them. Finding problems in a hypothesis is the best way to perfect it. Point of pking if you can't obtain anything your opponent drops no loot? With the new lottery-styled PvP system, players can now PK for fun at a small price, and if you happen to perform a kill requiring great talent, you may be able to reap the benefits of a 20,000,000 gold piece jackpot. No loss of items such as whips and godswords ( massive price drop? ) Don't worry, we've taken this into account, and provided a way to make sure the demand for such items stays very high. Sense of fear, nervous-ness lost Even though you are not risking much, you must repay your "participation fee" as a contribution to the jackpot once you die. Plus, we feel that the sense of fun and enjoyment outweighs that of fear and nervousness - We're sure you will find lots of risk in a few deadly PvM situations we introduce later on this year... Huge amount of ingredients spent for NO gain We've decided that the Lottery-style system is great, because everyone can choose how much they want to spend, and there is potential for great rewards. Of course, in order to succeed you may need to bring in higher-level food, potions, arrows, or runes. No way to obtain money for pures created for the sole purpose of pking We feel there is no need for pures to restrict themselves away from skill-based moneymaking, and that there is no reason to provide methods distinctly for these pures to accumulate money via PKing. However, this lottery gives every account a fair chance of winning a reasonable amount of loot. PKing should not be viewed as the sole way to make money for a combat-themed character. Boss-hunting is just one of a number of good alternatives for money to be made. -- Hopefully, for all those who don't constantly PK or do not enjoy PKing currently (Myself in the first category), this update would make an preferentially obselete feature functional and useful for everyone.
  11. One of the problems I see with your idea also occurs in my Lottery PvP idea aswell. This problem stems from the fact once players cannot lose armour, the demand for armour will go down, and thus the price will drop considerably if the supply remains the same. The only incentive people will have for killing GWD bosses is for fun. Thus, I would propose a simultaneous update - an update that requires use of hard-to obtain items in a risky situation as to take loads of them out of the game. I believe a clan-styled boss somewhere in (probably a new level of ) the abyss (so that the players are skulled) that is weak to God-themed weapons and drops a unique, untradeable item would be a temporary solution to this. This item must be untradeable, or the same problem we have with godswords will reveal itself again. People will go here and die, people will go here and succeed. The lower the mission's chance of success is, the higher demand for godswords and good armour will be. Note I said this idea is only temporary - and it would be, providing that surviving the boss was based on skill rather than the hope you don't get OHKO'd. It would be temporary because people through trial and error will find a good method that minimizes risk to gain the chance of reward. An absolute loss situation would be more assuring. Using godswords as keys (that break consequencely) to access certain areas would no doubt be a good way to get rid of the supply and increase the demand - yet I believe this sort of idea is still in early stages of development, as no one would be willing to give up a ~60-100m object without the reward being drastically gamechanging. Perhaps this could be introduced a month after the PvP update - as godswords will have already dropped down to a decent price, perhaps this sort of update would keep them at a constant price.
  12. I don't believe Jagex will ever stop fighting RWT, the closest they would ever consider would be offering RWT services themselves. If you want to eliminate black-market activities, provide a legal way to do those activities. Some people RWT and they don't even know it is against the rules. I have heard cases of grandparents buying gold for their grandchildren because it seems like a good present for them, and it is the only quasi-publicized way of spending money on Runescape other than buying actual membership. And besides, little Timmy's parents already pay for his membership - why should we need to buy him more? If Jagex opened up a shop in which you could buy 'feel-good clothes', 'EXP-modifiers', 'premium pets', perhaps even 'stat-boosting armour/weapons' and (God forbid) 'gold-pieces', I can guarantee you that this kind of RWT would be nullified. If there's a big button that says 'Ingame Shop' on an official site, it will get much more traffic than an unofficial site, providing the official site has equal or better deals than the unofficial site. This would, however, place P2Pers in a middle-class position; they would no longer be the primary patrons of Jagex Ltd. Free Players, Members, and Shoppers would be three new classes of the Runescape society, and a lot of the negativity currently pushed on F2P would soon be redirected on P2P by the Shopper elite. People would also complain that 'EXP-modifiers' and items with better stats made the game easier than when they played. What about Cook-X? What about String-X? 'Grind-X' features were introduced, and people moved on. It's called progression. If you don't want to use it, you'll quickly fall behind. Besides - it's a game. Nothing life changing. Yes, you pay for the game, but now there is a class of people who pay more than you, and Jagex as a company will pertain to methods that create profit. I agree with the OP on one part, though: In order to eliminate RWT without succumbing to providing it officially, Jagex must eliminate the sources. The reason why people sell gold is because people will buy gold. The easy way to kill off illegal trading was aforementioned - Open a legal source of goldselling. Unless you can find a way to make people not want to buy gold, this is the only solution at the root of the problem. If we do not want to provide official goldselling, we must move up and away from the root. Now we can see that if goldselling can happen, it will. And that is why it must be combated. Goldselling occurs through player trading, and with unrestricted and/or unmonitored player trading it can thrive quite well. Jagex has chosen to restrict player to player trading, yet time after time more effective mediums have been found in order to continue selling gold to those who will buy it. To end this trade, you must only stop one of the two parties (the goldseller, and the goldbuyer) involved in the process of goldselling. Without one, the other cannot survive. As I believe human nature is inherently selfish, I will not consider stopping the goldbuyer; he will take the easiest route to success. Stopping the goldseller can be attempted on two fronts: legal and ingame. Stopping goldsellers on a legal front is good, but it does not affect the birth of new goldsellers, and legal issues are time consuming and very complex, especially once you move into an online game that spans multiple countries, and thus multiple laws. I will skip legal suggestions due to their inherent complexity and my own lack of knowledge in those matters, and move directly on to the second front, ingame combatance. To fight the goldsellers ingame, you must stop them from achieving their goal. This requires above average insight into the methods they use - as their goal is generally the same as many of the real players in game, that is, to assume a collection of objects worth monetary value. The methods goldsellers may use to gather supplies can be classed into two categories, legal and illegal, yet most goldsellers will use illegal methods as those methods are faster and there isn't any point in being honest if you are going to be dishonest in the long run. To stop those who gather monetary value legally, the only way to stop them without discriminating against the average player is to deny or limit the tradeoff to the goldbuyer. Jagex has done this, and players have still found ways to make the tradeoff. An easy way to solve this would be to take trading out of the game altogether, yet this would hurt players and practically kill the concept of an MMO. Luckily, the goldsellers who gain money legitimately are few, and stopping those who gather gold illegally is a much more time-worthy idea. The creation of accounts should be slowed down completely - no one needs to make an account everyday, much less every three months. Yes, changing your IP could get around this, but it would give the goldseller more of a hassle. Jagex could also create a cap on the number of accounts created per day, but many problems would need to be solved in order for that solution to work. Jagex should work on bot-detecting outside of it's game, aswell. I'm pretty sure many goldsellers use bots to create new accounts, and a stealthy script observing a large amount of accounts made from one IP address could either ban them automatically or link all of those accounts into one group and ban them when one of the accounts is found guilty of macroing. During the collection of monetary value, bots are getting hard to recognize by actual players as their coding evolves. Recognizing bots ingame is now mainly Jagex's part, although I would encourage players to question the validity of accounts that seem like they are not being controlled by a player. Jagex needs to constantly improve it's bot finding program, and I have no idea about programming, but generating random IDs for NPC's and objects sounds like a grand idea. Jagex should also enforce their "Multiple Login" rule more strictly, I believe a simple script could be created to alert when the same IP has logged in twice. Many botters confess to multilogging, and it makes complete logical sense aswell. If you're going to let one account do all the work by itself while you're gone, why not run two or three accounts at once? Gosh, I feel like I've been rambling on and on. If you guys seen any errors in what I've said, or any suggestions, feel free to add on. Edit: Looking back at this post, and realizing I have to scroll up with the wheel on my mouse for 3+ seconds to get to the top of my post, I'm not sure if the full effect of my point will get across. I don't have time to, but if anyone would like to make a list of points for those who can't be bothered to read it, that would be greatly appreciated. <3:
  13. I've done it in the past, and it tastes amazing. It's much better if you ask for fries without salt, though - It's like ice cream on waffle sticks
  14. I agree, on a condition. Safe PvP will ruin the economy if there is no incentive to last longer than your opponent. If there is a reason you should last longer than your opponent, then potions and food will be consumed. Also - you're right about boss hunting - as no one can lose their items, the demand is only equal to the number of players who don't have one, which will diminish greatly over time as more people add such weapons to their inventory. The only economic circulation generated from weapons will be caused by those with a small amount of gold pieces who must cycle weapons in order to achieve the most satisfactory results at different times.
  15. A kid named Fragile used to drop by the church I attend a few years ago. It most definitely won't help later on in his life; especially since he has a mental disorder. I believe many people think they are creative when they name their child something to the extant of "Neythan", but seriously? Rearranging and replacing a few letters isn't creative. Yes, the name you give should have a special sound to it - but give the child a normal name and let him/her make it special for the world around them. Save the abstract words for the middle name; give your child a first name that will be solid for the rest of their life.
  16. This made me wish I hadn't been a lurker pre-poll. Awesome stories, though. I remember a ton of stuff, surprisingly. It's been such a long journey..
  17. Odd, I was just thinking of something quite similar. If we were to implement the guidelines and rules the author of this topic has suggested, we run into a few problems. One controversy frequently mentioned is that if PvP becomes risk-free, and you no longer lose items, what reward will be generated and by what system will it's value be determined? There are two types of methods for generating rewards Jagex could give to players for 'winning' in such a situation, and both of these algorithms are already in use in-game. The first method rewards players with symbolical or non-monetary ranks or items. Rushing upwards through the highscores to prove your better than other players seems a mediocre solution as to giving players a reason to participate in PvP, until you realize that because there is no risk, all it takes is a large cashpile and decent combat stats to rise through the ranks with no effort. The next type of symbolical rewards that I mentioned are items that prove you completed a worthy achievement. Castle Wars armour and Chompy Bird Hunting hats are good examples of these kinds symbolical armour, and anyone who has obtained the highest-level styles of these armours is generally treated with respect. Yet the same problem lies within this solution - it is quite easy for some to breeze up to the top and obtain those dignified items, and there are no obstacles that can stand in the way of those players. The respect that is given to Castle Wars armour and the Chompy hats is because they are not easily obtained, and if there is no skill in obtaining an item, the only way left to make an item hard to obtain is by requiring the player to go through hours of constant grinding to achieve their goal. The second method rewards players with items of monetary value. This is where the PvP system currently stands, and from this point is where it is trying to find a solution. The most obvious problem using this method of rewarding in the author's system is that nothing fiscal would be lost in PvP, and assuming we are giving players monetary rewards, there would be a huge influx of currency generated into the system due to tens of thousands of players profitting. Thusly we see that if PKers want to receive money without destroying the economy, they have to lose money. This is currently where our system is, except some players have decided they would like to profit without risk. If you take a look at the mass majority of PKers, the value of items lost should balance out with the value of items gained, providing Jagex set up their reward-generator as a non-profit/non-loss system. Yet when we throw in a few players who decide to 'trick' the system and gain monetary value without loss, this turns Jagex's balanced-generator into an inflation machine, ready to destroy the economy. I believe we can find a solution while still retaining rewards of monetary value. Our system right now is not random enough. By working together, players can determine profit for each other without a loss on anyone else's part. I suggest that Jagex encorporate a lottery-style PvP system. Every player would input a small amount of currency as a 'participation fee', and this sum would be accumulated into a large 'jackpot', or 'jackpots'. Depending on how close the battle was, how quickly an opponent was decimated, or skilled feats such as defeating someone of a higher combat level, or KO'ing the 'wrong' side of the combat triangle (A mage kills a ranger, for instance.), more of a chance that the jackpot could be rewarded to them would be taken into account. There are other 'lottery' style options you could include, such as 'Luck Tickets' (you pay more of an entry fee to get a higher chance of reward), 'Killing Sprees', and one idea that just faded out of my head, and existence aswell. When you die, you have to pay another entry fee to join back in. This also gives incentive to PvP: more players PKing means a bigger jackpot with a lesser chance. For instance, say everyone donated 10k minimum when signing into a Lottery World. That's a small price to pay to PvP with your full Bandos + AGS, right? And you have a chance at getting a reward, too! Now, let's put 2000 players onto this world. If we just have one jackpot, that gives us a 20,000,000 possible reward, which could be split into smaller, multiple jackpots aswell. The best thing about this system is that it cannot produce more money than that which is put into it, the reward is obtainable by anyone, and the reward cannot be acquired by any more easily by a group trying to 'trick' the system. Edit:You could also easily insert 'feel-good clothing/armour' in here as random drops to be symbolic tokens for reward. These equipables should not have any combat-boosting stats, and should only exist for status and eyecandy. -- Other controversial PvP related updates I would like to see discussed are... 'Personalized Combat Rules' - essentially a Duel Arena-eque setting for PvP worlds. Special Defence Bar - You click it, and it nullifies your opponent's next attack. If your opponent used a Special Attack, the damage is reduced by ~50%-75%. Functional HP Levels - People are getting close to hitting 99, why not allow us to have more than 99 HP? For example, you have 95 HP. That number is inserted into a function which determines your actual HP. f(95)=150, f(96)=161, per se. This would also allow for higher-hitting bosses, and tougher monsters.
  18. Thanks so much Super<33 :)
  19. Started this goal on November 28th, 2008. [hide=][/hide] Through 115k sapphire necklaces and a couple thousand green d'hide bodies crafted, I have reached my goal, almost a year later. [hide=][/hide] [hide=][/hide] Thanks for all of your support and encouragement along the way, guys. <3
  20. Excellent satirical newspaper style; it reminded me of The Onion. Even with all its humour, you managed to include multiple realistic views pertaining to this subject, while still providing support your own point, even if it was harder to catch due to the humouristic facade. Well done! - I'm looking forward to reading future blog entries.
  21. That means wearable skill capes in F2P is still in the question. :thumbsup: Or Corrupt Skillcapes - They degrade after 30 minutes of skilling. :? So much for Jagex's claim that F2P wasn't a demo.
  22. I'm not sure if I'm the only one wondering this - but.. Do you think Jagex will release the name-changing system ingame or on one of their websites? Examples: Ingame: Jagex makes a certain NPC (Like the Makeover Mage/Thessilia/Hairdresser) who may or may not charge a fee to change your display-name. Website: Jagex makes a feature on one of their websites (Like the 'Change Password'/'Recover An Account' features), you navigate to that page, log in, and change your display-name. There one thing I see that Jagex could do with an ingame feature is they could potentially create a money-sink. This could range from 10k to 10m, although I personally wouldn't like to pay much more than 1m for a namechange. Also, the higher the price is, the less name-changing spam you have. I'm not sure what benefits having the feature on the website would yield, but I'm inclined to believe it might be more secure. Feel free to point out what you see and correct me where I'm wrong. ^^
  23. Picture taken yesterday - Wow, Stevew! It's great to hear feedback this soon on a system that players are not quite sure how it will affect their gaming experience! Good job pointing out most of the problems players have come up with and showing how you will bypass or fix those with excellent solutions. I think the novelty in this update is not just that it can only benefit a player's game experience, but also that it adds in a long-overdue system of security.
  24. Updates like these can only be good! The only thing I have constructive critisism for is that the transparent chatbox that apparently will be made available in the SD mode. The opaque chatbox is the one reason I play in the SD mode 99% of the time I'm on RuneScape - It makes it much easier for me to participate in conversations. Please, Jagex - when you're adding the switches to tune down the SD mode - add a Opaque/Transparent chatbox option; I'm sure many players would appreciate that. Also, why not add that feature for the HD mode, if it isn't too much work? \ About sky boxes - I'm thinking clouds, or a new terrain layer existing above our characters. :

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