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jettrider

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Everything posted by jettrider

  1. The problem is that in the teams that it's needed for (derp 117ers) it's unlikely ever to be used. In permanent teams, it's very well dealt with already: -The keyer remembers doors for which there is no key -Nonkeyers remember what their gated doors are and keep checking leader's inventory for a key. Tbh, if players don't do the above, they're not going to remember to update the spreadsheet either. Very interesting idea though.
  2. I guarantee you that Jagex does not pick new prices manually. Jmods are needed to handle the GE because: 1. They still have to pick the timing of updates roughly every day and now and then intervene (amulets of accuracy) 2. They had to determine the pricing of every item from scratch when the GE was released, which took a huge team, and had to keep adjusting prices after that based on feedback (and even today a jmod or two might be assigned to read through forum GE price suggestions for a few minutes each week)
  3. Removing the GE completely would be a mistake, I mentioned it only to considering hypothetically why manipulation is an issue. How about if the GE just updated more often in price? 1 person at the Jagex staff that may or may not know a lot about the game's economy is changing prices on a specific amount of items per 23-24 hours, based on some formulae I assume, about supply and demand of said items. That will never compare to an open market. And, if the margins are increased more, even more manipulation is imminent, as well as the risk of cash transferring from account to account. Lose-lose situation. The GE updates on very specific formulas, all Jagex does is choose a time to do it (and mixes it up to avoid updates being predictable). Loosening the time between updates (or having it update instantaneously) would vastly DECREASE the potential for manipulation and cash transfer because abnormal prices are quickly leveled.
  4. Removing the GE completely would be a mistake, I mentioned it only to considering hypothetically why manipulation is an issue. How about if the GE just updated more often in price?
  5. I agree with radical changes to the GE but I think you're overexaggerating the problem a bit. Price manipulation was many, many, many times less common before the GE because trades were made in w2 fally, RSOF, clan forums, resource harvesting spots, etc while prices were heavily influenced by forum "price check" threads; even if buyers were constantly buying at all the popular spots, you could always find someone ignorant about a new price trend and it wouldn't matter to them to buy/sell for a "normal" price. Prices only changed due to natural trends or game updates. Now only a few items are traded at w2 GE/RSOF and the vast majority of normal items are swapped on the GE where you have a limited flow. I don't see how manipulation would still be prevalent if the GE was revamped to be more flexible in changing prices (or removed entirely).
  6. theres nothin inefficient about ivy, its free xp and about 90% as fast as the top methods of wc Omg someone making a valid point for a suboptimal method, crucify him :rolleyes: Ivy is probably the easiest training method to AFK and yet profits, has a very high exp rate, and makes a constant sound so you can look back when it stops.
  7. Not only is there no inflation, but for more than 6 months prices have tanked tremendously. This is absolutely a period of deflation for armor, weapons etc. Skill items haven't been affected very much - if the problem is everyone selling gear to train dungeoneering and buy 99s, then the reason skill items are steady is that there are fewer players harvesting them.
  8. Since you can't quickswitch in combat, I've always wondered how annoying it is to switch rings while comboing. Since I don't have a hex, my quickswitch is gatherer (which you don't really need except in a safe zone). Also, some players will bind gear because they like it or like to use a suboptimal strategy, there is an element of subjectivity that DPS can't affect.
  9. the hood NEEDS to be more common IF people actually wants them to join a team. I've seen a fair enough of 80+ 90+ or even 100+ dungeoneers who's never had a chance of getting a hood. The worst part is that players who cannot even kill night spiders leeches the hood killed by another teammate which encourages a lot of unfriendly competition and basically ruins the whole team. Leeching is an issue to basically any desirable slayer drops and the hood is obviously no different. At 87 dungeoneering, I have yet to see a gold precision bracelet, doomcore staff, blood neck, etc. I would never call any slayer drops common or inevitable. A hood drop is common over the course of getting 3 binds. I've only ever met a couple people (only one in the last 15m exp) who are 100+ without a drop. Golden precisions bracelets and doomcore staves are also quite common when you consider Dungeoneering's unique exp scale. Sorry for saying this, but to apply to 3bo you'd need 6 times the experience for level 87, which offers excellent chances of getting a hood. Also, you make it sound like every hood drop is fiercely fought over, whereas if you train with the many people who already have a hood, only a few bad apples will alch a drop or something and the rest will give it to you. But even with the above, I support making some other way to obtain shadow silk gear because it is essentially based on luck. I'm on your side on this particular aspect of the hood. Nerf? no. Increase accessibility? sure.
  10. I RARELY see anyone who favored a platebody over hood. (Unless the person isn't familar with the hood's capabilities) but yes, it will make a difference since mages will bind a robetop, rangers will bind a leatherbody, etc. That's because the people who favor platebodies over hoods are soloing, not joining your teams. Also, leatherbody vs. platebody is a debate still going on. It's just not as commonly discussed before 100 (or usually 120) dungeoneering. The [under construction] part became a full post :)
  11. Having everyone binding a platebody and 2h would somehow make bindsets more diverse? You're not going to encourage variety by removing the best item when there is a clear chain of next best second binds waiting behind it. I've met plenty of people who prefer armour to a hood anyway. It's less useful for soloing and in teams with fewer hoods, in in teams it is a far more dynamic (and yes, better) bind. So what? There's always going to be commonly accepted "best binds" for the first two slots. And, as should be clear from other topics here, deciding what to bind third and fourth, not to mention the ammo slot, is a matter of constant debate and indecision. It's like summoning: do you expect to be able to be able to choose from a wide variety of pouches to make at the lower levels? No, there is always a most efficient way to use charms, but you can always deviate from this to cover your own needs or lower the cost. Dungeoneering is far, far away from being one-dimensional. Dungeoneering has now progressed to the point where soloing your own way is the same experience as doing your own thing in an average (read: not clan-affiliated) team. There is nothing preventing you from choosing your own path to training, not even experience anymore now that the average team is so bad. If you care more about experience than training your own way - or if you decide that rushing is the most enjoyable way to train - then of course you yourself are going to have to be just as efficient as the people you want to train with. The one legitimate point you didn't bring up was droprate. Is it fair for players at the same level and relative skill/knowledge to not be able to join teams of equal ability? I see the hood drop as inevitable and fairly common enough (indeed, a ridiculous amount more common than the Hexhunter bow, which seems to be encouraged in the better permanent teams) to be a reward on your way up. With higher exp rates, higher monster concentrations, and higher level requirements for dungeoneering clans, it's safe to say that you'll probably get a hood (though there are exceptions) before you're ready to join a clan that requires it. Not having a hood helps you learn to minimize damage and conserve food, which is a very useful skill to have even with a hood. Grimy Bunyip suggested releasing some sort of inferior piece of shadow silk gear that would provide the cloaking effect but some other detriment, removing luck from the equation. I think that's something to discuss, but remove the hood? Not needed.
  12. At least you're consistent in style :shades: I was a little disappointed with the blog though. If it's just a quick blog, then why not throw some ideas around instead of keeping it vague and dull? If it's updates in the making, why not provide eye candy of new interfaces to get people talking? The summoning blogs (though a very long-drawn out publicity stunt) were at least well-presented, while it seems the content of today's blogs is being moved to the High Level Forums and Clan Leader forums. Well, fine by me: just more motivation to max total.
  13. It's random when it spawns, you won't get one right when you enter, but they're tons more common than something like the Living Rock Patriarch. There's at least one, if not several, in the room for someone every few minutes.
  14. Haha I loved that episode and I agree about the Chaotic Defender. Also, I'd rather have a Dragon Defender than another low level quest with no long-term usable reward. Whatever it's stats, as long as it's better than its predecessor, I won't lose any sleep over a couple points. Although it was too easy to get these, some of that might be due to multi-point mode (droprate is super high), and it was fun to hear "omg botters" and "omfg leave if you already have one" and similar for a while. Noninstanced updates always lead people to say the most ridiculous things. Fun pic for people who haven't been there yet. Note knives + how I stand against wall to avoid having my spawn stolen.
  15. I prefer to do dungeons in resizable mode. I'm used to using the function keys to switch between menus and it allows me a much greater view of the screen than fixed. For example, in fixed you often have to turn your camera or click to see what a door is. Anyway, after last week's update, I can no longer click the arrow key in the upper right corner of the Winterface to get to the buttons that let you leave or access the next floor. You used to be able to widen the resizable window to make the button come out from under the status buttons, but as of the graphics update last week, no matter which screen sizing mode or detail level I'm in, the winterface moves with the resizing. It's super annoying to switch to fixed and back at the end of larges, and this forces me to c1 on fixed. Has anyone found a configuration that would allow me to click the winterface arrow?
  16. OP has 99 magic OP is 72-93 smithing(89 needed for addy plates) Mine/superheat gold or smelt/superheat gold until 89 and then either continue or do addy plates. The scroll is definitely worth it when you get 99 smithing and want to get more xp(as rune 2h/legs are the most efficient method). This plan, except isn't scroll worth it before 99 as well? Though the effect on platebodies isn't as dramatic as the effect on 3-bar items, it still helps, and look at it this way: you'll never lose the ability once bought, so if you eventually want to train more, why not have it already?
  17. Anyone in particular?
  18. After all the material rewards: Get T10 Berserker, Gatherer, and Sniper/Desperado before buying any exp.
  19. Gold ores: 120k exp/hr smelting while superheating Addy platebodies: 285k exp/hr smithing at Varrock anvil You could also look at addy platebodies with SC hammers, but just the above stats should give you a pretty good idea that gold ores aren't efficient for players who may have high enough incomes to justify doing addy platebodies.
  20. Somewhat forgot about that(haven't dungeoneered much with con spots), yeah, but then again, that also limits the usefulness of the level 3 skiller(able to make an altar) and still limits the skiller to GD rooms. I just can't see how having skillers are useful in p2p pro dungeoneering. In my experience, they slow down the dungeon by a couple minutes. However, always having potions and food makes pot doors go more smoothly and the dungeon safer overall. If you don't have very many GDs, it could even be faster, but the more you have the slower it is compared to 5man. Another disadvantage is you have to clear mimes and have someone do 2 levers at once. Having a maxed or near-maxed skiller that can produce strong potions/high tier food/bows/runes/ and knows how to get around is better than having a mediocre player on your team. Usually it is not worth declining them and trying to find someone else if they are a pretty good skiller because it's not a huge slowdown. C1s, however, are a different story... The skillers I saw bound primal pickaxe, primal hatchet, and a bow without arrows.
  21. 630 exp per frost dragon bone = 20.7k frost dragon bones = < 325m 252 exp per dragon bone = 51.7k dragon bones = < 275m And the minimum possible bones would be even less using ectofuntus...the only way it could take millions of bones is if you buried normal bones or something. 300m or so is a large amount, but less so with new moneymaking methods over the years, and Herblore costs a similar amount...not a "huge" amount if thousands of players have achieved them!
  22. If it's 300k P/H that means its going to be about 450k - 550k per Floor seeing as the bigger floors can take you anywhere from 90 minutes to 120 minutes. Or so i have heard. actually you are both wrong in some ways. f60 with every bonus is something like 220k xp. Warped larges take around 25-35 minutes. Warped larges normally take LESS time then occult, TBH, with a team who knows what they are doing. It's about the same. Warped has a higher concentration of monsters but easier bosses compared to Occult. Unless you're referring to some other factor? Anyway, 220k+ for a fully cleared floor, with a massive 18-19k penalty for each death o.O
  23. Rune defenders have already been used widely at almost everything except some GWD, Corp, DKs, etc...the difference added by dragon defender isn't enough to touch ely/divine. I do expect DFS to go down a bit, but because of panic selling and people thinking along these lines, not because of actual usage variation. Defenders and shields have well-established boundaries, and the DFS will always have a niche for players unable to throw out GE+15m for Elysian or over 1b for Divine. Below the DFS, I don't really think anything should be affected...the dragon defender should have requirements too, no? Either way, I'm glad they made it untradable and I'm even more glad I waited to get 99 Slayer.
  24. Damage soaking soaking water sailing Two goods months in a row wow.

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