Everything posted by jettrider
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What happened to this community?
Wow, since when did all high levels suddenly become elitists? Logic plz. Since this thread was started and everyone rallied around trolls. Elitism is indeed a mindset and not a set of levels. That's why you have elitists on this board with terrible noncombat stats (but maxed combat) and super chill maxed players. Almost everyone is in between but since we have to escalate this a line is being drawn at high total level.
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200M in all Skills
Some people don't find PKing fun no matter what they use.
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The Bind System
I think the number of binds is fine as it is. Unless the new bind were restricted to a rather useless item such as gloves/boots/pickaxes/toolkits/etc I agree it'd be pretty game breaking. But my problem with the bind system is how it restricts you to certain jobs. If bind arrows/celestial box, you're kinda screwed out of laws for c1s. If you bind a hex, you're screwed out of some armor if you want to key. We definitely shouldn't start a floor with more than 4 binded items of any sort, but I really want to be able to switch up what those 4 items are. My hexhunter isn't gonna do me any good if I want to key. Reading the last bit, got me thinking: What if we were able to bind a few items (Would very with your DG level. I'm thinking maybe 10 max at 120 dg?) that would go into a bank-sort of interface that can only be accessed at the start of a dungeon, or during the WINterface. And from this interface, you can pick up to (your max bind for your level) items to bring into the next dungeon. So, while you wouldn't have your 2H, Hexhunter, primal plate, SSH, and blood neck all at the same time making you OP in a dungeon, you can choose what items you want to bring with you into your next dungeon. I can see how frustrating debating between binds can be. And going level 50 - 100 with only two bind seems... Cruel. I'm glad I went 50-100 without armor. It made me better at dungeoneering in general, learning how to minimize damage, and it made me confident enough to want a Hexhunter bow for the next 80m exp. Anyway, 1-100 is less than 15% of 120 dungeoneering, so you could look at it as a perk to get people to train past 99.
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Dungeoneering: Bindery
Dungeons are all over the place, sometimes no one has any food, sometimes you leave hundreds of eels on the ground. Generally, your need for food decreases as the average skill level (as in dungeoneering skill) of your team increases. But even there you're going to have those obelisk-merc-mono-deathtrapGD dungeons where food is tight. I'm sorry...but I honestly don't know how that was supposed to answer my question.... Your answer is that on most maps you do not need the extra pieces of food, but you can't guarantee that your team will not run out of food sometimes. So binding a blood necklace is a good choice but if no one on a warped floor has any armor you might run low.
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The Bind System
One of Chris L's posts on maxed forums was acknowledging the idea of being able to buy another bind slot for a lot of tokens, but he said it was definitely not guaranteed that they'll significantly change the binding system and that it was low on the priority list (2-3 months ago). I think it's likely we'll get some sort of new bind slot in the future, whether it's general or ammo only, but I don't think it'll be soon.
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Dungeoneering: Bindery
Dungeons are all over the place, sometimes no one has any food, sometimes you leave hundreds of eels on the ground. Generally, your need for food decreases as the average skill level (as in dungeoneering skill) of your team increases. But even there you're going to have those obelisk-merc-mono-deathtrapGD dungeons where food is tight.
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Dungeoneering: Bindery
Offensive binds are good for 4 binds but with 5 binds the additional combat speed would be getting negligible versus the platebody's versatility (meaning, nonkeyers in perm teams could do it but people who might have to step in to key have a choice). Also, I've always just taken my armor off to mage, so it wouldn't be that big of a deal with plate+legs? Unless you think the tick to take off armor wouldn't be worth it
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What is your total XP/HR
640 Castle War Games + 175 MA rank + lots of bank standing = 52k exp/hr Really good considering I'm not always doing something LOL. High 40s-50s is good I guess. Max I've heard of for a full account is 130-150k and of course some one-skill accounts have higher
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Improving Self-Grown Spirit Trees
I find the one at Miscellania very useful. I am often at the Grand Exchange and it is extremely convenient to hop up there and boost my favor. The other methods listed take much longer. There could be some more locations I guess, but RS is already pretty well connected.
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Tip.It Times - 28th November 2010
First article: I feel the opposite way on all of those, lol. I think Fast SC is more fun because you don't have to worry about getting attacked. Playing non fast SC isn't *that* much worse for points because you get more points per game. If you find it fun, just do it. Same goes for Pyramid Plunder - usually it's the fun alternative to blackjacking! And while I agree with the last point, you can now see Castle Wars games on highscores, which could count for something? Part of the problem with other minigames is that no one plays them... I would have liked to check out the new activity too, but I'm already 99 in each of the related skills. Oh well - plenty of time to try it out later if I get bored with my current training strategy. Second article: I do think another ammo bind slot (perhaps at level 75?) would help, but I don't think we're out of options entirely. In fact, if we did get another ammo bind slot, I'd bind law runes to go with my surgebox. It's unrealistic to think that one combat style will get you through a dungeon. Melee comes closest, but it is quite slow on some monsters and impractical on some bosses. Trying to mage everything just isn't going to work! Two style hybriding works perfectly right now. A melee weapon will, of course, deal with many monsters the quickest, but a surgebox is a fantastic way to speed up melee monsters and eliminate boss weaknesses. A hexhunter bow is the range equivalent (and I think slightly better equivalent), taking down all the non-melee monsters that are even weaker to HHB than to melee. I've done a few dungeons with mage/range pures. They have bows and arrows bound, along with a staff or blood necklace if level 100, and while they have to make runes, they do just fine with using the appropriate style during the dungeon. You're far from out of options. You can either get 77 runecrafting (a couple hours for you) or combine a surgebox with a melee weapon. Expecting to navigate an improved combat triangle with one style is unrealistic - even meleers are slowed by it!
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Pro DGing
I recently befriended a couple 120 dungeoneers and through them got to DG with a fair few more of them. 3rd and 4th binds are all over the place! First, I was really shocked and saddened to see how few had actually gotten a HHB drop over the course of 104m+ experience. Working with the idea of making range bodies during a dungeon, I would bind one in a heartbeat. I think an interesting setup would be: Hood/Primal Spear p++/HHB/Sagg body/arrows, with desperado ring. However, everyone I saw with a HHB had a primal platebody, why? I could understand a primal chainbody (neutral range), but wouldn't a sagg body just absolutely destroy? Also, with desperado ring, is primal spear a reasonable substitute for primal 2h or is there no comparison? For the non-HHB, 4th binds were still pretty varied. A lot bound platelegs when I'd think that you would want plateskirts to cover crush defence! At the same time, I did see someone with a Blood Necklace, and I've got to say that it seems like an attractive 4th bind without a bow drop. Still, the combination of two primal armor pieces is significant, especially for Warped floors... Any new thoughts on this after the final set of items has actually been released?
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Filling the Barbarian Horn
First, you should make sure you have the Penance Master Horn, not just a regular horn. You can get one by having level 5 in any role and talking to the Commander guy. You fill the horn by completing waves while set on exp mode (NOT points mode). Under best conditions, getting a good amount of points per wave, it will take 10-12 full rounds (waves 1 through 10) to fill the horn fully. Some teams reset at wave 9 instead of wave 10 because the queen wave takes significantly more time, even though it gives the most potential. To get max points per wave, your healer needs to heal at least 513 life points; to achieve this, many teams have their collector collect 11 wrong eggs (50 damage each) at the start of early waves so the healer has someone to heal. The record for waves 1 through 10 is something like 17 minutes, though 25-30 minutes per round would be a reasonable average. The horn stores potential, not straight experience. A full horn nets you around 1.3m agility experience and slightly less (~1.1m) for Mining. That's total experience, not bonus experience. Also, note that the horn works based on exp, unlike brawling gloves which are based on repetitions. Therefore you don't need to worry about equipping and unequipping the horn while training like you would if you were using brawlers. Try to find good teams through friends. W6 is also an adequate resource, but you must be very careful about picking teams. Generally, BA teams are more relaxed and accepting than Dungeoneering teams, but you still should check people on the highscores to make sure they have a decent level in their role before accepting them (2000 pts ~= level 5). Using BA for agility is definitely worth it because it's more fun (for most people...) AND it boosts your exp rates. I also like using it for mining, though some would argue that it takes away potential experience from superheating ores as you mine them. I got to 92 agility and 91 mining from the mid-80s using a Penance Horn.
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What happened to this community?
The reason I suggested splitting a couple forums was that I got a sense you from one of your page 6 posts that you were frustrated with being forced to have a "hands off" approach to moderating while banning some users would help the problem. Splitting General Discussion would give you a justification to remove any posts (or even all the posts of a particular user) you felt were too elitist and disrespectful without being bad enough to warrant moderation under the current system from most forums. It is indeed naive to believe that some of the posters under fire won't go out of their way to cause trouble. This would just allow you to deal with them without any controversy concerning overmoderation. Right now only the absolute worst posts are removed, when most of the outcry seems to be over subtle or controlled flaming, elitism, baiting, etc Woah, thats the last vibe I want to give out, I'd rather not ban anyone who didn't break the rules because they were a jackass or annoying. In a loose interpretation, the rules are already borderline being broken. I also think that only extreme cases should result in a ban, but I think that containing the most vocalized to an environment where they won't offend anyone - and removing their content from the stricter subset - would help with the atmosphere. Why would posters complain about their content being removed from places that have established they don't want it? That's how I came up with that. Generally, if you posted something like "Train slayer [/thread]" on a topic asking for the easiest way to get 99 melees, you would be called an elitist jerk yourself. Just as there are varying degrees of efficiency (and how much you care about it), there are different degrees of how people respond to being told to play a certain way when they are inclined to play a different way. Take a step back, look your post over, and realize that some of the most vocal complainers would lump you in with the "jerks." I'm not saying you are one - I think your post was dead on and I feel much the same way - but that's what the perception is becoming.
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What happened to this community?
The reason I suggested splitting a couple forums was that I got a sense you from one of your page 6 posts that you were frustrated with being forced to have a "hands off" approach to moderating while banning some users would help the problem. Splitting General Discussion would give you a justification to remove any posts (or even all the posts of a particular user) you felt were too elitist and disrespectful without being bad enough to warrant moderation under the current system from most forums. It is indeed naive to believe that some of the posters under fire won't go out of their way to cause trouble. This would just allow you to deal with them without any controversy concerning overmoderation. Right now only the absolute worst posts are removed, when most of the outcry seems to be over subtle or controlled flaming, elitism, baiting, etc
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Why the Combat Triangle Is More Balanced Than You Think
Few people are able to use terrain effectively, so melee's sheer KO power is more than enough to make up for not being able to attack the whole time. You are also assuming that meleers go on PK trips to areas with plenty of terrain, which I think isn't very accurate. People in high level wilderness (where there is sufficient terrain to use these tactics) are almost always mage hybrids of some sort. The most important part of your post is how mage has a longer range than any other style. However, meleers these days, when farcasted, will just teleport away or run to a safe zone. Your points are valid - but only for safe PvP in terrained maps or fighting a meleer in a heavily terrained, far from safe zone, out of teleport range place. The latter doesn't happen very often because pure meleers just don't do that. As for everything else in the game - a mage-based boss (like Kreearra for ranged) would do wonders for generating interest for mage combat. Right now, the only monsters people usually mage are Dagannoth Rex and Ice Strykewyrms :rolleyes:
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What happened to this community?
Posting on a forum has little to do with getting what you want ingame, unless you mean getting the satisfaction of thinking you're better at the game than someone else. Actions in video games are becoming more and more separated from actions in real life, so I don't think it's important that you try to play a video game in a "nice" way. The difference is posting about it on forums, where's there's no reason to carry on the charade except to create competition. The problem is that when fewer people were high level, it didn't matter how good they were at the game because either way they were separated from the pack by levels. RuneScape is not a game dictated by skill. The sheer amount of hours spent on it matters much more than how good you are at various clicking patterns or tactics/setups. Therefore, you can't find out who is better by doing anything ingame, so you have to duke in out on the forums to see who gets more bang for their hours. TipIt is one of the better larger gathering places of high levels - either through recruiting or through naturally more active people leveling through the years - and as such is a good place to discuss things. What this leads to is what most people complain about - ridiculing for alternate training methods, posting max (full-concentration, perfect clicks) experience rates as long-term averages, and the like. I also feel like a lot of discussion is lumped into a ridiculed "efficiency" box. I don't think anyone gets angry at someone deliberately playing with an alternate method with a reason why they do it. The problems arise when people post incorrect information. For example, a player who says they fished monkfish to 99 fishing because they were the best combination of fishing experience and money is posting completely false information. But a player who says they fished monkfish for that combination and as a relaxing and enjoyable method won't find nearly as many flames (and those will be unjust, since the reason included a personal and subjective element). If you want TIF to be a nicer place, you either have to have an application process based on personality, ban overzealous high levels, or separate discussions. I don't think the first two are reasonable, so I'll take a shot at the third. Split General Discussion into general game discussion and general community discussion. If you will be offended to find out that what you thought was the best way to play isn't, don't go into general game discussion or Help&Advice. Everything else - the "what if" topics, the community discussion, the game theme discussions, etc - can go in a separate forum for flame-free discussion. That way you can easily take action (deleting posts, moving/splitting threads, etc to keep the divide) without banning anyone. Drastic, yes, but you're not in a position to solve the underlying problem. To lessen the damage, you can separate the two warring sides.
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200M in all Skills
Well naturally, people that are maxed tend to put in more hours and have nothing else to train except dungeoneering past 99. Also, maxed people have an easier time keying in dungeoneering, which saves time over a lot of dungeons. While this is less important than hours spent per day on it, it gives non-maxed players an incentive to max before training more dungeoneering (my dilemma L). One thing I would like to know is how many people are maxed EXCEPT for dungeoneering (not nearly as easy as it used to be). Is there a good way to check this or is there a memberlist going?
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200M in all Skills
You could also go for minigame highscores. The caps on those will probably never be reached.
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200M in all Skills
Start a new account and do it again
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Does Jagex really know its own game?
First, I think that the way they have things split up - each content developer is "curator" of a particular piece of content, no one else knows it in and out - promotes ignorance about specific game features. Also, they tend to keep vital information private so players don't understand why some changes are implemented (even though they are STILL boneheaded moves even with that extra information sometimes...). I also think that new minigames, D&Ds, etc have purposely handicapped experience rates because developers don't generally know what the max experience rates are and because they are forced to churn out new pieces of content weekly, meaning very few content updates can actually add anything permanent to the game without overpowering them.
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A historical moment is drawing near
Well, when Drumgun got ~50m strength exp at once, since each Zeal is ~9433 Strength exp, that was 5.3k Zeal. 21k is extreme, but it's not exactly the point I wanted to make. I'm not saying that at the very moment Toony got 200m there was danger from second place. I'm just saying that between Slayer points, effigies, and Zeal, there's no easy experience margin to point to and say "I'm safe until someone else reaches there." For runecrafting it's a different story. Even with an insane amount of effigies, full penguin points stored, etc, you can barely break 20m experience at one time. The second place runecrafter isn't within 20m yet. Also, someone with a huge amount of effigies would have very noticeable constitution and combat experience gains, which are easier to cross-reference than Slayer points and Zeal.
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A historical moment is drawing near
At 99 stats, you get 48029 xp per effigy. 50 m xp = 1041 effigies needed. Considering you can have 438 (i think?) bank spaces, it's gonna take a fair while. Not including the time to actually GET the effigies. The kicker would be 300-400 effigies plus a ton of soul wars points There's no way to guess how many soul wars points someone has, so it was always a constant threat
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Updates
It doesn't matter to me when small quests/minigames come out. I won't be playing the minigame to train skills already at 99, and quests are so short that it doesn't matter when you do them. The average update offers such little content that it doesn't matter when you play through it. The updates that matter - like finishing Dungeoneering or skill additions like new potions - should be carefully balanced before release anyway. The only things that need to be rushed are fixes to major bugs.
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200M in all Skills
Idk about you, but I've consistently made 10m out of merching 200m in only 5mins total merching. That's a hell of a lot more than your 10m/hr rate lol. I think he was talking about total time, not just what you spend updating offers, though 240m in a day does require logging on at regular intervals. Also, until a f2p player proves they have dozens of billions to spare, I think you can't argue for the absolute fastest methods (like smithing rune plates) in f2p except in a theoretical sense. There could be a player in the future for which it works, but for now and in the near future it still isn't practical.
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A historical moment is drawing near
Four people have 200m dungeoneering experience now, and a further four are within the last 10% to that goal. Unless you mean Pheonix wants the dungeoneering experience? :blink: He could probably make it by the time anyone gets anywhere near 200m RCing experience. Yeah, he meant that he wants to get 200m dungeoneering exp before maxing runecraft (no matter what number dung'er he is) to not waste exp from crafting runes in Daemonheim. That discussion was answered in a couple lines on page 1, the far more interesting and complex topic is the pros and cons of saving some experience at the end of getting 200m for efficiency and protecting ranks.