Everything posted by jettrider
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Camping
I am one of your so-called "camper haters." I hope to break your stereotype of why people dislike campers. First, a little background information - I am 99 melees, range, magic, prayer, and summoning with 2142 total. I am level 91 slayer and have tried both slayer and camping in the past. I am also a proud member of TSG, The Slayer's Guild, in which our favorite skill is Slayer. I am more concerned for the success and balancing of the Slayer skill than for my personal wealth, as current drops do not make any significant impact on my bank. On a personal level, I dislike many of the campers I meet, but I obviously cannot speak for all campers, because I'm sure there are some great people there just as there are some truly awful people in the Slayer community. Many campers will log in and just take a spot from those Slaying. Since they are not training another skill in addition to combat, they have less to lose from reduced exp and seem to find amusement in being a complete jackass to someone who asks politely to share or hop. Also, many campers use less than ideal gear and refuse suggestions. These are a few of the initial reasons you may see "camper-hating" from slayers. But the main problem I see is that the system doesn't discourage camping. At the risk of sounding like a Jagex employee, the Slayer skill's purpose is to add an incentive for players to use different training spots and to loosen the load on more popular training spots. With modern weaponry and armor and the influx of gold, 85 slayer has become a quite easy level to obtain. If the incentive to keep training the skill stops a quarter of the way through it, I think that points to a poor design. I honestly want the slayer skill to succeed, and the mountain of people stacked at level 85 suggests that intervention is needed - and that intervention has never come. It is irrational to be angry at the campers themselves, and so I instead direct most of my frustration towards a lack of decent high-level Slayer updates (Smoking Kills was helpful, but universal). There are many solutions to this problem. The best would be to indeed make rare drops increase with Slayer level, but it is far too late to implement that idea. The next best would be to make the drop rate of rare items increase on task - I think it is not too late for this. The obvious would be to add higher level monsters (87/88 or 92+). A more extreme fix would be to add these monsters with a drop only gained on task - to compensate for this advantage, the item could even be untradable. But clearly we need something to motivate the mass of campers which currently rests at 85, not in the 70s where the new slayer creature is placed. Implementing these changes would end an unfortunate side effect on the market. You can't honestly tell me that the price of whips should truly be 1.4m and dark bows 800k. Both are vastly underpriced for their benefit in my opinion, and I think their price deserves to be bumped up at least a little without lowering Slayer's incentive to train. On a side note, boots up to rune should be made f2p to keep the market for them stable. This will increase the profit of slaying uncamped monsters. Remember, with some of the changes being suggested, this would keep profits for campers steady while increasing the profits of people actually training the Slayer skill. I think that a well-designed skill should entice players to train it. I hope I've proved that the frustration of many Slayers at campers is really a frustration at how the Slayer skill is designed. The changes that you wrote off as ludicrous could be successfully implemented. When you consider the two objectives that the Slayer skills aims for (competitive exp to traditional training methods while providing decent profit), I hope you can see the grains of reason behind our want for an anti-camper update. It isn't hatred for campers the vast majority of time that pushes the Slayer's point of view. It's a desire to keep the Slayer skill profitable and on the same pillars that it was designed to rest upon. If higher-leveled Slayer creatures become too much of a popular training spot, it is time for a change that can only come from Jagex.
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~ Troacctid's Woodcutting Guide ~
Oaks quickly become irrelevant once teaks enter the picture anyway. Regardless of whether they're good at low levels, it's evident that they're not good at high levels. I just assume that it scales down, since pretty much every other tree does. If you want to offer data comparing oak-chopping at 99 to oak-chopping at wherever you think the speed tops out, I would applaud you for your devotion to research...I just don't know if it's worth the time to test something that would only be useful for a few thousand experience points anyway. You're not the first person to talk about oaks as fast experience, but it's something I haven't been able to duplicate, and I find it hard to believe that they can be chopped at 1.8x the speed of willows. *shrug* As for macaws, I confess I've never seriously considered them for foraging. I only tried it once and found that the scroll is often unsuccessful, and often produces a low-level herb that isn't very valuable. It also cuts into your inventory space, since the macaw doesn't hold the herbs for you--you have to pick them up yourself. (And the scrolls take a slot too.) The cost of the scrolls cuts into the profit as well, not to mention the hassle of clicking to use the ability every minute, which brings back painful recollections of renewing familiars before the summoning update. All things considered, I would expect the magpie to beat out the macaw...but that is an untested hypothesis. Now don't get me wrong, I am only level 73 woodcutting, but there are some seriously large problems with comparing teaks to oaks and willows at level 35 (you said "once teaks enter the picture"). Again, taking the opportunities per logs gained of oaks to be nearly 1:1, you'd need to average a teak log every 2.3 tries. Judging from how difficult willows are to cut in the 30s and 40s (I recently trained a character from 36 to 65 woodcutting, and switched over to oaks until 60), teaks would probably not outstrip either willows or oaks until higher levels. Of course, it's very hard to tell when specifically, but you should let people make an educated guess themselves on which log to chop, and teak should wait until higher levels. And by the way, 1.8 is the minimum number of oak logs you must get for every 1 willow log for equal experience between the two, and even at 1.8, oaks outstrip willows due to being much more valuable. Also, your guide partly caters to a f2p audience, so oaks vs. willows is very relevant. As to macaws, I would not like to argue theoretically, but rather I should show you proof. I'm going to be taking excerpts from a guide written on another forum by Woodmidget on making money with foraging familiars, which lists the ibis, fruit bat, and macaw as the best foragers in increasing order of profit and usability. Here is a bit of the text guide (ignore the parts where she talks about cutting willows :P, that was for little concentration training): So to get better results you need to be outside a ways (although a few squares is all it takes). Since it doesn't cut into the time spent woodcutting, the only loss is of 3-4 inventory spaces, which is a very minute disadvantage that is made up for and more. Don't believe me? Check this out: So you get 2-5 herbs per woodcutting inventory (depends on if you get herbs, and how long each inventory takes (type of log and level)), and you average 1535 gp per herb, minus the 105 for the scroll and minute extra costs from herbless scrolls and pouches. That leaves approximately 1.4k money per herb, and you get multiple herbs per woodcutting inventory, at a negligible rate loss. See why I stressed this point? And no offense intended to what you wrote in the guide, but this is added in the summary:
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~ Troacctid's Woodcutting Guide ~
Mentioned earlier but you didn't put it in the guide...oaks are much better experience until high levels. At level 30 woodcutting you get an oak log at almost every possible opportunity (every 4 chops you have the chance to get a log, level determines how high the probability is). So you'd have to be getting a willow log every 1.8 chops to compete with oak logs in exp, because oak logs are just as easy to bank. You don't get a log for sure about 50% of the time until higher levels, and until then, oaks are superior exp AND profit. Willow logs don't make money, and oak logs actually sell on the GE. And you missed the best moneymaking familiar: the macaw. Using the macaw's scroll gives you a random herb. Activating the scroll doesn't even interrupt your woodcutting. The scrolls are worth less than even guams, which means it is guaranteed profit. The special takes time to recharge so you still spend the vast majority of your time woodcutting. Like other foragers, it is only good if you are banking, but if you are, it far outstrips the beaver, fruit bat, and granite lobster.
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The RuneScape Knowledge Test - (Round 1)
[hide=My Answers]1.C 2.D 3.B 4.C 5.A 6.B 7.D 8.C 9.C 10.A 11.C 12.A 13.B 14.B 15.D 16.C 17.A 18.D 19.D 20.A[/hide] 14/20, I got all the questions about skills/monsters right, but I don't really pay attention to the lore of RuneScape, and that got me on a few questions.
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Price manipulation: right or wrong?
Apart from the bad spelling, those reasons don't make something wrong. Every RS update affects the whole economy. Many things change the prices of a lot of items, yet they're not necessarily bad. Almost every update throws a few items into demand, for example, a quest that requires a few specific items to finish. People who are rich should get richer faster than those who aren't, because if you have more money to invest, you should be able to use more items and therefore make a bigger profit. Keep in mind I don't think manipulation is right or wrong, but you need to discuss the means of what happens, making vague statements won't help.
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Should pure ess and rune ess be re-combined as one?
I once had this point of view, that Jagex should not screw with the market, but I abandoned it after the granite update. The price of granite (500g) had stabilized to a very acceptable 900-1000 gp each which was consistent with other summoning seconds at similar levels. It also provided a somewhat decent profit to mining, an otherwise boring and slow skill. Suddenly they decided to allow bigger granite chunks to be split up into smaller ones. This effectively made the price of every single size of granite crash. Summoners now used nothing but granite lobster pouches, which in turn crashed the already unstable market on them. Miners now had nothing to entice them to train except already meager profits in coal, mithril, and adamant until runite. This was a very bad decision marketwise but they went ahead and did it, so I think that sets a precedent for this situation. If everyone is dead set against merging them, then perhaps f2p should be allowed to mine pure essence. A new NPC would be created a decent distance from a bank that would teleport players to a new essence mine. You would still need 30 mining to extract the pure essence. F2P runecrafters and miners would benefit from this. P2P runecrafters and mages would benefit as well. The only problem would be people trying to merchant essence (but like I said they had already set a precedence with granite) and p2p essence miners, but seriously, there are MANY better ways to make money in p2p and the excess time can easily make up for meager mining exp gained.
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Anyone can be a Rune Miner in 7 Days :)
Very nice and good luck at the rune rocks. Personally I would go back to granite/sandstone pretty quick to finish 85, as dwarven stouts are annoying.
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Total Level
From a concrete viewpoint, I think most skills get harder between levels 70 and 80 and even harder after 80. Since many people often have a few high skills and a few low ones, I'll base the calculations on level 80 being the "changing point." This equates to: 1209 total for f2p 1920 total for p2p But once those low skills are raised, it becomes very easy to get levels. So from a theoretical standpoint, I'd say 1300 and 2100 respectively.
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May 20th: New Slayer Monster Information.
I specifically remember a Mod MMG response where he stated (this is paraphrased as best I can), "I agree that Slayer is rather empty at high levels and I would love to fix this." Well of the 8 gaps he could have chosen from, he chose the 5th highest...Many content team J-mods have posted things like "yes, we'll work on it" throughout the last couple years. I don't have any pictures now, but I will find them if you need. So there's the promise. As to the profit, 300k for an hour long task or ~120k for a drop that happens 1-2 times max per task is not enticing enough. It is rather better than all the monsters below Cave Horrors. But this is still not enough, both Gargoyles and Specters are slow experience and are not enough incentive for people to train Slayer. They look forward to higher profits that should come at higher levels and that should be somewhat comparable to traditional training/moneymaking techniques. Also, I would like to go back to one of my previous points: drops are balanced by either being a rare drop from an easy monster or an easy drop from a tough monster. Cave Horrors, etc take the first approach, which simply cannot compare in the long run to the second method of drop balancing. It is clear from the level requirements that this monsters intends to take the easy monster, tough drop path. You keep saying that it could still be very difficult to kill: let me put it this way. What yields more kills: 110,000 people killing a monster every 2 minutes or 18,000 killing a monster every minute?
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May 20th: New Slayer Monster Information.
Unlike all other releases, we have the vital information NOW. This topic has basically become a discussion of the 78 Slayer/114 Combat specifications of the new monster, which could have been easily discussed after the update. Of course, the drop may change the final opinion of the monster, but for now it's enough to know that they put it at a lower level than many slayers would like. The thing is, we have none of the vital information. All we know about is this single monster that will require level 78 slayer. We Don't know about the update it will come with, we don't know what other creatures will come at the same time as it, we don't know what it will drop which will determine it's desirability to kill, we don't know how hard it will be to kill, we don't even know how many of them there will be. For all we know, this could be a single monster in a massive slayer update later in the year which brings out multiple high level slayer monsters. For all we know, they already have names for the others, which is all they want for this one, something planned to get the players involved with a large update, naming one of the many creatures to be introduced. We know nothing. Everything is an assumption. Not really. Let me repost what Jagex told us, while bolding some of the words: Everything I bolded is singular. They are not raving about a massive Slayer update, they said specifically "our newest addition." From the way it is written you can just tell there is only this little creature. They have nothing to lose and memberships to gain by touting a larger update. They call each individual spot that a different monster inhabits "a cave." They are adding ONE "new cave." What the monster drops is irrelevant to the point that's been brought up the most - the requirements aren't up to par with what was promised.
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May 20th: New Slayer Monster Information.
Well I see we're starting to reach a consensus on certain points. Here are my final revised opinions for now: [*:3i0r4q7s]We need to get high level content, and desperately, but Jagex's lack of time for anything other than revising failed PvP systems means we get less updates in general and ones that cater to lower levels instead of balancing updates. (For the record, I think 1 in about every 5 updates should contain content for level 70-99 stats (100+ combat).) [*:3i0r4q7s]In the short run, players enjoy killing lower level monsters with rarer drops. However, once the novelty wears off it would have been better to make a monster with a higher requirement that drops better items. Of course, not every player has the resources to get a very high Slayer level. But in the end, training Slayer is more enjoyable than camping and getting profitable drops is more enjoyable than getting occasional rare drops. [*:3i0r4q7s]78 Slayer is a reasonable level for the average scaper but low level for the core of high-leveled, active players. [*:3i0r4q7s]The remaining level gaps are 2/3, 12/13, 27/28, 87/88, 92/93, 95 and 97/98/99. Over half of those are high leveled. I would love to see the 87/88, 92/93, and 95 gaps filled in at once with a harder version of the God Wars Dungeon, but I don't think it'd work out very well. Unlike all other releases, we have the vital information NOW. This topic has basically become a discussion of the 78 Slayer/114 Combat specifications of the new monster, which could have been easily discussed after the update. Of course, the drop may change the final opinion of the monster, but for now it's enough to know that they put it at a lower level than many slayers would like.
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May 20th: New Slayer Monster Information.
This line of reasoning is flawed. Most level 30-85 players do NOT have 78 slayer. I don't care if you call level 78 medium or high level content, but the fact that Jagex made an update for people out of the little average box yet still targeted it at the wrong level (we've been promised more level 90+ creatures for ages) means we have to wait even longer for a long overdue update. If Jagex had not had to spend so much time on replacing failed PvP systems, then Slayer updates would be more frequent, and a level 78 monster wouldn't be as troubling. In addition to that counterargument, Jagex has always managed to promise some high leveled content, and has occasionally made these updates (God Wars for example). Using this model for updates, we would NEVER get anything aimed at players above level 85 or whatever, because you can always find a bigger audience to cater to. There has to be at least a little bit of high end content, and for Slayer this is long overdue. Your numbers are warped here as well. 18614 people have level 90 Slayer and would be able to kill a level 95; in addition, 7512 people have 95 Slayer and would be able to kill it without assistance. So it really is many thousands of people who would be able to kill a high level monster. By the way, it doesn't have to be 95 - we'd be happy with a 87/88 or a 92/93 monster as well. And while 18614 < 78000, a factor that isn't taken into account is whether the rest of the 78000 would like that update. You are speaking as if whichever group isn't catered to will quit immediately. I'm sure that many of the other ~60000 people would like the update as well because they could look forward to it and have a reason to train the skill.. You keep saying "level 90+ could enjoy the update as well!" but it works the other way around. You're quite opinionated and this whole segment has no solid evidence as to why the player base would react a certain way. I'll focus on the new arguments you brought up: how players make money off new updates. There are two ways to balance the price of a new drop and both are used regularly in RuneScape. The first balancing measure is making the monster extremely difficult to kill but making the drops very profitable. This is employed in places like Tormented Demons, the Corporeal Beast, and God Wars Dungeon. The other way to balance drops are to make the monster easier to kill but the drop extremely rare. This is seen in places like Cave Horrors and their rare black Mask drops, or Tormented Wraths and their one redeeming drop, the Holy Elixir. As time goes on both these measures and used again and again. One must be used if the drop's price is to stay where intended. It is completely a matter of preference which balance you like. You could kill certain monsters with very low levels and get a few rare drops, or you could invest some time, train, and make a much better profit. I tend to lean toward the latter, because it pays off more in the long-run, but it is simply a matter of opinion and you shouldn't use it as an argument to call people "greedy." I have a different set of numbers: about 80000 people have 78 slayer and about 110000 have 73 slayer (being able to kill a level 78 monster). If that doesn't shout "easy" I'm not sure what does.
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May 20th: New Slayer Monster Information.
Actually, the majority of RuneScape accounts are level 3-10 with under 100 skill total, does this mean we should delete everything that requires level 15+ in a skill? Only thousands of people have each 99 skill, does that mean we should remove skill capes because only a "few" can enjoy them? Since "almost everyone" is under level 85, does that mean that no one ever goes to the Godwars Dungeon? I'd like to make two points here: [*:2acgde8w]Accounts with higher levels tend to be more active in RuneScape, and thus less likely to quit their membership. These 90+ people are the ones who really provide the core of RS. If there are so few of us, why did so many post here? [*:2acgde8w]Just because a player cannot kill a monster or do a quest right away doesn't mean that they'll never be able to enjoy that piece of content. It's important that Jagex set things above the average player to entice them to train their skills. If they come out with a new Slayer monster at a level most people can kill it, the excitement will wear off in 1-2 weeks. If they come out with a high level Slayer monster, it will provide them months of membership while people try to train to kill it, which takes rather longer than amusing yourself by killing it in the first place.
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Price manipulation: right or wrong?
You can't call it right or wrong when it's such a gray area. First, hoarding is not against the rules, but public manipulation is. So you and your buddies buying out Pharaoh's Sceptres are not breaking any rules, but people standing around or in clan chats or on forums saying "buy this item, it'll go up in price" are breaking the Item Scamming rule. Also, very few of you actually appear to know how the real price manipulation works. Sitting around in Chessy's or ACIDY's chat is not being in a manipulating clan; that information is public. The real hoarding goes on in private forums and chatrooms with players who are actually rich, not just 10m tagalongs in public clan chats. Manipulation is not really morally wrong, but for every winner, there is a loser. I am all for careful market watching but with such sudden [bleep]es and falls it's very easy to be unintentionally on the losing end. However, you need to be careful, and if an item is rising, think very carefully about why it is rising before putting an offer in for max. It's quite sad how many people are economically stupid and try to buy and sell at the wrong times. I also dislike how supply can be dried up by so few people and how certain items are at times unbuyable. However, I like to live outside the Grand Exchange, and I care little for the value of the items I use. Anything I need I have in my bank; everything I have, I need. I don't hold things hoping for them to [bleep]e up in value or put them in the Grand Exchange at minimum price. Any drops that I get go in a nice little stack in my bank until they [bleep]e in value.
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Should pure ess and rune ess be re-combined as one?
Yes, they should. Although runes have crashed in price, it's about time we rid ourselves of the last annoyances that the now-gone RWT'ers brought upon us. There's a very easy way to make sure players keep their same wealth in essence from this. Immediately change all rune and pure essence in Runescape into a new kind of essence based on a Jagex estimate of the price of the new estimate as well as the current market values for each essence. For example, say Jagex decided to set a starting market price of 65 each for the merged essence. Using current market prices of essence: For each regular rune essence, a player would receive .60 new essence. For each pure essence, a player would receive 1.78 new essence. This takes zero effort on the part of players and preserves wealth. The rune market will be jumpy for a while, but it will even out.
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May 20th: New Slayer Monster Information.
True yet false... I am just 91 slayer, but I think I speak for a bunch of higher leveled slayers: We want Slayer to be worth our time, and we want a high Slayer level to result in competitive experience and cash rates. We also hate campers and people who ruin the point of Slayer by getting to a certain level just to unlock things at that level. The ideal would clearly be to have a monster that drops a profitable item that can only be obtained on task. Short of that, we'd be happy with something at the higher levels that dropped something a tad more valuable than the dark bow, OR a really good untradable item. It would give us some variety, and although a lower leveled Slayer monster would do the same, a higher leveled one would kickstart a lot of us sitting in the low 90s with nothing to do. There is no way to make "big profits" anymore today since the GE will strangle any new items from rising to their true value the first two days. Gone are the days when people rushed to the new Slayer monster to sell the item for ridiculous mills. We just want to get a high leveled update that works over the long-term.
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May 20th: New Slayer Monster Information.
Yep you got most of those right. -When you see concept art for low level content, you're angry, because it's not at the level that it needs to be at. After a skill like Slayer is updated, they let it sit for many months or years then start working on another update. The last slayer update was Smoking Kills. This new monster will probably come out in 3-4 months. Then we'll have yet another year without any hope of high leveled content. -Yes, since 90-99 is the majority of the skill training, having NOTHING there is terrible because it creates more of a grind and less of an incentive for people at lower levels to keep going. -That's correct, there's no point in going past 90 crafting except for total levels, because at that point you're wasting money without unlocking any abilities. -At 96 fishing you can catch earlier fish in new ways...that gives at least a little to look forward to. -Past 85 agility, you aren't unlocking anything, but you're still boosting run restore. In addition, having a higher agility level makes spirit terrorbirds cheaper to use (less scrolls) and helps places where you can't take a familiar. -That's true about hunter, but since there is relatively little to unlock after level 40-50 then a lower level creature would have less of a negative impact. -Woodcutting is gaining incentive with the Evil Trees etc. But it is still bad money compared to other skills and should be done for total levels only or for afk cash. -You still have the incentive to farm at high levels, because farming makes serious money, and making this money doesn't interfere with other moneymaking tactics as you can plant and walk away. And don't try to pull the moneymaking approach to arguing that Slayer has incentives. Tell me what's faster: 60k melee exp per hour with 150k hourly profit, or spending an hour to get 100k+ melee experience at zombies or skeletons and then spending the leftover time doing things that profit 500k-1m+ per hour? We train Slayer because it's more interesting and varied than doing other things. The Slayer skill was created specifically to give an incentive to try a new training spot and have monsters that give good profit once you can kill them. However, it's now way out of balance, so it's just about time for a high-end update. Currently here are the gaps that have yet to be filled: 2/3, 12/13, 27/28, 77/78, 87/88, 92/93, 95 and 97/98 And umm, I don't think they would ever add a monster with a 2/3 Slayer requirement... That leaves 78 in the first half of the bunch.
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May 20th: New Slayer Monster Information.
The point was that you are mad because its 78 and not 95? Sorry but you seam to be forgetting that 95 slayer'ers can also kill this thing too. Its not exclusive to where only 90- can kill it. That being said, 78 or 95, your getting a new slayer monster to add variety to your tasks on your way to 99. We know very little about the monster. It could turn out to be one of the best tasks you can get, similar to waterfiends, or very fast xp like bloodvelds. It could have a mage drop worth 200k+ and be awesome for overall drops. We know very little about this monster, so saying "its 78 so its going to be worthless" is not a valid argument. Sure there may be some campers when it comes out, but regardless if it was 95 or 78, people are going to camp it when it comes out anyways. Like all other monsters, as time passes people will clear out. Especially if the special attack makes it un-campable. I agree that 90+ monster will be needed in the future, but you are getting a new slayer creature to add variety to your tasks. If you have the level to kill it, why does it matter what slayer level it is? True, we don't know everything, but they already told us too much. The new cave in the Slayer Dungeon means we won't have any cool new areas to explore to get to it. Yes, it could be fast exp, but nothing in the Slayer Cave is...yes, the drops *could* be good, but the main drops will be worth relatively little because of the mass of people that will kill it the first little bit. If it was a 95 monster, the price would lower much more slowly, and the incentive would stay for people to get that level. That's why so many people have set their sights on 85 slayer to this day. We are angry because Jagex spent the time and resources needed to create a piece of content while targeting the content at the wrong group. Slayer is becoming less profitable day by day, there are better ways to do everything else etc etc (the usual arguments people make against slayer). However it is still such a fun and dynamic skill for its simple design so I think it's worth saving. Let's go back to why the Slayer skill was created: [*:399bxoki]Give people more variety in training combat [*:399bxoki]Take pressure off other training spots by making monsters that required a high Slayer level to kill and had great special drops Well, over time the general population has been given time to train and has responded by getting a pretty high average level compared to other skills that get the same amount of experience per hour. If everyone can kill this monster and is given an incentive to do so (eg a drop that should have come from a higher slayer and combat monster) then it defeats both purposes for the Slayer skill's existence.
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May 20th: New Slayer Monster Information.
All your base assumptions are frankly wrong. As previously stated, just under 80k people have 78 slayer already (this will be over 100k by the time the monster comes out). Therefore, you cannot say that 78 is high level or that we are whining because we put more hours into slayer. And a high level slayer monster would give more incentive to people at lower levels, because the exp and profit at spiritual mages already borders that of abyssal demons, and both are far greater than the dark beasts at 90. God forbid you would have to train or prepare to do something in the game... Also, many of the skills you mentioned already have lots of high-end content: [*:2b0gxxhy]Crafting has armor, glassmaking, and jewelry in the 80s - many things, in fact. [*:2b0gxxhy]Runecrafting lets you craft more multiples in the 90s. [*:2b0gxxhy]Construction has a ton of furniture to make in the 90s [*:2b0gxxhy]Fletching has dragon ammo at higher levels [*:2b0gxxhy]Cooking, you don't burn sharks with gauntlets at level 94
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May 20th: New Slayer Monster Information.
While this is true, it saddens me that they would spend time creating a low level monster when a high level one is really needed. Everything they do takes away options for later.
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May 20th: New Slayer Monster Information.
Sorry but LOL Previously the Nechryaels would drop maybe 1 pair of rune boots per hour. The initial price of rune boots was 1-2m when only the first 2-3 people to 80 slayer could kill them. That dropped to 300k- in a week with still only a couple dozen people able to kill them. This place is going to be PACKED with the aforementioned 80000+ people all trying to grab a good drop. The price will be set in the GE at 200k each. For the few hours the item will sell ~500k WITH JUNK. In 2-7 days, depending on its usefulness, it will have crashed to its GE price and below. hey pal! thanks for reading my entire post. i really enjoy it when people read my first sentence, quote it, then "lol" at me. you seem to be living in 2006: as i said, LEAF BLADED SWORDS were 1mil with junk after a week. you need 55 slayer to obtain those. you have no idea what you are talking about.. rune boots? are they even relevant to this discussion? 1. there wasn't even a GE back then, meaning it was harder for demand to bring items up (not impossible, mind you) 2. when rune boots came out they didn't even have a strength bonus (climbing boots were the "stuff")- they weren't useful at all, and quite honestly, did, and still do, look terrible. and 300k in a week? i doubt it. when i played on my old main rune boots were 250k, and construction was out by then. the only valid point you made was "depending on its usefulness//will crash" quite frankly, every item crashes after release, and chances are we're in store for one heck of an item please read my ENTIRE post before you LOL at me then proceed to talk about rune boots, thanks. Well, first, you edited the last line in there AFTER I clicked respond, so don't accuse me of only reading the "first line" when I read your whole 2-line post multiple times and chose to comment on the second line. I brought up rune boots because they are the drop from the slayer monster closest to it, just two levels above it, and give us the best opportunity to estimate what the drop will be like. "It was harder for demand to bring items up" -- no, it was the other way around. The first whip sold for 65m, mauls were going for dozens of mills etc. Today is the same, everything sells for much more in the beginning, dragon platebody sold for > 100m the first day and has since become worth much less than 10m due to time and better methods to kill Tormented Demons. And like I said in the first post 300k was the stabilization price of boots where you could buy it from just after the initial fall until the next big drop to 150-200k. Leaf bladed swords were and are rarer than many other slayer drops. After slaying turoths/kurasks for 4 days you managed to make 1.8m off two rare swords? That's not going to cut it, and it shouldn't, seeing as there's a pathetic 55 slayer requirement. Also, leaf bladed swords are still quite useful today, but no one makes money by collecting them. I'm a big fan of balance in the game. A level 78 monster is not going to make more in a week than a level 90 slayer monster did.
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May 20th: New Slayer Monster Information.
Sorry but LOL Previously the Nechryaels would drop maybe 1 pair of rune boots per hour. The initial price of rune boots was 1-2m when only the first 2-3 people to 80 slayer could kill them. That dropped to 300k- in a week with still only a couple dozen people able to kill them. This place is going to be PACKED with the aforementioned 80000+ people all trying to grab a good drop. The price will be set in the GE at 200k each. For the few hours the item will sell ~500k WITH JUNK. In 2-7 days, depending on its usefulness, it will have crashed to its GE price and below.
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Of all the lucky things...
I've amassed 51 of them over the years. I'll post a pic if requested. I'm not sure what the probability of getting a bird's nest from a tree is. I got many of them while cutting oaks, so I'll say 1 in 100 for simplicity. I do have pretty concrete data though after opening thousands of bird nests from my kingdom. Of all non-empty nests, approximately 65% are tree seeds, 32% are rings, and 3% are eggs. Of all my seed nests, 1.72% have given me a spirit seed. So your probability of that happening was (hopefully you're familiar with dimensional analysis): (8 logs)(1 nest/100 logs)(.65 seed nests/1 nest)(.0172 spirit seeds/1 seed nest)(100%) = .08944% This roughly equates to a 1 in 1118 chance of that happening. However, I'd like to encourage you to take it as the piece of luck it was and not as bragging rights - after all, 8 logs is not a whole lot, many people have multiple spirit seeds, and even you had no idea it was going to happen. Hopefully you are encouraged to get 83 farming now. :)
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May 20th: New Slayer Monster Information.
As of right now, 72809 people have 78 slayer. Over 100000 will have the level before it's released due to this advanced warning. 110 combat is gained from having level 85 combat stats (approximately). As of now there are 190873 people with 85 Attack. So yes, 110 combat is quite low, at 138 combat myself I consider myself to be slightly above the average. (I would consider a "good" combat level to be 125 or 130 minimum.) Occasionally, Jagex releases high end skill updates. For example, there have been fairly new updates involving 90+ requirements in smithing. Construction and Summoning, both released AFTER slayer, have many things to do in the 90s. Skills like farming and slayer, that require dedication to train, need better high end activities. Just because "relatively not many people have slayer in the 90s" doesn't mean that it's a bad idea to add one. It's motivation. Currently there is no incentive to train slayer above level 83 except for skill total - that's 10.5 million experience (525 slayer tasks) of nothing worthwhile to look forward to. Hopefully, if they're adding a new creature to the Slayer dungeon, they will add another floor and agility shortcut to the Slayer tower with a level 87/88 and 92/83 monster up there, as well as a level 95 slayer monster somewhere special. And dragon pickaxe will definitely NOT come out with this update. A 78 slayer creature is far too easy for such a good item, it'll probably come out at the end of the dwarf series from high level monsters. I think that this is a good way to introduce updates, but I think they gave us a bit too much information in this case. At least they kept the drop a secret.
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Tip.It Times: 10 May 2009
There's a simple answer to the "Imbalance" article: Jagex removed free trade before creating content to make up for it. All of these combat updates can be seen as a way of introducing new gameplay that is supposed to replace what was lost exactly 17 months ago. Many of Mod MMG's/Andrew's answers pointed to a shift in focus now that Bounty Worlds have been released. That being said the lack of updates in general as well as the poor quality and testing of the updates that do come out has worried a lot of people. Hopefully something big is planned.