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Mori

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Everything posted by Mori

  1. Spirit terrorbirds arent bad either at about 8.8 gp per xp leaving it comparable to high expense skills, assuming you can make your way up to 52 in the first place raw bird meat is readily available from charter traders if i recall
  2. i dont think the chicken eggs will be helpful .. they ment the eggs obtained from the nests ... they posted an image in one of the development diaries with a chicken egg next to the other bird eggs, so it's safe to assume that chicken eggs (or perhaps some new item that looks exactly the same) will be involved with summoning PS merchant sigmund @ relleka sells unlimited stock of chicken eggs ;)
  3. most people came to the conclusion that unelic was just an anagram for lucien
  4. Personally I don't think you'll have to kill it- perhaps tame it? This is supposed to be a tuitorial to summoning, so it's probobly not going to be involving too many outside elements. i believe pikkupstix is the owner of the pet shop the tent of dead animals(cats rather) is from a much earlier quest
  5. so the last egg is the penguin egg? but how do we get it?
  6. alot of rcers are doing laws now as they go for 330 ea compared to 280 ea for nats eve with the higher pure ess prices law running now yields a decent profit law rcers probably do not mind paying the higher price
  7. anybody tried grappling or using a rope on the rock near the mummies?
  8. I'm trying to get them all, I guess I'm almost done because these scarabs rarely drop notes anymore for me. Also looted all the chests in the cave. i looked around a bit but only found one, how many are there?
  9. anybody finish the scarab research yet? the abigail lady keeps on telling me that i do not have enough for the client
  10. i am thinking that summoning will be more like prayer, in the sense of the whole summoning energy/recharge at altar which leads me to wonder if jagex will ever release summoning clothing, a counterpart to monk robes or something like that
  11. any idea why it happens? i had it happen 2 times today so i just assumed it wasnt a bug after the first time
  12. no more % left count in maze random?
  13. it wouldnt be a bot, it would be more like kingdom management <_<" input resources wait set time and output a resource
  14. Jagex got rid of the autoers, the bots, etc. but then again the autoers and bots (for the most part) were there to do tasks that nobody really enjoyed doing. spinning flax, picking flax, chopping wood. although some may disagree it bots did help make buying skills much cheaper and took away much of the tedious work from the game. so i tried to think of an update that would repair this. Kingdom Management already works to a certain extent, but it only produces items, it does not process them you can't make your workers tan dragonhides or fill vials of water in kingdom management for example So i kept on thinking, and here's what i came up with so far feel free to add your own ideas i am still very open. that includes ideas on how to organize this suggestion in a clearer way The apprentice would serve as a minigame or something along those lines similar to Kingdom Management, but with an added spin. The apprentice would gain exp for the tasks he does. If you tell him to mine, he will gain mining exp. when you tell him to spin flax, he will gain crafting exp. furthermore his maximum exp or level should be capped such that he cannot do anything the main account cannot do. for example make his maximum experience 25% of the player's total experience in a level that way only level 99 miners would be able to give their apprentice the task of mining rune ores. if say, the apprentice has a max experience capped at 25% of the player's total experience in a level, there would be some incentive for players to go above lvl 99. Say a player gets 52 mil cooking experience, the apprentice could effectively get 99 cooking (and maybe you could buy him an achievement cape) of course the amount of work an apprentice can do would have to be capped, if an apprentice could spin 1k flax an hour, 24k a day, there might be a problem. if you capped it at say , 1-2k flax per day then that would be much more balanced i wont detail the balance work as this is just a suggestion pros: resource processing, the apprentice could effectively do tasks people find tedious(mining pure essense, spinning flax) draining materials from the market(low level seeds such as apple/banana/acorn are not highly demanded for main player use but players may consider offering them to the apprentice) new benefits for higher levels, got 44 rc for natures? now then get 58 runecrafting so your apprentice can learn to craft natures as well a use for those who seek total experience above lvl 99? cons: inflation, more work gets done, more materials get processed more gp enters the market may drain the market of too many valuable resources if players try too hard to train their apprentice(albeit in the end the player has to train himself 4 times faster) some of these money making sources are popular amongst low level players. would implementation of this "apprentice" system only make the rich richer and the learning curve steeper? the ratio of profit to exp is not always the same, for example herb seeds give alot of profit compared to their exp, would the apprentice make herb farming more profitable? would it make herblore cheaper? so forth? what other repurcussions might there be more detailed explanation of experience cap: basically if the apprentice's exp in a skill exceeds 25% of the main character's experience, the apprentice would refuse to continue working in that skill that way not too many resources would be processed the player would have to gain more crafting experience before the apprentice would agree to spin more flax a miner might have to mine 4 iron ores(35 exp ea) in order for the apprentice to agree to mining 7 pure ess(5 exp ea) furthermore if the apprentice's skills are all capped he can still do tasks that produce no experience such as tanning hides or filling/buying vials ---- basically the apprentice would act somewhat like a foil/counterpart to the wise old man whereas the wise old man has done all quests and trained much more than the player the apprentice would represent a "noob" per se who would eternally be inferior to the player Maybe even give the apprentice a randomly generated name That way he wont just be some anonymous NPC That or give the apprentice a nickname (as actually naming the poor kid a name might be a bitÃÆââââ¬Å¡Ã¬Ãâæ odd) Perhaps you can send your apprentice to the clother in varrock for an assignment OrÃÆââââ¬Å¡Ã¬Ãâæ *evil grin* send him to the makeover mage to get a gender change XD --- Misc thoughts: Obviously an apprentice would be a complete pain to program I can just imagine how much jagex employees would groan about having to completely remake each skill for the purposes of the apprentice So this might not be the easiest update to make. Kingdom management has only say 5-6 choices for what you can tell your workers to do This apprentice idea would have dozens of options for each skill They would have to store that much data that could otherwise be used to expand our bankspace? Instead of making the apprentice do specific amounts of work, he could do it by designated time allotments. Say 100 flax = 1 time allotment of work That way we would only need to store the number (1) instead of (100) for example Perhaps farming should be designated as a time allotment separate to the others, as very little time is spent on farming in comparison to other skills The apprentice could say, farm ranarrs while simultaneously spinning flax For combat skills (namely att/str/def/hp/range) The apprentice might train via slayer He would get an assignment from a slayer master and request materials for completing that task Example: potions, food, runes, and an antifire shield for a metal dragon assignment a bow and some arrows for a fire dragon assignment (perhaps also give the player a choice in how the apprentice will complete his tasks) When the apprentice is done he will come back with his drops Say dragon bones, dragonhides. Rare items such as a visage might be a little excessive though. However if the levels are capped, a person with lvl 99 all combat stats might only be able to train his apprentice up to lvl 85 each combat stat if the 25% of max experience is applied. In which case the apprentice might not even get a visage drop before he refuses to train further. That in essence balances it out because the player would have to train his own character obscenely in order to train his apprentice. Perhaps the apprentice could occasionally ÃÆââââ¬Å¡Ã¬Ãâ¦Ã¢â¬ÅdieÃÆââââ¬Å¡Ã¬ÃâÃ
  15. pure revenue perhaps but definitely not pure profit pure profit technically takes opportunity costs into account anyways try air/fire/water/earth battlestaves bought off ge? abyssal/innoculation bracelets arent bad either but GE prices for them havent stabilized at alchemy worthy prices yet last i checked
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