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Mori

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Posts posted by Mori

  1. 67 summoning actually...

     

     

     

    and hmm.. if dag hides are reasonable to get.. they'd be a viable (infact, much better) xp per gp spent

     

    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. It very much seems like the majority of the players ingame don't read the news or upcoming releases. In world 1 I'm the only person picking up chicken eggs from the lumby farms as they respawn.
    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. From the red circled letters on the choas elementals bulletenboard they make the letters: unelic.

     

     

     

    from that I noticed that unelic were two letters short of 'rune link' (with a c). I connected that to the games room, the games room to burthrope, and burthrope to taverly, and it just so happens that taverly is getting updated this month. That can't just be me. (actualy I bet it is just me)

     

    most people came to the conclusion that unelic was just an anagram for lucien

  4. Not sure if this has been noted, but Pikkupstix is the name of the druid who's tent the weird animal is in, and you have to kill the animal in the Wolf Whistle quest. This is completely wrong speculation, but methinks that you turn it into a whistle somehow, and do something strange.

     

     

     

    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. 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

  6. Something you have made using other skills - pure profit!!!!
    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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