Lizard_X123
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Everything posted by Lizard_X123
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Hey folks. I haven't really followed RS news much since at least this time last year, nor played in that time. I'm looking for something to do, some goals to work towards. I'm not terribly picky. Before I left, I'd done a bunch of grinding at LRC and got my mining to 99, plus did a ton of Soul Wars/Pest Control to hit 99 HP, and ended by grinding my thieving at the Pyramid. So I'm not opposed to heavy grinding, but I'd prefer something a bit more engaging. Maybe there's a goal I could be working towards (a quest, a new training zone, etc) that would require me to get a few more levels in a couple of skills. Or maybe I'm a few levels shy of a really good money making method that I should look into. I'm open to most suggestions, so long as they are PvM (or safe PvP), and soloable (I'd rather not have to join up with a Dag. King, or GWD team, for example). Combat, Production, or Gathering, I don't particularly mind which skills you suggest. Resources at my disposal: 72m coins Void Melee, "Budget" range gear (+Armadyl Helm), Various pieces for GWD coverage, Torag Plate & Legs, Verac Brassard Barrows Gloves, Dragon Boots, Rune Defender Abyssal Whip, Saradomin Sword, Staff of Light As well as I can remember, the gear I had was suitable for what I *was* doing, i.e. Slayer tasks & quests. I'd rather not drop too much money on new gear (though if I would be better off selling, say, the SS for something more efficient, I'd be interested in hearing it). I don't mind capital costs for consumables, but keep it reasonable, heh.
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The second article was, in my opinion, nothing more than a "glorified" post from the thread regarding the update itself. Nothing in that article was new to me, having read/followed the update's thread when it was started. Everything wingless said had already been brought up in the thread, and beaten to death on both sides. Heck, even the last paragraph made it feel like it belonged in General Discussion, rather than as an article. "Here's my opinion, but what's yours?" Want my opinion, though? I think it's fine being called a Grand-master quest, for whatever the reasons may be. Personally, I don't have the levels for it yet. Something to work towards? Check. From what I've seen, it encompasses a fairly broad spectrum of RS content (Puzzle(s), minigames, and combat). It appears to have an engaging plot. Does it have to take a ridiculously long time to complete to make it worthy of being called grandmaster? Does the boss fight need to be so heavily endurance dependent? Does it need to be all combat and some dialogue, and no puzzles? Personally, I think having to use a special attack to pacify the Queen every so often is a step in the right direction for boss fights. I've always been a fan of interactive fights that require more input than "Whoops, health dropped below X. Time to eat" or "Hey, time to pot up again". It's far from perfected here, but as I said, a step in the right direction.
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Could have at least added a "Warning: Angggrrrryyyyy" tag to the first article. Did it ever occur to you that tying minigames into quests/diaries/what-have-you wasn't really a "Hey, we put time into designing this, but it's not popular so we're going to force you to play it to make ourselves feel better!" notion? You mentioned Barbarian Assault in the Fremmenik diary. Now, while you and I might be quite well versed in the game, and know of BA's existence, it is entirely possible (and I'd say probably) that a large number of new players have no clue what BA is. There is no "List of Minigames" button on their UI. There is, however, a tab dedicated to the diaries, and through this, a player could be directed towards BA, and may find that they really enjoy the game, something they may not have found for quite some time! Expanding upon that, I believe that having minigames linked to more 'standard-fare' content is less about forcing you to partake in some content you deem nauseating, and more about gaining exposure for the game, so that people who would enjoy the minigame but would otherwise not have found out about it for X period of time, CAN find out about it and direct their attention towards it.
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The hardware has the capacity, but the software makes it possible. Technically, it would be considered using third-party software to gain an unfair advantage, as you are getting more actions per click than you would with any other mouse. Truthfully, though, don't brag about it in game chat, don't post a guide on the RSOF on how to use it, and don't do anything stupid with it (cleaning inventories of herbs in seconds for long perionds of time), and you should be fine.
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It's going to end at 12:00pm GMT, there's a quote floating around on one of these threads. Personally, I got: 62->71 Farming 61->70 Thieving 67->70 Herblore 64->66 Crafting 71->74 Magic (just shy of 75) 68->72 Cooking Elapsed time: ~8:30 Achieved most of my goals, though I burned out on thieving earlier than I wanted to (would have preferred to get up to 81), and overall, I'm satisfied with the weekend. Looking forward to being able to finally mage some Iron Dragons effectively now, AND make my own antifires for it. Also, a whole slew of quests/diaries have been opened up to me, so I've got a fair bit of content available now that I didn't before, even if I didn't manage to crack the surface of the higher-tier stuff.
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I was aiming my reply at the OP, but yes, there are far better ways to level crafting. Faster, more efficient ways, for sure. If you're in the market, those gold bars could serve as junk, of sorts. The reason I quoted your post, though, was to support your statement, that it's probably not going to go up much.
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It isn't going to rise by much at all for quite some time. It wasn't the weekend that caused the price to drop. LRC is just flooded by bots, and a few months back, gold ore was worth significantly more than coal. While coal hasn't changed in value very much, gold has steadily decreased in value, and is now much less valuable than coal, due to the huge supply coming out of LRC. Until the botters switch to coal (since its got a higher GE value), gold won't rebound by much at all. If you don't mind taking the time to do it (and it will take a significant chunk of time to do so, mind you), you can take all that gold and earn free* smithing/crafting experience (and magic too, only at the cost of a nature rune per ore)by making gold bracelets and selling them to the rogue in Varrock. *I say "free" because you have the materials on hand. If you chose to sell them though, and take the time you would have spent smelting(or superheating) and then crafting them, and instead spend it on making money, you could then buy the same experience with more efficient resources. Up to you. TL;DR Gold won't be recovering to its 300gp+ values for quite some time.
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Just got done with my first tree run, and replanted all my Yews + Papayas, took me 11 minutes. If I'd thought ahead, I could have held off on replanting the Papayas, as I hit 68 after checking my last tree, and then taken an extra few minutes to make a second round and plant Palm trees instead, but alas, I'll be missing out on 54k exp (difference between 5 papayas and 5 palms, after factoring the 2.7 multiplier in). C'est la vie. I haven't decided yet whether or not I'll be checking my yew trees in 6 hours, or waiting the full 16 hours (read: just staying off RS until tomorrow) to snag an extra 83k from the papayas as well. Just grabbing the yews would get me to 70, which was my main goal, and so far, the highest requirement I'll be needing in the foreseeable future (can't see myself attempting the upcoming elite diaries any time soon).. I've got plenty else I'd like to do this weekend, and an extra few minutes on 2.7 multiplier might be nice for other things. I wish I'd done my first tree run before the multiplier reset, but no point in regretting that now (plus, it would have been 3am for me out here in Alaska). I really wish I'd had the funds to invest in herblore. If I'd broken my bank, I would have barely scratched my way into the 80's, which still falls shy of the better perks herblore has to offer. As it is, I'll just be getting crafting to 66, magic to 75, then plundering until I hit 1.1x. I'm not sure what I'll do after that, because I don't have the tertiaries to do any significant summoning training. Maybe, if I'm not burned out already, I'll spend the rest of the weekend on agility.
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I'd like to get a respectable Herblore level over that weekend. Starting from 58, what's going to be the most efficient way to take advantage of double exp so that I get to at least 80 (Or will it still be super energies/antifires)?
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I, uh, I'll buy that, depending on your price.
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Hm, Guthix... Sara... Zamm... Raven? :o This is a most joyous of days!~ Here, here! Maybe now I can get a Raven pet! I checked my MTK a little over an hour ago, and I got a normal-sized haul (~2k coal, 100 of a few different herbs, and <10 of each gem) for the last week or so. Seems that the bug isn't global to all accounts. /sadface
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80,000 hours to kill 333,000 fiends? thats like 4 fiends per hour lmfao. @Aeil, Glad I'm not the only one who caught that :P @mario_sunny, You seem to have made your calculations based on the assumption that Lv100-120 would bring no additional content, only levels to grind through. It would be silly to think that you would be forced to grind out those 21 new levels without new training methods/content that afford higher experience rates/efficiency. When people train those last few herblore levels to 99, are they still using guam? Of course not (unless they are being resourceful, but I'm talking strictly maximum efficiency grinding here). The training methods change as your level increases, and so I would assume that if all skills eventually receive a 120 cap, new, more effective training methods will be released to fill those 21 levels.
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I was under the impression that you would merely be upgrading your Ring of Kinship, and that it would only be useful as a specialized ring within the halls of Daemonheim (and any future dungeons).
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I rather like the idea that you will always get a unique item from TT. You already have to get the clue scroll drop (although I'll admit, across the board, they're fairly common), but now the gamble comes from whether or not you'll get a useful/expensive item, or just some inexpensive TT piece.
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Guys, there was some asinine update in June that really irked me, but for the life of me, I can't remember it after reading the BTS for July! Seriously, there looks to be so much "win" coming up next month. I especially like the resource dungeons (whether or not they had this planned from the get-go I'm not concerned with--I'll assume they listened to the playerbase, as I know these were suggested many times across fansites' forums). New treasure trails? Yes, please! Guaranteed TT rewards from every clue? Yes, please! Single player Dungeoneering support? Yes, please! New, high(er) level quest? Featuring the Wise Old Man? Yes, please! I'll leave room for skepticism, and acknowledge that there are plenty of ways that July's updates could go wrong/be poorly implemented, but for now, I'll just look forward to these updates with the wide-eyed anticipation of a child on Christmas morning.
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In the post by Mod Emilee that 12pure34 quoted here, Emilee noted that they wanted to raise the intrinsic value of boots so that other boots would be more appealing (ie, make climbing boots protect over other items, so you actually have to weigh the benefits vs risk). That too is all well and dandy, even the fact that the items kept on death is based on store(alch) values, I understand that. What I still don't understand is why they didn't make the boots unalchable and unable to be sold back to a store. The flags are there for other items in existence, so it can't be that difficult to flag the boots in a similar manner, and this would have accomplished all their goals without leaving some people to have potential millions (or more) overnight.
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Quiet Before the Swarm 24-Jun-2010 & Free to play quest changes
Lizard_X123 replied to Toad's topic in General Discussion
He also said that they researched this decision fully before making it, and that the goal was to have everyone benefit, rather than have a few suffer from a nerf. 1) No one would have actually lost anything beyond their initial investment into the boots. If those stats were worth more than 12gp, and you want to give everyone a chance to benefit and be on a fair playing field, then make a new pair of boots that has stats worth 75,000gp, and give the 12gp boots stats that are befitting of a 12gp item. Not very difficult logic, TBH. 2) I refuse to believe that they actually researched this solution and deemed it as the best course of action. This could have ALL been avoided if they had changed Tenzig to sell you boots in a fashion similar to how you buy battlestaves from Zaff--A chat dialogue that allows you to enter the amount you want to buy for a price linked directly to that chat dialogue. This would remove the inherent relationship between Store price and Alch values, so long as no other store sells the boots, and would allow the boots to have a very, very low value to anyone but another player. The problem isn't with the new GE price, it's with the Alch values. So long as you have the patience (and the stockpile), you have the money. At a minimum of just under 30k gp per LOW alch, there is HUGE potential for profit. Someone who high alchs 1k boots per hour can turn a profit of 44million in that hour alone, assuming they bought all their boots for under 1k. --- Edit: Climbing boots have alch values that are more than three times as much as dragon boots. This, right here, should be the #1 reason for a re-evaluation of the update, a rollback and concurrent fix/adjustment, and a proper re-release that doesn't screw the pooch. --- Please, spare yourself the embarrassment and don't come in here defending a painfully piss-poor excuse for an even worse update. -
Quiet Before the Swarm 24-Jun-2010 & Free to play quest changes
Lizard_X123 replied to Toad's topic in General Discussion
239-240-826-61190118 ^^QFC for my thread on RSOF (which is probably already buried on the Recent Updates board, lol) Feel free to discuss there, and maybe even keep it bumped for me while I'm at work, haha. -
Quiet Before the Swarm 24-Jun-2010 & Free to play quest changes
Lizard_X123 replied to Toad's topic in General Discussion
I don't have a problem with Jagex updating Climbing Boots' GE value to 75,000 gp. I really don't. What I really really really have a problem with is how they set the alch prices to be so ridiculously high. Rune Boots: GE: 87,800 HA: 7,500 LA: 5,000 Dragon Boots: GE: 514,600 HA: 12,000 LA: 8,000 Rock Climbing Boots: GE: 75,000 HA: 45,000 LA: 30,000 Come on. Who REALLY thought that was a good idea? If they had left the alch prices with lower than Rune Boots, we would still have a significant influx of gp, but nowhere near as bad as this. There can't even be any good logic behind this decision. The boots aren't as good as rune, and certainly aren't as good as dragon, yet the climbing boots alch for more than 3x as much as the dragon boots. Given enough time, these boots WILL liquidate into gp. At 1000 casts per hour, there is currently the potential for a guaranteed 44 million gp profit per hour (assuming you had a significant stockpile of boots before today). Nowhere else can you guarantee that after an hour, you will make 44 million. You might get a lucky drop, but that is far from assured. -
Jagex isn't stupid, they are actually very vindictive. They have assigned a mod to look over you whenever you are in Daemonheim, and ensure that you (and your party) have an ultimately miserable experience, through the use of unopenable skill doors and high leveled bosses. Want to know why? It's because you insist on typing out Jamflex (which, really, is more effort to type, albeit a tiny amount, than Jagex). I mean, Jamflex has no meaning. At least those who write F*gex have some negative connotation readily available... you just sound like an idiot.
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Refer to my post from above: You are partially correct: Each seed effectively has a 10-sided die rolled for it, and so it is entirely possible that you could go 1,000,000 seeds without getting a single returned, or conversely, you could get 1,000,000 seeds back. Despite this being possible, it is highly unlikely. That's why we are saying that, over a large enough sample, you will start to see a trend where that 1-in-10 chance of receiving seed begins to accurately apply to your whole sample. The larger the size of your sample, the clearer that 1-in-10 will be. While each roll is independent of the previous rolls, that 10% is constant. In a smaller sample, you may get unlucky and roll 2-10 consistently. But the simple fact is that with RNG's, patterns will develop. Computer RNGs do not mimic real life, with the purely random chance factor. The programming will eventually begin to display that 10% trend once it has been run enough times (large enough sample size).
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Source If you have a 10% chance to recover a seed on each seed planted, then, given a large enough sample size, you would, theoretically, get 10% of your seeds back. On a small scale, it may very well happen that every seed seems to give a seed back, or none do, but that is only a result of the RNG in the short term.
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[spoiler=DOUBLE WHIPS OMFG?!?!!?]
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While your convenience stores may not sell RS membership cards, they likely sell prepaid cash cards, which will function just like a debit card for all intents and purposes regarding purchasing RS membership. Buy one and link it to your PayPal, and you should be good to go, flying right under the radar
