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Troacctid

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Everything posted by Troacctid

  1. All of your concerns have already been addressed in the past couple of pages of this thread. Rare items a sign of wealth: Instead of handing them out for free to everyone, they would be handed out at a fixed price roughly equal to the current value at the time the change is made. Old holiday items a sign of having played for a long time: Instead of handing them out for free to everyone, give a certain amount of costume points in addition to future holiday event rewards that can be saved up over multiple years to trade in for older holiday items. No unfair advantage: It is an advantage. A February '08 official poll showed that 58% of those surveyed considered their in-game experience to be important. A significant portion also said they prefer to wear items that are fun or look cool (as opposed to functional or just expensive/hard to obtain/etc). For many of those players it is definitely detrimental to their experience if it is impossible for them to dress as Santa or the Grim Reaper because it's impossible to ever obtain a Santa Suit or Scythe/Reaper Hood. GP cap: With NPCs selling an infinite stock of rares, it would no longer be necessary to remove them all and replace them with GP, as they will retain their value.
  2. No, it's a Greek letter.
  3. No you haven't. You are just complaining that certain discontinued items, that does not affect game at all (only jealousy), are more and more rare. And one of the solutions would be to remove the only thing, that distinct long-time players from new ones. Again it is not affecting game at all, its just that some jealous players want it. I already cited statistics that show that appearances are important to people's experience of the game. 58% of 'Scapers voting in a poll of February last year said that their in-game appearance was either important or very important. Thus, even items with no stat bonuses can affect gameplay by altering the player's appearance. As for that last bit, who's taking anything away? I never suggested or implied anything of the sort. Well, green masks and some unwearables, but at any rate they're all in the top 100 most valuable items. I am not arguing against the difficulty of things. You are completely missing the point. I am arguing FOR that. The problem is, rare supplies are limited. If EVERYONE in RuneScape wants a party hat, not everyone can get it, no matter how hard they work (same for the untradeables). THAT... is the problem. Perhaps you should update the first post with the other solutions that have been proposed? Because if we're focusing on this aspect of discontinued items as the main problem, then having NPCs sell tradables at high prices and reobtaining old untradable holiday items based on the number of holiday events completed are better solutions than the ones you offered originally, because they retain the prestige of the items in question--the biggest argument against your original propositions.
  4. Oh my god, so basically it is bad to reward players for playing a game for longer time? Just because some jealous people want same advantage? As stated before - bring back time, when whip was 10m ea, bring back time when dragon sq was 5+m ea, when guthan was 13m worth. Also rares are not hurting game AT ALL. They are only hurting minds of jealous people, so I don't see any point in swapping them for money and SERIOUSLY hurt economics - again just because of jealous people. And as for bunny ears or scythes? I am glad that they are discontinued, this way you can guess that somebody wearing those is not a 13 year old kid having brain only for purpose to calling you noob... who do you prefer to talk to - a guy with scythe or a PC product with "mighty godsword"? This is incoherent. Did you actually read any of my post? I've already responded to everything you said. :wall:
  5. I would say: screw strawberries altogether.. Watermelons earn more, can be used as supercompost, and it's only drawback (no storage) is now gone! Do the leprachauns also note logs/fruit-tree harvest/berries/hops? Hops yes, berries yes, fruits yes, logs no. And watermelons are actually much more expensive than strawberries. Yes. And seeds are already very cheap. That's why farming is so profitable.
  6. By this, you're saying that the number of rares can only shrink. And you're also saying this is a problem. I'd like to know, why is this a problem? What makes it problematic? As the human population expands, but the earth is still a fixed size, the amount of land per person will shrink. The amount of gold per person will shrink. The amount of oil for people will shrink. The amount of sunlight per person will shrink. Why is this a problem? What you're dealing with here is simple economics, and the law of scarcity. So an item is scarce, why is that a problem? If the problem is that there won't be any left, then you should make an account, merchant til you own a few rares, and then sit on them for 10 years. Make it so we never have that problem, that there will always be rares in the game. It would be a problem much for the same reason I gave as to why the untradable holiday items are a problem. Out of hundreds of thousands of active players, a maximum of only a handful of players could possibly ever own party hats at the same time. Eventually those phats will, by necessity, find their way into the hands of those players who will never sell them. At that point, in theory, no party hats would ever be traded again, and players who want to wear them would never have a chance to. Just as an example, imagine if, say, pirate hooks were discontinued and became untradable. Even though the item itself has no real functionality, the gameplay experience of players such as myself who find it fun to dress in a pirate theme would be reduced, as the costume would be incomplete. Anyway, it's not as if the solution to the problem with the tradable rares is a controversial one. Having them sold by NPCs, as detailed in previous posts, would eliminate the problem, with no negative side effects. What about the players that have done every holiday event up until now, that has every holiday reward, and they still have their account because they haven't been banned yet? I submit that having that type of an account is a reward for good behavior. I will never, ever, ever, EVER be able to own a scythe, or a scarf, or whatever, but does it bother me? No, why should it? A player with one of those holiday items SHOULD BE RESPECTED because they've had an account AT LEAST since then, and they haven't been banned yet. I've actually got an level 15? completely F2P account that still has a skull. Are you telling me that all level 15, f2p players should be allowed to get skulls because I've got one? It's about the same level as saying EVERYONE should be allowed to have holiday events to make EVERYONE equal. Well, I'd like you to know that's communism, and its a failed practice. I never said they should be reobtainable for free. Jard Y Dooku suggested in an earlier post that players could receive costume points for completing holiday events in addition to the reward, and that after saving enough of these points, older items could be obtained, similar to the new system for random event clothing. For example, when I complete this year's easter event, I would receive my pet bunny or whatever the reward is, and I would get 1 easter point. And once I have, say, 2 easter points, I could exchange them for an Easter ring. In this way I'd still need to be playing for a year or more before I can get the Easter ring on a random noob account, but it wouldn't be flat-out impossible to obtain. Saying snow globes should be re-introduced is not the same as saying they should be given out to everybody again for free.
  7. You've missed the point. Anyone can get rares. The trouble with rares is that the limited supply that will never increase means that over time, rares will effectively cease to exist in the game. The problem isn't that they aren't available to everyone for free, or that they are expensive. The problem (as I see it) is that the supply is limited to a maximum that will never increase, and as the player base expands, the supply of rares for all players can only shrink. And the problem with untradable holiday items is not that not everybody has them, but that they can never have them. Anyone can obtain a dragonfire shield, or even an Elysian Spirit Shield, if they work hard enough to save up enough money. But no matter how long you play or have played the game, if you didn't get a Santa Suit last Christmas, then unless there is a major change in policy, you will never, ever, ever be able to get one again. Never. Everything else can be obtained with the game's equivalent of enough effort and hard work...everything except untradable holiday items. Is that really a problem if the items don't give any bonuses? In a word, yes. 58% of players have said they consider looking good in Runescape to be "Important" or "Very important." 11% of players have said that they prefer to wear "the most attractive outfit" they can get their hands on. A further 8% of players said they prefer to wear something "fun." (Source) This is a significant portion of the player base that suffers from discontinuing outfits, especially those like Santa Suits and Bunny Ears and Scythes/Grim Reaper Hoods that allow for cosplaying types of things.
  8. It lets you do extra damage against the pyrefiends or jellies if you happen to have them as your task. Other than that, it has defensive stats akin to those of a rune full helm.
  9. Well, there are certainly better things to get with that kind of money than a party hat. Spirit shields are much more functional, for example, and command pretty much the same respect, as they cost roughly the same as party hats. But other than that, there's still the godswords. Why not get a godsword set? Godswords are pretty cool, no? You can probably save some cash too by just buying the hilts after you get your first blade, since the hilts are interchangeable. Party hats seem like a waste to me, seeing as they don't do anything. There are so many other high-end items that are more worthwhile, and it isn't as if there's a shortage of nice hats to wear. I doubt that you would regret raising your skill levels. Skill levels will stay with your character forever. Character development is far more valuable in the end than a silly little Burger King crown.
  10. All random events are now non-lethal. The worst they can do to you is teleport you someplace random (but not dangerous) with reduced stats and a disabled home teleport. Lethal ones such as the evil chicken have been discontinued, and guardians (rock golems, river trolls, and tree spirits) are now found only in the enchanted valley. So you're safe. :thumbup:
  11. I would point out here that maples are actually not a good tree to cut at all, at any level.
  12. You can have up to 6 at a time on a tree. I don't know how long they take to respawn though, I just stop to pick them whenever I happen to pass by one of my planted palm trees.
  13. Farming + herblore is basically the same as herblore alone. Why? Because every herb is so easy to buy and sell that you can easily grow one herb, sell it, and use your profits to buy a different herb. This is important because the best herb to plant for farming and the best herb to use to train herblore are not necessarily the same. I recommend farming the highest level you can plant of the 4 most profitable herbs (snapdragon > kwuarm > toadflax > ranarr). Use your profits from those herbs to buy the ingredients to make the most efficient potion for herblore training (which will vary with market prices...see http://runescape.wikia.com/wiki/Calculators/Potions). Prayer potions are pretty cheap to make nowadays, so they'd be a pretty good choice.
  14. The best time to upgrade your free account is when you feel like you're done with the free game, and you've experienced enough of it that you're ready to move on to the members' version. There's no need to worry about achieving some minimum skill levels beforehand, because just about every skill can be trained faster in p2p at every level. Even the ones that show little improvement, like firemaking, will benefit from increased moneymaking abilities, smaller crowds, and so on.
  15. I get PMs from random people all the time with questions about my woodcutting guide. I'll add them so I can reply, delete them afterwards, and add them again if they come back later with more to say. I don't mind for the most part; I see it as a compliment that I'm considered worthy of consulting. :) I just need a "No solicitors allowed" sign to hang on my name in other people's friends list. I really don't want people asking me if I have a godsword to lend them, or if I could please buy their junk because they just died, or if I could sell them some random item they need, or if I would be interested in buying some crap they can't sell instantly in the GE, or if I have some secret moneymaking method I can share. Folks, if I wanted ranarrs, I'd put an offer in the Grand Exchange. If your ranarrs aren't selling in the Grand Exchange, it means I don't have an offer in the Grand Exchange to buy them, which means I don't want them. So don't even ask. #-o I keep my private on and I never initiate PM conversations except with real-life friends, so being on my friends list isn't like some sort of great honor, and I don't treat it as such. I don't do idle conversations in PM. If somebody randomly PMs me and says "Hey," I'm likely to wait for the follow-up "I just wanted to say I really liked your guide" or "I was wondering if you could help me out with something" or whatever it is they wanted to tell me, and then I'll reply with my "Thanks ^_^" or "Sure, what can I do for you?" or whatever. And if there is no follow-up, I usually just don't reply. That sort of empty greeting is what clan chat is for. I used to use my friends list mainly so that I could see my clanmates as green dots on the minimap. Now they show up as purple regardless, so I'm trying to unclutter my list of names of people I rarely PM. As for my ignore list, I use it to keep track of my daily events. I only add names to it if there's somebody spamming, and then I remove the name from my list when they leave. I don't just add random people who are bothering me. Some noob did that to me once and it bugged the hell out of me...I saw this guy with a Zamorak chick, so I took out my Sara owl and joked that my bird could beat up his bird ;). Then he was all like, "Wow, it's competitive n00bs like you who ruin this game, here I was peacefully training my cooking and you had to destroy everything by trying to prove your n00by superiority, well this game is about more than your stupid n00by levels and I don't care about your levels or what you wear so shut up, have fun on my ignore list." And I was like... -.-
  16. A. A high level quest is an high level update -.- B. It gives people something to shoot for... Why make WGS require all quests done before you can start it? So people can't easily do something that requires dedication to achieve... A high-level quest is not a substantial high-level update, as it offers no difference in terms of content than if the requirement had been 10 levels lower, except to require a massive time dedication to a skill. If, for example, Jagex were to release a quest that required 80 herblore, I doubt that it would be hailed as a boon to high-level herblorists. Rather, it would be met with grumbles and groans from questers who can't access the exciting new content unless they train a skill that, for all intents and purposes, is prohibitively expensive and still has no benefits associated with a high level. Meanwhile, the herblorists who have level 80 already will do the quest, finish it, and their herblore level will once again be worthless to them. When making an update that targets a relatively small subset of players, the high level requirement needs to be properly justified. Just saying, "Yeah, this quest requires a high smithing level, so now high smithing is important," can feel arbitrary and unsatisfactory, and serves only to cut out the low-level players. A much smarter approach would be to involve high-level stuff in a way that scales down to lower levels as well. Summoning accomplished this well as a skill by spreading familiars of gradually increasing power over the entire level range all the way up to 99, such that almost every level-up gives some sort o incremental increase in the value of the skill. Stealing Creation is another example of such a solution, where level 80 is a significant advantage, but you can still play effectively with level 60, and you can join the fun even if you aren't so experienced. There's got to be an analogy here somewhere, but nothing comes to mind except putting ketchup on ice cream. You know the customers of your ice cream parlor want something exciting and new in their ice cream flavors...but that doesn't mean you should pull random condiments off your shelves and pour them on top of your ice cream. It will satisfy the demand for flavors that are "new," but it's more important to stick to your main goal, which is to make the best damn ice cream in town. Jagex shouldn't rely on simply putting a large number where, like ketchup, it isn't necessary and only detracts from the flavor of the ice cream...sorry, I better shut up now. :-#
  17. Tradable rares need not be eliminated. An idea that came up earlier in the thread was to have NPCs sell them at an infinite supply, but at the same kinds of high prices that the GE has them at nowadays. They could remain tradable, and their value obviously couldn't go down because of it, since the store price would be no lower than the street price. Effectively, it would freeze the decrease in supply, solving a major problem with discontinued items, but without hurting their status as a symbol of wealth.
  18. 10 million is a lot of total experience. That's close to, oh, around level 69 in everything. Pretty harsh.
  19. You mean for combat? No, it isn't a terribly powerful fighter. It's outdone by the spirit cobra, smoke devil, spirit kyatt, and karamthulhu overlord, even before you can upgrade to higher level familiars like the titans. This is mainly because it sometimes does a little poison spray thing in place of its usual attack that has a max hit of like 2...so its damage output is decreased, even though its max hit with its normal attack is 12 instead of 10 or 11 like the lower level ones I've mentioned. It's worth making the pouches for summoning experience if you're under 74 summoning, and I believe it's also worth buying the pouches to swap for shards (might wanna double check that), but that's it.
  20. Brewing. And farming to an extent.
  21. Maybe because Commander Zilyana is an (assumed) Icyene :roll: I wouldn't say "assumed" icyene. It's pretty well-confirmed.
  22. They're weakest against stab, so use stab with your dagger specs.
  23. Operating or wearing the summoning skillcape gives you +1 summoning. :-w
  24. In my admittedly sparse testing (about 2 hours timed and a couple more untimed) I averaged somewhere between 500 and 550 air orbs charged per hour. (I was also using a spirit terrorbird.) You can feel free to double check that figure, but it should give you a ballpark estimate of what to expect.

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