tortilliachp
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intelligent and relevant question for the next Q&A: Does Jagex have an in-house economist for assessing how the runescape economy should progress? :) anyway, based on the real-world capitalist model, an economy has to grow for it to improve, is that neccessarily true for runescape? If not, what kind of model for an economy would you want if you could choose any, as one can in the makings of a game?
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Should Tip.it limit/censor what people can say?
tortilliachp replied to Everyonedies's topic in Forum Updates and Suggestions
off-topic posts should simply be deleted. That is what moderation means. non-constructive posts, be they opinions or not, are spam and should be deleted. Only posts that are part of a discussion, belong in this forum. Moaning about a topic without giving a reason is by this definition spam. I feel moderators can show a harder line in moderating, the tip.it community would benefit, and show greater maturity. -
With the introduction of the Elite Ardougne Achievements diary, Jagex allowed for development in new and exciting directions; for the very first content was released that would be playable only to the very masters of the game, to those relentlessly patient few who have meticulously trained most skills to exceptional levels. Those who were elite in the eyes of Jagex. The reception on the Runescape official forums, and right here in the tip.it community were astoundingly, and refreshingly positive. Even though only a fraction of the community could enjoy the content, the community as a whole saluted Jagex for reassuringly and resoundingly proclaiming Runescape is the Jagex future. How could we believe that Runescape was to be the main focus of a company if they were designing a new, large game? Companies all have public faces, and spokesmen who project an image of the company onto the community, an impenetrable public relations façade users are not meant to see beyond. Yes they claimed Runescape would live for ever, but with a new game in the makings, did we believe them? Should we have believed them before they showed, through affirmative action in releasing elite content, that Runescapes future was secured? With 2010 being the year of awesome we were right to be sceptical through the end of 2009, as Jagex have continued projecting a rosy-red Public image improbable if not impossibly the truth. That, however, is an analysis worthy of an article to itself. Runescape is to flourish in the future, with challenges to all, also the elite few. This new and exciting direction for Runescape, launched in 2009 has shown the very best of the new Jagex under new leadership; skills have received very much needed high-level updates, most significant of which is arguably the high level herblore update. How Jagex released this content, and tellingly how they removed the use of extreme potions from pvp worlds and bounty hunter is vital in understanding the ideology in Cambridge. The brilliance of Jagex at its finest was shown in the update, and dealing with it. In rendering the potions created at higher levels untradeable, lower level content was not made easier overnight, other than for those who have invested millions of coins, or long hours to developing their herblore levels: The lessons from the smithing skill were learned. Looking back on my first Runescape memories from 2003, Jagex were taken aback with the success of its game. Enthusiastic posts with new records of players online simultaneously spurred new game servers; Jagex was simply unprepared for success, and the longevity of the game was not of primary concern. What if smithing was only useful to a handful of players, the rest relying on a few suppliers for their armour and weapon needs? No problem, others will be herblorists supplying the smiths and others with the potions they require. Niche players was the game demographic, nobody was expected to be a do it yourself player. However, Runescape is now a happy ten-yearold moving quickly towards its arduous and rebellious teens. How will Jagex, as sole parent, cope? As any other tween, Runescape has to reinvent itself. It has needed that for quite some time, where the niche player has completed her goals. What lies beyond the horizon? Little, level 99 is the maximum either way. The ingenious solution of the herblore update in 2009, where everyone is forced to do it themselves, is a showcase and industry necessity for MMORPGs to keep up with their clientele. Looking at the rise in price of herblore-related items, and the vitalization of a stagnating Runescape economy, the update was a resounding success from day 1. However, requiring the do it yourself aspect to stand any chance in PvP situations was too tall an order. It would alienate almost all those who relish in PvP situations from participating in their favourite gameplay within runescape. Here the crucial question is: How could Jagex release a game-changing piece of content with such a fatal flaw? This question leads to a critical observation in understanding all elite content being released in Runescape: developing elite content is something completely new to the Jagex staff. They need experience in making this content, and they have to experiment to get it right. Releasing such inherently flawed content as the extreme potions is a guarantee that the learning curve at Jagex HQ is steep. This learning curve made another two-fold jump with the release of Ice Strykerwyrms and their Fire cape requirement. We players learn the attitudes of Jagex through game updates and actions, rather than the fine words of the year of awesome. Similarly, the lessons Jagex learn are obviously important, also to discuss and interpret. But how do we analyse the future of the game and what Jagex true plan and aim for the game are? This is where the relentless and important community discussion has its place. Why did Jagex introduce the fire cape requirement in the first place? We cannot know, yet we can examine the likely possibilities. If Jagex showed a wish to integrate high levelled requirements from many skills and areas into elite content, this content is truly elite. It is not a question merely of hours played, skills grinded to astounding degrees, the content is for elite players, those proficient within all areas of the game. In the words of the Ugthanki kebab, this option looks scrummy! A new dimension would be added to the game. Currently almost all the highscores show an excessive amount of time required in attaining top rankings, multiple times the experience required for any in-game benefits, thousands of pointless hours at mini games with minimal reward, the sole exception here seems to be duelling tournaments. This is maybe the only area where skill currently determines who tops the highscores. With only one area of prowess to officially determine those with clicking skills, deep understanding of strategy in PvP situations, was not slayer a perfect candidate for releasing content requiring more prowess, rather than large amounts of free time and admirable persistency? This is where a second interpretation of why Jagex chose to change the requirement comes in, one, in the words of the Kebab, that tasted a bit dodgy. You feel a bit ill. This regards a common attitude held by the cynical that Jagex are populist, and have simply caved in to the demands of a small minority of ranters on the official forums. This should indeed worry us if it were the case. However, it is highly unlikely that it is. How can we know that Jagex have not simply caved in to the ranters? If they caved in once, without other motives, the happy spelunking in a gigantic cave system would be ruined. Once the first cave falls, no other cave is safe, and staying with this metaphor, how do we know that Jagex has secured its mine of a game, developed over a decade, avoiding divine intervention as the one we players experience in Blood runs deep? We know because they have not caved before, even though the pressure has been immense, and the economy of Jagex has been at stake, which was the case with the anti-Real World Trading campaign. Believing Jagex have caved in is a destructive attitude leading to further ranting on the official forums. Jagex have become professional over time, we still remember the development of their now superficial public relations image which is invariably in touch with the harsh reality of the business world. As Jagex did not fold their hand to the ranters, why did remove the fire cape requirement for ice strykerwyrms? The official position and the cause of most of the rants on the official Runescape forums, have led a rationale of mobility and accessibility. The fight caves are almost impossible to the hearing impaired, to those with motion disabilities. Further, to those with restrictive internet connections, prayer switching has always been hard, it has been rendered almost impossible by the 0.6 second delay (one in game time unit) Jagex implemented to avoid so-called prayer flashing as an effective money saver. Does Jagex feel this balancing fix hits the disabled and internet impaired unnecessarily hard? That would be jaw-droppingly surprising if it were true. Jagex must have known about these issues for a substantial period of time, again, why would they release flawed content they knew they wished to change? A professional company wouldnt, so Jagex didnt. No, there must have been other factors in play. Another vital question to ask is: why have the disability and accessibility challenges of Runescape not been explored on the official Runescape forums previously? Why is this new with the Ice Strykerwyrm update? Unsurprisingly, it is a question of economy. Money makes the world go around, well, coins makes Gielinor recognizable and predictable. As politics ran run into an issue, economics has run into the strykerwyrm update and the fire cape requirement. Just as high levelled rune crafters complained at the recent multiple rune update devaluing their quite literally precious money-making abilities, high level slayers are not too concerned about the direction Runescape is headed, rather they are concerned about money. Everyone the Author has asked about a more integrating direction of high-level Runescape has quickly warmed to the idea and embraced it. This direction really does look Scrummy! to high levelled players, as it ensures further enjoyment in their spare time of Runescape without growing tired of a game with no further challenges and goals. Naturally, those striving towards higher slayer levels, who believe themselves unable to attain the coveted fire cape, have wished for the requirement to be changed. Accessibility and mobility reasons given have largely been proxy-arguments for the reality of the matter: Although unable to get the fire cape, we want a piece of the light staff profit. What a preposterous and discerning claim! Some of you might exclaim contemptuously, however the argument is strongly embedded in reality. The telling reasons for the economic motifs in the discussion require a historic perspective, as all contextual analysis does. In the release of the fire cape itself, there were next to no complaints about the high difficulty of the mini game. There was an overall understanding that only a certain few deserved the fire cape, it should remain exclusive, Runescape had taken a turn away from repetitive boredom as the only way of showing off fancy equipment. new frontiers were ready for the taking, but Jagex didnt follow this type of equipment up. Further underscoring the economic motif is the lack of rants at the release of the much forgotten Rogues Den mini game. Here clicking ability reached new heights as a requirement for the illusively rare rewards. The release of Sorceress Garden warranted little complaint and the recent release of Nomads Requiem was hardly debated either, even though this was the ultimate integration of boss fighting and questing on the highest level. Why was there no uproar similar to the ice-wyrm fire cape revolt? There was no money involved. As is often the case (economics and understatement go hand in hand), whenever someone is posed to loose out on profit, someone else is gaining. The opposing argument has largely been that a fire cape requirement fosters much needed exclusivity in the high-end of slayer. This has also been a front for own economic interests to a large degree; however this is where the interesting position of Jagex re-enters the now more detailed picture. What is Jagex economic motif for removing the fire cape requirement? The light staff cannot serve its mage-friendly task of stabilizing parts of the combat triangle unless it is accessible. It cannot be accessible unless its exclusivity does not put it in the hand of merchants, just as the blessed spirit shields with sigils remain too exclusive to benefit the masses, especially in pvp combat. The effects in pvp of the much needed damage-reducing qualities of the spirit shields quickly balance over-hitting Armadyl Godswords and Dragon Claw specials. Jagex learns from its past mistakes, and so the staff of light is to be accessible to many, it is not to be another item ready for manipulation by merchanting clans. The limitation of the fire cape amongst those with 93 slayer or more was something Jagex did not foresee in strangling the already bottle-necked supply of light staves. Without a clear, honest public relations team at Jagex HQ, Jagex proxy-arguments will continue to shock the Runescape community, as their impact seem profoundly negative in comparison to the small calculation mistakes Jagex occasionally need to correct. Why honesty is sacrificed for image is something that will confront Andrew, Paul, Mod MMG in the future. The danger of projecting an image, is that others perceive you by that image and most often the real thing is less xenophobic to a knowledgeable community as the Runescape community clearly is in affairs regarding Gielinor. In removing the fire-cape requirement, Jagex did not cave in to rants of a small minority on the forums. Initially releasing the requirement is much more telling on Jagex behalf, and I can only hope further skill, quest and clicking skill activities are the future of elite content within the game. So should you. (I posted this on the original forum topic, and on the tip,it times topic for the 21st of February, it was also submitted to the tip.it times this weekend. I feel this is an outlook many may wish to see, and the other postings got little response. )
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22-Feb-2010 - Impetuous Impulses Improvements
tortilliachp replied to Orc's topic in General Discussion
they implemented a fire cape requirement. There was uproar. Well, the fire cape required skill That is why there was uproar. The main reason was however, the economic aspect. IF Icewyrms had no special drop, there would be no uproar. (see the tip.it times post on the forums from the 21st to see my full article) -
what makes you say its gonna be f2p? if you think so because its in f2p wildy thats not true: the Summer quests and corporeal beast are also in f2p wildy but are p2p If you talked to the NPC's in f2p, you could be the one to find out :)
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That logic is fallacious. Flipping is not an "all or nothing" event. If I choose to flip, there is one more flipper, so more items are flipped. Flipping increases as does the inconvenience to others. You are the one at fault, and your try is creative, abeit disregards some vital factors. you cannot selectively apply your theory to only a few events, for any logic or reasoning to function it must be applied unilaterally. Flipping is here to stay, but the effects of flipping are highly variable. That is where your theory is completely invalid, and your logic falls on its own premise. My first statement makes COMPLETE sense, I must not have explained it clearly enough: you are selectively applying the theory. For every individual that chooses to flip, or not to flip, the overall societal effects of flipping change. If I put 3 billion into flipping rune plates, 3 billion gp more is spent on flipping rune plates, and the economic impact on rune plates is significant. With the GE system and individuals with capital, me flipping influences the prices and how they will update. I as an individual have a measurable efffect on that. I am not doing anything for the good for society, I perform an action, and it reflects upon society and how society develops.
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22-Feb-2010 - Impetuous Impulses Improvements
tortilliachp replied to Orc's topic in General Discussion
they implemented a fire cape requirement. There was uproar. -
22-Feb-2010 - Recolouring Poll Results
tortilliachp replied to Jabawoki13's topic in General Discussion
infinity are an ugly pink. the boots are very useful and clash with any other gear. the hat looks ugly with most set-ups, and the whole set consists of many items. Why didn't more people vote for infinity robes? :P -
22-Feb-2010 - Impetuous Impulses Improvements
tortilliachp replied to Orc's topic in General Discussion
please make an imp hunting guide :D edit: zombie: curved bone 3 wyvern bones 2 wyvern bones edit 2: with the affinity for 30 mins, i made 300k. it seems this will be decent money with bones especially. -
Fire cape compromise. New post by Mod Chris L.
tortilliachp replied to Obtaurian's topic in General Discussion
Of the 30 93+ slayers I have talked this over with, only about half have fire-capes. Berlin wall? Pshh, that wall got torn down. This is more like the wall dividing Cyprus, that is alive and kicking. On a serious note though: serious analysis requires thorough examination and reasoned argumentation :P -
22-Feb-2010 - Impetuous Impulses Improvements
tortilliachp replied to Orc's topic in General Discussion
catching imps outside of the minigame does not give agility xp. -
22-Feb-2010 - Impetuous Impulses Improvements
tortilliachp replied to Orc's topic in General Discussion
with 80 developers working on different projects isn't it likely that at least a minor project finishes around every week? This impeteus update has been in the workings for a long time, as the development diary shows. why not release content when it's finished? -
Hild is a fremenik (nordic) old name anyway :D
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Is it just me, or does this lie exactly in the direction of the "strange power" people experienced?
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22-Feb-2010 - Impetuous Impulses Improvements
tortilliachp replied to Orc's topic in General Discussion
these were part of the original game, and are not new :D -
22-Feb-2010 - Impetuous Impulses Improvements
tortilliachp replied to Orc's topic in General Discussion
i'll edit this drop-table as i get more of the new imps: spirit: 25 pouches 2 green charms (they go directly into your inventory upon catch) 4 green charms 2 crimson charms 4 crimson charms zombie: long bone 2 babydragon bones 3 babydragon bones 4 babydragon bones 6 babydragon bones 5 dragon bones 11 big bones -
22-Feb-2010 - Impetuous Impulses Improvements
tortilliachp replied to Orc's topic in General Discussion
Now for the intriguing questions, hopefully soon resolved: -is bare-handed slower than net catching? -does bare-handed catching give agility xp? Now just a quick reminder that the polar bear boosts your hunter level by 10 invisibly. -you need a net and jar in the minigame to catch imps Happy hunting :D -
Fire cape compromise. New post by Mod Chris L.
tortilliachp replied to Obtaurian's topic in General Discussion
continuing the trend, this is my take on why Jagex did what they did. That's the exciting bit, and so that's the commentary I submited to the tip.it times, which I found surprisingly unpublished, as this issue contains only a single article: Ice strykerwyrms and the removal of the Fire cape requirement With the introduction of the Elite Ardougne Achievements diary, Jagex allowed for development in new and exciting directions; for the very first content was released that would be playable only to the very masters of the game, to those relentlessly patient few who have meticulously trained most skills to exceptional levels. Those who were elite in the eyes of Jagex. The reception on the Runescape official forums, and right here in the tip.it community were astoundingly, and refreshingly positive. Even though only a fraction of the community could enjoy the content, the community as a whole saluted Jagex for reassuringly and resoundingly proclaiming Runescape is the Jagex future. How could we believe that Runescape was to be the main focus of a company if they were designing a new, large game? Companies all have public faces, and spokesmen who project an image of the company onto the community, an impenetrable public relations façade users are not meant to see beyond. Yes they claimed Runescape would live for ever, but with a new game in the makings, did we believe them? Should we have believed them before they showed, through affirmative action in releasing elite content, that Runescapes future was secured? With 2010 being the year of awesome we were right to be sceptical through the end of 2009, as Jagex have continued projecting a rosy-red Public image improbable if not impossibly the truth. That, however, is an analysis worthy of an article to itself. Runescape is to flourish in the future, with challenges to all, also the elite few. This new and exciting direction for Runescape, launched in 2009 has shown the very best of the new Jagex under new leadership; skills have received very much needed high-level updates, most significant of which is arguably the high level herblore update. How Jagex released this content, and tellingly how they removed the use of extreme potions from pvp worlds and bounty hunter is vital in understanding the ideology in Cambridge. The brilliance of Jagex at its finest was shown in the update, and dealing with it. In rendering the potions created at higher levels untradeable, lower level content was not made easier overnight, other than for those who have invested millions of coins, or long hours to developing their herblore levels: The lessons from the smithing skill were learned. Looking back on my first Runescape memories from 2003, Jagex were taken aback with the success of its game. Enthusiastic posts with new records of players online simultaneously spurred new game servers; Jagex was simply unprepared for success, and the longevity of the game was not of primary concern. What if smithing was only useful to a handful of players, the rest relying on a few suppliers for their armour and weapon needs? No problem, others will be herblorists supplying the smiths and others with the potions they require. Niche players was the game demographic, nobody was expected to be a do it yourself player. However, Runescape is now a happy ten-yearold moving quickly towards its arduous and rebellious teens. How will Jagex, as sole parent, cope? As any other tween, Runescape has to reinvent itself. It has needed that for quite some time, where the niche player has completed her goals. What lies beyond the horizon? Little, level 99 is the maximum either way. The ingenious solution of the herblore update in 2009, where everyone is forced to do it themselves, is a showcase and industry necessity for MMORPGs to keep up with their clientele. Looking at the rise in price of herblore-related items, and the vitalization of a stagnating Runescape economy, the update was a resounding success from day 1. However, requiring the do it yourself aspect to stand any chance in PvP situations was too tall an order. It would alienate almost all those who relish in PvP situations from participating in their favourite gameplay within runescape. Here the crucial question is: How could Jagex release a game-changing piece of content with such a fatal flaw? This question leads to a critical observation in understanding all elite content being released in Runescape: developing elite content is something completely new to the Jagex staff. They need experience in making this content, and they have to experiment to get it right. Releasing such inherently flawed content as the extreme potions is a guarantee that the learning curve at Jagex HQ is steep. This learning curve made another two-fold jump with the release of Ice Strykerwyrms and their Fire cape requirement. We players learn the attitudes of Jagex through game updates and actions, rather than the fine words of the year of awesome. Similarly, the lessons Jagex learn are obviously important, also to discuss and interpret. But how do we analyse the future of the game and what Jagex true plan and aim for the game are? This is where the relentless and important community discussion has its place. Why did Jagex introduce the fire cape requirement in the first place? We cannot know, yet we can examine the likely possibilities. If Jagex showed a wish to integrate high levelled requirements from many skills and areas into elite content, this content is truly elite. It is not a question merely of hours played, skills grinded to astounding degrees, the content is for elite players, those proficient within all areas of the game. In the words of the Ugthanki kebab, this option looks scrummy! A new dimension would be added to the game. Currently almost all the highscores show an excessive amount of time required in attaining top rankings, multiple times the experience required for any in-game benefits, thousands of pointless hours at mini games with minimal reward, the sole exception here seems to be duelling tournaments. This is maybe the only area where skill currently determines who tops the highscores. With only one area of prowess to officially determine those with clicking skills, deep understanding of strategy in PvP situations, was not slayer a perfect candidate for releasing content requiring more prowess, rather than large amounts of free time and admirable persistency? This is where a second interpretation of why Jagex chose to change the requirement comes in, one, in the words of the Kebab, that tasted a bit dodgy. You feel a bit ill. This regards a common attitude held by the cynical that Jagex are populist, and have simply caved in to the demands of a small minority of ranters on the official forums. This should indeed worry us if it were the case. However, it is highly unlikely that it is. How can we know that Jagex have not simply caved in to the ranters? If they caved in once, without other motives, the happy spelunking in a gigantic cave system would be ruined. Once the first cave falls, no other cave is safe, and staying with this metaphor, how do we know that Jagex has secured its mine of a game, developed over a decade, avoiding divine intervention as the one we players experience in Blood runs deep? We know because they have not caved before, even though the pressure has been immense, and the economy of Jagex has been at stake, which was the case with the anti-Real World Trading campaign. Believing Jagex have caved in is a destructive attitude leading to further ranting on the official forums. Jagex have become professional over time, we still remember the development of their now superficial public relations image which is invariably in touch with the harsh reality of the business world. As Jagex did not fold their hand to the ranters, why did remove the fire cape requirement for ice strykerwyrms? The official position and the cause of most of the rants on the official Runescape forums, have led a rationale of mobility and accessibility. The fight caves are almost impossible to the hearing impaired, to those with motion disabilities. Further, to those with restrictive internet connections, prayer switching has always been hard, it has been rendered almost impossible by the 0.6 second delay (one in game time unit) Jagex implemented to avoid so-called prayer flashing as an effective money saver. Does Jagex feel this balancing fix hits the disabled and internet impaired unnecessarily hard? That would be jaw-droppingly surprising if it were true. Jagex must have known about these issues for a substantial period of time, again, why would they release flawed content they knew they wished to change? A professional company wouldnt, so Jagex didnt. No, there must have been other factors in play. Another vital question to ask is: why have the disability and accessibility challenges of Runescape not been explored on the official Runescape forums previously? Why is this new with the Ice Strykerwyrm update? Unsurprisingly, it is a question of economy. Money makes the world go around, well, coins makes Gielinor recognizable and predictable. As politics ran run into an issue, economics has run into the strykerwyrm update and the fire cape requirement. Just as high levelled rune crafters complained at the recent multiple rune update devaluing their quite literally precious money-making abilities, high level slayers are not too concerned about the direction Runescape is headed, rather they are concerned about money. Everyone the Author has asked about a more integrating direction of high-level Runescape has quickly warmed to the idea and embraced it. This direction really does look Scrummy! to high levelled players, as it ensures further enjoyment in their spare time of Runescape without growing tired of a game with no further challenges and goals. Naturally, those striving towards higher slayer levels, who believe themselves unable to attain the coveted fire cape, have wished for the requirement to be changed. Accessibility and mobility reasons given have largely been proxy-arguments for the reality of the matter: Although unable to get the fire cape, we want a piece of the light staff profit. What a preposterous and discerning claim! Some of you might exclaim contemptuously, however the argument is strongly embedded in reality. The telling reasons for the economic motifs in the discussion require a historic perspective, as all contextual analysis does. In the release of the fire cape itself, there were next to no complaints about the high difficulty of the mini game. There was an overall understanding that only a certain few deserved the fire cape, it should remain exclusive, Runescape had taken a turn away from repetitive boredom as the only way of showing off fancy equipment. new frontiers were ready for the taking, but Jagex didnt follow this type of equipment up. Further underscoring the economic motif is the lack of rants at the release of the much forgotten Rogues Den mini game. Here clicking ability reached new heights as a requirement for the illusively rare rewards. The release of Sorceress Garden warranted little complaint and the recent release of Nomads Requiem was hardly debated either, even though this was the ultimate integration of boss fighting and questing on the highest level. Why was there no uproar similar to the ice-wyrm fire cape revolt? There was no money involved. As is often the case (economics and understatement go hand in hand), whenever someone is posed to loose out on profit, someone else is gaining. The opposing argument has largely been that a fire cape requirement fosters much needed exclusivity in the high-end of slayer. This has also been a front for own economic interests to a large degree; however this is where the interesting position of Jagex re-enters the now more detailed picture. What is Jagex economic motif for removing the fire cape requirement? The light staff cannot serve its mage-friendly task of stabilizing parts of the combat triangle unless it is accessible. It cannot be accessible unless its exclusivity does not put it in the hand of merchants, just as the blessed spirit shields with sigils remain too exclusive to benefit the masses, especially in pvp combat. The effects in pvp of the much needed damage-reducing qualities of the spirit shields quickly balance over-hitting Armadyl Godswords and Dragon Claw specials. Jagex learns from its past mistakes, and so the staff of light is to be accessible to many, it is not to be another item ready for manipulation by merchanting clans. The limitation of the fire cape amongst those with 93 slayer or more was something Jagex did not foresee in strangling the already bottle-necked supply of light staves. Without a clear, honest public relations team at Jagex HQ, Jagex proxy-arguments will continue to shock the Runescape community, as their impact seem profoundly negative in comparison to the small calculation mistakes Jagex occasionally need to correct. Why honesty is sacrificed for image is something that will confront Andrew, Paul, Mod MMG in the future. The danger of projecting an image, is that others perceive you by that image and most often the real thing is less xenophobic to a knowledgeable community as the Runescape community clearly is in affairs regarding Gielinor. In removing the fire-cape requirement, Jagex did not cave in to rants of a small minority on the forums. Initially releasing the requirement is much more telling on Jagex behalf, and I can only hope further skill, quest and clicking skill activities are the future of elite content within the game. So should you. -
Macro-economically is where things get interesting, because you have to assess a trend accross a population. It may seem insignificant for supply, but a portion of supply always remains with the merchanters at any given point. This is how supply is restricted, and the more popular an item becomes with merchanters, the more restricted it is. but back to the main point at hand: why are so few people discussing this article of the tip.it times? :P New evidence emerges that the distribution of the Ice wyrm tasks, and the accessability of the staff of light are the main concern: Clearly all 93+ slayers are wanted by Jagex to fight the wyrms. :)
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Would you apply wasted vote theory to the global warming issue? No, because it is not an all or nothing result. It is not "If the majority of people go green, then Global Warming will not occur. Conversely, if the majority emit excess greenhouse gases, Global Warming will occur." It is more "Each person contributes to global warming in one way or another." It does not function on a macro-demographic level, only on an individual basis. Agreed. However, my point still stands.Otherwise the conclusion is that everything is inevitable based on the size of the human population. Not following you on this one. I am looking solely at the individual level, not the macro level. And my point still stands. You can't tell someone to "vote for Obama, and he will be elected." That is flawed; your voting of Obama will have absolutely no effect to his being elected, as I will cancel out your vote. This conclusion is clearly flawed, as individuals such as Nobel, Einstein, Keppler, Freud, Bush and Tiger Woods influence humanity as a whole to some extent. In keeping with the "wasted vote" concept, their votes are worth much more than yours or mine. So you basically said you're only applying the theory on the individual level, not so the overall societal effects may be observed. That makes little to no sense. "not an all or nothing result" ---> i chose my example with care. Flipping is not an all or nothing result either, every person's individual choice has a slight macro-economic impact. thus all my conclusions remain valid. :D
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Would you apply wasted vote theory to the global warming issue? It does not function on a macro-demographic level, only on an individual basis. Otherwise the conclusion is that everything is inevitable based on the size of the human population. This conclusion is clearly flawed, as individuals such as Nobel, Einstein, Keppler, Freud, Bush and Tiger Woods influence humanity as a whole to some extent.
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Yes, i used to Know AxeManJack quite well back in the day beofre TSG became a fully fledged clan. Yes, the amount of 93+ slayers without the cape will drop, yet many are simply unable or unwilling to invest the time required without significant experience rewards. Slayers are notorious skillers after all. your micro-economic analysis of the situation is valid, however on a macro-economic level the overall effects observed are different: valuable items worth more than about 7m have some special characteristics: people invest in them, buying when they are low, selling when they are high. This is because the price fluctuations are in the hundreds of thousands of GP, and the fluctuate quickly, for rapid profits. Single merchants performing this kind of merchanting has little impact, yet there are alwyas many. On a macro-economic level the items trickle more slowly onto the market than otherwise, as they move from hand to hand between merchants. Supply is indeed limited in this way, and as more and more players strive towards killing icewyverns , the effect becomes more prominent. The fewer staves there are in circulation, the large the impact of single merchanters, and as capital is limited, the effects are larger. The combined effect of single merchanters is what drives economic fluctuations and limitations in supply and demand in runescape, as on the real world economic markets. This is what is commonly refered to as trader-to-long-term invester liquidity.
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Is that a typo in the last bit? I can't quite make out what the last clause means, perhaps the word intended was questing. Also, Nomad's Requiem was highly debated, with many people complaining that the final battle required too many supplies and attempts for the majority. It seems to fit in with the staff of light uproar more than oppose it. Otherwise, excellent points about the past and how the release itself of the fire cape as well as clicking minigames went well. I don't actually think the fire cape has much to do with this problem. The main limitation in accessibility is the fact that ice strykewyrms cannot be killed without a slayer task. This was an important update for slayers, but it does not make the staff of light nearly as accessible as the Amulet of Ranging; on the day of release, Aquanites were packed with approximately six times as many people as were needed to kill all the spawns on every world at max efficiency. Also, merchanting clans have relatively little to do with accessibility; the staff of light WILL go up, and it WILL crash, as combat magic finds increasingly fewer uses; non-combat methods of training magic are vastly superior, and melee has found ways to kill every monster several times faster than magic can. Even with the fire cape requirement, 93 slayer is now a goal for almost everyone with good combat skills, and with the staff of light being a much more common drop than sigils in terms of possible kills per day (even with the task requirement - the confirmed drop rate places about one staff drop for every other task) and less useful than spirit shields, it will never be harder to find than even arcane and spectral spirit shields. Yes, it's supposed to be questing. the intelligent reader understands i see :D Nomad's requiem did not lead to an accessabillity debate, which it should have, which is the founding argument. The complaints were rants, not progressive directed posts in the same way seen with the staff of light. Knowing more than 30 93+ slayers, only about half of them have firecapes. I can assure you the firecape requirement is a very limiting factor. That may surprise you, just as it seems to have surprised jagex. Merchanting has all to do with the usability of the item: if it becomes too expensive, it becomes a merchanting item, and these are horded, flipped and manipulated by merchants as individuals, teams and clans. Therefore their accessability is limited with increased rarity. Obvisouly it will never be harder than spirit shields, but the position may resemble other rare items, such as santa hats, that have had a mysterious rise for little reason, leading those who have them to hold on to them more, thus restricing supply and diminishing Santa's impact on the game.
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I have quite a different take on the situation, and so i submitted this take on the situation to the tip.it times: Ice strykerwyrms and the removal of the Fire cape requirement With the introduction of the Elite Ardougne Achievements diary, Jagex allowed for development in new and exciting directions; for the very first content was released that would be playable only to the very masters of the game, to those relentlessly patient few who have meticulously trained most skills to exceptional levels. Those who were elite in the eyes of Jagex. The reception on the Runescape official forums, and right here in the tip.it community were astoundingly, and refreshingly positive. Even though only a fraction of the community could enjoy the content, the community as a whole saluted Jagex for reassuringly and resoundingly proclaiming Runescape is the Jagex future. How could we believe that Runescape was to be the main focus of a company if they were designing a new, large game? Companies all have public faces, and spokesmen who project an image of the company onto the community, an impenetrable public relations façade users are not meant to see beyond. Yes they claimed Runescape would live for ever, but with a new game in the makings, did we believe them? Should we have believed them before they showed, through affirmative action in releasing elite content, that Runescapes future was secured? With 2010 being the year of awesome we were right to be sceptical through the end of 2009, as Jagex have continued projecting a rosy-red Public image improbable if not impossibly the truth. That, however, is an analysis worthy of an article to itself. Runescape is to flourish in the future, with challenges to all, also the elite few. This new and exciting direction for Runescape, launched in 2009 has shown the very best of the new Jagex under new leadership; skills have received very much needed high-level updates, most significant of which is arguably the high level herblore update. How Jagex released this content, and tellingly how they removed the use of extreme potions from pvp worlds and bounty hunter is vital in understanding the ideology in Cambridge. The brilliance of Jagex at its finest was shown in the update, and dealing with it. In rendering the potions created at higher levels untradeable, lower level content was not made easier overnight, other than for those who have invested millions of coins, or long hours to developing their herblore levels: The lessons from the smithing skill were learned. Looking back on my first Runescape memories from 2003, Jagex were taken aback with the success of its game. Enthusiastic posts with new records of players online simultaneously spurred new game servers; Jagex was simply unprepared for success, and the longevity of the game was not of primary concern. What if smithing was only useful to a handful of players, the rest relying on a few suppliers for their armour and weapon needs? No problem, others will be herblorists supplying the smiths and others with the potions they require. Niche players was the game demographic, nobody was expected to be a do it yourself player. However, Runescape is now a happy ten-yearold moving quickly towards its arduous and rebellious teens. How will Jagex, as sole parent, cope? As any other tween, Runescape has to reinvent itself. It has needed that for quite some time, where the niche player has completed her goals. What lies beyond the horizon? Little, level 99 is the maximum either way. The ingenious solution of the herblore update in 2009, where everyone is forced to do it themselves, is a showcase and industry necessity for MMORPGs to keep up with their clientele. Looking at the rise in price of herblore-related items, and the vitalization of a stagnating Runescape economy, the update was a resounding success from day 1. However, requiring the do it yourself aspect to stand any chance in PvP situations was too tall an order. It would alienate almost all those who relish in PvP situations from participating in their favourite gameplay within runescape. Here the crucial question is: How could Jagex release a game-changing piece of content with such a fatal flaw? This question leads to a critical observation in understanding all elite content being released in Runescape: developing elite content is something completely new to the Jagex staff. They need experience in making this content, and they have to experiment to get it right. Releasing such inherently flawed content as the extreme potions is a guarantee that the learning curve at Jagex HQ is steep. This learning curve made another two-fold jump with the release of Ice Strykerwyrms and their Fire cape requirement. We players learn the attitudes of Jagex through game updates and actions, rather than the fine words of the year of awesome. Similarly, the lessons Jagex learn are obviously important, also to discuss and interpret. But how do we analyse the future of the game and what Jagex true plan and aim for the game are? This is where the relentless and important community discussion has its place. Why did Jagex introduce the fire cape requirement in the first place? We cannot know, yet we can examine the likely possibilities. If Jagex showed a wish to integrate high levelled requirements from many skills and areas into elite content, this content is truly elite. It is not a question merely of hours played, skills grinded to astounding degrees, the content is for elite players, those proficient within all areas of the game. In the words of the Ugthanki kebab, this option looks scrummy! A new dimension would be added to the game. Currently almost all the highscores show an excessive amount of time required in attaining top rankings, multiple times the experience required for any in-game benefits, thousands of pointless hours at mini games with minimal reward, the sole exception here seems to be duelling tournaments. This is maybe the only area where skill currently determines who tops the highscores. With only one area of prowess to officially determine those with clicking skills, deep understanding of strategy in PvP situations, was not slayer a perfect candidate for releasing content requiring more prowess, rather than large amounts of free time and admirable persistency? This is where a second interpretation of why Jagex chose to change the requirement comes in, one, in the words of the Kebab, that tasted a bit dodgy. You feel a bit ill. This regards a common attitude held by the cynical that Jagex are populist, and have simply caved in to the demands of a small minority of ranters on the official forums. This should indeed worry us if it were the case. However, it is highly unlikely that it is. How can we know that Jagex have not simply caved in to the ranters? If they caved in once, without other motives, the happy spelunking in a gigantic cave system would be ruined. Once the first cave falls, no other cave is safe, and staying with this metaphor, how do we know that Jagex has secured its mine of a game, developed over a decade, avoiding divine intervention as the one we players experience in Blood runs deep? We know because they have not caved before, even though the pressure has been immense, and the economy of Jagex has been at stake, which was the case with the anti-Real World Trading campaign. Believing Jagex have caved in is a destructive attitude leading to further ranting on the official forums. Jagex have become professional over time, we still remember the development of their now superficial public relations image which is invariably in touch with the harsh reality of the business world. As Jagex did not fold their hand to the ranters, why did remove the fire cape requirement for ice strykerwyrms? The official position and the cause of most of the rants on the official Runescape forums, have led a rationale of mobility and accessibility. The fight caves are almost impossible to the hearing impaired, to those with motion disabilities. Further, to those with restrictive internet connections, prayer switching has always been hard, it has been rendered almost impossible by the 0.6 second delay (one in game time unit) Jagex implemented to avoid so-called prayer flashing as an effective money saver. Does Jagex feel this balancing fix hits the disabled and internet impaired unnecessarily hard? That would be jaw-droppingly surprising if it were true. Jagex must have known about these issues for a substantial period of time, again, why would they release flawed content they knew they wished to change? A professional company wouldnt, so Jagex didnt. No, there must have been other factors in play. Another vital question to ask is: why have the disability and accessibility challenges of Runescape not been explored on the official Runescape forums previously? Why is this new with the Ice Strykerwyrm update? Unsurprisingly, it is a question of economy. Money makes the world go around, well, coins makes Gielinor recognizable and predictable. As politics ran run into an issue, economics has run into the strykerwyrm update and the fire cape requirement. Just as high levelled rune crafters complained at the recent multiple rune update devaluing their quite literally precious money-making abilities, high level slayers are not too concerned about the direction Runescape is headed, rather they are concerned about money. Everyone the Author has asked about a more integrating direction of high-level Runescape has quickly warmed to the idea and embraced it. This direction really does look Scrummy! to high levelled players, as it ensures further enjoyment in their spare time of Runescape without growing tired of a game with no further challenges and goals. Naturally, those striving towards higher slayer levels, who believe themselves unable to attain the coveted fire cape, have wished for the requirement to be changed. Accessibility and mobility reasons given have largely been proxy-arguments for the reality of the matter: Although unable to get the fire cape, we want a piece of the light staff profit. What a preposterous and discerning claim! Some of you might exclaim contemptuously, however the argument is strongly embedded in reality. The telling reasons for the economic motifs in the discussion require a historic perspective, as all contextual analysis does. In the release of the fire cape itself, there were next to no complaints about the high difficulty of the mini game. There was an overall understanding that only a certain few deserved the fire cape, it should remain exclusive, Runescape had taken a turn away from repetitive boredom as the only way of showing off fancy equipment. new frontiers were ready for the taking, but Jagex didnt follow this type of equipment up. Further underscoring the economic motif is the lack of rants at the release of the much forgotten Rogues Den mini game. Here clicking ability reached new heights as a requirement for the illusively rare rewards. The release of Sorceress Garden warranted little complaint and the recent release of Nomads Requiem was hardly debated either, even though this was the ultimate integration of boss fighting and question on the highest level. Why was there no uproar similar to the ice-wyrm fire cape revolt? There was no money involved. As is often the case (economics and understatement go hand in hand), whenever someone is posed to loose out on profit, someone else is gaining. The opposing argument has largely been that a fire cape requirement fosters much needed exclusivity in the high-end of slayer. This has also been a front for own economic interests to a large degree; however this is where the interesting position of Jagex re-enters the now more detailed picture. What is Jagex economic motif for removing the fire cape requirement? The light staff cannot serve its mage-friendly task of stabilizing parts of the combat triangle unless it is accessible. It cannot be accessible unless its exclusivity does not put it in the hand of merchants, just as the blessed spirit shields with sigils remain too exclusive to benefit the masses, especially in pvp combat. The effects in pvp of the much needed damage-reducing qualities of the spirit shields quickly balance over-hitting Armadyl Godswords and Dragon Claw specials. Jagex learns from its past mistakes, and so the staff of light is to be accessible to many, it is not to be another item ready for manipulation by merchanting clans. The limitation of the fire cape amongst those with 93 slayer or more was something Jagex did not foresee in strangling the already bottle-necked supply of light staves. Without a clear, honest public relations team at Jagex HQ, Jagex proxy-arguments will continue to shock the Runescape community, as their impact seem profoundly negative in comparison to the small calculation mistakes Jagex occasionally need to correct. Why honesty is sacrificed for image is something that will confront Andrew, Paul, Mod MMG in the future. The danger of projecting an image, is that others perceive you by that image and most often the real thing is less xenophobic to a knowledgeable community as the Runescape community clearly is in affairs regarding Gielinor. In removing the fire-cape requirement, Jagex did not cave in to rants of a small minority on the forums. Initially releasing the requirement is much more telling on Jagex behalf, and I can only hope further skill, quest and clicking skill activities are the future of elite content within the game. So should you.
