Everything posted by tortilliachp
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Question for slayers
i was 93 slayer when maxing out. i do 3-10 tasks a day when i feel like doing slayer at all. rs is a game, it's all about having fun though. do as many tasks as you can have fun with.
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How Experienced Are Our Tip.Iters?
in-game experience is over-rated. maturity, that's where tip.it lacks. well, personally, i was around 70 combat when i was active on tif, currently 2095 total and 126 f2p.
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Desert Treasure Overrated?
now if we were talking about a quest with some requirements, like mourning ends part 2, without a guide, i'd agree it should be hard. DT is a quest with low reqs. i wouldn't expect more from it than currently. we all know jagex bases their quests on having as many people as possible playing all the content. I think the quest cape has ruined the dificulty levels on quests for the future a bit as well. too many people would loose their precious easy to get capes -.-
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What skill could YOU live without?
firemaking: special abilities with pyrelogs etc. can be gained through total level, quest points, specific quests, doing certain things ingame etc. cooking: people pay to get the xp on any of the fish, rendering the skill itself useless other than as an achievement. Fletching: people pay to get the xp on almost all kinds of bows, rendering the skill itself useless other than as an achievement. smithing: there is no profit in the skill, or the profit is so insignificiant it renders the skill itself uselsss other than as an ahcievement. Herblore: people pay for all the xp within the skill. It renders the skill itself uselsss other than as an ahcievement. Theiving: no particular uses within the game. it renders the skill itself uselsss other than as an ahcievement. Hunter: if it were more of a gathering skill it would be worth it, call it "hunter/gathering" and make picking flax, collecting snapegrass etc. part of the skill and it would work. as of now, other than 83 for dragon imps, and chinchompas, the rest of the skill is a waste in my oppinion. why choose a skill when you could get rid of 7 without really changing anything within the game? resetting them, or re-releasing these skills could change things around. again, theoretic standpoint, know none of this will happen.
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Runescape HD/Full Screen - What will F2P Get?
How about being able to view fullscreen till you're what, say 500 total level? that gives all f2p players plenty of incentive for going p2p, as the come to expect fullscreen and utilize the more intense gameplay. Tbh, i find it strange that jagex haven't done similar things before, degrading quality of playing graudally for those that remain f2p longer than the demo version of the game was intended.
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RS: scientific vs. relaxed approach
It still baffles me that these topics keep on popping up. Runescape is a game, and i don't see why people have oppinionated views on what others do in their own free time trying to have fun. I can see a simple poll "what do you do" , but a discussion on how people choose to have the most fun in their free time isn't really a discussion at all. If the topic was why, i'd see the point. oh, and to be more on topic: I do whatever i feel like doing ingame. and go do something else if i suddenly feel i want to do that more :D
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"Refining/secondary" skills not rewarding enough?
the market within runescape is exactly opposite to the market in the real world in a good 90% of all items: refining products gives experience people are willing to pay to get quickly in runescape. In the real world, people are willing to pay to get the product quickly. Now gathering materials, there's a group of "skills" you don't even get xp for in many cases (generally gathering items). those "skills" are the underrated ones in my oppinion.
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What is wrong with "buying" skills?
the fact that the discussion even pops up, is in my mind unfathomable. Runescape is a game. you play games for fun. if someone enjoys themselves more in their free time "buying skills" or whatever else they do, that is completely 100% up to them. questioning other people's means of having fun, and labling people after judging their interests within the game is not in the spirit of a game. Don't over-interperate meanings into things within the game. If someone has more fun playing the game in a different way than you, how does that change how you play the game?
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Chinchompa Nerf - Good or Bad?
got 99 range with regular chins today at mummies. They're probably the most under-rated spot in the game: i averaged 300k worth of drops every trip from 97-99 range. now i don't really see why people bother paying almost 50% more for red chins than regular ones...
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Junk Trading: Acceptable, Practical Practice?
This topic has been very interesting. i'm a typical lurker, but i'll post for once: I'll try to sort out some common misconceptions first, then the uses for these in how YOU can profit off of how the current system is. Finally i'll get around to some common misconceptions around how you "gain back" money from doing certain things with junk. In short: junk trading is almost only actually profitable when you sell stuff with junk that you have bought. when you buy items that come along with junk, don't expect being able to sell the junk, other than possibly along with the item you bought. The profit-making with junk lies with buying items lower than the median price. explanation:when using them as junk for a trade, the difference between the median price and the price you paid is the amount you're making on that item. 100% of the time. example: I buy strung gold amulets at 210 gp ea (instant buy on ge). their median price on ge is 240gp. I use these strung gold amulets as junk, i profit 30 gp on each of them, and no more however you turn things around. The other person may find these amulets impossible to sell, and it therefore acts to that person as if they've paid the whole price for the item, including the junk. When the person resells the junk for a median price, that is when you can evaluate that person's loss/gain off of the junk, because the price might have altered. * Profiting off of junk, is in effect merchanting. explanation: you buy junk for less than the median price, and sell it for more. That is, in effect, merchanting in a sense where you don't need the market to fluctuate to profit. Example: you buy or attain junk for less than its medium price: You buy howl scrolls for minimum price. you use it as junk in a trade, which is in effect selling it for the median price. that does in no way differ from buying rune essence at medium price, and selling it for maximum (or close to maximum) price. Essence is one of the most common, and profitable ways of merchanting on the GE today. * To profit off of junk trades, you must buy your junk lower than medium price OR recieve junk sellable at more than median price in the GE explanation: Time makes creating your own junk never worth it, unless you profit more of that in the timeframe of other ways of moneymaking. money/time is the only way of accuratly portraying gain. A good moneymaker has the best money/time ratio, but at the same time you have to be able to spend time on the moneymaker to earn money, you therefore need a moneymaker you like. example: I have lvl 82 runecrafting. I can average in any given hour the creation of 4k astral runes. That is a gain of about 400k an hour when i have subtracted teh costs of my raw materials. The difference is value of the amount of RS gp my work as put into circulation in the rs economy (which isn't neccessary for a moneymaker because you can profit off of other people, instead of creating values). IF i were to spend an hour creating junk, the only way that would be a better moneymaker than runecrafting for me, is if i could profit 400k an hour or more, or spend more time on creating junk, because i manage to stay focus longer. That doesn't mean i wouldn't be making money creating junk, but i wouldn't be making money as effectivly, there are better alternatives available for me to make money. To earn off of junk effectivly, it is therefore neccessary for me to buy or sell the junk (as producing it is less effective than other options available to me) and the above blue statement is proven true. therefore the regular rules of how to profit of merchanting apply. * Items have different values to different people based on what amount of effort they intend on spending recieving the value out of their item Explanation: The time you spend selling /buying items is part of the ratio of money/time that determines if your moneymaker is good or bad. Therefore, even if i can sell my junk, the time spent doing so does not make it worth it 99% of the time, unless i can actually sell it on the ge. The time an item is in the GE doesn't count because you don't activly have to be there. Example: Junk is often created as by-products that aren't worth the time spent on trying to sell them. I got 99 magic by stringing gold amulets, leaving me with 27k strung gold amulets. The time and effort i would need to spend on selling those gold amulets, make it less economically beneficial to me, than doing something completely different, like rune mining, where i average more money/time more commonly refered to as "money per hour" That means in effect the gold amulets i have in the ge, are worth nothing to me. Whenever i sell one, it is pure profit, because i never expected i would ever sell any of them. however, since i'm attempting to sell my gold amulets at minimum price, anyone could profit off using them as junk, because they could buy them for less than the medium price. The only person loosing out, is the person recieving the junk to whom it seems they are paying the full price for the item, because they cannot believe they can sell those items for the minimum price, much less the median one. Now then, after going through these commonly used practices in determining what useful, and profitable junk trading is, now how to use those "rules" in making the junk trading most profitable for you: 1. Find out what YOU value the items you either trade or sell. What are you going to do with them? a) IF you buy junk, at what value do you think you can sell the junk for. b)IF you sell junk, what value does the junk have to you in "money/time" and therefore, what value does it have to you, if it's just sitting there in the bank. 2. Try to get "good" junk. by that i mean: a)buy only junk that can be sold for as close to the median price as possible. I'll get back to alching /exchanging junk in the common misconceptions part of the post. B) sell only junk that you have bought for minimum price. whatever the prices are, you're then making 5% on the junk. nothing more. c) for junk you naturally have in your bank, that you never expected on selling, or have spent extra effort on getting, always use that junk first, as it is 100% profit, compared to your bought junk. 3. be aware that prices on junk may vary. a) if you buy junk, make sure the price on the junk doesn't fall. If the price on you junk does fall, so does your profit by as much. B) if you sell junk, make sure the price on the junk doesn't fall. IF the price on your junk does fall, so does your profit by as much. 4. Never spend time getting junk unless you know it's better money an hour than other moneymakers. 5. try to exchange junk for other junk, but always keep in mind the money divided by time factor. a) if you've bought junk, you know it 99% of the time sells for less than it's median price. trade it for junk you can profit on. you'd be amazed to know how many people have "stupid" junk that you profit, or loose less on selling. B) of course never trade your junk in the same way, because if someone wants to do such a trade with you, 99% of the time, your junk is better than theirs for selling. 6. Avoid alching junk. Again, almost all times you can spend your time more effectivly making money other ways, of course unless you want the mage xp which is then "free" as a byproduct of exchanging junk for money. remember to calculate the price for nats whether you're runecrafting them yourself, or whether you're buying them, because even if you runecraft them, you could always sell nats for more profit than using them (with very few exceptions). conclusion: These are just the most general aspects of junk-trading, but probably also some of the most basic ones. In short: junk trading is almost only actually profitable when you sell stuff with junk that you have bought. when you buy items that come along with junk, don't expect being able to sell the junk, other than possibly along with the item you bought.
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:: The Achievement Diary ::
yeah i tried gems at tai bwo famour place for an opal machette. dind't ge the thingy crossed out tho s:
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:: The Achievement Diary ::
a friend of mine just exchanged premined, cut gems for a machete, having started the achievement book and not getting the thing crossed out. any ideas why?
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:: The Achievement Diary ::
' pineapple good enough or? :P if it is i might go try :P but don't wanna have to do all the easy ones either:P
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:: The Achievement Diary ::
anyone closing in on having finished both the easy and medium, or in any ways know what the medium reward is? :P wanna see how long left to wait to know hard mining area :P
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Yet Another way of Money Drain By Jagex
i've gotta give some praise. too few people take the time to. I've really enjoyed reading this thread, so thanks to everyone posting. It makes me think that jagex have forgotten a little about the higher level players. The guilds have "low" requirements compared to the levels of those playing right now. yes a year or year and a half ago not that many people could enter the guilds. 40 range for the range guild?? how about adding a guild for those with atleast 70+ with new armour for sale there. Money drains are needed, and it's the high lvl people with gp to spare that are those that need the drains. armour for them seems like the best idea, because of the limitations of 99hp (you can kill ppl in the wilderness too fast now if you ask me). Then the pkers will rather have to move into deeper level wilderness than lvl1 like they've done on f2p to get the fights that they want and manage to kill someone off. How about teleblock on all 3 spellbooks as well as entangle? or armour for rangers that don't lower mage bonus but raises it or something like that to change the wilderness. THat's big time another discussion though.
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20 September 2006 - Slug Menace - Rough Quest Guide Now Up!!
he's the o'nelli guy. anyway you gotta go back to the door where you used your scanorb to find a dead slug.
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20 September 2006 - Slug Menace - Rough Quest Guide Now Up!!
talk to the representative from the templar knights. it's in 3 parts.
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20 September 2006 - Slug Menace - Rough Quest Guide Now Up!!
does anyone know how to kil the slugs yet? i've got a lit torch and used it with the slug which makes it curl up into its shell but nothing more happens.
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Does anybody know where to get ranarr seeds
I would personally recomend earth warriors and abbarrant spectres as other alternatives if daggies in multi combat isn't the thing for you.
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Ranarr seeds
ranarr seeds are the hardest seeds to get (if you ask me) that aren't super rare. most high level monsters start dropping irit seeds and up which is very anoying. If i remember correctly you'll have to be killing low level monsters. The tip.it bestiary only says herb seed. i think however, that for higher level monsters you can't get the low lvl herb seeds. if i remember correctly, earth warriors and abbarrant specters are good for ranarr seeds. specters are pretty much good for all high level seeds.
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BEST way to get to 63 crafting whilst F2P
There are three ways of crafting on f2p that are worth it at all. You have pottery in the guild. I wouldn't recomend that, but if you like slow xp there then that's fine. You have cowhides. I'd recomend those. some people say this is expensive and slower than silver, but if you kill your own cows for hides (i know some people think this sounds stupid) it is actually faster than it would be mining your own silver (at any mining level i think). The crafting xp is faster with cowhides, and it's not as boring as silver if you ask me. If you were for some reason to buy your crafting xp, then silver bars or ores are the way to go. If you don't want to spend a lot of cash training crafting tho, cowhides are the way to go.
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PINEAPPLES
next to the monkey agility course you can also find a pineapple plant. it's very very nice when you train agility there and your level is under 75 (that's when you stop failing).
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Average ratio of chain drops.
I heard of someone being down there for 40 000 kills. He was really really addicted to the game. he got a chain on the averige of every 7000 kills, but sometimes he'd get 2 chains in 1k kills and other times none in 15000. it's very random and you need to get lucky. if i've mixed up my numbers, someone please correct me, but I've heard from several sources that every 7k kills is about right.
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Why did you train your skills?
well since this is a topic for long posts here goes: attack, defence and strength: Well, from day one i figured i'd need a decent combat level. Getting your attack strength and defence balanced is also very important, so to be able to kill monsters i started training these three skills. I'm still not done training attack to my goal of 80. range and magic: Well, again balanced combat is very important to me so i also trained range and magic. I'm still not done training range to a goal i want, namely 85. prayer: well, i looked and didn't want any skills under 50 (later 60), so i started burying bones. I did this from the very start killing cows. levels couldn't hurt me could they? not when it was free xp. runecrafting: When i started seriously leveling my budget was super low. i had to mine my own essence and craft mind and fire runes to afford to train magic on cows (to earn me some money), which gave me the ability to train crafting, runecrafting and magic at the same time. construction: once this skill was released i wanted to get levels. It was my birthday the day the skill was released so i decided i'd give myself a birthday present and invest my newly earned money from rares merchanting into getting a nice and usable house. 70 was trained to in a matter of days by me, and it was a blast! i'd keep going if i had the cash, but i've got other goals that also need moeny hp: With combat comes hp levels on their own. I want to join a clan now so i need to get another 2 hp lvls. it's the first time i have a goal in this skill, ever. I've signed up for a pest control group to help me get this xp fast. Hopefully they reply soon:) agility: The first day of becoming a member i figured out that with a much larger map being able to run more would be important. i got 25 on my first day of membership. Then quickly trained it to 56 for the underground pass quest. I kept on going because i hated walking when abyss runecrafting. now i'm 75. herblore: I was also intriegued by this skill on my first day of members. potions to help you in battle seemed awsome. I got hooked. Like many i leveld up on chaos druids, but unlike many once farming got released i loved the skill and have gotten a ton of herbs from it later. theiving: I also got this skill to 25 on my first day of members. I was still on low budget and therefore needed a way to get cash fast. theiving was perfect. I still have a theiving goal, but i don't get too much time to spend training it because i have so many other goals i want more :P crafting: I trained this with cow hides on f2p and went over to flax and gems on p2p. I hate leveling this skill, but love getting levels in it, or training it with a friend. anything is fun training with a friend:) fletching: Day one of membership I got 50 in this skill. I had heard from friends that it was a good moneymaker, and i've always been a total leveler. It's also a great way of getting magic up cheaply. slayer: I started looking into this skill the first week. I had higher level friends ask me for advice early on with it. I love getting the free xp from slayer tasks. with the new black mask the bonus of +15% attack and strength would be cool, but i'm training range at the moment. mining: Once i got off tutorial island the first thing i did was to look on the world map to find a route to be able to smith items. for the first month of runescape mining and smithing was what i did until i could afford a runepick. that was all off selling the finished iron items to the general stores. Now i don't like training this, but getting iron for throwing knives smithing makes me get some xp once in a while. Smithing: After i got membership I needed to make my own ranging products. First i made arrowheads, later and i still do, i make throwing knives for ranging. before i had 50 (later 60) though i used to spend time lelveling this for the sake of leveling it. smithign isn't that bad. you can write stuff like this while smithing (i certainly am). fishing: After i got membership i soon figured that i needed a way to effectivly get my own food. I did a ton of trout and salmon fishing to get me into the guild and started fishing lobsters for food. It became apparent to me quite fast that i needed more of a fishing level than in the 50s to effectivly fish food, so i went back to shilo village for more fishing. I got fishig to 70+ and started trianing it with catching lobsters that i can also use for food. I did this until i could fish sharkes, but still continued to use lobsters as my food until the release of monkfish. i've been doing those for fishing and food ever since. cooking: I always cook my fished goods. That levels my cooking up, a lot faster than my fishing. firemaking: I burned my logs in f2p when i was cutting willows trying to level up woodcutting enough for yews. then i got memebers and started fletching my logs instead. however, i got addicted to the shades of mort'ton mingame and got a goal of getting 80 firemaking. Which i did. I should work on woodcutting to get it to 80 as well lol. woodcutting: I never liked training this skill other than with friends around. however, i did have a lot of woodcutting friends and therefore getting my woodcutting up to 70 wasn't a problem at all. it was actually quite fun. farming: since the release of this skill i understood how important it would be. Seeds were released earlier than the rest of the skill as many of you might remmeber, and from the release of seeds till farming, i got almost 20 theiving levels off theiving seeds. i was very well prepared to level it once it was released. After using all the low level seeds getting my level higher, i found most of my combat friends never wanting to train the skill, so whenever they train on or fight creatures that drop seeds, they ususally give those seeds to me or sell them to me very cheaply. I leveled mostly with herbseeds which also earned me a ton of money. My slayer tasks are also a great way of getting good seeds that are useful. I don't know what my skills would look like if this skill wasn't around. I'm guessing herblore would be very different. If you look me up you can see that my skills are reasonably good. you can always ask me any questions related to training or anything else and i'll do my best of answering those.
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which do u perfer
I like both actually. if my woodcutting was 85 or more, i'd prefer yews more. Right now it's pretty much equal for me though.