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tortilliachp

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Everything posted by tortilliachp

  1. whatever the heck i felt like at that moment. probably some summoning though...
  2. if it wasn't gu(h)thix and gu(h)thans, why would a u be used and not an o or double-o? I mean, i could say ga(h)thix or gythix, and would make as much sense as goothix... kinda a no-brainer?
  3. 16-20: Not bad...but not good either, spend some more time with us 17 points, never been on the chat, or heard anything about it before this topic. I good lucky guesser :mrgreen: :mrgreen:
  4. 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.
  5. 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.
  6. 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 -.-
  7. 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.
  8. 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.
  9. 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
  10. 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.
  11. 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?
  12. 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...
  13. 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.
  14. yeah i tried gems at tai bwo famour place for an opal machette. dind't ge the thingy crossed out tho s:
  15. 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?
  16. ' 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
  17. 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
  18. 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.
  19. he's the o'nelli guy. anyway you gotta go back to the door where you used your scanorb to find a dead slug.
  20. talk to the representative from the templar knights. it's in 3 parts.
  21. 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.
  22. I would personally recomend earth warriors and abbarrant spectres as other alternatives if daggies in multi combat isn't the thing for you.
  23. 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.
  24. 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.
  25. 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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