Epic
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You may be wondering why I'm saying this, if it's just to say that I don't blog... Well, it's also to say that if you want to know more about me, and my history and interests, then just ask, instead of snooping around in these places. Blech. Ciao
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I like that idea. Maybe we can have low level skillcapes, too. I want a cape for my 80 Fletching and 70 Construction!!@@12!! Just kidding, I don't like your idea. Think about it though... Even if from this point on, if Jagex only makes quests with the current requirements and nothing higher, in three or four years, it will take literally, months to achieve the levels required, and then go through and complete all the quests. Now, with the direction that the quests are going, in three or fewer years, we will have quests requiring level 99 in some skills. Doesn't this mostly defeat teh purpose of the quest cape? It's an achievement cape for a reason :mellow: And a quest requiring a level 99 skill will never happen. Never. How can you honestly believe that? I mean, we have Grandmaster quests. Two years ago, people would have had a heart attack at the idea of a quest with the requirements of WGS! If Runescape continues for another 5 years, then we're looking at having some quests that will require MULTIPLE 99s to complete! With the Nomad, while it is possible to defeat him without maxxed out stats, you still have lots of difficulty, even when you DO have maxxed out stats. As time progresses, so do the quests. The longer the game is around, the fuller the skills will be. Hopefully by the end of this year, most of the skills will have been filled out so that you can do something new at every level. That is the goal that Jagex is going towards. Is it a mistake that Summoning has a new familiar almost every level? No! Because Jagex knows we like to have lots of options, and that it feels good to unlock something new. Hell, if we're lucky, we'll have an Ultimate quest requiring 99 in pretty much everything, in two or so years. Now, if the quest cape was broken up, you'd have the "Novice" quest cape, and it'd look like crap, and have no stats... Obviously it would only appeal to noobs. The "Intermediate" quest cape would be mostly the same... Maybe a tiny bonus in something... Nothing that anyone would care about. Once you have the "Experienced" quest cape, you might be interested, if you have nothing better, or if you are broke. The "Master" quest cape would be what we currently have, and then the "Grandmaster" quest cape would be the equivalent of a trimmed Quest Cape. Make sense? I am only trying to look more than two updates in the future, which is a skill that many RS players do not have. Ciao
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Wait a second... You people wear clothes? I knew there was something wrong with you!!!! Ciao
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New Minigame: Hallowed Harvest [New Concept Art!]
Epic replied to Tact's topic in RuneScape Suggestions
Ok, thanks for clearing that up... While I try to be helpful, I should probably do it when I have more sleep. :P Ciao -
New Minigame: Hallowed Harvest [New Concept Art!]
Epic replied to Tact's topic in RuneScape Suggestions
Glad to help.. Hmm... Are you having the cursed effect that I mentioned stack as well? If so, it would be very easy to make it so that it is impossible to get anything but spirits, and while that is certainly an interesting idea, if that happens, you might want to make it so that the curse affecting your chances of a spirit is depleted every time you dig... [hide] EXAMPLE: Player 1 gets piled by three other people, who all curse him. He has a prayer level of 50 (Poor noob....) so his chances of digging up remains are now 0%. He does not quite realize this, and so he goes and tries to dig up some remains. He is attacked by a spirit, so he runs (Like I said, noob.) and finds another area to dig. This keeps happening, until he gets blessed.[/hide] I think you either want to have it so that when Player 1 digs up a spirit, it makes his chances of digging up remains instead a little better. Say, 10% maybe? [hide] EXAMPLE: Player 1 gets piled by three other people, who all curse him. He has a prayer level of 50 (Wait, didn't we meet him already?) so his chances of digging up remains are now 0%. He does not quite realize this, and so he goes and tries to dig up some remains. He is attacked by a spirit, so he runs (Like I said, noob.) and finds another area to dig. Now his chances of digging up remains are 10% instead of 0% and so on. [/hide] Either have that, or make it so that your chances of digging up remains never go below a certain amount. Also, perhaps have it so that by killing spirits, it will increase your chances of successfully digging up remains. [hide] EXAMPLE: Player 2 (Player 1 is still getting piled) has 50 prayer (Hey, sounds familiar) and tries to dig up some remains. He finds a spirit instead. Well, being braver than Player 1 (Or maybe just dumber) he fights, and kills, this spirit. Now, instead of having a 30% chance of finding remains in the mounds, he has a slightly better chance... Perhaps 35% or even just 33%? [/Hide] Well, that's all. Still a good idea. Needs a tad bit of flushing out though. ;) Ciao -
I am lvl 76 with 61 attack, 68 strength, 54 defence, 41 Prayer, and 57 range Hmm... With those stats, you could probably kill Cockroach Soldiers pretty easily, if you use lobsters. Getting a team together would make it easier though. I'd tank for you, if you PM me in-game. I'm always up for some roach killing. Ciao
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I like that idea. Maybe we can have low level skillcapes, too. I want a cape for my 80 Fletching and 70 Construction!!@@12!! Just kidding, I don't like your idea. Think about it though... Even if from this point on, if Jagex only makes quests with the current requirements and nothing higher, in three or four years, it will take litterally, months to achieve the levels required, and then go through and complete all the quests. Now, with the direction that the quests are going, in three or fewer years, we will have quests requiring level 99 in some skills. Doesn't this mostly defeat teh purpose of the quest cape? That's mostly what I'm thinking of it as... Hence why I said that breaking the cape into levels would be a good idea. Ciao
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Honestly, I think that the Quest Cape should be broken into different levels, because as Jagex adds more quests, it only makes it harder for those who are new to achieve it. Perhaps make it so that you have a cape that has a different symbol on the back after completing all "Easy" quests, then the same for "Medium" quests, and "Hard" quests, etc...? Frankly, I think all capes are over rated. You can show your level with quickchat, and while the stats of a cape may be decent, it's easy enough to just get a fire cape, and that shows true effort and power. Ciao
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If you're a member, I would suggest just making cannonballs until level 60, then spending the rest of your money to make the best items you can at the Blast Furnace. This is probably the fastest method, if you do it right. Good luck.
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Answer to the original question: Only people with access to the ACP, A.K.A. Admin powers, can delete accounts. So, if you wanted to have your account deleted, you would have to talk to someone in the higher ups. Now, at that point, it would be their decision whether or not to delete your account. If they decide not to, then you can just never log on again, and after a certain amount of inactivity (usually a few months at least) your account may be deleted to make space for more active users. This may not be the case with Tip.It, but if you want to get your account deleted, you best bet would just be to never log on again. ;)
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New Minigame: Hallowed Harvest [New Concept Art!]
Epic replied to Tact's topic in RuneScape Suggestions
All in all, it looks good. Perhaps make it so that if you are cursed, you have a higher chance of digging up a spirit? The reverse if you have been blessed. I think I'd play it (if I was a member) a lot. Sounds like fun. Ciao -
Hmm... Well, honestly steel bars and yew logs are probably the simplest (Though maybe not fastest...) methods for you... What are your combat stats? Do you only have magic? I would suggest mining iron ore at the east Varrock mine, and bank for money. Once you get 60 mining, you can smelt all the bars for some smithing experience, and more money, then go mine coal in the Mining Guild. Is that is too much trouble, then you can just kill level 8 Cockroach Drones. They are weak, and drop noted coal, as well as gems of all levels, and a number of other items that sell for a pretty decent price. If you have the friend, then kill Cockroach Soldiers with lootshare on. They drop plenty of runes, and are very close to a bank, so that makes it much easier. Beware though, they're level 83! Ciao
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Ok, I'm not going to get into the topic of whether "Rushing" is a fair form of PvP, but I will comment on the suggestion. I think that this is a good idea, but what level would you need to cast it? What runes would you suggest be required? How much experience? Are there any limitations? Answer that, and I'll tell you more about what I think.
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Why you should never use a "Merchanting Clan"
Epic replied to MerchantInTheDark's topic in General Discussion
Even that is complete speculation. It's quite common for prices to spike for reasons that have nothing to do with merchants. Forgive me... I was not specific enough. While I admitted that there are many times that "natural" changes happen to the G.E. (Like I said, the essence and rune prices changed after the Runecrafting guild) many times, people will see an increase in the price of a common item, and then decide to "solo merchant" the item, hoping to make an innocent profit... This only adds to the damage. After the item gets dumped, people will see the price of the item at a massive discount, and buy a bunch, waiting for the price to rise... Then, they will sell, causing more fluctuations(sp?) in the prices, and depending on the item, this can make very long term effects... But nothing *does* double in price over night -- it takes a couple of weeks thanks to the foolish way the GE operates. We would be better off if prices DID double overnight and then immediately go back down, as used to happen, rather than everyone sitting in limbo for weeks unable to trade. There have been items that nearly double in price in about 24 hours. I've seen it. While most merchanting clans tend to go for higher priced items, because those can increase the most, sometimes they go for lower level ones that are common anyways. I remember when Mind Runes were 9 GP on the G.E. and then I went to buy some for magic training on the Magic Dummies, and they cost 34 GP! Then, two days later, I went back, and the price and settled back down to normal... See? These changes can be amazingly sudden. So in addition to all of the existing nonsense that saps the fun out of the game, you want MORE places where bureaucrats who barely if ever play the game telling you how much you "honestly" need? 5,000 iron ore takes less than 5 hours to smelt. Oh, what's that, we could pick a different number? Sure -- how do we decide? Pfft, and who would spend a solid five hours smelting iron ore? Ok, fine, so you want to no life! But that just means that Jagex can do some simple calculations to figure out how many iron bars you can smelt in let's say 8 hours, because after that, you are either botting, or you need to take a break. Then, you remove a small amount of time from there for mistakes, talking to other people (Because if you spend 8 hours smelting, and you do NO talking at all, you are botting.) and the figure that all out... So then Jagex makes that the maximum you can buy in 24 hours. This could actually help the health of some players, I suppose, but I won't go into that... It's a distraction. Merchant clans are a symptom of a messed up market. The solution is to fix the market. Take the ridiculous price controls off the GE and most of the issues with these clans would disappear overnight. I believe that the price controls have been lifted from the G.E. and now look at the prices of many common items. Water runes cost LESS to buy from the shops, and that is logical, because they are a relatively high demand item (Ice spells, and training for lower level mages, plus the altar is one of the farthest from a bank (F2P)) and so that I can understand. It used to be that you could not get any water runes without waiting for an hour, and then they sold for 16 GP. Now, while I think that the price is overkill, this is in fact evidence that the limits were removed... I believe that they were removed when the shops became stocked for individual players. -
Frankly, I think that Summoning, in an of itself, is a tad unbalanced... As someone said, you have to have a pretty low standard combat level, compared to your summoning level for you familiar to be any use against the monsters you would fight. When it comes to PvP, while your familiar may seem useless, I agree that it does help drain your opponent's prayer faster, or make them risk more damage. On a different note, I want to say that even though pots boost more, you can hold more scrolls, and end up with more "doses" with a familiar, so in the long run, it could be considered better.
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Why you should never use a "Merchanting Clan"
Epic replied to MerchantInTheDark's topic in General Discussion
That initial spike may have been due to merchants, but the overall price rise is NOT. If it were only merchants doing this, the price would have dropped right back down again. Iron ore is produced in too high a quantity for its price to be held up indefinitely by merchants. The real reasons are the silly PvP reward system, and also the introduction of the Living Rock Caverns. True enough, the initial spike was merchants, but that initial spike STILL happened, and the resulting price increases still followed, due to the merchanting clan. Now, while I understand that there are some updates that make large price changes (Runecrafting Guild raised the price of Essence and dropped the price of most runes) and that it is only logical to use these changes for profit, but making these changes happen, through the use of other people, who are usually mis-informed, is not exactly playing nicely. Now, if there were no merchanting clan, I'm sure that the prices would increase anyways, but the would have a slower, more steady inflation, instead of this "Double in price overnight" crap... I think that there should be more more money sinks to solve this problem as well, but at the same time, remember... Most money sinks do not have any real pay off, other than them being fun. If you realize this, and ignore the sinks, you still have the problem of too much money! This leaves us with the problem of smart players (However rare they are) saving up, and watching everyone else's money disappear. I believe the someone said it best when they said "Its quite true there's a fool born every minute. It's also quite true they don't die that fast." and this applies to Runescape... A noob joins every minute, and they don't quite quit that fast. You bring about a good point. I mean, who would honestly smelt 5000 iron ore in a day? Ok, maybe if you're on drugs caffeine you might, but even then... A slight increase would be easy. I like this idea... Also, it is not possible to lend more than one item at a time (And you can't lend sets or armor) so I don't see how you could possibly need 100 sets of armor... I don't think that would solve the problem at all. It would just mean longer periods of time where real players can't buy or sell the items they need. The limits you are proposing are unfair and will just gum up the works even more. Amusingly, it is the GE price limits themselves that are largely responsible for this situation. Jagex put price controls in to produce "stability" and prevent market manipulation, but it has had the opposite effect. Market manipulation requires low trading volume, easy information about price movements, and the ability to communicate buy and sell decisions. The current GE system makes it easy for players to choose items to manipulate because they know exactly what the price will do and when it will do it, and because the bogus pricing on thousands of items knocks trade quantities down to where a single clan can dominate the entire market. There are both systemic and reactive steps that Jagex could take to deal with this situation, but more controls is not the answer. They are responsible for a tiny fraction of it, at best. They are just a convenient scapegoat. No, the economy is screwed up because of excessive Jagex control, combined with inadequate oversight. Not really. RWT was directly hurting their bottom line and threatening their ability to accept credit cards for subscription payments. This is just a gameplay issue. I agree that while they are partly to blame, the damage that these clans have done is largely exaggerated, but it still is a start. I would like to also say that these clans DO in fact hurt their bottom line. I have met many people who quit members because they were tired of all the massively over priced items, and they constant market changes. They keep telling me that members is over rated (and having been a member twice, I can attest to some knowledge.) and as far as I can tell, they say the same thing to other people... This means LESS money for Jagex, because of this. Yet you posted here anyways? -.- Yes, but that is by preying on less intelligent, or more gullible people... Not what most people consider charity work.... The G.E. is built on supply and demand anyways! Why mess with that, by getting people to create false demand? Ok, all in all, I do not like merchant clans, but I do remember that there are some out there who are honestly trying to help people make money... -
Note to self: Stay F2P until I get that 10M!!! On a more serious note, knowing Jagex, it will come as a surprise to everyone, except those who think they're too cool to be surprised... Most likely, it will be something that a year after the release, we will be asking "How did we get along without that?" and hoping for more updates towards it. Hmm... Starts with a "B"? How about bullying? You chase down low level noobs and keep killing them! No, wait... That's what they call PvP.
