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Sy_Accursed

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Everything posted by Sy_Accursed

  1. I never said a god created it, but from what we know we can say the universe has only existed for a certain number of hundred billions years. Therefore it is logical reasoning that some unknown force or deity or random act or pre-universe matter form had to do something, be it planned or coincidental, that resulted in the universe being.
  2. To qualify as god you have to be impossible, which is impossible. A few examples. God created the universe from nothing. You can't create energy, impossible. (How did it get here? I don't know. Yet.) God is omnipotent. Which of course is impossible and there are several paradoxes at the very simplest level. Basically, any feature that makes God a god breaks several laws of physics. And if a "god" exists that doesn't have these features, he's not a god. The trouble here is: None of those are REQUIRED to be a god. Most are entirely untrue of pagan, greek, roman and norse gods. They are just qualities given to certain gods of major religions that can be used as flaws for why they can't be true. I see the main qualifier to be god is to create the universe. Anything that doesn't do that, but for example, can lift trucks with it's little finger, isn't "god" in my eyes, and isn't what I'm saying is technically impossible with our current knowledge. Well we know SOMETHING had to create the universe from nothing, we just do not know what as we are unable to determine any way to actually create matter (opposed to just converting it from one type to another).
  3. To qualify as god you have to be impossible, which is impossible. A few examples. God created the universe from nothing. You can't create energy, impossible. (How did it get here? I don't know. Yet.) God is omnipotent. Which of course is impossible and there are several paradoxes at the very simplest level. Basically, any feature that makes God a god breaks several laws of physics. And if a "god" exists that doesn't have these features, he's not a god. The trouble here is: None of those are REQUIRED to be a god. Most are entirely untrue of pagan, greek, roman and norse gods. They are just qualities given to certain gods of major religions that can be used as flaws for why they can't be true.
  4. mmm seems like an odd statement. Certainly for any of the commonly reference gods humanity has as they are currently taught by the most liberal aspects of their respective religions they could all just about exist within known science. But of course there is the possibility of something else being god; surely in reality any TRUE god would actually conform with all science we know (other than things that are purely theoretical and we take to be true until proven otherwise)
  5. Technicality but none of the god(s) should be capitalised. god(s) is synonym for deity. God is specifically the Christian god. On-topic: I'm undecided. I kinda feel there must be *something* more that we would consider a deity of sorts but don't know exactly what. Just because of the sorts of things that seem impossible to answer otherwise. Like if there was nothing to begin with how did stuff begin? And the universe MUST have an end or an edge at some point (in terms of logic we know), but then if it does what is beyond that, even if it's like some solid shell it's like what is there outside of that?
  6. Well I'm just going off the fact that I've spent all week in Runespan, spoke to a good few hundred people across the week + these forums + clan mates and it's not come up like at all. Certainly it *could* be the case that a specific server sent out a corrupt file and everyone who loaded the update from that server is getting the issue, but even so clearing of rs cache would fix that, but it just does not sound like something that is broken with the game itself. Plus I tend to take rsof reports with a pinch of salt since rsof tends to be littered with the type that could have a virus opening a pop-up every 5 minutes and still manage to think it was a problem caused by rs.
  7. Dev I have to say that sounds like an issue with your computer more than Jagex's fault. I've not seen anyone else remotely mention this issue and that sort of memory leak issue would hit pretty much everyone (other than thoose with sooooooooo much RAM the leak just can't get tht big), it's possible you've got a corrupted cache file and/or partially corrupted java install that is causing the leak.
  8. But look at how many kinds rant about how it 'ruins' skills that they can be done quicker and that they are more afkable so you can talk and stuff rather than click like a mad man. I'm all for these more afk things with nicer xp curves etc. etc. though! Devblogs etc seem to suggest new skill content now considers the xp curve of a skill to make a smoother progression compared to previous things sort of being plonked in at random amounts.
  9. He wasn't talking about favourite worlds that is an entirely different issue which is dependant on a preferences file stored on your system. As for the topic I haven't noticed a change, I always found it was a matter of timing in a short time frame it would recall the world but anything over an hour or 2 and it would not.
  10. Lvl 80-85, probably been on around 3 to 3.5 hours a day this week (well 6 days) when averaged out and been distracted to not perfect xp rates. 1.3m xp gained, so around 60k-70k xp:hr
  11. Fail rates are always fairly high, they don't fall off to nothingness. and lol math fail on my 83+6 thing, too stressed out to even do basic adding! Also this: Even so xp is much higher and is cyclic from what I've seen. Eg blood skulls gives 144xp and 176xp in a pretty consistent cycle (only counting successes) compared to 120xp and 146xp for skulls and blood pool separately. Though of course proximity to min level impacts fail rate so can cause the top end ones to be worse than those just below. I think your fireball:firestorm comparison is flawed data in that you are more levels beyond the fireball req and the firestorm req (14 vs 27) and I think if you got a lvl 14 and a lvl 27 to do equal trials on each node they'd have near identical fail rates.
  12. How do you know they have a higher fail rate? Seems much more likely that the fail rate would be based on the fail rates of the two types it combines, rather than being higher than both of them. Fail rates are pretty consistent no matter what you do. Eg at Level required for the item fail rate is x, at lvl+10 it's x/10 kinda thing. So for example at level 83 you unlock bloody skulls, but blood pool only needs lvl 77 so has a better fail rate as you are 6 levels past it. When you reach level 89 (83+6) fail rate on bloody skulls would be the same as you had for blood pools at lvl 83.
  13. Well yes it obviously has some technical cap but as I said people have left it for hundreds and hundreds of days without hitting any sort of 'full' status, aside from the secondary items being limited to 999, the primary items have not been found to hit a cap yet. And given that the average player is not likely to leave mtk for hundreds upon hundreds of days (unless they quit in which case the coffers and approval would bottom out before a cap was hit) to all intents and purposes it's not going to get 'full.' I was trying to give a concise and practical answer without going off on tangents about tech limitations and what not too much based upon the fact such details don't really add anything to the answer given their extremity (and lack of a quantifiable proven answer) and based on the poster having a rather vague question using terms that do not actually occur in game it seemed like a safer bet to keep things clear and simple and not complicate matters.
  14. I'm gonna make a completely wild guess and presume that they'll count hits on playrunescape.com, which will roughly gauge the advert's success? No doubt that is true, yet the great irony at work here is two-fold; firstly half of us already went to that link to see what the difference is (and many others will no doubt do the same) which skews the figures AND by using a url that's harder to remember and use later they probably will actually cause less people to come to it. I'd be willing to wager that most people seeing the advert will more likely just remember 'runescape' and end up entirely avoiding the playrunescape url.
  15. I don't see why they need a new special url for it. Surely www.runescape.com is easier to remember than www.playrunescape.com for coming away from a TV ad. I mean when you want to find the website of something you saw on TV or a store you generally automatically try www.[company/gamename].com (or .co.uk for ukers, though tend to try com first) Also tbh I doubt the TV ad will do a HUUUUGGGGGGE amount, it's probably airing on one of the obscure channels that isn't one of the big ones people watch (meaning itv 1 and 2, ch 4, ch5, e4) and even if it is on the big channels it'll probably be wedged in with the toy adverts only ever shown early morning in the kids shows.
  16. At lvl 90 every node other than air is better than soul wraiths, at 89 every node is better than bloods. Pure nodes of the higher type are slightly better than mixed nodes, because the mixed nodes require a higher level(higher fail rate) and sometimes give lower xp. I recorded xp rates of almost every node somewhere in this topic, that was before the most recent(and hopefully final) node update however. Are you saying then if there's a Blood Pool and Bloody Skulls I should opt for the Blood Pool? He's being rather hyperbolic and simplifying The fail rates improve as you level up so yes dead on level 83 (Bloody Skulls) you are likely going to get better xp:hr from Blood Pools than Bloody Skulls. BUT from what I've seen fails rates on nodes are much less changeable than on monsters, at level 84 I pretty much get same fail rate on bloody skulls as I do on any other node perhaps marginally worse but not enough to worry about. On monsters it seems to have a much greater effect eg my friend found swapping to blood wraiths from deaths wraiths at 77 put a significant dent in that portion of xp:hr but once she reached 80ish Bloodwraith's were better than deathwraiths.
  17. I have no idea what you mean by 'chest' but to cover the options: Coffers: 7.5m is max, you can see it on the management screen Approval: Workers say you've done enough once it hits 100% Rewards: Earned every 24 hours, and it never really gets 'full' People have tested leaving it for hundreds and hundreds of days and it's not hit any caps.
  18. Hope so. If not, it's pretty much a no-update week. Copy code from Curly roots -> implement for normal fires and logs. I kind of hope it to be true but they have released like 5 different pictures that I've seen (fansites etc) and ALL of them just have a basic normal fire.
  19. While I don;t think we need that option this kinda surmise the 'why would smuggling matter' issue. Untradable runes that can't be used for mage whose only purpose is within the game even if you DID get them outside all you'd do is take them back in with you where'd they'd become 'inventory points' once more
  20. I had to log on to rsof for once to reply to Stormrage's thread and you can this is serious business I actually used all proper spellings and fixed my typos!
  21. In my head made me think of a daytime TV gameshow where at the end the two have to pick share or steal. Steal + Share = Stealer gets it Share + Share = Shared Steal + Steal = All is lost. Often they win nothing because they steal, fearing the other person will steal. Steal equates to spinning the wheel, share to not spinning. If no-one span the ideal of it being removed would be likely. If we don't spin but others do we just lose out without making a noticeable dent or statement (to Jagex's eyes) If we all spin, everyone 'loses' as it allows Jagex to feign statistics where 90% spin daily it *must* be popular
  22. Tbh the whole microtransaction economic side of it would not be half as bad if they did not feed us this bullshit. If on day 1 they had said we are introducing microtransactions here to increase our income and to do so we have had to tweak this long standing rule. While we know this may upset some people we want to reassure you we still stand by the original sentiment and have no plans to allow players to directly purchase a large advantage in-game. Would that of been a bit annoying for many of us? Sure. But it wouldn't be half as bad as waffling on with statistics and entirely ignoring the fact they quietly changed the rule substantially which is what really pissed off a lot of people. Further with the quest thing we deserve a GOOD reason why we can't have retroactive spins or at least have the balls to say it's because you wouldn't profit off the mass of spins that way. There's only about 160 quests in game, 2 spins per quest would mean at MOST we'd get 320 spins. You CANNOT say this isn't being done as it would 'damage the games economy' when you are letting people buy 450 (that's right a whole 130 more spins than we'd get) in 1 go; let alone mentioning the fact the daily spend limits let you buy 900 spins every 24 hours or the fact that those 320+ spins per player that'd apparently 'ruin' the economy is still being given (bit by bit) to anyone with 0 quests done prior to this change.
  23. Some how I feel mildly disappointed by the teasers, I mean nice little update and all but while making the log throwing animation we can see couldn't they of like y'know made an actual bonfire graphic? Just something that looks a bit bigger/different tot a normal fire?
  24. I know it's different for F2P, but hearing of people using talismans just sound so retro! Between Tiaras, Omni talisman and Wicked hood I don't think I've owned a talisman for more than 5 minutes in several years. Bought them all briefly once to unlock omni (and then gave them away to clan mates) and bought them briefly again to feed the wicked hood.
  25. I don't mean to rain on the parade here, but between the nerf and the un-nerf, my XP rate actually increased. I believe the nerf was implemented due to the fact that nodes spawning everywhere looked ridiculous, not because they realized the XP was too high. For if it were the latter, where are they now? Nodes being everywhere and xp being higher go hand in hand, to suggest otherwise is kinda of ludicrous. It's common sense that as highest xp comes from nodes when you have like 5 of the best nodes on a single island pretty much permanently it is creating higher xp. It most certainly lowered xp rates as whilst there are still good nodes to go too 80% of the time you actually do have to move between locations (even in a small radius) to get to them. Yes, but they (seem to) last longer now. Even so pre-nerf you'd have maybe 0.5 seconds down time every minute or so swapping between the five good nodes on your island. Now even if a node or two lasts like 5 minutes it's still a good 5+ seconds travelling to get 1 island over (or more) for another good node. So overall downtime between nodes would still work out more most of the time (obviously sometimes you get nice nodes popping up beside you b4 you finish the one you are on) especially seeing as it's not all nodes that are lasting much longer.

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