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Systemless

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Everything posted by Systemless

  1. not sure what the names are of the teams that are very easy to see on the world monitor. These days there are two large teams, one very well visible (100% of my world guesses are right) and another smaller one, which is a bit more difficult to see. And usuing old worlds is usually worse than just having the world monitor open in the background, at least if the fast worlds are not too fast for you. .: Systemless :.
  2. Take a look at this guide http://forum.tip.it/viewtopic.php?t=635780 There you will find an easy way to find always the fast worlds. Don't waste your time by just blindly hopping worlds. .: Systemless :.
  3. It works far better than I would have guessed before using it. First I thought it could be a helpfull tool to make pcing without clan a bit better. But in the end, the comfort is about the same as with clan. And I played with the seersirc based heartreturns clan for some time (before beeing kicked for to low combat level). The reason why it works so good, is that jagex balances the load on the world with the "choose best world" button. The large amount of worlds is kept at the same level of players. And that good teams have to be large, making them visible in player numbers. There are only very few time where it is hard to use the monitor. On weekends when there are 1850+ players in all worlds for example. You need to join a world with 1900+ players to have a chance that I would miss it before it reaches 2000 players. And the space of 100 players is usually to small for the large teams (so core team members would not be able to log in either). And beside this, you get usually a few chances to enter worlds even they are almost full. .: Systemless :.
  4. Nice image edit Smapla :D And it would have been a lot more likely that someone on http://www.rscommunity.de would have edited the database, than someone attacked the runescape servers. Btw, as an admin of rscommunity.de I can confirm, that the LOL is not in the real data and hasn't been shown on the page. 8-) .: Systemless :.
  5. I have been in a very good pc clan for some time as well (until they kicked me for not leveling combat fast enough at lvl 102). Compared to clans, the pcing with the monitor has had its advantages as well. At times when one team is not running perfectly, you can easily switch to another team. Most clans don't allow members to join more than one team. For me the overall comfort was about the same with the monitor as with a clan. At least if you help scouting new worlds for the clan as I did from time to time. And you need to look for the times when your team hops as well when you join the team. I know of course, that playing with pc teams without joining them is not in the original spirit of the teams. Running a pc team is a lot of work (watching for leaks, scouting worlds, operating channels, ...). But on the other hand I think I did never any harm by playing on any teams worlds (I attack portals only). .: Systemless :.
  6. The failure rate in finding a good world depends on the time of the day. When all worlds are crowded with 1800+ players it is a lot more difficult to find it. Overall the first guess is usually correct int about 75% of the cases. With the second guess its even higher. I hardly ever need to try more than 3 worlds. Usually its 1 or 2. Yes there are other changes in the amount of players, but most can be distingushed. a) Group of worlds (like 2-5 worlds) is rising continously but slower than the usual pc world. And the worlds rise with player numbers very close to each other. That happens at some times of the day, for example when australia gets online. Pest control worlds rise almost always "alone", without other worlds following the same numbers. B) In the large chaos of worlds at the bottom (lowest number of players) you can see from time to time a world jumping up from beeing at the bottom of this chaos and going to the top of it. This is caused by the "select best world button" trying to balance the load. The players are usually sent to the world with the smallest number of players for a given server distance. Since all players get the same "emptiest" world at a time, it moves from the bottom to the top of the "bottom world bunch". These worlds are not pest control worlds even though they rise fast (but only for step, then they fall again). c) Usually you can see the trace of the largest pest control group. A new rise has to start where another world started falling. A significant rise without a visible falling of another world is usually not a pest control team. .: Systemless :.
  7. The teams change worlds usually every 30min. The first 3min when a team logs into a new world are usually bad anyway, since you haven't gotten enough players to fill boat after boat. After 5min from time zero of a new world, the worlds are usually running very well, and thats exactly the point where you will be able to see the world on the monitor. The monitor image updates about every 2min, so the delay you have there is very small. Its easy, when you can't see a significant increase on the monitor, then the team is still to small to keep a world running boat after boat. As soon as it is large enough it is visible as well. Of course joing a good clan is usually the better choice. But this method works pretty well, and you don't have to abide by any clan rules. .: Systemless :.
  8. It is possible to get very reliable the fast pc worlds even without joining a clan. Of course if you can join a clan, than it is usually the best to join a clan. And if you are too low level then pcing does not make sense at all. But for the rest it could be interesting to take a look at the "World Monitor": http://www.rscommunity.de/index.php?opt ... &Itemid=57 It is an autoupdating image where the numbers of players of each member world is drawn vs. time for the last 60min. With a bit training you will find it quite easy to see from the evolution of the player numbers where the large and fast pest control teams currently are. On the right side the worlds are labeled with their world number, and a short line connecting the label with the graph. Whenever a large pc team changes worlds, you will see a steep rise in player numbers in the new world. The number of players will then continue to rise until the world gets too slow and the core team changes world. You will notice the point when the core team changes world ingame, and you can see it very well on the image. Its the point where the player number in that world stops from rising. At this point look which world starts rising again, and check it out. Most of the time the first guess for the next world is correct. Here a sample image where it is marked where a good pc team has been playing at that time (grey thick marking): The world monitor itself is on a german rscommunity page, but it should be no problem using the tool without knowing any German. I post this here, because I have seen many players looking for fast the pc worlds who haven't been able to join one of pc clans. And they haven't always been low levels. For many low levels it is difficult to gain 50 hits in time, so they don't want the fastest world anyway. But there are some players which do not want to use irc chat, or have been kicked out of pc teams for beeing too low level one day (while they still have been cmb 100+, so not that bad for pcing). .: Systemless :.
  9. I am from Switzerland :) I read from time to time on these forums, but do not post often. I focus on the german rscommunity forums. .: Systemless :.
  10. First part is true, the second part is not entirely true. You can keep up with the current best world very easily be looking at the "world monitor". Looking for the right type of "rise" in player numbers perfectly shows the worlds with the large teams logging in. (Pest Control) World Monitor: http://www.rscommunity.de/index.php?opt ... &Itemid=57 sorry the page is in German, as well as the "pest controlling with the world monitor guide", but the selfupdating monitor picture is just lines and numbers, so the language should be no problem there. .: Systemless :.
  11. a similar database *with graphs* can be found here: http://www.rscommunity.de/index.php?opt ... a&type=exp http://www.rscommunity.de/index.php?opt ... &Itemid=57 .: Systemless :.
  12. No, I would not change it. I have been Systemless for far too long. .: Systemless :.
  13. There are some German-speaking Runescape players, but its difficult to say how many there are actively playing. On the German Runescape Helpsite we have the hiscores of the German-speaking Runescape players http://www.rscommunity.de you find a German Runescape Helpsite and Forum similar to Tip.it but in the German language (some of the tools can be interesting for the english-speaking players as well). Es gibt schon einige deutschsprachige Runescape Spieler, aber es ist ziemlich schwierig eine genaue Zahl zu sagen. Auf der Deutschen Runescape Helpsite gibt es eine Rangliste der deutschsprachigen Runescape Spieler http://www.rscommunity.de findet ihr die Deutsche Runescape Helpsite mit Forum, ÃÆÃâÃâähnlich zu Tip.it aber in deutscher Sprache (einige der Tools kÃÆÃâÃâönnten auch fÃÆÃâÃâür englischsprachige Spieler interessant sein). .: Systemless :.
  14. Comming from Switzerland I speak German (native speaker). If you know the basics about the German language it could help to learn more words. But all the slang is a problem. It is difficult to learn the correct spelling with all the abbreviations at times. But still from the quest dialogs and items one can learn a lot. At least that's what it has been with the English version for me. Btw. the correct title would be "Sprichst Du Deutsch" (Do you speak German) or "Spricht jemand Deutsch" (Does anybody speak German). There is a very good English-German dictionary on http://dict.leo.org/ which helped me a lot. .: Systemless :.
  15. I think internally the landscape is split into a regular grid of these blocks. You can see the blocks because Jagex did a bit bad work at editing the map at some places. Look at this grid I think its not coincidence that all the places like castle wars, many cities, pyramids, barrows and many other quest areas and minigames just fit within one block. .: Systemless :.
  16. onyx amulet (unenchanted fury) seems to be pretty rare and unknown as well. Has a white looking stone instead of red, otherwise same as fury. .: Systemless :.
  17. From: Switzerland Live in: Switzerland Languages: English, German, (French), ((Italian)) .: Systemless :.
  18. All prices are formed by supply and demand. But for quite a few (important) items there is an infinite supply or sink of items. A few examples of important supplies of items or services are runes (blood, death, elementals), dragon weapons, almost all construction materials, onyx, cannon, barrows repair, crystal items. For these items the value is determined by shops. The gp may be completely devalued to players, but from these shops you still get the same. Items (or services) that can be produced by players lack from the same devalueing as the gp. The xp in many skills costs slightly more and more if you "buy it (more or less, due to changes by Jagex). Here you can see the devaluing of the gp a bit, but still compared to what it looses in value compared to rares, the increase in cost for xp is neglectable. I guess the reason for this is the increasing supply of buyable xp from f2p worlds. So yes on the one hand there is a devalueing of the gp, but on the other hand there will always be another item (with its utility) for which you can exchange your gps. You will always be able to buy a dragon scimmy for 100k gp with its utility or a blood rune for 550 gp. Even in days when the gp lost all its value compared to service or playermade items. .: Systemless :.
  19. There is one problem with the runescape money "gp". There are shops that will always give you the same item (lets say a d scimmy) for a certain amount of gp, no matter how "devalued" the gp is. This gives the gp some kind of "utility" as well. So I guess the gp is no "fiat currency". To me it looks like the whole problem comes from the fact that the npc shops (and alching) acts "dumb" according to common "market laws". No matter how devalued the gp is with respect to items not influenced by shops (for example rares), they still give you the same item for a certain amount of gp. As mentioned above this has its positives aspects as well, as it doesn't allow for a devalueing of gp with respect to certain items. But together with non-buyable (or producable) items, it leads to problems. And with the presence of these "unnatural" shops I would be carefull with applying real world economy concepts. .: Systemless :.
  20. and btw. the guy starting with Dur.. is NOT famous :-w (sry could not resist) .: Systemless :.
  21. I guess its not ripped. That corner on the screen is fine. About the sig itself. the text is harldy visible. Only noticed about it after reading some comments. only a single color hue in the sig, doesn't look very "interesting" to me I am not a big fan of using renders, but that's something personal maybe. .: Systemless :.
  22. How is it possible then to go from the 10mil value to 100mil value situation? We have gone that way in the past of runescape. I do not know why exactly the utility has to be constant, but it would make sense if it was. Beside this, if the total value depends on what people value certain items relativ to others, then we can increase the total value in a system, just be having people value rares more and more. Assuming that the amount of cash and the amount of rares is constant, we could increase the total value just due to player claiming one rare is now worth the double in gp (relativ). This looks a bit wrong to me (not sure wheter is really is). One reason for this could be the very special kind of gp we have in Runescape. If the same thing happens in a real system with constant amount of gp and rares, doubling of the value of one rare relativ to the gp does maybe increase the value of the rares, but decrease the value of the gp, leaving the total value constant. In Runescape the value of a gp is fixed (due to the open system thing), whatever happens, giving rise to a way to increase the total value just by changing the relativ one (if not a real world concept is wrongly applied here). I haven't forgotten that runescape is only a game. I complain about those difference in real world as well, but not here ;) And just a general thing: The presence of other problems doesn't make thinking about certain problems obsolet. When I play a game, fairness is very important to me. Maybe not to you, but to most players it IS important. Look at the Runescape rules, how many of those just deal with "unfair advantages". .: Systemless :.
  23. to which part, or to all? You haven't given any argument why rares do not "introduce an unfair advantage" or why there shouldn't be any shop selling them as outlined above. I think we agree all that just deleting the rares would be plain stupid. And a roll back to the beginning ... oh well ... :lol: .: Systemless :.
  24. I find the version 13 very good. Except that I think it could be a bit smaller, and the blured border together with the black dark frame doesn't fit too well. Or maybe the border just looks too standard "add border" feature, idk. Image, colors and text are great :) .: Systemless :.
  25. About the "value" : I have read this definition as well, and I wasn't happy with it. It does not give an answer to the central question in which unit it is measured ("other things" is not very specific). The hint that it is often "measured in money" does not really help. To which cases does this "often" apply? Went on reading the definition of money, and currency which didn't help either. And one has always to be carefull with definitions from real world economics and applying them to Runescape economics. What I want to measure is an absolut magnitude, the absolut loss of value in a given system, when some items are deleted. Now with the wiki definition and taking gp as "other things" I can measure the value of a rare item relativ to a gp. I can do this before the deletion only (after it I don't have any rare item in the system). But from this I don't have a way to calculate the absolut loss of value in the system. The absolut loss would be the total absolut value before the deltetion, minus the one after it. Now an absolut value is a bit a weird thing, so to be more precise it shall be a value measured relative to a (constant) magnitude from outside of the system. But again, I do not really know how to do this. What I had in mind in the above posts is value in the sense of an absolut value (one relative to a reference from outside the sytem), something like a "material value", where material can be a bit more general and included collectable values and similars. I guess it is wrong to call this just "value". You are right there. And maybe using this material value as argument isn't usefull either, idk. Another thing is, that I was wrong above in that banknotes or stocks do not compare really to rares. Some of the above said may still be right for banknotes or stocks, but not for rares. Stocks and banotes are made to represent some value. By destroing the representation you don't destroy the value (simplest case is the gold backed currency). Rares are different. What I still don't see is how you can argument that a value of 100bil gp is lost. This would mean that the total value of all items in the system does depend on the relativ value the players in the system give for certain items. Lets assume we have a system with 20k rares and 2000bil gp. Now if a player values (relativly) one rare as 100mil, you say we have a total value of 4000bil. But if the player would value one rare as 10mil we would have only a total value of 2200bil. This looks a bit strange to me. Furthermore if we reomve the same value from a system we should have about the same value left in the system. So if we have again a (20k rares and 2000bil gp, 1 rare = 100mil gp) system and remove all the gp or all the rares you say we would have the same value left in the system. I personally doubt that people would value the rares still the same after removing all gp and the same holds for the other case as well. In the end I must say I am really confused :lol:. Maybe someone has a clear view on this problems? Anyway, the distribution of wealth (or value) would be completely messed up after deleting the rares. Howmuch of wealth or value is left doesn't really matter in the end. Deleting rares is NO option. @shade_bandyt: What do you think would not work with a shop? Of course to level out everything only a reset would work, but that would have many drawbacks as well. .: Systemless :.
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