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EugenyG

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  1. Can someone explain to me how daily 892 maples (80gp ea, 71k daily gross profit) are more profitable than 301 teak logs (350ea minimum, 105k daily gross profit)? Are bird nests really worth on average more than 4k ea?
  2. I wouldn't say ME2 is hardest quest, just perhaps most tedious and time consuming. Probably DT is just as hard if not harder.
  3. A. BACKGROUND: I'm going (initially) for 66 construction (to make full house with tea and stew, may level up later for fancier stuff but for now that's the goal). Everyone knows nothing is perfect, something suitable for one thing may be poor for another. A full-utility house will not be as fun for dungeon parties as a house with 16 rooms being dungeons, while the latter is not good if you want to level skills and store items in rooms. So you have to prioritize, to think what you foremost need your house for. B. OBJECTIVES: When I designed my house, my priorities were as follows: Most important: Utility. This includes the following (all equally important): 1. Train skills (construction, prayer, and any other skills that training in a house is better than without). 2. Craft items I may need for one reason or another in workshop/study/etc; or get useful spawns like food from kitchen 3. Storage, where I can lighten my bank load by putting costumes in costume rooms. 4. Travel, house is hub to as much places as possible. As such, rooms used for utility purposes must be easiest to access (to get to them and to get from them) and in maximally useful state to work in or use them. Medium importance: Community fun, such as games room, combat room, etc. It is important to keep these kinds of rooms together and definitely on the same floor, so I can have friends having various fun but still close to each other, instead of scattering on different floors where I don't see them. Lower importance: Dungeon/treasure fun. I wanted a basic functional dungeon but not waste any more room space than the minimum required for it to even work (entrance, oubliette, and treasure room). C: DESIGN After several long hours of designing, I came up with the following plan (courtesy to RuneHQ for house planner): Floor 1 is top left, floor 2 is top right, dungeon is bottom. The cyan outline shows the relative position of first and second floors, and the red outline shows the relative position of first floor and dungeon. This planned design achieves the following objectives: 1. Separation of utility and luxury. a. All top part of first floor are utility (with exception of quest hall, but it has to be there to act as a ladder space). b. Bottom part (formal garden and throne room) is more luxurious (that's why I put entrance in regular garden -- it's more practical than formal garden). The formal garden, on the other hand, is a better fit to the adjacent Throne Room. c. Second floor is oriented towards fun and parties rather than work, and thus is logically separate. 2. Quick access. Most useful points are easiest to access: 1 step away: - Chapel (for barrows and prayer training), quest hall (ladder to all upstairs rooms) - Formal garden (by virtue of being a 4-way hub, also dungeon access is there), meaning dungeon is effectively also 1 step away. - Quest hall, by virtue of being a ladder to all upstairs rooms. Furthermore, that means 1 step to amulet of glory teleports. - Study, for crafting tablets 2 steps away: - Kitchen, for getting food supplies - Workshop, for crafting anything I might need to craft there - Costume room, for storing and getting costumes I collect and don't want to waste bank space on - Two portal chambers, opening 6 out of 7 possible portals (house location would make 7th unneeded) - Throne room (with link to oubliette) In short, every single place on the first floor is no more than 2 steps away from entrance. 3 steps away: - Games room and combat room on 2nd floor. Players who go there probably will stay for a while, they don't have to come and leave hundreds of times like skill training requires 4 steps away: - Dining room, not really high priority, might use for occasional clan meetings or in-game discussions. Also have the bell-pull to call the butler to the 2nd floor 5 & 6 steps away: - Bedrooms. Darn useless, but have to waste two rooms on them because stupid butler refuses to sleep in the dumpster. I think I'll purposefully have the lower bedroom (his) have the most crappy furniture possible, while mine having the nicest. Not included: - Parlour, because it's a useless waste of a room space with no unique purpose. The only possible useful things in it, bookcases, can also be put in study. Notes: Sometimes I had to sacrifice best positions because of doorspaces. I'd much rather have costume room 1 step away instead of say, workshop, but costume room has just 1 door entrance, and putting it adjacent to a garden would block too much of the rest of the house. 4. Keep friends together Other than the dungeon (which for obvious reasons has to be underground), and the throne room (which has be directly above oubliette), all rooms for friends to have fun in (as opposed to train or work) are on the second floor and close to each other, close enough for everyone to be within earshot of others. Which means that some people may be playing the games room, others in the combat room, and I can talk to everyone at once from the skill hall. Being able to manage events at your house and keeping guests together is key to having good parties. Bedrooms are exception, as I said before they are useless so I put them where they don't obstruct anything else. 5. Universality The house has a little bit of everything. It's best used for work, but you can still host parties, and even have a basic dungeon. A dungeon is kinda an all-or-nothing investment. There's no point of having a 8-room dungeon because a dedicated house with a 16-room dungeon will still be better for that, so I opted to have the minimum requirements and not go beyond that. As mentioned, I plan to have 66 construction initially to start building it (currently at 60), but even if I train it all the way to 99 (unlikely but possible) I will always have tings to build in my house. 6. Travel Hub Amulet of glory is 1 step away from garden, and two portal chambers are 2 steps away. Which means that teleporting to house is quick way to get to 10 different places at once, with the cost of just 1 law rune. D. PROBLEMS. As mentioned before, no house is pefrect. I did a fair analysis of the drawbacks of my design, but only in the context of the requirements (for example, I don't consider the lack of a big dungeon a problem, because that wasn't something I was trying to achieve). - Dining room on 2nd floor while training rooms are on first, meaning its a pain to call a butler that has wandered away when I'm working on a skill. The defense to that is that during construction training (has to be in building mode), the butler is always on-talk or on a bank trip, meaning that unless I screw up he won't have time to wander away). In other skills (such as tele-tablets), I may also manage to keep butler close at all times. One advantage to having a dining room upstairs is that you can actually summon the butler upstairs if he's down, which I don't see how to do without the bell (sending an upstairs butler down is easy - tell him to go greet guests). - Jack-of-all-trades, master of none. A universal house has to sacrifice specialty. Even considering my house design is firstly focused on utility, if I chose to specialize JUST in tele-tableting or JUST in travel, it'd be a little better than it is, but the advantage is that there's so much more things you can do in a house design like mine than in a very specialized design, and I don't want to spend 10 mil rebuilding every time I need it for something else. - Friends rooms upstairs, which is more of a hassle than having it down, and it is separated from the Throne room (another fun-oriented place). But I gave in to keep first floor for utility instead. E. SUMMARY: An all-purpose house, with utility and travel access in mind but with plenty of opportunity for fun and events as well. Wide scope of functionality provides good resistance against costly changes if new goals come along. F. FEEDBACK: I'd really appreciate all feedback. I have 10 million or more on the line here (to actually build it all), so I'd listen very carefully before taking such an investment. The biggest question is: Will the design actually work? Am I missing something? Did I put two rooms together that cannot be connected? Can you properly go up and down floors? Is dungeon and oubliette properly accessible? The second biggest question is: Does the layout make sense to you? If you had to build a house with same requirements as mine, would you like the design or you do have another one in mind? All other feedback also appreciated. It'll take me a week or two to get to 66 construction and stock up on the materials, so in the meantime go ahead and comment!
  4. My question is about staircases. Guide says staircase hotspots are only there for quest hall and guild hall. I want to connect the lower and upper floors of my house. So which one of the below options is the truth?: Option A: Do BOTH the lower and the upper floors that I'm trying to connect to each other via a staircase have to be one of those halls, so a staircase connects those two hotspots? or Option B: Does ONE floor have to be one of those halls? If so, then 1. Which one does it have to be, top or bottom, and 2. If I build staircase on only one, how do I go back up/down when I'm on the other (with no stairs hotspot) or Option C: Do NEITHER have to be, and there is a way to go up/down from one room to another without actually having a stairs hotspot? If so, then what's the hotspot in the hall rooms actually needed for? or Option D: None of the above, or I'm totally missing the concept, please explain the way it actually is. Thanks!
  5. Um, if I trained my lvl 86 just from chests I'd hate the skill too... Chest are slowest way to go. Pickpocketing is fastest. At your level pickpocket guards. A good place is edgeville guards house - you can lock guard in building and pickpocket him for a while.
  6. First off, if you cut your own logs, its much faster to first cut and bank them, then take lots of oak log notes from bank with you, and exchange them to actual oak logs with butler, then send him to sawmill. Or better yet, just buy the logs, they are like 30gp ea, and you can work much faster. If you are fast enough, with a demon butler you can do non-stop work. Get 24 planks for him one way or another, but don't spend them yet. First ask him to bring another 24, and while he is away then use up the ones you have. By the time you will put and remove them, he will be back with the next batch. As soon as you get, ask him for more, use the ones you got, etc. You can't do that with regular butler because 20 is only enough for 2 larders, and thus you'll have to spend more time waiting and clicking to chat instead of actually building. Given street prices for oak planks, you will spend about extra 15% gold to pay butler when compared to the money which the logs cost. With a regular butler its 7.5%. Difference between 107.5% and 115% is 7%, which means you'll effectively have to spend extra 70k on every million you spend. Given the fact your training speed increases 50%, I think this is a good investment. If you make and sawmill your own planks, however, the extra cost is about 30% vs 15% respectively (instead of 15% vs 7.5%), meaning extra 140k spent on the million, but I still see it as a good investment. In any case, if you find leveling too slow, and two ways to speed it by about 50% is either to switch from oak to teak or to hire a demon butler instead of regular, the butler is definitely more economical for the same advantage.
  7. What would be the best items to buy and things to craft? I realize there's always fast-and-expensive vs. slow-but-cheap. I'm leaning about 70% towards fast. I'm willing to spend a bit more to level faster (even if it means less total exp) but at the same time don't want to spend outrageous amount of money for something that could have been done much cheaper. So can you please give me advice?
  8. OK, so I did Zogre flesh eaters. It was surprisingly short for a quest classified as 'long', so I decided to look at a guide and see if I missed something. There are at least 3 guides out there (tip.it runehq and zybez) that tell you how to do it. I did pretty much according to tip.it guide (find out who's responsible, tell it to girsh, get key and kill the lvl 111 baddie. The other 2 guides start talking about a long trip to karajma jungle to make curing potions, then how to make the special arrows, etc. I didn't do any of that, I just stacked up on prayer pots and super restores, then came and owned the baddie with my whip. The quest reward screen said I learned how to do ogre arrows even though I didn't actually do it. Nothing about a special potion was mentioned. My question is: Did I just take a brute-force shortcut to success, or did I miss some important point which may bite me in future quests or prevent me from doing something I could do had I taken the long way?
  9. RC is very boring and tedious. Its fun when you are level 92+ and making heaps of money, but until then its a pain. I used quest rewards, lamps, etc to get RC from 38 to 45, still have to get it up to 50 to do quests, and no intention of raising it any further unless its required by a quest. Prayer is a big pain unless you are rich. I could afford getting prayer to 80-90 but I recon I might have a better use for those 200 mils. Slayer is a pain when you get a lame assignment like blue drags (useful to kill in general, but lame if you want to train slayer). But at one time I got 100 daggonoth, well, I brought my cannon and 1000cballs to the lighthouse dungeon (where about 20 daggonoth spawn within cannonrange and it's multicombat), and man, was i LAUGHING. Slayer exp was rising by the second!
  10. Marrying the prince/princess in Throne of Miscellania and using the services of the gender-changing makeover mage midst doing so? 8)
  11. Your calculations are misleading. You provide the total amount of money required to get to level 99, but didn't mention that some skills take much longer to get to 99 then others, and therefore the hourly profit is much less than what would seem from your calculations. A level 91 thief can get ~180k/hr exp in pyramid... Can't do that with runecrafting, and can't even get close unless you have a ton of runners whom you pay (and thus lower your profit).
  12. If you are a member why would you mine in a f2p world? F2p wildy has like 10x times the pkers of the average members wildy.
  13. I'm lvl 85 thief, PP gives me 11-12K per trip (a few bad ones are ~10k so lets assume 11K average). Trip takes 5 mins (can get up to level 8). I only take 4 lobs per trip (against snake bites and poison). Against mummies or scarabs I just use anti-melee prayer until I get to the next room. I take NO armor in order to be able to run longer. I loot chests on each level and graves on lvl 7 and 8. On lvl 8 I first loot all the urns (or leave a couple if running out of time), then grave, then chest. Reason is: I don't want to waste time killing those guys, or waste my prayer while they attack me as I loot urns. And if scarabs spawn from chest then opening grave is impossible, but its possible to open grave even when mummy attacks. Besides the 5 min trip, there is also the time it takes to go to bank, put stash and get 4 more lobs, find the right entrance for the next run, and every 2-3 runs go to temple nearby to recharge prayer). So lets say on average it takes 8 mins per run with all extra stuff including, which translates to 60/8 = 7.5 trips per hour with 11K per trip = 82.5K per hour exp. Plus you get a ton of trinkets and a chance for the scepter. I haven't gotten a scepter yet. Vet PPers - what is the average chance of getting one from each of the higher levels (say levels 7 8 and 9).
  14. So I'm walking around wearing the santa I owned for about 30 mins before trading it for a load of yew longbows... Noob pm's me. Noob: Hey wanna make a quick million? Me: Sure, how? Noob: Well, I'm making a PK video Noob: We go to wildy, you get skulled, I PK you. Then we meet at Varrock and I give you back your Santa and 1 million. Me: That's a nice idea. Me: But I have a better one. Noob: Hmm? Me: I add you to ignore list and we never speak again.
  15. To those saying that people dying in W2 from swarms are macroers/stupid... You do realize that W2 fally is sometimes so crowded you can't see your own self, let alone stuff attacking you. - There are a good 500-1000 people stacked in a location nearly completely covered by the minimap - Screen lags so much stuff gets to you in chunks and with 5-10 secs delay (and my machine is not weak at all, 2.2amd64 and 2gb ram, and 10mbps cable internet), yet lag is still horrible. Sometimes it's so bad I have to play low detail, but when I can I play high because it reduces change of being scammed from an item swap - Noise is turned off to somewhat reduce lag, so can't hear randoms - Text goes by so fast that you have to spend all your attention trying to read before it disappears and find person who said it, not at your own character All these factors combined, I find it very plausible to die from a random even while directly focusing on the gameplay. When you turn away for a sec to read marketplace forums or whatnot, the chance is even higher. And no, I can't go and put my stuff in the bank, because I barely have time to conduct trades with everything on me before someone else buys/sells before me. I always wear RoL (but it doesn't work when trading in F2P world such as Varrock W1). When task does not involve running around, I'm also wearing full armor. And still, the possibility of dying is always a threat, and look hard as I might, it's simply impossible to completely safeguard given the conditions I described above. K, I said it, now I wonder how long before someone replies "u deserve it u greedy merchant making profit from other people". But the truth is that walking around trading in Fally park W2 is NOT a "walk in the park", pun intended. Not asking you to be sorry for us (its our own choice to do what we do), but don't call us stupid or macroers. --- On another note... I sometimes feel sorry when people make a stupid (for them) deal. I never scam or lie about item prices, and I don't even offer grossly off prices first in hopes some noob would accept, but if someone was first to sell something for way too cheap, I wouldn't stop them. But I guess that's how people learn. Like this guy yesterday... Was selling ~300 yew longbows for 100ea... So I bought. And no, I dind't mock him for being a noob after he sold them to me.
  16. I read on rs wiki that failing to answer genie will sometimes cause you to have all your items on ground! Is this true? I spend a lot of time merchanting, and have to browse RS marketplace forums while being in game. I sometimes have 50+ mil worth of stuff in my inventory. I cannot put it in bank because it would make trading too slow to be practical. I cannot log off every time I search the forums, because they run by so fast its almost like a chat, so same reason as above. So could it happen to me that I look away for 30 secs and find myself losing all my inventory? Or are there any particular cases where genie appears? Does he only appear when you train a skill or mine items, or just when you walk around its enough to happen?
  17. Imagine this: A gate which requires the player to pronounce the magic word inscribed upon the gate pillars. In other words, a captcha. Like sleeping bags, but not as lame and off-the-wall, but actually fitting in the RS theme. A few of those gates, strategically placed, would hit macroers hard.
  18. Iffy beyond best. The runescape world is very small and its not only pointless but it is impractical to compare it to actual geography. Right.
  19. When Runescape first started, it used 1 single server with 500 people playing. Right now RS uses about 60 servers with 100K people playing. A game like WoW with 500K people playing uses 300+ servers. The "server space" problem is solved by... umm... adding more servers?
  20. 1. RS uses Java, not Javascript 2. I'd estimate the current number of lines of code for Runescape (client and server combined) to be 150,000 (at least), not 1,500.
  21. That's indeed interesting to think about. Over 90% of the current world of RS lies within the "tropics". The northernmost point (Iceberg) does not go above 30 degrees north. For comparison, places on Earth that are at, or close to, 30N north are New Orleans, LA; Eilat, Israel; Al-Qahirah, Egypt; Kuwait City, Kuwait, Okinawa, Japan; etc. They hardly qualify as "penguin" and "iceberg" places. Perhaps Jagex tried to make sure they won't ever run out of space, and thus made the Gielinor globe (as measured using the degree system) much bigger than their current land, but didn't take into account that pretty much all of RS needs to have the climate of Karajma and Al-Kharid for that to work. Although, it would also depend on the star the planet Gielinor is orbiting. If the star is a dwarf star (and the orbit distance is thus very close to the star, much closer than Earth to Sun), then even small variations north or south of the equator would mean very big temperature changes. But if that were the case, than the real north and south poles of Gielinor would be like -150 to -200C, and thus not inhabitable by anything.
  22. Except it doesn't. :/ Iceberg isn't there, nor is Harmonia, maybe other stuff too.
  23. PREFACE: This post reasonably relates to all RS players, but the reason I'm putting it in P2P is because they have much more, erm, geography, under their belt, and more importantly, they are the ones who will get the vast bulk, if not all, of future geography updates, and this post has quite a bit of future-looking in it. Basic knowledge of geography and geographical measurements will help you understand the post better. INTRODUCTION: How big is the world of RS? Most would say very big. And it is so, by all means, given the huge amount of things to do, quests to complete, lands to travel, etc. But I decided to look at it from a more mathematical point of view. DEFINITIONS: The first big clue I came across is the observatory. Why? Because thanks to the observatory (and the resulting treasure trails) I got a hand of an absolute and objective way to measure distance across RS - by degrees. Since we are using the common North/South/East/West measures to define a position in RS, I'll assume the world of Gielinor (which is the name of the physical land RS is in) is a planet-like spheroid. Of course, I could be wrong, as the gods of RS could really create the world flat, or in any other shape they wanted, but the big clue is 'degrees' north and south the observatory has provided. If I had assumed Gielinor is flat, then the observatory scientist would not have used 'degrees' to measure distance from the observatory, but rather a length-measurement such as miles, km, or whatever alternative RS is using. Degrees are used when measuring not just distance but also curvature. And if its some other kind of shape, than it would have been extremely difficult for the observatory to actually measure distance using astronomical observations as he is using. So, for the purposes of calculation, I'll assume the planet of Gielinor is a sphere. Another assumption I have to make is that the scientists, just like the real world, use the 360-degree system (360 degrees make a circle, or circumfer a sphere, while 180 degrees make half a circle, or half a circumference. So the assumptions are: - North pole is 90N - South pole is 90S - Equator (position of observatory) is 0N - Western hemisphere is everything west of observatory, and vice versa.Sure, one could argue whether it is really the case that the observatory is precisely on the equator, or whether all measurements simply use the observatory's own position as the centerpoint. But doing so (while certainly eccentric) would not be very scientific, and besides, the latitude of the observatory does geographically seem to match the hottest area of RS (Karajma, Al-Kharid). Places like a desert and a rainforest do perfectly match equatorial geography. For these reasons, I'd assume the chicken came before the egg, that is, the geographical positions were derived first, and then the observatory was build precisely on the equator. So, In other words, a point on the planet Gielinor which is located 0N 0W (the observatory) would be exactly to the opposite of the point 0N 180W. A point 25N 30E (northeast tip of Wilderness) would be exactly opposing the point 25S 150W. Just like on Earth, certain points in North America are exactly opposing certain points in Australia. Or, more generally, to the opposite of point X north, Y west; is X south, 180-Y east. Unlike the North/South division (which has to be divided by the equator), the East/West division is entirely arbitrary, so we don't care whether it was decided by the observatory professor or by some other entity. For all it matters, we can assume the professor, once finding where the equator is, has decided where on that line his observatory would be, and derived that the peaceful and prosperous South Kandarin is a better choice to the blazing heat of Al-Kharid or masses of the Karajma jungles. MEASUREMENTS: Now that we have defined our measurements, let's take a look at how much of the planet's available space is taken up by the presently explorable land. For simplicity, we'll assume all the explorable land sums to a rectangular area, rather than subtract all the black areas on the World Map. As you will later see, this does not significantly impact measurements. Unfortunately, certain degrees have to be roughly assumed, as the tip.it locator which I use to measure degrees is terribly out of date. So: - The Northernmost point is Iceberg. It is roughly 30 degrees North. - The Southernmost point is the island just to the south of the Void Knights' Outpost. It is roughly 20 degrees South. - The Westernmost point is Lunar Isle. It is roughly 12 degrees West. - The Easternmost point is Mos 'Le Harmless (with a close tie to Dragontooth island and Harmony). It is roughly 45 degrees East. - The Observatory is at 0 North, 0 West.Therefore, the conclusion is as follows: the explorable land of Gielinor spans about 50 degrees (out of the possible 180) from North to South, and 57 degrees (out of the possible 360) from East to West. If you still don't get why North-South only goes 180 degrees, but East/West go 360, think of it as follows: The world is a sphere. North pole is 90 north. 91 north would make no sense, it's the same as 89 north from the other direction. Same with 91 south. But 91 degrees east is NOT the same as 91 degrees west, they both go from 0 (observatory) to 180 (exactly opposite point on the equator). 180 degrees west, however, is exactly the same as 180 degrees east. If you still don't get what I'm talking about, look at this picture (taken from website of University of California): As you can see, the longitude lines span from 180 East to 180 West, while latitude spans from 90 North to 90 South. INTERPOLATION: Let's clean up this picture a bit, so we end up with just the geographical lines (and sorry, my Photoshop skills suck and I don't want to spend the whole day cleaning it, so you'll see some artifacts). Now, let's transpose the current RS map on this image. When transposing, it is important to: - Maintain proportions of the size of the explorable map to the size of the Gielinor globe. - Correctly place the map so the center of the observatory matches with the center of the globe.And we get the following: Kinda shocking, isn't it? How small the current map is to the overall possibilities! But if you find it hard to believe, look at the degree locations of the map. You will see that, in fact, Lunar Isle reaches about 12 degrees East, Mos 'Le Harmless reaches about 45 degrees West, Iceberg reaches about 30 degrees North, and the island below the Void Knights reaches about 20 degrees South. CALCULATIONS: Using crude mathematical calculations, we find that the total visible surface of Gielinor (which includes both continents, water bodies, and even some black (unexplorable areas) inside the square is only about 7% of the total possible size. Taking these into account, the actual explorable land is even less (but it may actually be more if we count all the dungeons not taken into account on the surface map). In any case, there is still a very long way to go before RS runs out of space. Then again, if we compare the relative RS size to the globe size with real-life counterparts, we will find that it is the same relative size as Africa (30 million km^2 compared to the world's 510 million km^2). In other words, the current RS size is that of a large continent. If we look at the shape of the current explorable RS world, we will find that it is mostly surrounded by water at this point. All of the northern part of the map is surrounded by water, as is most of east, west, and south. In fact, the only places where continental expansion is possible would be north of Priffindas, southwest of the poison wastes, southwest of the Feldip Hills, south of the Kharidian desert, and west of Mortania. Out of all those, I think only Kharidia can be expanded without looking weird on the map, as the general shape of all the other places seems to indicate water would be surrounding it as well. PREDICTIONS: But now, that the explorable size of RS is that of a large continent, AND is mostly surrounded by water at this point it would actually make sense for future updates to be on a different continent altogether, rather than expanding the existing continent. So, when do you think the next huge new-continent update arrives? If coming, it would be the largest Gielinor geography update since Asgarnia and later the P2P Kandarin, with the potential of being bigger than both of those combined. SOME EXTRA STUFF: Another interesting exercise would be to find the actual (not relative) land size of Gielinor, both the current explorable area and the size of the planet. To do this, we log in RS, and take a measured number of steps. I found that walking from the wall of the Lumbridge castle to the Al-Kharid gate took exactly 40 steps, which corresponded to 82 pixels on the full World Map. The entire World Map (unexplorable borders trimmed) is 3600 pixels wide and 3060 pixels high. That means that it would take about 1750 steps to walk from the Easternmost point to the Westernmost, and 1490 steps to walk from the Northernmost point to the Southernmost. If we assume the average step is 80cm long, then the total explorable size of RS is about 1400 meters by 1200 meters. This is not nearly as much as it seems, eh? The total explorable size of RS is only 1.68 km^2! And so much things to do in such a small space! By comparison, if player characters were the size of real human beings, the explorable size of RS would be either of (approximation): - The area of about 300 American football stadiums (only playing fields measured, not spectator seating) - 50% of the area of Monaco - 2.5 times the area of the Pentagon - 4 times the area of Vatican CityAnd how big would all of the Gielinor planet be, then? We already established that the explorable area is about 7% of the total planet size. Therefore, the planet's characteristics would be (approximations): - Surface area: 24 km^2. - Circumference: 8.7km - Diameter: 2.73kmIn comparison, the planet's radius would be roughly 10000 times smaller than that of Earth. A better comparison would be Mars' moon Deimos. The planet of Gielinor's radius would be about 1/6 that of the moon Deimos. CONCLUSIONS: - The RS map is not going to run out of space anytime soon, with only 7% of possible map space exhausted over the development of 6 years. At this rate, it'd take over 80 years to fill up the space. - While very large in relative game terms, the world of Runescape is tiny when compared to real life sizes. It could be walked from corner to corner in about 20 minutes in real life. - While the total Gielinor planet size is still very small, it does compare to well-known astronomical objects, such as the two moons of Mars. - Given that the current RS continent-to-planet ratio is consistent with Africa-to-World ratio, and given that it is mostly surrounded by water already, it is possible to assume that at one point or another, we shall witness the introduction of a completely new continent to the RS world.REFERENCES USED: - Map of Runescape by Jagex Ltd. - Tip.it geographical locator for treasure trails - Map of Earth from University of California - Google Earth - WikipediaAny thoughts or comments? Other than the fact I have way too much free time on my hands. Edit: Corrected some measurement errors (biggest error a completely off comparison to Mars' moons). Please tell me if you see any other errors that are obviously bigger than approximation or rounding errors. Reuse: You may re-use this article on any RS-related website/forum/wiki/whatever without further permission, provided that (1) It is not modified, (2) I'm attributed, and (3) you post here the link to where it is published. For other conditions, please PM me.
  24. C is a programming language, one of the most commonly used and versatile ones. Yea, both you and Midala87 (hehe, bold) are right. The general orger of programming languages (or the most known): Easy to use: VB > Java > C Can do the most with the least work: (given you know what you're doing) C > Java > VB Or at least that's been my experience with the 3 ;) Games like WoW and Diablo II (Both Blizzard games) are both written in C if you need examples :) C takes less work than Java/VB? Heck no. Yes, it's more versatile, yes, it's more robust, yes, it's faster and more efficient with less overhead, yes, it's the only thing out of 3 that is suitable for any serious game development, but... If we take something that can be done well in either of the languages (like a simple records engine with front-end GUI and back-end database... Let's just say that if it takes a day to do it in VB, it will take you 3 days to do in Java, and 3 weeks to do with C. A lot of things simply cannot be done well or done at all in Java and especially VB, but if it CAN be done well in these languages, it definitely can be done much faster too.
  25. A way for the average player to help crack down on botters. Like have a magic spell to summon a random event on a player, or on an area, or on a particular resource, X times per day (and, say, use 1 law rune, so people don't use it just for kicks), for any reason the player wants. Honest players wouldn't really be affected even if they get a couple on them per day, but macroers would get dozens spammed on them by angry players, and hopefully can be shut down. 1 Law rune is well worth it to throw a bot off course. Much better than general increase of randoms, because they annoy honest players as much as botters.
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