Everything posted by Soma2035
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BE ADVISED
That might be, but I'd also be a corpse before I would walk around with that much on me. That's just me though. (FYI I did not go selling/buying expensive items in the first week of GE, only negligible cheap items). As for giving the cash back to player, I can't really argue that for Jagex. I don't know what the challenges really would be like for Jagex to do this. Making sure that the players aren't lieing would be pretty difficult, I'd imagine. Once players start seeing other getting money from Jagex in this way, the lies would start up exponentially. It would definetly be a great move from Jagex to make things right in these circumstances, *IF* they can get it right. What about your GE boxes? Items have disappeared out of GE boxes before. What about banks? Are banks next? You wake up to the next update. A window shows you what's in your bank like it did for the MA commodities bank search. You see it glitches up and only displays half your items. You open your bank, and the glitch wasn't that it wasn't displaying your items, rather, it made those items disappear out of your bank. Assuming you feel that's a problem, why is it your bank should be safe, but your inventory in a SAFE mini-game, ESPECIALLY after Jagex has removed dangerous randoms, AND there are no hostile NPCs in the area, should not be safe?
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Positive Aspects of the 26k Trick
Source please? I did not take this picture, Soma2035 gave it to me. I don't know his source but I will be sure to ask him later today if he's online. http://img21.imageshack.us/img21/3971/090708175953.png Pictures like that can be easily faked unless I get a QFC or see the announcement I won't believe it. It's fake, the original message is at 129-130-208-59125105 on page 10. I found that posted on RSC originally. As I said when I sent it to Sumond, take it with a grain of salt: most RSC users are pretty stupid / lame, hence why I've never even bothered making an account, so it could easily be fake.
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The Pking Video search thread
There's a very old video I wanted to show one of my friends and my brother. It's back in the old wilderness, where one guy has Robin Hood Hat + Ranger Boots and is attacked at the agility arena by a humongous clan. He drops his stuff since he knows he's going to die, runs, shakes them with barely any hp left. Then decides he might make it, runs back with the team still chasing him instead of logging, grabs the boots and hat, then logs out just as they reach him. Does anyone know where I can find that video again?
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08-July-2009 Mobilising Armies + patch notes
Points don't equate ranks. Dying as fast as you can raises your rank quickly, while actually winning gives you more points. Points may not have something to do with it, but if you die too quickly, I know for a fact that you don't get ranks. Try it out. I just died, got a -5,000 penalty in points (leaving me with 0 since I invested 0). I was rewarded with 1 rank.
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08-July-2009 Mobilising Armies + patch notes
Points don't equate ranks. Dying as fast as you can raises your rank quickly, while actually winning gives you more points.
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Post all RS Screenshots, Videos, and Sounds here!
Oh, wow... I don't even know what those are... #-o Not TokKul... Right? O yes they are : Since when are TokKul so perfect looking? :| Ah well they look real cool anyway. Do the single ones look like Oreos to anyone else? That was my first thought, and when I showed my brother, and asked him "What do these remind you of?", his answer was Oreos too.
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PvP Artifacts and It's Effect on Runescape Economy
Prisoner's Dilemma. Both players have a dominant strategy which inevitably leads to an outcome inferior for both players to the perfect outcome. Essentially, you have two choices: take the money, or don't. If you don't take the money, and lots of people don't take the money, the economy stays relatively stable until Jagex fixes it: the ideal solution. If you don't take the money, but lots of people do take the money, the economy suffers, and you with it, even after Jagex fixes it: worse outcome personally. If you do take the money, and lots of people don't take the money, you benefit personally while Jagex fixes it: the best outcome for you. If you do take the money and lots of people do take the money, the economy suffers, but you don't suffer quite as badly. Ultimately, the best outcome is that everyone rejects 26k as being illegitimate, and Jagex is given enough time to fix it. However, note that you have no control over what everyone else does. Also note that no matter what everyone else does, you're personally in a better position having taken the money. If they don't take it, you have profited. If they do, money loses value, but you took a share too so your overall value does not drop as much. These are both better than the alternatives... thus everyone chooses to take the money. Or at least, enough do, that inevitably leads to an unstable economy. In other words, whether or not other people are doing it, you are best off doing it yourself. If you believe it's morally wrong, good for you (no sarcasm), others would do well to respect your opinion. But pragmatism is its own code... one that it seems most players of Runescape abide.
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Goldfarming Banned in China
Lol... I think items counts as currency too Read the article. It says specifically, halfway through the article, that the ban only applies to virtual currency, and not necessarily virtual gear.
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Goldfarming Banned in China
Did anyone read the full article? About halfway through, it states that the ban only applies to virtual currency, so virtual gear may still be okay. :wall: Great. Gold farmers can't sell you 5m but they can sell you 3-4 Abyssal whips... what a complete and undeniable revolutionary success! :roll: Who the factor wrote this law?
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death and beyond
You'll wake up from a very long dream.
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PvP Artifacts and It's Effect on Runescape Economy
You make some good points. Of course you're right that the sytem is broken -- that is beyond dispute. And of course pkers would like to profit, and it seems right that good pkers should profit. I agree with you also that, ideally, pk losses would approximate pk gains. But I'm not as pessimistic as you that this can't be done. Your earlier post mentioned pooling. Why would it not be possible for Jagex to track pk losses and just tweak the system so that drops (overall) roughly approximate losses? Massive rewards could be reserved for killing your target. This would give true pkers the ability to profit but would cut out tricking. Everyone who kills other than his target gets nerfed drops. What would be wrong with that? Also, I think that Jagex could tweak their drop forumulas to blunt some of the present perverse incentives. No, it wouldn't cut out tricking. First problem: targets only apply on BH world. Do you want to drive PvP worlds extinct once more? Second problem: valuing. Right now, Jagex uses GE values, which is fair to some degree. But what about junk? Do you want to turn PvP into a junk goes in, money comes out system? Even if this is acceptable, this would cause further instability in the market. Let's say 3a crashes. Oops. Well, desperate to get their money back, everyone turns their 3a into something else. Either you're turning this into gp (artifacts) or you're turning this into other items. We've seen both systems and the problems they bring. Oh, and the 3a market will now be a disaster once it recovers. Finally, if pk losses are approximate pk gains, then good pkers and bad pkers would be rewarded the same: insufficiently, because it won't cover the supplies they use. They will recover what they lose, but not what they use, and they will not profit. The target system itself is also a disaster. Some people are jerks, that's just the way of it. Also, thanks to our fabulous "clan world", you frequently have massive groups of high level players who are in deep wilderness, hunting other teams. One of my friends experienced this personally, his target was a member of a fairly well known high level clan, on a PKing trip. The rules of that clan strictly forbade the player from accepting a 1v1 fight, OR leaving so that my friend could get a new target. In the end, he was left with a choice of waiting 2 hours for the end of the trip, WITHOUT BANKING, or sacrificing his target and waiting up to an hour for a new target... risking getting another target from the same clan. Also, did you know you could be assigned a target many levels higher than you? If you were PKing with, say, a terrorbird, you would be boosted several levels. Your target would be picked, and THEN your target could feel free to summon his or her own familiar... which could easily be, say, a Pack Yak. Now he's 12 levels higher than you, but he can still attack you anywhere despite having a huge advantage. The target system is not really a fair tool to balance PvP rewards. It's a waiting game, where you wait 30 to 60 minutes for a target and pray that any of a dozen things does not go wrong. As far as pooling goes, that's the most popular idea on RSOF. The concept is to add all items lost together and redistribute them among the killers. This is not fair. Why? Because people who 26k with junk like Adamant Arrows P++ dropped by K'ril Tsutsaroth will have a chance at a PKer's Rune and Dragon Boots kill, while the PKer would have a chance at the Adamant Arrows P++. More 26ks... more diluted pool... less drops for real PKers. Honestly, the term Jagex set, the lack of correlation between a dying person's loss and the killing person's gain, seems to defeat any chance of a system that rewards PKers adequately while preventing abuse.
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PvP Artifacts and It's Effect on Runescape Economy
Naive much? There's a reason BH was extremely popular, even when PvP worlds were released. The majority of "true PKers" would still like to see a chance at profit. And to have a chance at profit, the loot must at least be, on average, equal to the average loss of a PKer. This way, mediocre PKers lose money, poor PKers lose a lot of money, but good PKers can profit. If the reward is nerfed, only the very best, AND the very luckiest, will have any chance of making money. PKers, to my knowledge, do enjoy PKing... but they don't enjoy skilling for hours to make money to pay for their PKing endeavors. It's also worth noting that many merchant clans are tied to this: people who like PKing, but who don't like earning money for it. So instead they squeeze money out of other places in Runescape... Call me a cynic, or a pessimist, or whichever you think suits me. I think the system is broken, but I also think there can be no good solution. By the terms Jagex have restricted themselves by, there is no way to make a system that will allow PvP to run anywhere near as well as it used to run without messing up something else, and by damaging PvP, they are prompting other repercussions. Remember the falling prices for typical PKing gear? For common PKing food? For potions?
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PvP Artifacts and It's Effect on Runescape Economy
Pkers will riot (again). BURN, BURN!!!! Could care less. Could care less? So you actually care about the riots? The same update that declared PKers could not expect to get the value of items their opponent lost... it used to be you get what they lose. Now you have the potential to make way more, or way less. It's Jagex's way of keeping the rewards fair, to some degree. I don't really know what Jagex plans to do at this point. They've dug themselves into a pretty deep hole. Are PKers to be rewarded adequately? If so, then the average value of their loot should, at the minimum, equate the average amount lost by a PKer, keeping in mind that there must be one player death for every player kill. Drop pools don't work, 26kers would dilute the pool with junk items. Random drops don't work, as the whole 26king situation shows. Direct drops don't work unless Jagex accepts some degree of RWT and wealth transfer (difference being whether you're taking real money, or merely giving rs money away). Also, it's worth noting that Jagex's current PvP system seems to scale drop rates. If you kill two PKers, one wearing Bandos and one wearing Rune, it's fairly likely you'll see a piece of the Rune Armor. Not quite the case with Bandos. Same applies to other high value items. For example, one PKer recently found an interesting strategy meant to surprise and kill D Claw rushers. Even with high EP, and spending plenty of time in a hotzone, after six kills (all of which had fury amulets, which protect over Dragon Claws), he got zero dragon claws. He also didn't get any of the Bandos armor a few were wearing, or the Fury Amulets. This is a further testament to the fundamental requirement and flaw: the value of the drop received must NOT correlate greatly with the amount lost, yet, the value of the drop received must remain within acceptable bounds of the average amount a real PKer loses.
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New BH glitch?
read the topic -.- again read the entire thread its only 2 pages >.> its to do with responding with a special attack or being binded. I have read the topic. Everything here is only speculation. Someone on another forum who's been trying to "sell" this bug for a few days just announced how it's done on account of "it being patched" and uploaded videos for it.
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New BH glitch?
Rumors are, it's been fixed, and it was related to a problem with house teleport redirecting to edgeville on BH worlds.
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Pirated movies: Why?
Because movie theaters are garbage. They're uncomfortable, you have to deal with the other customers, they do everything they can to make the experience miserable for you UNLESS you agree to fork over extra cash, etc. If I could buy a DVD on the day of the movie's release, I'd do it. I'd do it gladly.
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Poll: Random Event Rewards
Lamps, unless Blue Charms are available.
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Max EP% is 100%, confirmed.
I'd like to confirm a few things: A) What Jagex said regarding risk seems to be true. What you or your opponent risk does not matter as long as your opponent loses at least 25,000 worth, and you lose 75,000 worth. Items work, which is convenient, as many drops are ammunition with weapon poison p++. Since these are tied to weapon poison p++ value, they're junk, which essentially means each bolt, arrow, knife, or dart is worth over 1,000. In other words, after killing a friend a few times, you can let them kill you while holding these otherwise horribly overvalued and impossible to sell bits of ammo. Likewise, it matters not what you risk when you kill someone: someone with a full bandos, godsword, firecape, and top notch pking gear will not notice a significant drop improvement in comparison to someone with only a weapon and 75,003 coins. B) As long as you have any drop potential left, great drops are still possible. For example, I'm level 137, and killing my friend (level 133) yields the following changes: 100% -> 78% -> 57% -> 35% -> 14% -> 3% -> 0%. This yields six kills before reaching 0%. However, good drops can appear any time during these six kills. The chance of getting a great drop is lower for the last two, but it is still there. C) Dying seems to have little to no effect. It has no visible effect on EP whatsoever, even if your loss is fairly high. However, I tried throwing away a few items to simulate an expensive death, and there was little disparity in the drops I received after.
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Guess the Game
It's on PS3. Final Fantasy XIV? Prototype?
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Max EP% is 100%, confirmed.
Amount risked doesn't matter as long as it exceeds 75k. You only earned 24%, because you likely spent some time in a non hot zone (maybe even a single minute while you were running to a hot zone). According to a statement by Jagex, PvP Gear and Brawling Gloves are "extras" - tagged along to already determined drops. That is, it's sort of like clues in that you get your drop first, then it decides whether or not you get a clue too. I've found that as long as you have ANY Earning-Potential (the official name EP stands for) you can get PvP Gear or Brawling Gloves. This seems to fit with Jagex's explanation. As long as you have any EP left at all and you're decently high level (110+) you should use up every last EP% before building more, since you'll usually still get rune items and dragonstone items, sometimes even obsidian items, pvp gear, or brawling gloves.
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Max EP% is 100%, confirmed.
Okay, most recent update. I think everything makes more sense now. The higher your level, the less you use for a full drop. That is, at 138, you use about 20%. This makes sense, seeing as both Shortman4229 and I are over 130 combat, and spent ~22% per drop, him spending slightly more than I do. BH and PvP Worlds have exactly the same drops. They're no better or worse. This means that lower levels spend an obscene amount... like 70% or more for people under level 70. If you don't have enough to get a full drop, it still takes away some, but not everything. Hence why on one of our trials, a level 43 went from 39% to 9%. Normally it would've taken nearly 80%, but it didn't have nearly that much. If this happens, the drop is still good, but it doesn't seem to have a chance of being great. Jagex likely has multiple tiers of drops, the highest one being the one consisting of upper dragon items, barrow items, fremmnick rings, and MTA items. In Bounty Hunter worlds, a target kill yields a 100% EP drop. However, it does not add to or subtract from your actual EP. That is, if you had 13% EP, you'd get a drop as if you had 100, and afterwards, you'd still have 13%. The EP you gain on BH worlds is a bonus, if you only hunt your targets. As for the actual timer, you gain up to 25% for every 30 minutes you spend in a hotzone. Their timing mechanism is based on certain points of time. The game essentially has a clock, and every time the seconds read :00, it checks where you are. Hotzone = you get 1 hotzone minute, nonhotzone = you get 1 nonhotzone minute, safezone = you get nothing. When you accumulate 30 minutes, it gets translated into EP. 30 hotzone minutes = 25%. 100% = 2 solid hours of hotzone. You only get these minutes while risking 75k. Finally, Jagex states that pvp items, including brawler gloves, are bonuses. That is, if you get a full drop, after determining your drop, there's a chance a brawler glove or pvp armor/weapon is tagged on.
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Max EP% is 100%, confirmed.
Glad Im not the only one going blind. It depends on the skin. The colors work zetta well with the black template. Truthfully though, it's probably a better idea to leave the text plain. Update: Apparently the problem is BH worlds. PvP worlds like 26 usually drain 20-35% of your DP per kill, although we're not sure what determines the exact amount. I suspect it's level. On BH PvP, it drains a potentially massive amount. My friend tested on his level 44, on pvp worlds, it drained 30% exactly, on bh, it drained 70%+.
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Spotlight Suggestions
You misspelled altar somehow... so no, you don't win.
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Max EP% is 100%, confirmed.
EP loss seems to vary. On my level 65 account, I killed a level 68 on a Bounty Hunter world. I had 100% EP, he was not a target, and my drop was a Granite Platebody, Glory Amulet, and the Dragon Dagger P++ he lost. I lost 75% EP. On my level 137 account, I killed my level 133 friend who had 25k cash. Every kill cost me 21% or 22% alternating, so I believe it was a 21.5% loss. My loot ranged from a stack of Morrigan Javelins (37 of them, worth nearly 2M), to a rune kiteshield and combat bracelet (along with his 25k which made nearly 100k). I also allowed my friend to kill me, his numbers matched with mine: he lost 21% or 22% alternating. His loot too varied, anything from a Rune 2H and adamant bolts, to Dharoks Helm 0 (worth nearly 4m), to corrupted Morrigan's Javelins. Also, half an hour (30 minutes) on PvP worlds, in the wilderness, doing nothing, seems to yield 25% EP consistently. It's possible to get higher than 25% but I'm not quite sure how: 30 minutes in the wilderness on a PvP world, fighting off a PKer and training, yielded 24%. However, another of my friends, on a level 43, got into several fights and trained for half an hour in a hot zone and got a whopping 35%. It also seems if you spend part of your 30 minutes in non hot zone, and part of it in hot zone, your EP boost is lower than 25%. I ran through a non hotzone to get to mine so I'm guessing that's why I only gained 24%. EDIT: BH has the same yield as PvP. On my level 65, camping for 30 minutes in BH worlds with 75k risk yielded a 25% gain. The BH timer has 8 sections, each segment taking roughly 7 minutes and 30 seconds, the whole gauge taking 60 minutes. It seems you can get targets (though unlikely) once it's at least half full. However, assuming you start from nothing, you can expect to get 50% EP while getting a full target gauge, if you risk 75k. However, unlike EP, target gauge goes up even if you aren't risking. Thus, if you already have 100% EP, you might be better off no-iteming until you get a target. EDIT NUMBER 2: Apparently, my friend thinks 44 - 19 is 35. Which it isn't. So never mind, highest gain we've seen so far is 25.
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Mod Mat K & Manipulator clans Debate
I admit beforehand, I have not read all the posts on this thread (way too many pages, perfect for the obligatory tl;dr), so if this has been mentioned, then just disregard this. Price manipulation was creating a lot more problems than most players are aware of, including RWT. It has become almost common practice to sell or buy something at market price, and at the same time, send or receive a certain amount of real money through some online transaction method. I haven't been paying too much attention recently, so I can't say whether the situation has worsened. A good example of this was the recent dragon stones disaster. Several people got together to manipulate dragonstones, shooting for a goal of 150k. The plan fell through and the leaders in this little venture dumped at 120k. Many people were caught up in this, and ended up holding extremely overvalued uncut dragonstones. Including this person here: This was taken from an open forum that's more accepting of rule breakers, and in fact, has forums set aside for it. This can go both ways: Selling an overvalued good and offering real money to cover the difference, buying a "locked up" item that you desperately need and offering real money. Seeing that this particular website is completely open: you don't even need to register to see what topics are posted (go ahead and take a look yourself if you want), the names are obviously not their Runescape names. However, the point is, Jagex must have realized by now that price manipulators are encouraging RWT, albeit not necessarily intentionally. I would not be surprised if there were other websites out there, which organize a price manipulation clan for the sake of making real money by selling their goods through player-to-player trades, and asking for real money.