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jayc3399

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Everything posted by jayc3399

  1. How many people do you know that use their charms as they get them? Everyone banks all of their charms for the next big goal, 69,79,88,92, etc.... The majority of players have a stock of charms in the bank. Getting double xp on any of that means that they don't need to collect more charms to get further then they would have. And you can be sure there are thousands of people like me, 95 summoning that found out its 2x xp going hey, I can get 5500 crimson charms in two weeks to half the number I need to get 99. Its going to take me 30 hours of actively hunting for charms to get that, that's 30 hours saved, tell me that's not a small amount?
  2. Your completely missing the fact that by decreasing the number of charms needed by half, your factor of 2x, you are massively reducing the time needed to get any summoning level as all the time invested into summoning is the act of gathering the charms.
  3. Normal for only super compost and sectures is an average of 6.6 herbs per patch, with tier 3 aura and jujus I have 1893 data points that says it is 9.48 herbs per plot, and it goes up with tier 4.
  4. For future reference wear karils I got destroyed in void.
  5. Also on the forums by mod emilee
  6. It has been confirmed by Mod Emilee (with a note that it could change) that it will be 2x summoning xp and it will be 2x the whole time with no degredation.
  7. Would I setup with neiz helm and say karils work better?
  8. Just got 95 summoning last night before the announcement of double xp working for summoning. So with only needing 5500 crimsons to 99 with double xp I want to spend some time gathering charms. Wondering what through best setup is. I have overloads ss/turmoil. goliaths and full void+deflector. I don't have a chaotic maul though. Melee are 91 92 91 95hp. 95 mage. Should be everything that is relevant.
  9. Even the ability to buy them with loyalty points would be nice. The problem with buying them for ingame cash is it would fund gold farmers more. It would be more cost effective to buy gold and the runecoins then to out right buy runecoins
  10. I used the insta kill darts on my lowbie account today. 100 silver ore 50 laws 250 mithril arrows and I can't remember the fourth drop. overall underwhelming.
  11. Given the right opportunity I'd likely sell my account for $500 Canadian. I've got school bills to pay.
  12. Green fingers is the choice for money. Only fishing you should do is c2
  13. Alright you get a emerald instead of 375 onyx bolts let me know if you'd wished that row was in your bank.
  14. Word of advice don't use a row at nex. I saw too many people get shit like gems instead of a nex drop
  15. Alright this isn't exactly perfect but it should help me explain myself. Uploaded with ImageShack.us The problem with rs is that the time it takes to get a level is an exponential curve the same way that experience required is. Now it make sense for the experience required to be exponential because you need it to be more of a challenge, what doesn't work is having time required be a sharper curve. In current game the xp rate reaches a maximum, which for most skills has reach a level which people are satisfied to achieve level 99. 120 is such a huge distance away that the current caps wouldn't allow you to level in a decent amount of time. What needs to happen to fix that is to move the exponential growth in time require into experience required. There is no reason that time required shouldn't be a linear function. In my ideal model the say the time for 98 - 99 is 10 hours, the time between 119-120 should be say 20 (all numbers are arbitrary), instead in the current live game if 98 - 99 is 10 hours 119-120 could be 100 hours. This scale of time required doesn't fit the play style of the game and the majority of people wouldn't partake because the time between achievements becomes so large. World of Warcraft has a near perfect example of leveling curves, the amount of xp required can grow by as much as 55% at the upper levels, and the amount of xp you gain per quest scales at a near same rate. This allows for the time between levels to grow, so you have to work for the next one, but not outpace the amount of experience required. If WoW had a system where level 40-41 was 2 hours and level 84-85 was 100 hours it wouldn't be nearly as successful. This is because the game is based on end game content, while Runescape is more about the process of getting to the end. Another problem lies in this because the player base is moving away from the Runescape style of leveling to one where end game actually means something to many people. This is why a total rehaul of the system would be required. If your interested in this, I've also come up with a way to overhaul smithing/crafting/mining to suit a higher level cap, but that can be a post for a later date.
  16. The main problem with leveling in runescape is the fact that the curve for xp gains platues and goes flat while the curve for level gains rises exponentially. If they rebalanced the xp gains over the levels to scale exponentially raising levels wouldn't be a problem. When I get to a computer later I will draw a picture to explain this better.
  17. There is something I don't understand with the new star system, once I reach 5 stars I can add more gear and see no change.
  18. Sonik how about a screen shot of your infractions page?
  19. I think the system could be improved in that if you've cleared all five tasks a new one could spawn. That would promote doing some of the more less desirable tasks if you don't want to wait five days for it to fall off.
  20. I've done the fight caves twice on ancients and used ~1k-1.5k bloods.
  21. That would be an excellent way to devalue skill level even more than it already is. The real fix is to make your skill level play much more of a role in your DPS...at least on par with weapon damage. except you need levels to use weapons?
  22. As an aside why not just make pots and prayer effect weapon damage instead of levels.
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