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mario_sunny

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Everything posted by mario_sunny

  1. Not to be mean or anything, but most people can make 16k in 3 minutes. RC/GWD/Merchanting/Avansies
  2. Honestly Soul Wars hit the nail in the head. Jagex got it nearly perfect. I don't think the actual minigame needs any tweaking. Some complain that there is no strategy involved. Obviously you have not played the game past 10 rounds, strategy in Soul Wars is actually very interesting: something you do may affect the whole game in big ways or in small ways. I admit there aren't much tactics though. Most of the time it's just commanding your team, if you can command. As for the rewards: I would absolutely hate to see the experience rewards tweaked. Who cares if it is better than Pest control? Soul wars is actually challenging, unlike Pest control, because you are fighting over players, not mindless monsters. I think we'll still be hearing the term "PC product" more than "SW product." The main reason I would not like to see it tweaked though is because I have 226 zeal points and would not like to lose massive amounts of future experience if they nerfed the exp per zeal. If any reward needs tweaking, it's the charms. You can get way more charms just killing regular monsters. They should at least make it slightly worse charms per hour than regular monster killing. Most players spend their zeal on exp because the charms are overpriced.
  3. Does no one bother to read the actual KB guide? So just to sum it up: When a team recieves an item, it is instantly converted to gold at min price no matter how bad the market is, even if no one is buying the item at mid price. The item that was dropped is sold as an offer to the Grand Exchange at mid price, a 'ghost account' selling it. Any players may buy this item just as if he/she was purchasing it from another player. Money is actually being pumped OUT of the economy. When a godsword is dropped, a team is garanteed an instant coin pile. These coins must be created because you cannot always rely on the GE to instantly sell items at min price. Eventually a player will buy the item at mid price from the ghost account, but his/her money will dissapear because he/she is buying from the ghost account. Item converted to cash at min price - coins dissapeared from selling at mid price = negative value. Loss. Hundreds of millions of gp lost per day. compfreak847 - Coinshare has nothing to do with Godswords being stablized. The GE ignores items sold by coinshare when calculating the item's value.
  4. Juhniz - fixed. :oops: tiwaz1 - Void is a good suggestion, I've added that to the guide. As for your 'builder' suggestion, I've merged that with Defender. I've added some information about barricading too.
  5. No even the gold charms you get for this game aren't worth the time. Just go to Soul Wars and right click Nomad for rewards... you can see for yourself. Multply the amount of gold charms you get per one zeal by 6 (assuming the average game you tie), that will be how much you get per hour.
  6. Soul Wars Version I: 2.18.09 Version II: 3.29.09 Introduction Welcome to Soul Wars, the first minigame of 2009. Soul Wars has settled in to be one of the most popular minigames today, with official worlds hosting hundreds of players at a time. Soul Wars is a mix between Castle Wars and Pest Control, with a King of the Hill twist. I'm Mario sunny. I've played over 400 games of Soul Wars, and have collected approximately 1050 zeal. I've created this guide to share my vast knowledge of Soul Wars with you. Accessing Soul Wars The actual Soul Wars minigame rests on an island, which can be accessed via the yellow portal south of Edgeville bank. For the most popular worlds, choose the official Soul wars worlds, 143 and 145. You should take note of the bank chest near the crates. Nomad, the NPC who runs the game, can guide you through the tutorial, and sells rewards in exchange for your zeal points (see Rewards). Players enter Soul Wars through the waiting rooms south of the bank chest. There are two teams: the red team, and the blue team. Enter either one of these waiting rooms to begin the game, or enter via the balance portal in the middle, which automatically transfers you to the waiting room with less people. Players are not allowed to bring capes, non-combat items, or food into the game. Upon the event of death, players keep all their items. Basics [hide=Soul Wars Map][/hide] The red team and the blue team have opposite bases, and each has its own Avatar (an attackable NPC boss), who is an extremely powerful creature. Your base also contains a supply area, which holds bandages, explosive potions, and barricades (similiar to castle wars). Each game is 20 minutes long, with a 3 minute postgame rest period between games to bank. The object of the game is to kill the enemy avatar, while defending your own avatar. The avatar, on both sides, has 1000hp and is level 525. There are three territories in the game. The obelisk, located in the exact center of the map, is considered the most important of all. Around the map, there are also two graveyards. Graveyards serve as a respawn point for your team, they also give 20% health to your avatar, and lower your opponent's avatar's health 10% when captured. In the event of death, you be transformed into a ghost for 15 seconds before you are able to leave the respawn point as a human again. Remember: You don't lose any items in this game! [hide=Avatar of Destruction]Here is the Avatar of Destruction, the red team's avatar. The Avatar of Creation belongs to the blue team. [/hide] These three territories: the obelisk and the two graveyards, are capturable territories. When you enter a territory a bar will appear under your territories display (picture below). Capturing is quite simple: if your team has more players in the given territory, your team will capture it, if the opposing team has more players in the given territory, they will capture it. A scoreboard is also displayed on the screen. Avatar deaths: The number of times avatar has died. Avatar level: The slayer level needed to attack avatar. Avatar health: The current hitpoints of avatar. Time left: Time remaining in the current game. The obelisk is used to lower the required slayer level to attack the opposing team's avatar (required slayer level starts at 100 for both teams). Every player needs a certain slayer level to attack the avatar. This required slayer level is shown on the scoreboard on your screen. To lower the required slayer level, your team must use soul fragments on the obelisk. One soul fragment equals one level lowered of the opposing team's avatar. Soul fragments are collected by killing creatures around the map. Pyrefiends drop 1 fragment, jellies drop 2. Killing the opposing team's avatar earns the opposing team one point. Games are won when your team has the least amount of points. 3 zeal points are awarded if your team wins. 2 zeal points are awarded if your team ties with the opposing team. 1 zeal point is awarded if your team loses. 0 zeal points are awarded if you enter a Soul Wars game that is more than halfway through the round, no matter if your team won, tied, or lost. Positions Now that we have covered the basics, we can get more into the game and get more in-depth. Soul wars can be divided into five positions. Offender The offender is responsible for attacking the opposing teams avatar. Always watch the slayer level of the opposing teams avatar, and rush the enemy base when it gets down to your level. Stock up on a full inventory of bandages, and one barricade. The object is to stay alive as long as possible, while doing some good damage to the avatar. Watch your health, you will usually get piled. When you begin to run low on bandages, see if you can run back to the enemy base and grab some bandages. Place your barricade behind you to halt enemies attacking you. Stock up on a full inventory of bandages quickly, and grab another barricade. Run back to the avatar, attack it, and repeat. Basic objectives: [*:z81d3cd5]Attack enemy avatar [*:z81d3cd5]Survive in hostile base Best outfit: Barrows, with godsword or whip/high leveled shield. Defender The defender is responsible for defending your teams avatar, and is the most relaxed job in the game. Your objective is to camp in your base, and wait for enemies to arrive. While you are waiting it is wise to build up a barricade wall to slow enemies. Build these walls around the spawn room, so your spawned teammates will see enemies and pile them. When enemies arrive, you should kill them as quickly as possible. The best way to dispose of enemies quickly is by piling them. Keep on eye on the level of your avatar, if it is 70 or below, massive amounts of enemies may arrive. Note that if your avatars level is 100, no player in the game may attack it, not even 99 slayers (there is no way to boost your slayer level in Soul Wars). Basic objectives: [*:z81d3cd5]Defend your avatar by killing enemies whom are attacking your avatar Best outfit: Offensive value armor (ex. void, torso, bandos), with godsword or whip/rune defender or other offensive shield. Holder The holder is responsible for keeping the obelisk under your teams control. Your objective is to hold your position at the obelisk in the center of the map. When the game begins, head to your supply base and fill your inventory with bandages. Next, rush to the obelisk as fast as you can. When you arrive, stay in the obelisk area and help your teammates pile enemies. When you die, you will respawn in the closest graveyard, if you control it. Run back to the obelisk. Basic objectives: [*:z81d3cd5]Stand your ground in obelisk [*:z81d3cd5]Kill enemies in obelisk area Best outfit: Barrows, with whip/high leveled shield (godswords are not recommended here, whips do more total damage.). Rusher The rusher is responsible for capturing enemy graveyards. Rushers work in teams; these teams attempt to overwhelm enemy graveyards in numbers and capture them. Rush teams usually form at your graveyard. Join one if one is currently being formed, or make your own by shouting "fall in g rush." When you arrive at the enemy graveyard, you and your teammates should pile enemies in the area. Make sure to stay in the enemy graveyard area. Your rush is successful when you have overwhelmed the enemy and have the upper hand in numbers. Basic objectives: [*:z81d3cd5]Attempt to capture enemy graveyards. Best outfit: Barrows, with godsword or whip/high leveled shield. Gatherer The gatherer is responsible for collecting soul fragments dropped by slayer creatures. Soul fragments are used on the obelisk to lower the required slayer level to attack the opposing teams avatar. Before you go out gathering, stock up on bandages. On the map, there are several locations where jellies and pyrefiends can be found. Pyrefiends drop 1 fragment, Jellies drop 2, but require a higher slayer level to kill. Be wary while you are collecting, enemies may sneak over and start attacking you. If you die, all your fragments will go to the killer. If you are attacked, either run to your base or your graveyard, both contain a surplus of teammates who can pile the enemy. When your team has control of the soul obelisk, you can use your soul fragments on the obelisk, lowering the opposing teams avatars level. Basic objectives: [*:z81d3cd5]Kill slayer creatures for soul fragments [*:z81d3cd5]Use soul fragments on obelisk Best outfit: Barrows, with whip/rune defender or other offensive shield. Strategies and Tips The Obelisk Having played over 350 games of Soul Wars, I can clearly tell you now that the obelisk is the key to winning. To win a game, you must maintain total control of the obelisk throughout the game. If your team starts losing the obelisk, immediately rally your team to take it back. If the enemy captures the obelisk just for three seconds, it could mean a kill of your avatar. Never let the enemy hold the obelisk, there is absolutely no strategic value in doing so. The obelisk is useless for the first two minutes of the game, because neither team will have enough soul fragments to significantly lower the opposing team's avatar level. However, after these two minutes, it is vital that your team controls the obelisk the entire game. Graveyards My opinion still stands that the obelisk is the most important territory in the game. However, capturing the obelisk is just a blind rush without considering the awesome power of graveyards. Strategic values of graveyards: [*:z81d3cd5]Spawning your team's fallen players. [*:z81d3cd5]Healing your avatar. [*:z81d3cd5]Damaging enemy avatar. If a grave rush is successful, your team may control all three territories. This hurts the enemy; they can no longer spawn close to the center, they are forced to their spawn room located deep in their base if they happen to die. The awesome advantage of controlling and holding all territories is that the flow of enemies only comes from one point. This means your team will have a much easier time containing the enemy. The only way to break a three territory hold is another grave rush. Obelisk rushing is significantly harder once the opposing team controls all territories. Even if a grave rush fails, it still hurts the enemy. When you grave rush, whether it be sucessful or not, your team distracts the enemy. The effect of this is that the obelisk is very easy for your team to capture, since your grave rush has stemmed the flow of enemies to the obelisk. Useful Tips [*:z81d3cd5]Ancient magicks are very useful in Soul Wars. Soul Wars contains dozens, sometimes hundreds of players at once, making some areas (such as the obelisk) great freeze targets. [*:z81d3cd5]Use your prayer wisely, it matters. Some jobs require you to stay alive as long as possible, so make your prayer use efficient. If you are in a high hostile area, it is suggested you use protect from melee, and no piety/chivalry. [*:z81d3cd5]Burying bones (obtained by defeated enemies) can be buried in any controlled graveyard; they increase your prayer significantly, and increase your avatars required slayer level (making it harder for enemies to attack your avatar). There is also a very small chance burying a bone will instantly restore your avatars level to 100. [*:z81d3cd5]Soul wars offers the chance to plunk the maximum hit in the game. Using a ruby bolts (e) special attack on the avatar with full hitpoints will result in it losing one-fifth of its health, 200 damage. [*:z81d3cd5]A single spy may be useful as a tool to infiltrate the enemy base and check their movements. A spy's best position is the opposing team's graveyard, where he/she can watch if the enemy is forming up a grave rush team. [*:z81d3cd5]Nomad can enchant your team cape to give it the same properties (the ability to pick up your fallen ranged ammo) as your accumulator/attractor. [*:z81d3cd5]Always go after low levels first when attempting to capture/hold territories. Low levels are killed the fastest and lower the enemy count in the territory faster opposed to killing high levels first. Commanding a Clan Chat This particular section is specifically for commanding your clan chat, if you do happen to command one, be you one of many generals, or the owner. [hide=10 to 0 Game]Organization is deadly. This picture, taken one Saturday afternoon, proves that working in clan chats is the best way to not only win, but to make sure the enemy drowns in its own blood. This game was played using the advanced strategy listed below.[/hide] The Two Strategies Basic Strategy When the game begins, get your entire team to stock up on bandages and immediately head to the obelisk. Only a few people in your team should collect soul fragments. For the entire game, focus on holding the obelisk. If you lose it, quickly take it back. When the level of the opposing team's avatar is low enough, send in about a quarter of your team to attack the enemy obelisk. Typical game: 3 to 0. Advanced Strategy When the game begins, get half of your team to go directly to the enemy grave and capture it. For the other half of your team: most of them should go to obelisk, while some of them immediately depart to kill creatures for fragments. If all goes well, your team should have both graves 2 minutes into the game. Now, pour most of your team into the obelisk, capturing it. Make some of your team fall back to both graves to defend. Gatherers should continue gatherering. Once your team secures all three territories, take some of your obelisk men and get them to attack the enemy avatar. Some holders should go gather fragments too. When one of your territories begins to fall, immediately call your men in to support it. Do not let the enemy take territories. When all three territories are basically enemy free, the rest of the game should be a slaughter. Gatherers, whom should have stockpiled hundreds of fragments, should be constantly hitting the obelisk the instant the enemy avatar spawns. Offenders in the enemy base should kill the enemy avatar as fast as possible. Typical game: 5 to 0. Dominant Clan Chats In every popular soul wars world, there is almost always a dominant clan chat. This dominant chat actually decides the outcome of games, through superior numbers, organization, and/or high-leveled players. Most of these chats are 100+. Other clan chats in the world tend to leech off this dominant clan. There are usually up to 5 big clans in a popular world at a time; 1 dominant and 4 inferior. A Dominant Clan Chat: [*:z81d3cd5]1) Proves that it has a firm grip on the battlefield with experienced generals. [*:z81d3cd5]2) Proves that a majority of members in the chat follow orders and do as they are told. [*:z81d3cd5]3) Contains a large amount of permanent members (ones whom come back day after day). [*:z81d3cd5]4) Proves that it can beat inferior chats, even if there are several teamed together. [*:z81d3cd5]5) Unfortunately, has many inferior chats leeching off of it. :P (but this tells you it is the dominant chat!) [*:z81d3cd5]6) DOES NOT become private. All six criteria must be met if you wish to become and remain the dominant chat in the world. Rewards Zeal points can be exchanged for rewards. Experience Nomad offers experience in Attack, Strength, Defense, Hitpoints, Ranged, Magic, Prayer, and Slayer. These experience rewards are based on your current level in that skill. If you purchase 100 points worth of experience at once, you receive a 10% bonus. [hide=Experience Tables]Experience per 1 zeal point Please note these values may not be 100% acurate. If a value is wrong it should only be a few experience off. Note there are blank spaces in the table, these are unknown values. If you have any information that could be used to fill those blank spaces, I would appreciate it if you posted it here.[/hide] Charms Nomad also sells all four main charm types; the costs are dependent on your summoning level. Most players generally agree the charms offered in this minigame are fairly overpriced. Pets There are also five slayer pets available; Nomad will trade you a pet in exchange for the required zeal points and the body part of that pet. You will also need a certain slayer level to obtain the body part of each pet. You also need a summoning level of 4. Gambling Finally, there is a gamble option similar to Barbarian Assault. Each gamble costs 2 zeal points. [hide=Gambles] [*:z81d3cd5]20,000 gp [*:z81d3cd5]290 Bones [*:z81d3cd5]40, 42 Ogre Coffin Keys [*:z81d3cd5]40 Big bones [*:z81d3cd5]28 Vampire dust [*:z81d3cd5]23 Babydragon bones [*:z81d3cd5]22, 39, 49 Wolf bones [*:z81d3cd5]22 Unicorn horns [*:z81d3cd5]20 Bagged plant 1s [*:z81d3cd5]18 Cactus spine [*:z81d3cd5]16 Potato Cactus [*:z81d3cd5]16 Wyvern bones [*:z81d3cd5]14 Whiteberries [*:z81d3cd5]11, 18 Dragon bones [*:z81d3cd5]10 Snake hides [*:z81d3cd5]9 Larupia fur [*:z81d3cd5]9 Red flowers [*:z81d3cd5]7 Carved evil turnip [*:z81d3cd5]6 Marigolds [*:z81d3cd5]5 Graakh fur [*:z81d3cd5]5 Dagannoth hides [*:z81d3cd5]4 Sabre tooth kyatt fur [*:z81d3cd5]3 Dagonnoth Bones[/hide] Soul Wars Slang Slang translation avvy/av Avatar. cade Barricade. "Fluffy" - A nickname players have given to the avatars. frag it/lay some frags Use soul fragments on the obelisk. hold obby Hold the Obelisk. leech/"loafer"/"freeloader" One who stands around contributing nothing to the team, usually AFK. obby/ob Obelisk. rush usually Rush enemy grave. rush avvy Attack enemy avatar. rush obby Go to Obelisk.
  7. It may not be true that they leached off jagex this time but they have defintely been leaching off many different games or a while now. Adventure quest is a filth of a game that is unoriginal, boring, and NOT WORTH THE MEMBERSHIP PRICE. I can't believe I even tried playing that two years ago. You can tell it's also run by a crap company... if it even is a company.
  8. No it defintely isn't. Everyone piles ancients in that game, it's kind of an unsaid thing. :P
  9. I have some questions about the rewards in SW. First, the SW guide book mentions that you recieve bonus exp if you purchase 100 exp at once. How much is this bonus? Second, if I was about 50000 exp from an hp level, but I wanted to get the 100 points exp bonus, and I bought 100 points of hp exp (682500 exp for me), would it stop at 8 (54600 exp), and give back my 92 so I can level up, or would it just give me the same amount of exp for all 100 points past my hp level? In other words, if you overbuy your level, will it 'pause' so you can get your level, and give you your zeal points back so you can get more exp per points for your new level? Thanks. Please do not seriously answer if you do not know the answers. I may lose hundreds of thousands of exp if you are wrong.
  10. What do rares have to do with inflation? Really now? They were not the cause of inflation. The cause of inflation was autoers being removed from the game, removing a LARGE supply of materials from the game in a matter of months. Added onto the fact that the GE initially had a lot of incorrect prices for items which still haven't been corrected, and there you go. Lol. I'm talking about AFTER jagex replaces holiday items with coins. There will be billions of coins entering the economy... I suggested three ways to get rid of all of it.
  11. nochalo Honestly this is such a good idea and I think it would really mend the terrible problem of rares that has plagued runescape for so long. A solution to fix the inflation problem: Jagex could introduce a skill, expand a skill (perhaps construction), or do something else to erase the the gp equal to the amount they they would have to pay players. Also there is another problem, what about the people with multiple phats? Isn't the maximum amount of coins you can have in the game something like 1.2B? That means with people with 10 blue phats would not get their full amount of coins for their holiday items... it would stop at 1.2B.
  12. This poll may actually help jagex. I think they would get some valuable information off of it.
  13. Egg trader (I own) Eat a Puppie (I own) Basically all I can remember. ;)
  14. But those strategies are ridiculous! Not because they don't work, but because they shouldn't dictate the winners. An example: I'm playing Starcraft as the Zerg and I build as many Zerglings as soon as I can, as quickly as I can, and as many as I can. Then I send them to attack my opponents base. Since this is early in the game, they initially can not fend them off. But they build some units and do. I feel satisfied, knowing that they lost their lives for a good cause: to cripple my enemies and give me an initial advantage. BUT! Later in the game, I find myself losing. My initial strategy helped, it bought me some time, but my over zealous use of melee ground units allows my Terran foes to pick them off with air support and heavy fire. So, my initial gamble helped, but it in no way ensured my victory. And that's how this game should be. Look at Castle Wars. What happens if one team initially swamps the field and carries the day? There's still a pretty good chance that they'll be defeated. Of course, the problem this game has is also shared by Stealing Creation. An early, offensive push will destroy your opponents for the entire game. And that's no fun. Yes what you say is true. In Empire Earth, Starcraft, and other strategy games, you have limited resources. In Soul wars, you have unlimited resources (players). With unlimited resources you can make enormous inital hit without it costing you anything. Players hold the captured position, and they keep pouring out of the respawn. I don't think Soul wars should be tweaked; it is an awesome game, and we haven't seen an great game like this in a while. The fact that teams have unlimited resources is just part of the game: it forces you to think of other ways to maximize your team knowing that you have unlimited resources. That is why I came up with that strategy. Castle wars has unlimited resources, yes, but the reason the big inital attack strategy doesn't work there is because in Cwars defenders are actually worth something. A good pack of defenders can totally stop the enemy from ever reaching the flag. In SW, enemies can walk right up to the avatar. By the way, my comments on the barricading the supply base of the enemy: To help your team win, it is not a good strategy. If you think it hurts the enemy team it really does not that much. Think about it: heals help an individual last longer on the battlefield. Without heals, the individual dies faster. But just because individual death rate increases in the team, doesn't mean the team is less powerful. Players still spawn at the same rate, so there will still be a constant flow of new players ready to return to battle. It is fun, though, seeing all those dozens of angry players trying to break through your cades while you freeze them. :P (This is not a direct response to you, the poster above me, I've just seen people stating this was a good strategy in that it weakens the enemy. It does not. It certainly distracts them though.)
  15. The best strategy of all from what I have observed is to have an enormous offensive force in the beginning of the game. About 70% of the time, the team that snatches the obelisk first wins the game. Offenders are defintely more useful than defenders, they can simply do more damage to the enemy. If you load yourself up with a full inventory of heals, and you have barrows, you can knock off an enormous chunck of hp from the enemy avatar before dying. So, the best way to win would be to have al players rush the obelisk in the beginning of the game. You swiftly gain control of the obelisk, then 5% of the team falls back to defend, while 10-15% of the team (preferably high level tanks) goes to attack the avatar. The rest of the team stays in the center and holds position. The people whose position is to guard the center should not go for heals after they die; they should return directly to the center. A constant flow of your team's players to the center is enough to hold the center. The defensive players should not get heals at all, but focus entirely on increasing their offensive stats to take down enemies quickly, obviously. Offenders should wear bulky armor and preferably own godswords. If not, a whip + crystal shield will suffice. If the enemy somehow gains control of the obelisk, 15% of the players should head back to defend, while the rest stay at the obelisk and quickly regain control. Once control is established, players return to their original positions. Also a few other observations: The team that snatches the obelisk first typically wins the first kill. The team that snatches the obelisk first typically wins the round. The team that won the last round typically wins the next round. This means there is usually a long streak of winning for a certain team, then it goes back to the other team, which has a streak of it's own. Back and worth. Also, some notes on rewards: The exp actually appears to be slightly better than Pest Control (calculations must confirm this though, none exist at the moment). The charms, most players generally agree, are overpriced. The gambling is actually very nice. Gambling costs 2 points, which is the average points won a round. A round is 20 minutes. Take these stats into consideration while you look at this gambling log in progress: 20 bagged plants 50k + 60 b bones 52 ogre coffin keys 60 b bones 16 wyvern bones 5 graahk fur 7 carved evil turnip fury (unconfirmed, but I've heard it twice) 22 unicorn horn 28k + 22 ogre coffin keys 10 snake hide 28 vampire dust 42 ogre coffin keys
  16. Wow. Lots of minor tweaks. Glad to see they are fixing some age old things.
  17. A clever way to get that information. I might try it. I assume mine is around 50 days or something. I'll post back later if I get my total time. :P
  18. I really like this game because it is similiar to castle wars. The basic concept of the game is very simple. Also... I feel like the game is very relaxed like castle wars. You aren't forced into the action all the time. You can just sit back in the defensive position and whip a few intruders. That's what I love about castle wars- there are so many rules but it can be very simple without many complex tactics. I hate complexity in minigames... this is real easy with very few rules. I truly find this minigame addicting and I'm glad they have sweet rewards. I might just get that abyssal whatever. Although the exp is pretty great... 20k ranged exp for every game you win. Very awesome. I think this may be the next pest control (except without the opponents being NPCs, which will probably give Soul wars more respect). Good job jagex. After dishing out crap after crap of minigame you have finally got it right (and not trying to sound mean here, really, it's a great minigame!). I don't know what you did, but you better do it again for all future minigames.
  19. Ways to make this game 100% perfect: Fix the balance problem - Simply make Soul wars exactly like Castle wars, both teams must be equally balanced give or take 1 person. Make multiple games - Waiting is tolerable in castle wars, but for Soul wars it's a very, very bad idea to have only one game running at one time. The official Soul wars world is in chaos right now because some people have to wait over 40 minutes just to get in a game.
  20. I don't think you got it. He says he is just a little over 21. Which is probably a joke understating his age. probably late 20's to mid 30's. Ah well age doesn't matter... as long as he's not 50+.
  21. 21. Jeez. They must hire 16 year olds for employees. *moves to Cambridge* :P Nah 21 is fine. I like that he is very young; he can totally relate to us. I wouldn't want an old guy as CEO... he would probably screw up runescape terribly. That was actually a very nice speech.
  22. Golly gosh! :o 1000000/10!!!! [hide=reality]fail.[/hide]
  23. You can also pretend to be a noob on your main and do the same stuff. Then your friends would think you're weird. :? Much better to start a new account that they don't know about to act like a noob.
  24. Most people who make brand new accounts like that today are just looking for a different playing style. When you are high level, there are so many things to do daily: check your GE offers, hunt penguins, kill bork, buy battlestaves, check your miscellania kingdom, etc. Every time you go out to fight something too, it takes minutes to find all the best gear to maximize your effency. When you fight bosses, you have to get out all the right gear, maybe buy some supplies from the GE, borrow some potions from a friend, etc. Then you may have some goals too, perhaps a 99. Then you have to work on getting your 99. There is so many things to do sometimes players just get too stressed, or maybe too bored of the same old things. They remember the good old days of being a new player. They remember the great sence of adventure and exploration; selling freshly smithed bronze helmets to the varrock general store, fishing shrimp in Al Kharid, getting their first PK. They remember that there was no pressure, no daily activities, you just did what you wanted. Some players want to relive this and thus create new accounts in order to replicate what they felt when they first started playing runescape.

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