[hide=Pricecaps on the grandexchange]One thing I'm actively working on doing at the moment is removing some of the grand exchange price caps. The price caps on the grand exchange were never really meant to be something that was regularly hit, they were meant to be just a failsafe against certain types of price manipulation. Unfortunately that didn't turn out to be the case and far too many items ended up resting against a price cap. I have to admit that it is pretty poor that we left it like that for so long. It should have been fixed straight away not left for a year. Anyway I have now woken up, and am working on ways to fix this. Some ideas I'm working on are: I'm planning on changing the way shops works so that instead of having infinite stock, they have a generous stock per player instead for many items. (not shared between players still). This in turn means we don't need to link the grand exchange price caps to shop prices which should instantly half the number of capped items overnight, which I really think will help. It also means we can fix some of the shop prices back to what the used to be (e.g raw bird meat). There are a few other tricky price caps which exist not to prevent abuse, but as a rather lazy way of making the economy work correctly. For example many of the low level armours and weapons in the game if not capped would fall to almost worthless, but that would spoil the early the game where the new players are challenged to save up for their first decent armour. I certainly remember fondly the excitement of getting enough cash for my first mithril plate and I don't want to spoil that. I still think it can be fixed properly though by adding new ways of levelling up smithing, or adding in new demands for the surplus armour and weapons. However it is clear that just using price caps to make this work is a rather lazy solution and doesn't give a proper economy. I think we should instead do it properly and tweak the supply and demand rather than artificially capping it. And then let the player controlled economy do its job. It's obviously a huge job but the aim is to have no capped items. It's not going to happen overnight. But the plan is to track the number of capped items each week and month, and make sure it is continually going down, not up![/hide] Quick find code: 74-75-453-58679028 [hide=Increased trade limit]In answer to one of the most asked questions of all time. Yes, we are planning on increasing the trade limit for 'long term friends'. E.g for people who have both been on each others friend list for at least a month the trade limit will be doubled. Something along those lines anyway :) As with all 'future updates' discussions I cant promise when this will be finished, and bear in mind that it takes a surprisingly long time to develop anything! (programming is time consuming!) But we are working on it, and the fact that I'm talking about it here generally means I'm treating it as a priority. I feel these are the sorts of upgrades the 'year of upgrades' should be about.[/hide] Quick find code: 74-75-279-58679020 [hide=in game message spam]This post is in response to the feedback that the continual You catch a shark. You catch a shark. You succesfully cook a shark. You succesfully cook a shark. etc... are annoying! I have to admit I hadn't realised how many people were finding this annoying until a few days ago. But since posting on the forums and talking to people on my clan chat is has been mentioned repeatedly! Therefore I've raised the priority of fixing this. I'm planning putting a filter option on the 'game' tab, like on the other chat tabs, which will switch between 'all' and 'important only'. When in 'important only' it will filter out the repetitive messages which you get over and over again when doing certain skills. As with all 'future updates' discussions I cant promise when this will be finished, and bear in mind that it takes a surprisingly long time to develop anything! (programming is time consuming!) But we are working on it, and the fact that I'm talking about it here generally means I'm treating it as a priority. P.S. If anybody wants to suggest messages they find annoying that should be filtered when 'important only' mode, it would probably save us a bit of time, and make it more likely that the message that is annoying you is one of the ones blocked :) Conversely if there is particular message which is really important to you that you WOULDN'T want blocked, that is helpful to know also. For example 'you have completed your slayer task' really wouldn't be blocked![/hide] Quick find code: 74-75-534-58678981 [hide=gravestone and disconnects]In response to the comments that you shouldn't lose your gravestone if you lose connection. Yes I agree. It has long been one of my main aims that the game should still be playable if your connection is a bit unreliable. I totally agree that you should keep your gravestone. We are actively working on fixing this now. mod_mike added in support to the server on Thursday that lets the system remember players across logouts. Next the content team needs to use that system to make the gravestones not vanish and keep working. As with all 'future updates' discussions I cant promise when this will be finished, and bear in mind that it takes a suprisingly long time to develop anything! (programming is time consuming!) But we are working on it, and indeed I'm personally pushing this one through. Answer to questions lower down ------------------------------ Yes the timer would still count down as normal whilst you were logged off. It just wouldn't immediately jump to 0. (otherwise we would end up with semi permanent gravestones everywhere! The game would look like a graveyard before long!)[/hide] Quick find code: 74-75-448-58678965 hes been busy today :