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NukeMarine

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Everything posted by NukeMarine

  1. Well, assuming this will happen, here's some of my hopes. For trading 1. No limits on the GE bids. 2. Decimal prices allowed in the GE ex: Wind runes for 15.45 each 3. Introduction of a x10 and x100 coin with an exchanger at the GE (Allows max bank of over 220 billion gp) 4. Player Option to not allow trades outside a certain range of average price (hamper scamming) 5. GE used to determine average price of items during Player to Player trades (exception for high valued items that are primarily Player to Player) With no limits on bids, it shouldn't take long to determine the real player value for all items traded. In addition, there's a good reason to update value of items more often. The decimal bidding is for small valued items purchased in large bulk. The x10 coin (Admium?) and x100 coin (Runium?) is just an easy way to allow players to have more than 2 bill in coins without having to change coding at all. For the Wild 1. No gravestones from result of PvP kill (all unprotected items drop), normal gravestones all other deaths. 2. If gravestones disappear, items go with it (encourages blessing) 3. No protect item prayer for skulled players (or introduce red skull pker* idea) 4. Revenants stay in the wild, though some "PK Worlds" can be revenant free. Keeps the wilderness dangerous even during slow times. Personally, I think people that want to attack other players need to make the decision ahead of time, such as talking to the Zammy mage to get a "red skull". Red skulls can attack non-skulled players with-in their level. However they can't teleport in the wild, can't use item protect prayer and the red skull last at least one hour (maybe option to make it permanent until you ask Zammy mage to remove it again). In addition, anyone can attack red skulls so long as they're within their level (gives player a white skull though if they're not skulled). The exception is that any Red Skull can attack another Red Skull ANYWHERE in the wild regardless of level. Main reason for this is I hate those that try to abuse the 3-item and skull rules or teleport away when non-pkers confront them. Plus, I think PKrs being the "bad-@$$es" they claim to be can handle these little rules.
  2. What problems? Rcers lose their glories? I don't see the problem with teleblock being lvl 85 mage either.... Again, I'll reiterate that it's a bs poll that'll accomplish nothing but show how many account names there are in the game. First, the wilderness is more than just the abyss area or the Green Dragons by the graveyard. However, at least people are being honest this this is nothing about Pkers vs Pkers. It's about being able to kill others with minimal to no risk to yourself. Anyway, I like how protect prayer, protect item, teleports, etc. are being defended by these hard core pkers here. Yeah, ok, it's my OPINION that pkers that wish to attack non-pkers should give up quite a few of the protections that are afforded non-pkers. I'm talking more than just 3 item save here. Getting pre-assigned skulls (to prevent abuse of 3-item save) and removing teleport, protect item, and protect prayers would have went a long way to improve the Wilderness of old. Teleblock is great as a level 85 spell if it's about a Pker using it against a non-pker. However, pkers shouldn't be able to teleport at all. That's just too big of a safety net. Oh yeah, how will the "keep what you kill" system be put in place to avoid real world trading.
  3. So wait, it seems like everyone wanting the old wild back just wants to be able to attack non PvPrs? Really, that's what it's about? Killing guys that aren't really in the mood to fight another player, but just happen to be in one area of the map that allows it? Look, I appreciated when Jagex made the abyss and how it tried to make PKers into a monster of sorts. But when you have all the problems of PvP that the wilderness brought, it just took away the fun of the game. And sorry, a Level 85 spell (teleblock) to counter a level 21 spell (teleport) is asinine. If they bring back the wilderness ie PvP on all servers it better have better game mechanics that what it did. For example 1. You need a Red Skull to attack other non-Red skulled players. 2. While a Red Skull, you cannot teleport while in the wilderness. 3. While Red SKull, your protect from and protect item prayers do not work 4. You can only get a Red Skull at the Zammy Priest in the level 5 wild, and you must keep the red skull for a minimum of 1 hour game time. 5. The Zammy mage can change a red skull back to a white skull if you ask him, which then goes away after 20 minutes. 6. Anybody can attack a red skull., but non-red skulled players get white skulled in the process. 7. Level restrictions of the wild apply except any red skull can attack another red skull anywhere. In other words, you want to pk on a non-pk server it's gonna be with some pretty steep penalties. However, you then get the benefit of attacking non-pkers in the wilderness.
  4. I'm talking about complaints that PKERS!!!! had about the wilderness of old. You know, the guys that liked to fight other players. Not the strawmen some here are throwing out. 1. Pkers did not like the protect prayers. With a level 41 skill you have something that absorbs 50% of any melee damage. Even the new damage absorbing armor cannot match that in the level 70+ range. 2. Pkers did not like protect item prayer. It just encouraged 1 itemers that wanted quick kills with zero risk. 3. Pkers did not like that players could avoid being attacked by attacking an NPC. Now, this has since been corrected on the new PvP areas, but that's not the "old wild" now is it? 4. Pkers complained about teleporting because with just a level 21 spell you can escape someone with 99's in all attack styles. If you're skulled and in combat you should not be able to teleport was a common suggestion BY PKERS!!! 5. Pkers complained about tag teaming in single combat wild. Yeah, that's been fixed in PvP servers, but that's not the old wild now is it? Oh yeah, look at your "Pvp servers are kind of cool, but it lacks the element of being able to kill helpless people like you could in the wild". How about we just give your character the ability to attack anyone and nobody can attack you. Should make for a blast of a game, for just you. It's a selfish way of looking at the game. The PvP servers do what the wilderness used to do, let you fight those that willingly go there. The PvP server IS THE WILDERNESS. Problem is for wimps that only want to attack helpless people that unknowingly enter dangerous areas, it's difficult finding an easy target. Anyway, you guys can go on and on about how the old wild was better, but in truth its better now. The only thing missing is the free trade/keep what you kill rule. There's no benefit to game play and fun for a majority of players and pkers to bring back to the way it was. Update how kill drops work, further penalize potential abuse, and keep it to PvP servers.
  5. Nothing wrong with the old wild? So if I looked up archives in the rants section, I'll see close to zero complaints about the mechanics of the wilderness? No complaints about prayer, saved items, teleports, tag teaming, monster safing, luring, previously attacked by buffer, 1 itemers, dropped items, etc, etc. etc.? Me thinks you have your rose colored glasses on a little too tight. There was no complete freedom. You were limited to levels just like now (I prefer a no level Wild). You had one way and multi way areas (make it all multi way). You have teleporting (remove teleporting at all parts of the wilderness on PvP servers). Anyway, most players wouldn't want the wilderness back as it was. Having played on full PvP servers, I think they prefer having all of Runescape as their battlegrounds. In addition to current rules, they just want to keep the drops of the person they kill also.
  6. People are suppose to get killed by pkers when they go into the wild. Just saying. No, there are those that legitimately want to kill those that are legitimately taking a risk. However, there are players that just want an easy kill. You know the ones that lurked below level 20 ready to teleport at a moments notice attacking abyss runners. These are the same types that if they could, would camp out at Lumbridge picking off respawned and new characteres. Wait a second, wanting to kill innocent people in the wild who are not trying to fight was never suppose to be part of it? Last time i checked, rc pking, and killing anybody for the lulz was part of what made the wild the dangerous place it is SUPPOSE TO BE. I didn't know peple who rc'd using the abyss were suppose to be able to do it mindlessly without any fear of dying. I could have sworn that it was purposely designed for pkers to be part of the risk when skilling in the wild. Unlike people at lumbridge, going into the wild meant you were aware that if you weren't geared to be attacked by a pker you needed to gtfo. The current status of the wilderness as an extension of safe areas for people to rc, do their clues, or do their greater demon slayer tasks is an abomination, not how it's suppose to be. True, the abyss was set up to use PKrs as the danger for a trade off of easier rune running. Problem was, the "pkers" that camped there teleported at the first sign of resistance. They wanted an easy kill with little to no risk. I liked that to use the abyss you had to use the wild and risk PvP. The problem was with how the wilderness was set up. I didn't like the protect item prayer, the way the skull rule worked, how players could tag team one-way combat, etc. It was the poor game mechanics at the time that let players 1-item pk or easily teleport from problems that annoyed me. At least with PvP servers (which will likely be modified to a keep what you kill system), two radical styles of playing (pvm and pvp) are kept separate.
  7. Imagine how ticked off everybody, especially the PKrs, would be if they brought back the wilderness: 1. No PvP servers, just this small area of the map called the wilderness where you're limited to even less people than before that you can attack. 2. No penalties for teleporting away from a fight. Remember, wlid of old had no prestige points to take away. 3. No skull means save +3 items in addition to protect item. 4. No special drops that only pkers can collect: no skill gauntlets, no corrupted gear, nada. Yeah, people would love a "Keep what you Kill" system, but that means you're going to be fighting 1 itemers or skull mechanic abusing jerks that aren't risking anything. Bringing back the Wild as it was would be a step back. No, I see "Free Trade" PvP dedicated to a few servers, with a few modifications to keep in the benefits of current PvP.
  8. People are suppose to get killed by pkers when they go into the wild. Just saying. No, there are those that legitimately want to kill those that are legitimately taking a risk. However, there are players that just want an easy kill. You know the ones that lurked below level 20 ready to teleport at a moments notice attacking abyss runners. These are the same types that if they could, would camp out at Lumbridge picking off respawned and new characteres. And this is coming from someone that likes the concept of PvP, with better rewards coming from such servers due to the real risk involved. At least with PvP servers, you pretty know when you go there you're likely to get attacked. The old wilderness was full of people hoping to take advantage of gameplay mechanics, design, player naivety and other factors to get a kill where the other was not expecting to be attacked by players. I'm for PvP where both players are intending to be PvP, and not tricked into it by some factor. Same goes with free trade and the scamming plus real world trading. I'm for the former without the latter, and I have a low opinion of those that aren't.
  9. Wow, a poll with only one response, with limited options on what a "yes" vote means? Color me excited. Although I voted yes, I think there's better ways to do this. 1. Don't bring back the "Wilderness". What people want is a "Keep what you kill" system like the old wilderness. As such change some of the PvP servers to that rule. If your only reason for wanting the old wildy back is to kill players that don't want to pk then your opinion means nothing to me. 2. Bring back free trade, but not real world trading. I think the system that lets your build merit in your character for more lax trading is the best concept. If your only reason for wanting free trade is to buy the best gp off e-bay then your opinion means nothing to me. I'm kind of interested to see the results. Just limit the "wilderness" to the PvP servers and be reasonable with free trade.
  10. With the addition of damage absorption and life point aiding armor (not here yet, but likely soon) there's a balance to the high level weapons that would 1 hit a player without that equipment. So long as that balance is kept, there's no reason to allow higher level weapons and armor. What's even better, at 70+ skill levels, there's no reason for +10 skill level gaps (mith to addy, addy to rune, rune to granite, etc.). You can do 70 to 75, 75 to 80, 80 to 83, 83 to 86, etc. gaps of increasingly beneficial armor/weapon types. Kind of a WoW end game weapon concept, but it's been that way since Rune. On top of that, if one is worried about Jagex making it more about end game items, all Jagex need do is increase levels to 120.
  11. I have problems with those 2 suggested requirements. I have been playing since 02 but would certainly not meet them, does it make me less of a veteran? I'm sure Jagex can find more stuff to base veteran status on, like days played and account registering date. One the server subject, agreed :) I'm never of the opinion that my suggestions are perfect. Of course the big thing is that veteran status (for purposes of true free trade) would be a mix of many factors, not being dependent on any one. Currently, free trade is limited by your active membership and quest points and even that is something low. That's too limited. Find all the things in the game that take effort to build then use those to determine overall if this character is one not likely risked in bannable activities. So yeah, add time playing the game into the mix. Yeah, I thought Jagex would only allow such a thing for members. Seeing as the F2P is not a demo, it makes sense in hindsight to let the formula affect a f2p server too just like the 1000 skill point server does. If Jagex is willing to pimp that 15,000 hours number that one player did all on F2P then it makes sense to award such players with much more leniency even if they're f2p. PS: Yeah, I know this is all likely BS from an overblown reaction to a CC comment. Still, it's good to talk about free trade, the old style wilderness and duel arena.
  12. Yeah, that's trade limits which is reasonable and likely to happen in time, but not exactly the Wildy of old people are hoping for. Still, how much of a programming nightmare is it for the game to look at the "veteran" status of two Pk'rs that fight each other and determine both are stable enough to warrant a non-random drop. Personally, I think Jagex can do it so long as they're more creative with what counts as a Veteran account than just quest points. Then again, would you want to have old-wildy type play (get what you kill) mixed with new wildy (random drop based on current score)? Personally, I think a "Veteran" server with old Wildy rules in play can be of merit. So, define a Veteran: I say based on total months of member, skill total, quest points and other various factors (house wealth, mini-game rank, random encounter total, etc). Next, a dedicated server for those of "Veteran" level that's like the Wildy of old (pk north of the border, non-pk south). Tombstone does not appear in the wild.
  13. Personally, it's simple enough to come up with a fair formula based on the following. 1. Age of account based on total number of months as member. 2. Quest points 3. Skill Total 4. Good conduct Get your formula total above a certain level, and you have zero trade restrictions with others of similar level. In addition, there can be a PvP and non PvP server for ONLY those players (more exclusive than the skill total world).
  14. What do you mean? New slayer monsters where you have to "attack" them with another skill. For example a tanglefoot you attack with snips and farming, an underwater shark you attack with harpoon and fishing, a golem you attack with pickaxe and mining, an ent you attack with an axe and woodcutting, etc. Monster's attack lowers your skill level, so you use skill boosting potions as food. Technically, if you think about it, it's already this way. The "monster" we call mithril rock doesn't move, has only one hit point (high defense as it takes a lot of swings for one hit to get through), and one drop (mithril ore) with occasional rare drop of gems. This idea would just allow the ore rock to move around (golem), have more hit points, fight back and more fun drops.
  15. Crystal weapons/armor High level player made weapons/armor that's balanced with current boss level weapons/armor Multi-Skill Capes (Capes for people with 99 in related skills ie Gathering, Combat, Production, Misc groups). Allow other skills to go to 120 (slowly introduce 1 skill at a time). PvP version of Dungeoneering Slayer monsters attacked with other skills besides combat More untradeable herblore potions that boost combat throughout levels (20 potions from Level 6 to 85). Let herblore affect combat level to allow PvP use. Basically, lots of fun stuff that enhances but not unbalance the game.
  16. Personally, I'm glad Jagex is now getting creative with how it can punish people. It was annoying back when the only punishment given out for almost anything was "ban". It also means that Jagex is looking at each case and handing out a punishment that fits the crime. Skill Roll back- those that bot skill leveling games Bank Roll back - those that bot for cash/items Grand Exchange ban - those caught price exploiting Person to Person trade bans - real world traders Change name - offensive name etc. Plus, on top of such "private" punishments, Jagex can put "Frown Faces" above cheaters heads in game for a certain time. Note, these only matter if done at accounts that appear to be used to play the game ie an account a real person cares about. These aren't for gold farming accounts. These are players that wanted something easier than others had to do. Punishing the account, but allowing the account to continues helps determine if lesser measures were warranted. Now, if a person continued to cheat even after a moderate punishment then met out strong punishments. Plus, let's face it, a bank wipe on top of full skill, quest and achievement reset (plus loss of house and other saved features) is the same as a ban, just that you keep the account. Put it this way, if you park in a handicap space, the county does not tow away your car (ban). It gives you a ticket with a monetary fine (bank or skill rollback). Keep breaking that law, and the county may have a rule allowing them to impound your car.
  17. The bind system is good, but it removes any reason for level 11 secondary items such as gloves and boots. There was some effort making these items and putting them as boss drops but nobody looks at them past the boss floor. What he's (Zamorak) asking is a balanced manner to introduce these in a way they can be kept. Offering more binds is not the solution. If Jagex raises the binding number, it won't mean people will bind boots as they'll bind another weapon or armor piece. However, if they introduce a "upper item" (weapon, shield, armor, slayer item) and "lower item" bind (glove, boots, and med helm maybe) so that a level 50 can bind 2 upper and 2 lower items then players have a reason to keep boots and gloves. Yes, it's more bound items but it's more of the minor stuff. Secondly, introduce a "DG Bound Item Box" that can be accessed at the end of a dungeon after a boss. This prevents players from shifting their strengths mid game, yet are not held hostage to one combat type or hybrid. Currently, you can be limited to the team you can participate on. However, at the end of a dungeon during the winter face(say a quicky at level 1) you can shift from Melee to Mage or Range and join another team as another aspect. That's not unbalanced as you're not given more binds to work with in a dungeon, and it's more fun and varied. So yes, the suggestions make things a little easier (bounded gloves and boots), and offer variety for players going for 120 (changing combat settings). Still, it does nothing more than make Dungeoneering more fun and approachable at very little cost to balance. Kudos to whoever thought of both ideas.
  18. A "DG Bank" you can only access at the very end of each dungeon to switch out bound items? Now that sounds like a winning idea. Let's the teams switch up how they START each dungeon which offers variety and more fun with ZERO unbalancing to the current system. To those that says a system works fine as is, I'm glad Jagex never takes that mindset. Yeah, they upset the apple cart a lot, but you get an ever evolving game.
  19. The coolest idea I heard (I think it was on this forum) was to allow "Prestige Binds" that builds last as long as you don't reset your Prestige. Example, every 10 floors you complete on a Prestige run, you get an extra Prestige bind added. At 50 floors, you can have 3 permenant binds because of your skill level and 5 items you can bind. Hit the end of your prestige run and reset then your prestige bound items disappear too. Seems like it'd be balanced, since at the highest floors where you get the cool stuff you'll lose it when you reset your prestige to do low floors. In addition, this gives a great use to all the high level items dropped including gloves and boots.
  20. There are guys that spend HOURS at the gym everyday: addicted much? There are guys that play chess for hours every day: addicted much? There are guys that write for HOURS a day: addicted much? Most things can be an addiction. Things that you have some irrational desire to do consistantly. Exercise, reading, guitar, collecting, gaming, etc. can be approached with positive and negative outcomes. Doing one to the exclusion of everything else can be considered destructive, then again it can make you the best in the world to be paid for said addiction. Personally, I say get yourself addicted to about 2 or 3 things so you're forced to split your time among them. It'll look less bad then, even though you're still spending equal amount of time per day on addictions.
  21. To be honest, if he was able to give this message to himself 30 years ago, he wouldn't have listened. Looking back on what you could have been doing 30 years is easy. However, you can't do something with 30 years of your future in mind. I will say that the last 4 years of spare time I put toward physical fitness and Japanese will net me better results in the future than the four years of free time prior to that aimed more at Runescape. Now, I doubt I'd have realized that without experiencing it though.
  22. What Jagex needs to do first is change the "Items Saved on Death" to be based on GE value or alchemy value (player option selection). This'll balance the cost of certain items like Barrow helms that don't save normally thus get lost more often. Second, since we're talking about the halberd, is there any reason Jagex has not released the Crystal Halberd yet? It can't be that complicated of a system to implement and by the time they release it, it'll be like a dragon item release where most will say "Who Cares?".
  23. I don't think the main economy would change at all. A new world has zero impact except for less players at any one time, which happens naturally anyway. Now, it would be difficult to keep the prices in each world seperate in your head, but I think that'll become second nature to those that want to play in multiple worlds instead of just one. I doubt a large number of established players will move over so that stays within the community, and may be the members you prefer in the main. New players and some older accounts looking for fresh territory would move over. Then you'll have those that'll play in both areas. Still, the chats will all be connected just like with RSC, so any community developed will stay developed for the most part. And of course the game will be the same game for the most part. Yeah, Jagex messed up on that one big time. Course I wonder how that would impact my suggestion that the freshman servers are update with a two to four week lag. Of course they can't space out an update like that as players on the new server would start buying up boots in anticipation of the upcoming change. Moral of the story, keep the value of items as the game sees it separate from the value of items as the players sees it, with the exception that items saved on death can be based on GE values.
  24. Jagex with the GE and Balanced Trades said "There are things that the in game thinks that items are worth and things that Players think items are worth. Neither the twain shall meet, however neither shall we ignore that fact." Just because players thought that Blue Phats were 500 mill gp did not mean that the game would think it's 500 mill gp outside of Player to Player trades. The game will think phats are 1gp but consider them 500 mill when players tried to trade them. This went for many, many other items. Player values are based around fare to many chaotic factors that a sane person cannot hope to justify why the reasons are for. Trying to modify the game to account for that chaotic value is only asking for trouble. That players think viles are 100 gp each does not mean we should then give the shop value of 100 gp nor alc for 60 gp. It's a player value of 100 gp in part because of the shop value of 5 gp or less, in part because it's annoying to collect them, in part because they're useful. Jagex seriously messed up here changing in game value of items based on player to player trades. The trades were in part based on the "can't be bothered" attitude of not getting them yourself. Just because players bought 1 law for 1000 gp (before balanced trades) did not mean that they'd buy 10,000 laws for 10 mill gp. Hell, I once sold a chef's hat for 5000 gp so a guy could get in the chef's guild. Does that mean chef hats need to alc for 3000 gp? No, it means one guy was too lazy to go kill goblins to get a drop. Sadly, it's too late for a roll back, but fortunately it was a rarely traded item. Hopefully, Jagex learned it's lesson and the economy has a small impact placed on it.
  25. Hmm, Jagex makes a decision to change the price of an item based on the Player to Player value ie GE value. This in turn dumps a lot of GP into the economy. Sounds like we're going to have a temporary case of inflation occurring. Wonder if there's any method to curb the impact of all this GP coming into the economy. If only there was a mature discussion about ideas to help remove gp from the economy to lessen the impact of it. Well, guess we'll never know. PS: I know you're not reading this Jagex, but please keep the in game value of items separate from the player value of items. Yes, players think Blue Phats are worth 500m gp each, but that's doesn't mean let an NPC buy them for that much or let them alc for that much. The alchemy value of an item is taken into consideration when it comes to it's price. If you must change something, let the "Items saved on Death" be based on GE value if the player selects that option. Players everywhere will thank you for it.

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