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NukeMarine

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Everything posted by NukeMarine

  1. I don't think that would solve the problem at all. It would just mean longer periods of time where real players can't buy or sell the items they need. The limits you are proposing are unfair and will just gum up the works even more. Amusingly, it is the GE price limits themselves that are largely responsible for this situation. Jagex put price controls in to produce "stability" and prevent market manipulation, but it has had the opposite effect. Market manipulation requires low trading volume, easy information about price movements, and the ability to communicate buy and sell decisions. The current GE system makes it easy for players to choose items to manipulate because they know exactly what the price will do and when it will do it, and because the bogus pricing on thousands of items knocks trade quantities down to where a single clan can dominate the entire market. There are both systemic and reactive steps that Jagex could take to deal with this situation, but more controls is not the answer. First, what reasonable person is affected by being limited to buying 5000 iron ore a day or 5 dragon claws at the GE (5000 is an arbitrary number so it can be higher or lower)? You say it's unfair, but don't list why it's unfair. You would not be limited from buying from other players, only on the GE. As for price limits, yes, that is still the big problem. They fixed it partially with removing floor limits which helps clear the junk trading problem. However, for some reason Jagex thinks by not having price control it'll open up an exploit for RWT. So how about a mix of the two issues above? Remove price limits, however, the total you can trade per day is limited by how far outside the average price happens to be. Farther away from the average, the less you're able to buy on a given day on the exchange. This solves two problems: no more price limits, average price reacts realistically to actual sales. Yet, with limited trades by individuals it'd take an enourmous coordinated effort to massively effect the market. The average price will still limit Player to Player trades. In addition, Jagex could really help by allowing decimal bids (ex: Willows for 14.65 gp each) to help the problem of price limits on lower priced items.
  2. There's been no need for "merchants" since the Grand Exchange. Before, yes, you needed a guy willing to take the time to gather small amounts of products from many people to sell in large amounts to a few persons. With the Grand Exchange, there's literally no reason for such merchants anymore. Now, it's just not merchanting, it's playing the market which isn't a bad thing. Problem is, people are using the Grand Exchange to manipulate the market. Thing is, when Jagex takes steps to slow down market manipulation, people moan. Think about it: In one day, is there a reason to have to buy more than 5000 of any one conusmable type item (exceptions for things such as shards and runes)? Is there any reason to buy more than 10 of non-consumable type items? Want to stop rampant manipulation using the GE? Put in stronger daily limits for buying only (selling no problem). With stronger daily limits, it brings back those that really want to merchant in that they can individually cordinate with users to buy their daily quotas Ex 1: User B wants 50,000 iron ore now, but the daily limit is 5000. User A, being a good merchant, asks 10 players to buy 5000 ore each from the GE and sell to him (maybe a slight mark-up). User A then sells all 50,000 ore to User B (with a better mark-up via junk). Ex 2: User B wants 100 sets of rune armor now (maybe some clan event), but the daily limit is 10 for non consumables. User A gathers the 100 from various users, and sells all to User B with a nice mark-up via junk. Problem solved. So, yes, people might complain about stricter daily limits on the GE. However, it opens up the opportunity for real merchants to make a come back. Plus, it removes the ability to manipulate the market by abusing the GE. Question would, what are reasonable (but stricter) daily limits that won't bother 90% of the players game style?
  3. Hmm, let's look at this from an experience chart perspective: Level - Experience - % 44 to 91 44 RC - 55,649 - 00% 64 RC - 407,015 - 06% 78 RC - 1,629,200 - 27% 91 RC - 5,902,831 - 100% And just Level Level - % 44 to 91 44 RC - 00% 64 RC - 43% 78 RC - 70% 91 RC - 100% Well, assuming the numbers the guys above gave are true, then neither experience nor level are being used to determine the chance for a multiple. Makes sense to use experience though. Hey, Jagex could really apply this concept all across the board. Imagine a mining rock where the higher skill you get the greater your chances of getting higher rocks, so you constantly get experience but on occasion you get a cooler ore (higher you are, more often the occasion).
  4. Who are you to judge someone's playing style? And players with 1000 total aren't necesarilly "skillers". As I had already mentioned, it is possible to have 1K total without even having all skills at 42. He's the type of person that's judging the playing style of a person that judging Jagex's corporate decisions. Using the "Who are you too xxxx" usually means you have no retort, but can't stand not having the last word either. By the way, in that reply, he's distinguishing that a skiller is someone that levels skills, not just a sub-set of skills (what is normally termed a Pure or Level-3 skillers). Combat skills and non-combat skills are all skills. Calling oneself a "skiller" yet ignoring 7 skills seems like a misnomer, no? Now, I wouldn't call them powernoobs, though the term level 3 skiller sounds apt. Of course, you're also right. Level 1000 on F2P is too low for ex-members if one can use member skills. In addition, 1000 is too low for members cause it's an average of 42 for all skills. I think my post above solves most issues with fairness though.
  5. Ultimate solution: Allow for total level or total experience F2P Consider: 1000 levels for 15 skills is about 67 levels per skill. Level 67 is about 550k XP. That means 550k XP for 15 skills is about 8250k XP Therefore: Players with total 8250k XP or 1000 skill total in F2P skills ONLY can get on the F2P 1000 server. Problems: XP is not created equally. If Jagex want's to be complicated, it can "weight" skills giving full value to "rare" 99 skills and less to the easier skills. P2P Consider: 24 skills on P2P; Level 67 in all 24 skills is about 13,200k xp and 1600 skill levels. Therefore: Players with 13200k XP or 1500 skill levels can get on the P2P 1600+ server. Problems: Same as F2P in that XP is not created equally. Again, it can weight the xp of the skills to determine if a player has put in enough time to rate entrance. How to Weigh Skills: Actually, this is pretty simple if you assume that more players have higher XP in the easier skills: Take the top 10,000 active player (only those that played at least once in last 6 months) in any skill. He/she is a great indication of the difficulty of that one skill. The skill with the lowest XP for the 10,000th player is the hardest (x1 multiple) while the one with the higher XP are the easier skills (divide hardest skill XP by easiest skill XP for your multiple). The multiple reduces your xp for that skill to see if you get on the server. Ok, so maybe not too simple.
  6. This is completely reasonable. Even the original poster pointed out most on f2p 1000 world are ex-members. F2P 1000 Worlds - Only f2p skills count for total (which averages to about 60 levels per skill, which is pretty high) P2P 1000 Worlds - Increase total level to be average of 60 level per skill (rounded to 1500 xp, which is reasonable) As for the xp versus total level, I think Jagex choose total level on the idea with just XP you have those that grind fewer skills for whatever reason (Pures, Skillers, 200 mill Club, etc.). Though they appreciate people play the game in unique ways, they want features to reward those that try many aspects of the game. If you want to specialize, then getting to these worlds becomes more difficult, but you chose that.
  7. First these are some amazing and long awaited minor updates. About the 1000+ worlds, they pretty said this is a test case to gauge popularity. What I can see in the future: F2P 1000+ worlds only count for F2P skills for the skill total, so your member skills won't help you get on (sounds fair). P2P, I think the skill total will be raised to 1500 given the larger number of skills. And if it's popular, then it's no stretch to see 1750+ and 2000+ worlds. Still wish the world map was a right click feature. Still getting tired of activating it by accident.
  8. I think I mentioned how to compensate for safe spots. Think about it like this: EP assumes you risked 76k for a certain amount of time. Now, if you're in an area with NO ONE on the radar, are you really risking 76k? It can't take too much effort for Jagex to make it where EP is earned when people that can attack you are on your radar (which also means you are on theirs). Jagex could also limit by saying the slowest EP is gained with 1 person on the radar, while the fastest (it's current rate now) would be with 10 people. It can further limit it by saying each unique person can add at most 3% to your EP until you've lost EP in some way (penalty such as death or teleporting out of battle, or benefit such as get rewarded by kills). Again, this is all going on the assumption Jagex wants you to risk wealth around guys that have no problem attacking you. Jagex offered some fixes to the problem: Penalize teleporting out of battle, Creation of auto-skull (or +1), can't drop items in combat, no item save prayer, etc. Obviously, just depending on how EP works now is not working due to trading kills and the ease of gaining EP with no reasonable risk. Penalizing trading kills, and increasing risk when gaining EP can fix this. And if you want money sinks, the BEST idea (though people will hate it) is require a person carry 76k gp coins. If there's complaints about this taking up a valuable spot, then allow an NPC that'll take the 76k as a "deposit". Anytime you're killed on PvP worlds, the deposit is lost. Heck, make it where you can deposit over 5 million gp, but each death will take out 76k gp (allowing you to return to combat fast). Anything you carry still gets lost like normal.
  9. It's to reply "I Don't PK" in response to this thread. However, you have to realize the reason Jagex set up this system is so people will have reasons to attack other players while at the same time introducing risk. The problem is PEOPLE DON'T PK these 76k'rs. If larger groups showed up in the PvP worlds and began handling business, then someone that profited off 76k'ing probably deserves it. This is the reason I think there's got to be not only better incentive to kill ANYONE that's carrying more than 76k in wealth, but ease to attack. What I don't want is Jagex to come up with some complicated formula to determine that player A is legitimately playing as a PKr while player B is just gaming the system. Sooner or later it will just break down. If Jagex just makes it easier to find guys that carry 76k or more, and gives me an IMMEDIATE, GUARENTEED reward for killing him, then you'll find more players going out and killing. Color Dot? Heck, make it a small red skull or a blue X or a yellow circle. Come on guys, don't sweat minor stuff like that. The point is I can tell who are potential targets on my radar. Guy's abusing the system using a Dart? Make it on PvP worlds that ammo that lands on the ground is visible to all. Keeps in sync with not being able to drop items while in combat. I don't PK? Then this is not about you completely. Yeah, the inflation is seriously affecting normal players, but that can be solved with PvP based currency instead of converting idols to gp out of the gate (used to buy the PvP armor, brawling gloves and other stuff). Definately increase money sinks in both Members and F2P. Still, the system is set up on the idea that players are trying to kill other players. If you leave them alone, the system doesn't work. Still, good to know that the suggestion about dying costing EP inversely proportional to the wealth you're carrying was accepted. No comment about getting rewarded immediately killing anyone with 76k or more?
  10. Seems like a simple question. I'm hearing lots of complaints about 76k'rs, but most of the reaction is wanting Jagex to do something about it. Well, what have you the player done against it? Think about it: Here is the 76k'r that is in an area you can attack, wearing minimal equipment (hence 76k'rs), and skulled. If they teleport, they lose 30 minutes worth of "effort". So why aren't you attacking them? Why aren't you, in your strong desire of honorable money making, killing these guys getting EP for just standing around? Let me guess, these minimally clad players are protected by heavily armored clans? Oh, so they're using teamwork to get a profit like it takes teamwork to make a profit at the Corporeal demon? They run away? They teleport? You don't want to risk 76k or more to kill them? You don't PK? Course, that brings up Jagex making it hard for you. So Jagex, what incentives have you given the PLAYERS to kill these guys standing around with minimal armor and weapons? Can you make it easier for us to FIND these guys so we can kill them. So, what changes can bring this about? Although I posted it as a question, it's more of a critique. Players need to kill 76k'rs (actually anyone in the wild). Jagex needs to improve incentives for killing, and improve ability to find 76k'rs. With chance of being killed raises then only those actually risking 76k (as in, a reasonable chance of losing that amount) benefit. Personally (and I've been suggesting it for awhile) I think some changes that can encourage players to kill 76k'rs: 1. When you are killed, you lose EP. More wealth you carry, the less EP you lose. (Discourages trading kills). 2. If you kill a person carrying 76k that hasn't been one of your last 20 kills, you get a random drop worth 25k gp. (Encourages killing 76k'rs) 3. Players you can attack, and are carrying 76k appear with a red skull on screen (let's you find 76k'rs easier) 4. Players you can attack, and are carrying 76k appear as a purple dot on your radar screen (let's you find 76k'rs easier) 5. EP is gained when players that can attack you are on your radar (prevents hiding in "safe spots"). 6. EP is gained via other players on radar limited to so much per each player. (discourages safe spots with small groups). I think things like the above encourages PK'rs to kill 76k'rs (and everybody else). Still, what have you, the player, done so far about it?
  11. There are large number of problems occuring with PvP. How to get targets (non PvP'rs) to play in PvP worlds, one-itemers, 76k'ing, max damage, inflation, combat triangle, etc. Non PvP'rs into PvP worlds - Brawling gloves have become high insentives to go PvP. Getting drop potential has also helped (so one can get brawling gloves). One-itemers - The auto-skull really helped here. The other part of the solution is in max damage portion 76k'ing - Auto-skull and the teleport penalty helped here (with gaining drop potential far too safely). I think there needs to be solution to encourage more players to kill people carrying 76k worth of items. Options can be (should you carry 76k in items) 1. You show up a different color on the radar for players that can kill you 2. If you have 25+ EP, players that kill you get 25k gp of items automatically. In addition, you can make gaining EP more difficult by saying more people (that can kill you) need to be on your radar in order to gain EP. Max Damage - The dreaded one-hit. Jagex needs to release armor that acts like pray does ie reduce damage from one or more attack types. Hard to one-hit a guy if the armor he wears reduces damage 10%, 20% or 30%. Imagine level 90 Melee armor when full that reduces range damage 50% and melee damage 25%, how much would you pay for that? People can still hurt you, but not one-hit you. Inflation (due to 76k'ing)- Money sinks, pure and simple. Create weapons that feed off of cash. Use crafting and construction and smithing to create "Ornate" clothing that costs millions of gp to make (some tradeable, some not). There's nothing limited here but imagination. Combat Triangle - way too complicated to fix, so it's band-aids all the way. There's no one solution nor a few simple solutions. Even what I offered up has problems. To the original suggestion: part of the draw with RS PvP has been the hard loss of items on death. To be a good killer you have to risk pricey gear (1 itemers being the exception). To not have risk of loss removes that. Safe deaths make PvP into a mini-game.
  12. It's time Jagex seriously, seriously consider putting in true money sinks into the game. We're talking stuff that makes a level 99 fully decked out house look like a charity case. Why put such a statement in this thread? People will pay 500 gp, 1000 gp or even 2000 gp per vial because there's so much gp out there that much to save effort is worth it. When the amount of gp decreases, then the amount of EFFORT (things players must do themselves) a gp can buy increases. Thus, true money sinks are the best things to control inflation. Now, what are some good ideas for high level Money Sinks? Suggestions long ago were using Crystal and Gold Leaves with the Crafting Skill to make high level Luxury Clothes (untradeable). Same goes with the smithing skill for Ceremonial Armor. In addition, there'd be tradeable versions but much, much more expensive. Basic idea being that players would be willing to spend money on luxury items if they could show it off. So why not use the idea with other skills? Magic attack that uses GP as one of the components. Slayer beast weak to GP (I think there's a legitimate fable beast with that weakness). Summoning creature that needs GP to make the scroll. This is not hard people. So, not only luxury items, but legitimate in game areas that helps remove gold from the game as a means of game play. Remove the gold, remove inflation, prices reduce.
  13. It's the fact that people are too lazy to collect their own materials because they are GE products. It's not a bad update by any means, they simply fixed the price of a few common items in an attempt to make them realistically priced. If Jagex were to take a proactive approach towards price manipulators the GE would be dotted with changes like this, which in the long run would be better for all of us. Just because it's unbuyable it doesn't mean it's impossible to get. That's what we had to do before the GE.....get our own items when we couldn't find a seller. It the 1970's there were long lines for gas stations. Want to know why? Well, OPEC (Players collecting vials) had kept increasing the price on oil (Glass Vials) due to reducing production (demand due to herblore update). Well, that meant gasoline would be more expensive. Well, the US Congress (Jagex) would have none of that, so they passed a law (changed the code) limiting the top price of gas (price ceiling in the exchange), but didn't do anything about the price of oil (ability to gather vials faster/cheaper). Well, that meant gas stations (players) would be forced to sell at low profit or a loss buying gas from the oil refineries (collecting vials from the store 27 at a time). Voila, no gas stations bought gas to sell to consumers (no one gathered vials to sell to players). Hence, long lines at gas stations not because there wasn't gas available, because no gas station owner is going to sell something he's forced to sell for less than he bought it (lots of buyers on GE for vials, but no one willing to sell). But hey, people could always drill their own oil, refine it to gasoline. Or they could choose to walk the 30 miles to work instead of being lazy. Look, price caps were only needed when players could get infinite items. Same with price floors. With infinite items removed, and players having individual stores then there's no need for price limits at all. Yeah, Jagex may monitor the GE to offset problems caused by price fixing merchants. However, they should not step in when it comes to how players determine what their time is worth (cost of item on GE versus gathering itself).
  14. Bad idea imo. Care to elaborate? Look, the Combat Levels came about in RSC when the highest weapon was Level 30 Addy. It was altered in RS2 to seperate Mage, Range and Melee (reducing effect of pures) but the basic idea was the same so that pures had an impact with Level 40 Rune and Level 60 Dragon (plus a bit of time when Level 70 Black Dragonhide and the double Special mage shortbow reigned supreme). It's Runescape, so getting 60, 65, 70 or 75 skill levels are big changes in combat potential due to access to higher weapons. The skill level by itself is nothing. In that, even Atk has a better benefit over Str cause a character 60 Atk, 40 Str using Dragon Scimmy (no special) can womp on a character with 60 Str and 40 Atk using Rune Scimmy. This isn't anything new. Like what's been posted above, one's combat level, especially in the mid-ranges, is a poor determination on what damage you can expect from a person. In relation to herblore, I like the idea that it becomes like prayer and impact the Combat level. However, if that's the case, more "untradeable" combat potions need to be made available. I'm thinking along the lines of overload versions of Super and Regular combat potions. Perhaps potions that stay active for 3 or 5 minutes full strength but some penalty. So, low level access to untradeable lower level potions and herblore impacts combat level. Like Summoning, those that don't keep "untradeable" potions in their inventory don't have herblore impact the combat level. Win/Win.
  15. The Combat Level system has been broken for years. The main problem is the combat level is based on linear increase, when it should be exponential. A pure with 4 million combat experience points (60 atk, 60 str, 85 rng, 85 mag) shows up as level 58. That's the same combat level as another player with 45 across the board. The main problem is that it's every 10 combat levels (well, after 60 it's every 5) that players can wield progressively stronger weapons and armor. Magic is a whole other issue. Then of course are the portions of the game that affect what items you can access. The herblore thing last week just brought these issues back in into the light. One way to solve the problem is part is to let combat levels increase in an exponential manner. That way a person that has 85 in Mage, about 32 times the experience points of a player with 45 str and atk, reflects a higher combat level commensurate with all the effort he put in. Granted, that shoots pures in the foot cause they can't hide their experience like they have been doing. Wasn't there a post by Jagex that they are revamping the Combat level system anyway?
  16. Combat levels only have true merit when the following situation occurs: The player has no weapons, armor, food, prayer points, potions. At that point, a player's combat level represents that of a monster's combat level. A level 100 with food, potions, weapons, armor will be more than able to take down level 300 boss monsters. We've known this for almost 8 years. It's the very thing that pures began to exploit when combat levels were used to narrow down who you could attack. With high attack and strength but no def or prayer (or magic or range in RQC case), you had a low combat but could wield higher level weapons. Reason being, by merit of a SKILL, you could be more accurate and deal more damage thanks to a weapon that a similar combat level could not wield. You gained higher Str and Atk via a weapon which should mean a higher combat level but did not gain combat level. We have food, that gives you more hitpoints than one without, yet does not affect combat level. We have potions, that gives more levels than one with, yet does not affect combat level. Same with armor, prayer, quests and skill levels that gives access to unique weapons and spells. Just to nerf one high level aspect of the game just because it adds to one's attack potential is missing the forest for the trees. It's always, always been that way. To be honest, yesterday I thought Jagex hit on something. Imagine that being high in one skill (firemaking, agility, herblore) gave a high level benefit to other skills (smithing, attack, prayer, magic, etc.). Yet, without a week of waiting, they removed what could have revolutionized PvP and Skilling and Combat. I'll be honest, yesterday I thought we were going to see Player made armor and weapons that could not be traded. So those with high level skills could dominate in combat cause only they had access. Untradable runes that performed high level Magic. Untradable logs (spirit trees?) that made untradable bows and arrows doing amazing damage. Sadly no. Jagex flinched.
  17. The changes to the stores now having limited supplies is that you either: Buy slowly from store, buy from other players in bulk, or make them yourselves. With low stocks in stores, it means those willing to make EFFORT to collect them (Barrowing, monster drops, rune crafting, hanging around the store) can sell at a price that reflects their effort to get it and your willingness to buy it from them. How can this be anything but a boost to the economy? Yeah, it bites you can't get in bulk at a set price what you used to do, but the balance will work out better for all. We'll see the fuller impact about a month from now. @MstrMonopoly, yeah, I meant at the time Ruth was playing. The main point is these men fail all the time, but their successes bring them to the top. Same with Jagex, and that's why Runescape is one of the top MMRPG's in the world. People can moan all they like, and add in a flair of elitism. Hundreds of thousands are paying on a monthly basis for access to the premium content on Runescape.
  18. Babe Ruth had more strike outs than anybody - what a loser. Michael Jordon, that no talent hack has missed 15000 shots in professional games - obviously his career went no where. The "Get it right the first time" mentality sounds good, but leads to you doing nothing out of fear of failing. By going out there and be willing to mess up, you are willing to do more that leads to success. I for one am glad Jagex is willing to release content on almost a weekly basis. Yeah, they drop duds and bugs, but along with that comes content that's entertaining hundreds of thousands on a weekly basis. There's merit in cheap and quick. Plus, they're not failing and saying "so what", they QA, release, then tweek/repair as needed. This creates a determined study approach to game development that guys like Blizzard are just not able to touch. Instead of waiting 2 years for an 20 million dollar "uber" release that could eventually get canceled, we get cheap entertainment at a high turnover. Take your pick, or take both.
  19. Why would this affect junk items? The one thing these items have in common is that no one is able to sell them in ge, because noone wants them... If they dont get sold, price wont change. Well, think about it ...... ok, long enough. It was the price floor limit that was set that made it to where items like unstrung bows and various potions and whatever to not go to a price that players were willing to buy it. So you had an item the game claimed was worth 400 gp that no one would pay 400 gp for. Yet it stayed at 400 gp minimum. Removing the price floor means such items will begin to drop since no one is buying them on the GE. An unstrung maple bow worth 6 gp on the GE isn't useful as a junk trade item. So yeah, bye bye junk trades. In a month, there will be rants galore on how no one can rent their items for 100k gp. By the way, this is a good thing. I was against floor limits and ceiling limits for a long time. That this fixes junk trades is even better.
  20. So let me get this straight: Jagex has brought back a technique in Runescape that's been missing, the low level item merchant, and you're complaining? With Max and Min prices lifted on these items, you now can buy out your stock daily and build up for a nice profit by selling on the exchange to those that need it. On the other hand, if you can't buy enough shards from the store, buy them on the exchange from players that collected them and are selling them for a reasonable profit. The infinite stock solved some problems, but it ruined the ability for low level players to do grunt work for high level players, and get some cash for it. Oh, and it removes junk prices from the game. With no minimum limits in the GE, bye bye junk trades (look for big rants on this soon, I'm sure).
  21. Another alternative is create armor that has damage taken away from hit points and another stat. Example: Level 80 Full Elven 25% of damage is taken from prayer stat, 75% comes from hitpoints. Level 85 Full Drakan 15% taken from prayer, 15% taken from summoning, 10% taken from agility, 60% taken from hitpoints. In this way, you pseudo increase max hit points but only for those that are high level to wear it. Plus it doesn't take away from high hits.
  22. Would it kill Jagex to allow us to flatpack pre-placed furniture that take level 70+ to make? Just make them untradeable and worth 1gp if alc'd to prevent abuse. The problem with moving a room ain't the cost of the room, it's the losing of millions from the furniture.
  23. What are you talking about? That makes no sense, you aren't trying to kill the guy... So what did you mean by attack one of the three friends with you every 5 minutes? In my suggestion, you have to kill a player (in a way that'll reduce your EP which I should have added) in order to clear out the system tracking how much EP you've gotten per player on your radar. Just attacking another won't do it, as you point out above. Now, can the system track how long you've been around other players? I think so. It doesn't have to track everyone, just those is less crowded areas. The point being, if the only way you can earn EP is around other people that know that if they kill you they get 25k gp, well, surviving long enough to get EP means you EARNED your EARNING POTENTIAL. If you try to game the system with clan mates, it'll take at least 30 players standing around for 2 hours fending off others in addition to whatever they bide their time with to really be effective. If you got that strong of a clan, more power to you.
  24. So if you're getting EP in peace, how is that risking 76k gp? If getting EP means putting up with jerks attacking you every two seconds, I'd say you were risking a lot. Getting 100% EP then can mean getting pretty good drops. The more risk there is in 76k'ing, then the more legitimate the EP system becomes. By your counter-example, assuming better drops are at the 100% EP level, they're losing out by keeping it low. In addition, each player is losing 76k ever 5 minutes which is bound to add up. Yeah, 10 guys can sort of take advantage of it, but what's wrong with that? It's better 10 guys cooperating than one guy AFK'ing is some second story house or an out of the way tree.
  25. The EP system makes sense in that it gives real PK'rs (those that want to kill targets) the chance to have targets (those that want to wait around with 76k gp skilling in some way). The only problem have been players were not really risking 76k. They would 3 item, put on protect item, teleports away, drops item and returns, attack each other in single way with spells, hide in out of the way locations, etc. Jagex fixes some of the problem by making it more difficult to get EP risk free. 1. Auto skull/no protect item: If you're carrying it, it's being risked on death 2. 10 second rule: if you're in combat, you can be safe for 10 seconds after. 3. Teleport: if you teleport out of combat, you wasted 20 minutes of EP time. 4. Dropping: you can't drop items in combat **edit: Here's the suggestion I posted on the main forum** 1. If your character is risking 76k+ gp, your character is skulled. This helps other players tell if it's worth trying to kill you. 2. If your character is skulled (ie risking 76k+ gp), your dot appears yellow on the radar. 3. The more people on your radar, the faster your EP builds. 3a. EP builds fastest when at least 10 players are on your radar. It does not build if no players are on your radar. 3b. Each unique player on your radar can only account for 3% of your EP until your next kill. What that means if you and 10 friends all hang out in the wild protecting each other, the max you all can get upto is 30% EP. 4. Killing a skulled player (someone that's risking 76k gp) means you automatically get a 25k gp idol as a drop. This is in addition to normal drops you'd get with EP. You do not have to be risking anything for this drop. Obviously the numbers can be shifted for balance, but it does make sense. More radar dots, more risk. Yeah, clans can exploit it, but that's a reasonable exploit.

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