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NukeMarine

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Everything posted by NukeMarine

  1. Quyneax, I'll be honest and say that I think that in two months the difficulty of making tradeable Port Armor (160 trade goods) will not match the price non-port players will be willing to pay to buy and use it. Right now, players can gather the material thanks to the adventurer story lines, but what about after that? Now, you argue with good reason that if there are repair kits then armor will soon match the value of 3.3 repair kits (new armor gives 10 hours, repair kits give 3 hours). Let's assume that's the case, though there's a reason it's not. OK, for a tetsu body you'll need to buy a fresh one that cost a port player 80 plates to make, or if you have a decayed tetsu already it'll cost about 27 plates, 13k chimes, 10k cherrywood, 7k jade and 3.3k steel to make. Yes, the repair kits are easier to make but not that easy. Port players will want to charge for their time and effort. Remember, easier does not equal useless. It's not a zero sum event here. On the point of value of armor to repair kits. I still think armor will have greater value than the 3.3 repair kits. Reason being you'll have to be willing to save up 80 plates to make the tetsu body. The number of players willing to invest for the longer term payout is much lower. Once they hit 8 plates and resources, they make the repair kit for a quick cash grab (easily proven by comparing helm prices to body prices which are not proportional to . That reduces the number of tetsu bodies in the game. Yes, they can be repaired, but you can't repair what you don't have. I argue that repair kits make port armor a more desirable form of combat armor, in turn creating a larger market for both armor and repair kits. Here's what the value balance will be based on: Decayed Armor + 3.3 repair kits = Tetsu Body. Replacing this with what we already know of value means: Decayed Armor + 27 plates, 13.3k chimes, 10k cherrywood, 7k jade and 3.3k steel = 80 plates. The decayed armor will be worth the value of 53 plates minus whatever value port players put on the effort collecting the additional resources. That will fetch a good price for quite some time. So no, the new armor will never drop to zero value. There's a value to the decayed version of Barrows and it's repaired version. Same will go for port armor. Anyway, I think this is a better option than Mod Edam's suggested change of increasing trade good rewards.
  2. Let me see if I get this straight about your opinion: a suggested system that allows players to make items costing 80 plates in total to use the tradeable armor for 10 hours is unacceptable to you. However, the current system that allows players to make an item costing 80 plates in total to use the tradeable armor for 10 hours is acceptable to you. Hope you can see why I'm dismissive of your current post. Your previous reply had merit, had others agreeing with. I addressed your reply, added further justification to my opinion, and even offered a change as some considered a 10 hour repair to be far excessive, even with the added cost of resources. You, in response, offered nothing new and now have an opinion that now looks irrational in face of merely breaking the system into more manageable chunks of 8 plates for 1 hour use vice 80 plates for 10 hours use. A system that for all intents and purposes is the same. Now, if you think creating a repair kit system to work with the non-tradeable Superior armor is not necessary as using GP for repairs is tried and true, then that's fine. It's one I disagree with and think this system if only applied to non-tradeable armor and scrimshaws could make ports a more long term prospect. For example, remove the GP option of repair from superior armor. Make repairs only possible with repair kits, which are tradeable. You then have a system where players with the eight skills at 90+ can get their three sets of superior armor with 2 to 3 months thanks to adventurer end voyages. They stop ports and then buy repair kits for their superior armor from players that keep playing ports. You lose a GP sink, but you gain a high level customer for players that find ports fun. Lets face it, if the tradeable armor and scrimshaws sytem isn't changed, it will become dead content. I don't know about you, but gathering 180 plates for full tradeable tetsu will take a month or two of voyages (not counting those 1 off voyages). I don't see players investing that kind of time 5-10 minutes a day twice a day for two months if the demand is below 10 million a set (which it will approach). Likewise, I don't see players paying more than 10 million a set for 10 hours of combat use. Buying a set for use, yes, but not for constant use requiring multiple purchases. As such, the tradeable armor and scrimshaws become dead content, making ports only useful for the superior sets. Or do you disagree and think tradeable armor will be a long term economically self sufficient method of income?
  3. There's got to be an unofficial world by now. If not, just edit the wikia claiming a world. No real need for a chat, but create that as well. Enough will believe it and go there.
  4. Hope they've changed the randoms so we can max out on boosts. I'm cool with limiting the re rolls, but I want to have full boosts available for the special voyages. Merchant and the 10% fortune means 20 extra plates.
  5. Well, some people have what is called a discussion where ideas are exchanged and opinions are hopefully shaped. Now, as you offered just one idea and have seemed to add nothing else suggests to me you're not interested in a discussion and merely dismiss an idea out of hand. I offered multiple points since your addition to this discussion, and you've offered none. Care to address at least point one in my comment above yours? Would a repair kit that takes 1/10th the trade goods to make used to repair 1 hour of combat armor be excessive considering 10 of those kits equal the exact same time and cost as the armor would have been itself? Knowing your stance on that helps me realize discussing if later points with you would be fruitful.
  6. Red Leaf did you read the entire thread cause those points have already been addressed. One of the big things said about PoP was that it would be like a larger version MTK. Now, I don't know about you, but MTK is a decent money earner returning 250% on my investment (about 100k a day). That means "ultimately", the ports are meant to be financially rewarding to late-game characters. You only make the superior versions once for yourself (and its the best). However, that doesn't make you gp. The tradeable armor and scrimshaws are meant to be money earners for people playing PoP. So tell me, what good is the second best armor in the game if the time required to create it (80 plates for Tetsu Body) does not justify the cost other players are willing to pay for it (currently 70 million, but still dropping)? This is economics here that has played out in RS quite often. I think PoP is meant to be long term content for high level skillers to make money. Now in my thinking, skillers are concerned as much about making armor for themselves if they have a chance to sell it instead. If you think the current set-up is good for long term content then fine. I do not, hence this reasonable suggestion.
  7. Let me add some ideas to this. For simplicity sakes I'll be talking about the tradable Tetsu Body which takes 80 plates to make (about 20 trade good voyages) and currently sells for 70 mill gp. 1. If you think of a repair kit as something that gives another 10 hours of use, then the repair kit already exists in the game. It's called the Tetsu Plate. Use 80 plates to make a Tetsu Body "repair kit". Use that new "repair kit" and get 10 more hours of combat. So 1 hour of combat is 8 plates. 1a. I could make a suggestion that people can make a Tetsu Body Repair Kit for 8 plates to trade, and using that kit adds 1 hour of combat to a Testu Body. Do you as a port player think this is a reasonable suggestion? Ten repair kits cost 80 plates to make and gives 10 hours of combat, the same as if one bought an entire Tetsu Body. 2. The number of trade good voyages to collect 8 plates is about two in the Pincers, but they're not common voyages. It might be one day to one week of voyages before a player collects 8 plates. Now, during this time he is collecting other material. Let me ask, if you find 1a reasonable, what if we add on the requirement for 4k chimes, 3k cherrywood, 2k jade and 1k steel? If 8 plates alone is reasonable for 1 hour, would those additional resources to add 3 hours of combat be an acceptable change? 2a. If (2) is reasonable, then if 80 plates for 1 Tetsu Body add 10 hours of combat (like it does now) then it should be reasonable for 80 plates, 40k chimes, 30k cherrywood, 20k jade and 10k steel to make 10 repair kits that add 30 hours of combat. 3. I argue (1a) replicates what exists in game, just allowing players to offer "repairs" in 1/10 chunks. I also think that (2a) does not take away too much from this in that one still requires the number of voyages to get 8 plates and a lot of resources to justify the 3 hours of combat vice 1 hour. 3a. The use of 3 hours can just as easily be 4 hours, 5 hours or even 10 hours. Three hours means 10 kits give you 30 hours of combat, 5 hours would mean 50 hours and 10 hours means 10 kits get you 100 hours. After discussion on another forum, 10 hours seems too much for the cost and 1 hour is definitely not enough if you require resources. 3 hours definitely (or 5 hours maybe) sounds the most fair and balanced. 3b. In all this, its easy to change the proportion of trade goods and port resources in regards to the other types of armor (repair kit adding 1 hour to scrimshaws). It can even apply to Superior armor and Scrimshaws by offering double or triple combat time if used on those degraded items. So, a Tetsu Body Repair Kit used on a tradeable Tetsu Body gives 3 hours of combat while the repair kit used on Degraded Superior Tetsu Body gives it 10 hours of combat. 4. I think gathering the additional resources make this much more difficult and time consuming. While this has only talked about Tetsu Plate, if a player is collecting other trade goods he'll also have to collect resources for them if they want to make repair kits. Anyone that wanted to upgrade their buildings know that its a cost/benefit trade off by taking voyages in the various regions. Yes, I've thought this through. Yes, I tend to dismiss those that immediately say "This will ruin ports forever, armor is meant to turn to dust, ATTICA, ATTICA!!!". I do understand that impacts the economy of port armor, however I think it would be in a positive way. Hopefully this breakdown makes the idea more appealing to others.
  8. Chenw, I have 3 overseers, 3 merchants, 4 duel skill (currently 2 jade and 2 witch), and 5 crew each. It's been very balanced, I can get 80%+ on most missions and fail very few (so far no deaths). ------------------------------------ Here's an idea for those looking to max out scrolls: After you max out your crew and ship for the region and have the buildings you want, shift your focus to the Scythe region. Don't do voyages unless they're for a trade good or a scroll. I'm assuming you don't need resources anymore and the trade goods missions take 13 hour in pincers for 4 goods. As such, you want to hold off your ship getting to the Pincer region as long as possible. If you stick to Scythe, you can find trade good missions at 5 hours for 2 items. During this time, you're approaching the Pincers slowly. Every day, your adventurers then brings scroll and trade good missions which are easier to do since you're not in the Pincers yet. If you get to the pincers, it shouldn't matter as all the scroll missions now are at Pincer level. After you max out your ship and crew, you're likely rerolling all resource voyages to get the more valuable trade good and scrolls so you should use up all voyages. If it turns out the you can't do all the trade good missions in one day (due to lots of adventurers offering them), then switch to lower region that allows faster voyages at an easier chance. Mod Edam also posted he's likely to update the Trade Good Totem to increase chance of trade good mission by 5% (not stackable).
  9. /thread Before you end the thread allow me to retort. First, I could argue that it would not undermine the value of PoP armor and may in fact increase the value overall of Player Owned Port items. Currently to create a full set of armor, one needs 160 of the specific trade goods which come in groups of 4. I've yet to see the stats on chance per voyage for specific trade goods, however it still is going to take 40 voyages of 13 hours each assuming 100% accomplishment (not counting the one shot Adventurer story voyages). It takes a long time to make these armors even if the active time is minimal. On top of that, as they only last 10 hours so people buying these at the moment (and likely from here on out) are doing it. Look at those numbers: 40 voyages, 520 hours real world time for a set that's getting cheaper and cheaper because nobody wants to spend a lot for 10 hours. Congratulations, you're getting 100% of nothing. The idea suggested above does a few things to mitigate this. Yes, it technically extends the life of armor by 90 hours in that 160 trade makes the first set (10 hours) while another 160 trade goods make 10 sets of repair kits (100 hours). So instead of the 320 trade goods making 20 hours you get 100 hours. However, since those 10 repair kit sets also require a lot of resources (80k chimes, 60k cherrywood, 40k jade, 20k steel) I doubt any Port player would sell them for 1/10th the price of armor. I think a player would sell them for 1/5th or more. On top of this, instead of waiting 40 voyages to see a profit a player could sell repair kits for a full armor set after four voyages. If you haven't figured it out, this is the razor blade model of business. The PoP Armor and Scrimshaws are the Razors. The repair kits become the razor blades. You turn something that only specialist like barbers used due to cost and upkeep into something everyone one wants to buy and continue to use. You have to look at the long term here. This idea puts to use port resources that currently lose all value after you've upgraded all buildings, ships and crew. It reduces the voyages needed to see profits on slow to collect trade goods. It offers a cheaper method to upkeep valuable armor while keeping the method of upkeep in the hands of Port players. So yes, type /thread all you want. I think there's merit in continuing the discussion.
  10. [qfc]74-75-527-64218174[/qfc] [Edit: Changed suggested hours to 3 hours vice 10. In addition, yes I know that superior armor does not turn to dust, has higher stats and can be repaired. This is about economics of port, not a non-tradeable end game item] TL-DR: Allow players to add 3 hours to the tradeable versions of PoP armor using a repair kit made from port resources and a small amount of the trade goods. Tradeable PoP armor now turns to "decayed" instead of disappearing (but is still unusable) when it's combat time or is dropped in PvP combat. -------------------------------------------- ~~ Introduction ~~ Tradeable PoP armor while being the strongest in the game only last 10 hours. This armor in turn requires numerous voyages and lots of passive time in the real world just to create it. It is approaching the point where the time involved to create these versus the amount other players are willing to pay for it will not match. That will mean that after port players make their superior armor, they will stop the mini-game. While it would be disastrous to the longevity of PoP to make these items repairable using gp, allowing repair kits made using port resources would give much more life to PoP and bring more value to PoP armor overall. This suggestion allows players to use port resources and trade goods to create a specific "repair kit" for each armor piece which is used on a degraded or decayed PoP armor (which no longer disappears after 10 hours of use). For example, Port players can make a "Testu Body Repair Kit" which they can sell to a non-port player or on the GE. That kit is then used on a degraded Testu Body which brings it back to three hours of combat use. ~~ Repair Kits ~~ Tradeable item used to repair decayed or degraded PoP armor. Repair Kits help alleviate the need to trade degraded armor to repair. Players make repair kits at their PoP workshop. The player must have the scroll for that armor part to make its repair kit. The cost will be 1/10th the trade goods plus a certain amount of chimes, cherrywood, jade and stainless steel. The XP to make these will be 1/5th. After it is created, players can trade these to other players or on the GE. The mechanics are simple. Tradeable PoP armor and scrimshaws become degraded on initial use and decayed after their hours of use are up, they get dropped in PvP combat or dropped on purpose for whatever reasons. The decayed armor and scrimshaw pieces are tradeable much like other items in the game such as Barrows. Using the specific repair kit on that particular armor piece or scrimshaw brings the back to use (3 hours for armor, 1 hours for scrimshaws). While the items have time left, they remain untradeable. In addition, these repair kits work on superior armor and scrimshaws. First, they can only be used on the decayed superior items. Use a repair kit on superior armor and 10 hours is restored. Use the scrimshaw repair kit on superior scrimshaws to restore 4 hours. ~ Body Repair Kits ~ 8 trade goods, 4000 chimes, 3000 cherrywood, 2000 jade, 1000 stainless steel 6k xp awarded Restores 3 hours of use on tradeable armor, 10 hours on superior armor ~ Leg Repair Kits ~ 5 trade goods, 2700 chimes, 2000 cherrywood, 1350 jade, 650 stainless steel 4k xp awarded Restores 3 hours of use on tradeable armor, 10 hours on superior armor ~ Head Repair Kits ~ 3 trade goods, 1300 chimes, 1000 cherrywood, 650 jade, 350 stainless steel 2k xp awarded Restores 3 hours of use on tradeable armor, 10 hours on superior armor ~ Scrimshaw Repair Kits ~ 1 bone, 400 chimes, 300 cherrywood, 200 jade, 100 stainless steel 800 xp fletching Restores 1 hour of use on lesser scrimshaws, 4 hours on superior scrimshaws ~~ Detailed Justification ~~ 1. If you think of a repair kit as something that gives another 10 hours of use, then the repair kit already exists in the game. It's called the Tetsu Plate. Use 80 plates to make a Tetsu Body "repair kit". Use that new "repair kit" and get 10 more hours of combat. So 1 hour of combat is 8 plates. 1a. I could make a suggestion that people can make a Tetsu Body Repair Kit for 8 plates to trade, and using that kit adds 1 hour of combat to a Testu Body. Do you as a port player think this is a reasonable suggestion? Ten repair kits cost 80 plates to make and gives 10 hours of combat, the same as if one bought an entire Tetsu Body. 2. The number of trade good voyages to collect 8 plates is about two in the Pincers, but they're not common voyages. It might be one day to one week of voyages before a player collects 8 plates. Now, during this time he is collecting other material. Let me ask, if you find 1a reasonable, what if we add on the requirement for 4k chimes, 3k cherrywood, 2k jade and 1k steel? If 8 plates alone is reasonable for 1 hour, would those additional resources to add 3 hours of combat be an acceptable change? 2a. If (2) is reasonable, then if 80 plates for 1 Tetsu Body add 10 hours of combat (like it does now) then it should be reasonable for 80 plates, 40k chimes, 30k cherrywood, 20k jade and 10k steel to make 10 repair kits that add 30 hours of combat. 3. I argue (1a) replicates what exists in game, just allowing players to offer "repairs" in 1/10 chunks. I also think that (2a) does not take away too much from this in that one still requires the number of voyages to get 8 plates and a lot of resources to justify the 3 hours of combat vice 1 hour. 3a. The use of 3 hours can just as easily be 4 hours, 5 hours or even 10 hours. Three hours means 10 kits give you 30 hours of combat, 5 hours would mean 50 hours and 10 hours means 10 kits get you 100 hours. After discussion on another forum, 10 hours seems too much for the cost and 1 hour is definitely not enough if you require resources. 3 hours definitely (or 5 hours maybe) sounds the most fair and balanced. 3b. In all this, its easy to change the proportion of trade goods and port resources in regards to the other types of armor (repair kit adding 1 hour to scrimshaws). It can even apply to Superior armor and Scrimshaws by offering double or triple combat time if used on those degraded items. So, a Tetsu Body Repair Kit used on a tradeable Tetsu Body gives 3 hours of combat while the repair kit used on Degraded Superior Tetsu Body gives it 10 hours of combat. 4. I think gathering the additional resources make this much more difficult and time consuming. While this has only talked about Tetsu Plate, if a player is collecting other trade goods he'll also have to collect resources for them if they want to make repair kits. Anyone that wanted to upgrade their buildings know that its a cost/benefit trade off by taking voyages in the various regions. ~~Summary~~ A very balanced approach for tradeable PoP armor to be repaired. It allows Port players to use their trade resources earlier and much more often. This offers incentive to continue collecting resources in PoP and to get upgrades that increase resources. The repair costs are attached to value players give to time and effort spent on voyages in the Port mini-game and not just to gp. Other players now have an incentive to use the armor much more. The armor if used in PvP now has value for the opponent as a potential drop. To put this in perspective: How much would you sell a full set of trade kits that cost you 20 lacquers, 8000 chimes, 6000 cherrywood, 4000 jade, and 2000 stainless steel? How much would you buy those three kits that gave another 10 hours of use to your 150 million gp set of armor? Should be an easy update and a no brainer. PS: This helps prevent Seppuku by those armorers that created a tradeable Testu Body and accidentally equipped it. While it still creates a loss, better to lose 1/10th to 1/5th the cost via a repair kit than the 100% loss you'd gt now due to a misclick from lag. Basically, the player would drop the armor to make it decayed, then sell it.
  11. There's no reason they would want to do that. Why not, it's the same game. Only difference is no character on the server is older than when the server went live. It's literally zero extra effort to update it. Now, they would not need to update the Pre-EoC or RS '06 servers as that'd be an enormous amount of effort since they're essentially two different games.
  12. Well, if you consider that PoP will remain an active piece of content for probably a couple of years at least, then it makes sense that eventually the warehouse will pay back its initial cost... Not that that is very useful if Jagex doesn't add a use for extra port resources. After getting all of the upgrades, etc, what good will 25k+ extra stainless steel do us? Jagex could change the system so that players can repair the tradeable armor using port resources. That would give a big extension to the game life of PoP. I'm not sure what the balance of resources should be, but what would players think if for body repair it took 4000 chimes, 3000 cherrywood, 2000 jade, 1000 steel and 8 Plate to repair the melee chest armor with similar proportion of resources for head and legs? For untradeable, players can spend either half that or use gp like now. Something along those lines would make upgrading the warehouse and collecting resources a big factor in continuing PoP. First, ten repairs would be the same trade good cost as making a new piece of armor. However, the resources makes 10 repairs cost much more overall than buying new sets. Tradeable armor then gets used much more in high risk boss and PvP situation. Since on death it becomes degraded, it becomes a valuable drop in PvP combat.
  13. You don't go back in time. Release it just the same as the current game at the moment. Players that want to start on these servers have to start as a fresh character that's still attached to your main account, just like people wanting to play RSC for the first time had to do. Jagex won't have to reset things when things go "bad". Assuming RS can last for few more years (safe assumption), then depending on the popularity of the first set of reboot servers, they can release a new set of servers where again starting on those means starting with a fresh character. This can mean two, three or maybe four different economic worlds in time. Doubt it would go that far, but it could be possible. This is not a new concept by the way. Most other MMO's had multiple closed off economies where your characters on one server set could not go to other servers. RS was different in that you could hop servers which made for a much larger game world economy. The only exception being the RSC servers whose economy split off when RS2 came out. However, instead of making a separate servers and never updating them (leading to less and less players), Jagex can update these new set of servers alongside the main game as they are still the same game.
  14. They should have no problems releasing specific closed off servers. They've been doing it for almost a decade with RSC and even found time to improve on those servers a little bit (still a botting paradise, but at least the chats are connected). They can have two or three RS'06 servers complete with retro graphics and two or three pre-EoC servers. Both will have players start from scratch, neither will be updated except for patching of bugs, and like RSC have their own closed off economies. Like RSC, there'll be a group of players that are committed, but that group grows smaller every year. Then there can be member servers where everyone starts from scratch, RS Reboot servers. I've been suggesting this for years and think it can be very popular. I'd love to see what the game world would be like where there is no F2P bot mining population and no 10 years of economic legacy impacting items and prices. Only question would be how does Solomon and SoF impact such servers. Perhaps a purchase applies to both accounts equally. As it would still be the same game, these servers can be updated the same as the normal servers, only I recommend a 2 week delay on regular updates to catch catastrophic bugs (yes, the main game becomes the beta phase).
  15. You say the word "free". I don't think that word means what you think it means. Any item that takes the investment of time and effort that these are requiring should not be labeled free.
  16. The 200 million is so rare as to be irrelevant to the discussion. Usually you ignore the outliers or go with the median, but even here on average it adds little to the overall output. Until this change, the SoF was only useful with regards to XP lamps in my opinion (barring those that wanted specialty items and those two discontinued tradeable items). This change looks like you're going from 4000 gp per spin average to 10, 20 or even 30 times that (wild ass guess on my part). Now, $100 for 450 spins for 36m gp is probably 6 times what gold farmers charge. However, its a method that doesn't get a player banned and directly pays Jagex. Plus, that's on top of the skill lamps. I can see it encouraging a lot more players to pay. Not saying it's good or bad, but it will change the economy. Now to see if the sinkholes are gp sinks via ingame gambling to offset this update.
  17. I only have two adventurers and concentrated on resources over scrolls and trade goods. So I've got 5 scrolls done. Pretty sure others are in the same boat (no pun intended). I guess if I had 6 adventurers, I would have gotten more scrolls in the cherrywood region just thanks to having the chance to do them and ability to reroll. Yeah, I'll miss out on the high gp payout but oh well. At least people that have the skills are getting the payout after these six weeks. Still a great update and I hope the changes to the random events aren't too extreme. Speaking of random events, think they should have a seasinger random where you go around cleaning up the port (sweep trash, empty barrels, shoo seagulls, enslave the souls and crush the hearts of sailors through melodic singing, polishing brass, etc)?
  18. Just what we wanted! It's Sea Witch's awful ability put on a crew with awful stats! Truly ingenious. To be honest, I am seriously bummed out by this. This is just pathetic, awful stat distribution and a broken ability. There's absolutely no reason to ever use this guy. As others mentioned, he's a 1800 total stat guy. This makes him the best on the triple stat missions (rare as they are) and somewhat useful on the double stat missions. Plus, he adds +100 solidarity to all stats since he's a unique crew member which you lose if you try to double book a 1200 crew in his place. That solidarity benefit is a big plus. He sucks on the single stat missions, and his special ability is useless. If they do change on how resurrect works (become a permanent level 0 for instance) then that would be cool.
  19. Just sounds like a bad idea. If there's a beta it needs to be as open as possible to help prevent market manipulation. Now, if there's a lot of gold and silver members then I guess that's ok. However, they'll run into the same problem that occured with Beta last summer: lack of participation. One player offered a great suggestion to just offer SoF, SGS or Loyalty benefits for so many hours per week of beta testing while going a step further and offering extra incentives for specific areas or new content. Don't expect much testing if the only criteria is a player paid a year in advance. One benefit of always having an open Beta server(s) is players able to test riskier aspects of the game that's not done en masse in the real game. Maybe some of those 2 billion gp dupes would have been found earlier had players been able to test out what happens when you run against the item cap for instance. Is there harm in keeping Beta servers open even if they never put content in ahead of time? I'm sure many players would rather test out Kalphite King on safe Betas before risking their gear in the real game for example. Something I've learned through the years is there's no such thing as a 'small update' with regards to the RS code. With a Beta phase, you can hope that hundreds of testers will notice what the dozens of inhouse testers did not. Just my opinion on the matter. There are pros and cons to it of course.
  20. It happened this patch, but was on to do list for Jagex for a while. I wish it teleported us directly to the port though as it's kind of overkill to have four teleports (home tele, cabbage tele, spirit tree tele and port tele) going to the same area.
  21. Kalphite king is going after one guy who's standing behind two other people blocking the kalphite king from being able to attack the person so he never actually hits anyone. Everyone attacks kalphite king with steel titans and maxed gear and the KK goes down in 45 seconds. So a tactic people used years ago at Barrows rears it head again? You'd think Jagex would know by now to give boss monsters the ability to knock people aside or walk through them. Still, good on players finding a technique that works. Seriously Jagex, you have beta servers set up, why not use it. Give some incentives to encourage players to try out beta every week such upto 10 spins, 200 runecoins or 1000 loyalty points after 3 hours of beta testing at particular areas every week. Oh, nope, they're big on the surprise update with the always occuring, soon to patch (hopefully) bug.
  22. Those got patched today. Dont know how long theyll last now though. Edit: 1 voyage ouch, thought that they would last like a week or something. Oh well That's a good idea to suggest. Randoms are just too rare to waste on 1 shot deals. If these can be made to last for 1 week (even the item boosting ones) then most people will use them especially when we're in the Bowl and Pincers where re-rolling voyages is a non-issue. The life boat can work till it saves a crew member (makes golems valuable again). I wouldn't mind a week of +10% combat on one of my ships, definitely worth a random selection.
  23. Here's how I look at special crew members: If two normal members surpass the stats of two special crew members, I don't get them. With golems, they've been pointless as I just put a morale and combat crewman for more points (Cherrywood golem is just barely better by 100 points). The siren, chimera, etc however have been worth it at least 1 region past where they're obtained. My set-up has been 4 of each normal crew (replaced with special crew of matching high stat), 3 solidarity as I use them on most trips and will get a 4th when I get the next ship, 3 merchants as they pay for themselves 10x over. I've had the other 4 slots with golems and soothsayers. Now, I'll probably just fill the slots with normal and special crew since golems are useless and soothsayers don't seem worth it unless someone provides solid data on chances. As others point out, the speed crewman is useless. Here's what I did going into the cherrywood area: First, I had a maxed gunpowder crew and ship in addition to a third ship. I seemed to be getting high success thanks to the early ease bonus, which I use to max out on cherrywood voyages (even the adventurer voyages). I upgraded the rudder, the deck, then my crew, now I'm working on the hull and prow. I think what helps is I haven't been doing scroll and trade good voyages. Figured there's no rush as I'll not be the first to get armor or scrimshaws. This also reduced the number of failures meaning less material or crew lost (zero in my case).
  24. While I get that prices now are the "gotta have it now" prices, I am wondering what the prices will be in the coming months. What is 2.7% boost to critical hit chance for 4 hours worth? What is the destructo XP for those skills worth? What are the extra drops worth? The skill scrimshaws seem the easiest to figure out as all you have to do is say "I get Y more nests every 4 hours of wood cutting, that nets me X gp extra so I'll pay something close to that but not over". Any wagers on whether Jagex made the Y high enough to justify a multi-million gp starting price?
  25. This is a step in the right direction. Instead of just putting out a new set of armor, offer methods to upgrade existing armor to the next level. Dragon Mediums and Dragon Chains would not have tanked if they made them required ingrediants for making Dragon Full Helms and Dragon Platebodies. Not saying make it easier to upgrade than to obtain a new set of high level equipment, but offer an option that keeps the economy stable. Gives players multiple sources to farm instead of one boss that happens to drop the best. My worry is the "exponential increase" mentioned. We know from grinding how big an impact exponential increase impacts gameplay. If they do this, then they need to release smaller tier increases. Something like Tier 65, 70, 75, 80, 85, 87, 90, 93, 95, 97, 99. That way you get the uber expensive because they're "the best", but you have something near as good that won't be as expensive.
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