Everything posted by NukeMarine
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4K Zeal with Red Chinchompas
Ok, here's my results: Range 85 Wield: Normal chinchompa, full black, archer helm, zammy, Used eagle eye prayer. Anyway, world 6 (awful world for Pest Control, so perfect for chins). Used 900 chins in not too many games (about 50 minutes I think). Gained: 61.3k Range XP, 20.4k HP xp, so 68.1 range xp and 22.7 hp xp per chin. As far as how fast can you gather chins, if players were getting 80k xp an hour at red chins in hunter, must be 320 red chins an hour.
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4K Zeal with Red Chinchompas
I know the point's not about Hunter skill, but it's nice that this skill supports other skills almost as much as lunar magic. There's prayer (temporary help, as chins and sally's don't drop bones), thieving, running based skill training, range, herblore and a host of other skills you can benefit just through normal training of hunter. The chin benefit was obvious the instant I heard it did 9 squares of damage. That screamed either Dagg cave or pest control. Now you showed that pest control with low level teams are great to train on. Oh no, now you'll world hop when the heart units show up, the irony.
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A Reasonable PK Anywhere Idea from Non-pker
Not really, as the pures would hold power over the non-wild areas since those places still would have level restrictions. Something just seems cool about clan battles in the middle of karamja or trollweis mountain.
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// Worst Runescape Updates of 2006 //
Poll updated with interesting results. I did not expect pest control to be as hated as it turns out. PS: Who likes the way I designed this poll as in letting you give three choices?
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Can we LIE in Runescape?
Seems to be more and more reports of people being banned by "confessing" to a crime. This creates a problem and brings up an interesting point of debate: Are we allowed to lie? Example, some idjit is pm'ing me claiming that I hacked his account. Now, instead of ignoring him I go into sarcasm mode: Idjit-Xtreme: Yes, you hacked my account cause I lured you. Nuke-Marine: Yeah, I hacked your account **Idjit reports at this moment** Nuke-Marine: I somehow figured out who you were in real life, walked to your house, Nuke-Marine: got on your computer and installed a keylog Nuke-Marine: then to get your bank pin, hid a mini-camera behind your seat. Nuke-Marine: MORON! You have to download a keylogger or tell your friends your pass to get hacked. Nuke-Marine: guys you lure can't do it since they don't know you in RL. Now, I was being sarcastic as the last part shows. However, if Jagex saw only the first part in a snap shot, I could have been in trouble. But Jagex apparently is banning people that lie or be sarcastic. Seeing that the ENTIRE GAME has you pretending to be a fantasy character, then you're allowed to lie and be sarcastic. Is Jagex using self-confessions that may be out of context to ban people? If that's the case, should they make it PLAIN AND CLEAR that lying about activity even in jest or sarcasm can get you in trouble.
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A Reasonable PK Anywhere Idea from Non-pker
Jagex will NEVER release a PK only server. It's a waste of resources. My idea is a server that allows PK anywhere can still be used by non-pkers to play the game normally. That way, if pk anywhere is a bust, you still have a useful server.
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// Worst Runescape Updates of 2006 //
Poll updated. Some interesting results coming out.
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// Best Runescape Updates of 2006 //
I updated the polls. Remember, I'm human despite calls to the contrary, so my counting may be off. Feel free to correct me. In addition, if any of the nominees are from a previous year (and not indicated), tell me and I'll zero the votes. It'll stay on the list, just not get counted in the standings.
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// Worst Runescape Updates of 2006 //
A sister thread to the // Best Runescape Updates //. Post your THREE nominees for Worst Update for Runescape in 2006. By worst, I think you should limit it to something you think lessened the enjoyment of the game, but it's upto you as it's your votes. Hold flaming to a minimum, post your three choices clearly in order like this: Choice 1 - reason Choice 2 - reason Choice 3 - reason The order does not matter as each choice gets 1 vote. If you give more than three I'll take the first ones. If you decide to change your choices later, make a post with your original choices then state what your changes to them are. You don't have to give a reason, but it would be nice especially considering the topic. ************************************** As of page 5, mEB, post 17 Votes - Worst Updates 61 - Pure Essence 38 - Pest Control (Combat easy) 15 - Temple Trekking 13 - Halloween Event (Scared Emote re-release) 12 - Hunter skill (rushed, no appeal) 12 - Changes to Lumbridge (Skill Tutors, move mith mine, agility shortcut at graveyard) 12 - Soul's Bane quest 10 - Treasure Trails (emote clues) 9 - New Player Interface 8 - Renaming Servers 7 - Crossbows 7 - Construction (need house to level, money drain) 4 - Trouble Brewing 4 - Agility Pyramid 3 - Animal Magnetism (reduce fletching, pointless) 2 - Slug Menace Quest 2 - Verac hit through prayers (that was this year?) 3 - Wilderness Graphic update 2 - Gilded altar (Prayer easy) 2 - Lumbridge Home Teleport 2 - Sheep update (waste of NPC) 1 - Stronghold of Security 1 - Whimsical Quests 1 - Removed door Zammy Wine Room 1 - New Prayers 1 - Lunar Diplomacy (Lunar magics) 1 - Low level quests 1 - Skeletal Wyverns 1 - Gnome cooking mini-game 1 - Easter event (easter ring) 1 - Achievement capes (noobs bugging) 1 - Pyramid Plunder (easy thieving) 3 - Christmas Event 2 - New randoms 1 - Price change (protects whips) 1 - Black masks (easy slayer)
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// Best Runescape Updates of 2006 //
You're allowed to nominate 3 things from the entire year. Expect many votes on different things, so it's best to give 3 chooses.
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// Best Runescape Updates of 2006 //
The year ends on us, Jagex gave updates plenty some liked, some did not. With that lame Haiku, offer up your nominees for best updates of 2006. How to nominate: Post your THREE choices for best Runescape Updates this year. List your choices clearly as follows: Choice 1 - reason Choice 2 - reason Choice 3 - reason The order does not matter as each choice is 1 vote. You don't have to give a reason, but it would be nice. In addition, if you give more than three, I'll just take the first three of your list. ****************************** Votes as of Page 11, Luke, post 4 Times Nominated - Updates 91 - Construction Skill (Player owned house, portals) 80 - Achievement Capes (emotes, recognition) 61 - Recipe for Disaster (gloves) 45 - Pest Control 38 - Hunter Skill 20 - Royal Trouble (change to Manage Thy Kingdom) 16 - New Treasure Trails (3rd Age items) 15 - Fairy Tale 2 (Fairy Rings) 14 - Stronghold of Security 12 - Graphics Update (Monsters, game engine) 11 - Lunar Diplomacy (Lunar Magic) 10 - Pyramid of Plunder (faster thieving xp) 9 - Slayer Black Mask/Cave Horrors 8 - Mouse Scroll Wheel in game 7 - Fight Caves (Lava Cape) 6 - Mage Training Arena 5 - New Prayers 5 - Increased bank space 4 - Trouble Brewing 4 - Dragon Hatchet (increased speed) 4 - Area Sounds 3 - Swan Song Quest 3 - Easter Event (rings) 3 - Player Interface 2 - Lumbridge Updates (Guides, bank) 2 - Darkness of Hallowvale quest 1 - Wilderness Portals 1 - Chaos Elemental 1 - Pure Ess 1 - Shilo Slayer update 1 - Halloween Event 1 - Agilility Pyramid 1 - Animal Magnetism quest (arrow device) 0 - Dagannoth Kings (nominated, but it's 2005 so Zero vote) 0 - 15k autoer ban (2005 event) 0 - Barbarian Assault (2007 update) ****************************** My nominees Royal Trouble - change to Manage Thy Kingdom is awesome Construction Skill - using portal and prayer and construction room. Lunar Diplomacy - outstanding aid to farming (teleports and fertile soil)
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Wow! SIX MONTHS of Kingdom Results. 12.3 Mill gp spent
I found this to be one of Jagex's best updates of the year (if there was a poll). It was balanced and not tedious to use. It gave only what you gave it to boot. Like farming, an update that benefitted through patience.
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Wow! SIX MONTHS of Kingdom Results. 12.3 Mill gp spent
Since I'm at the Six month mark, I think I'll nudge this post and show all my earnings.
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Thieving - Peak Experience Per Hour Chart
A common mistake in Pyramid Plunder is that people check the urn first for snakes. Don't check the urn, just click on it to thieve. Another thing is that you need to use Super Anti-poison. Each dose lasts you the entire game. 3 Full pots will last you an hour or so. At 78 thieving, I get 10k+ xp per run easy. Back on subject, are people finding my chart useful? What I do is instead of tracking each failure, I use my hitpoint loss to track failure. Each minute adds a hitpoint, each monkfish adds 16 hitpoints. So in one hour if I am 10 hitpoints down, 30 monkfish down, then I know I lost 550 hitpoints (60 + 10 + 30*16). If the NPC does 3 hits per failure, that's 183 failures. If I succeed 1300 times, I guess I have a 80% or so success rate.
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// NPC Runecrafting Runners and Trace Metals //
Plus, as any that have dealt with player runners can say, using runners is still slow compared to other skills.
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A Reasonable PK Anywhere Idea from Non-pker
What's wrong with that? If you want your combat level to be king, stick to single combat areas. In multi-combat areas, level 126's can easily be taken down by 5 or so level 100's. Teamwork should never be considered a negative incentive in MMORPG's It seems you've glommed onto an idea you're not expressing articulately. How is teleporting, even for pkers, a bad thing? Jagex offered teleblock to mages to counteract this in low level wilds, so if you don't have the level to use it that's your problem. Now, if you like to discard an entire idea just because it has one flaw, you're being unreasonable. State the problem, add on your opinion how that problem can be corrected.
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A Reasonable PK Anywhere Idea from Non-pker
It would technically be available on all servers. It just gets deactivated on non-PK anywhere servers early on to prevent something like the Fally massacre. If all bugs are considered reasonably gone, then expand the servers. I suggest limiting it to small amount of servers later to compress how many pkers per world. If more players start choosing to be pk anywhere, then expand number of servers that can be PK anywhere. The time limit is a minor but important detail. It should be lengthy enough to discourage sight seers. Jagex can tweak it based on player feedback after implementation.
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A Reasonable PK Anywhere Idea from Non-pker
Point taken, perhaps some priest in Varrock then. Nothing complicated. What's wrong with being Permanently skulled when you VOLUNTARILY choose to be PK anywhere? Your other statements don't seem to disagree with me, so I'm not getting your point. Saying that pking occurs in the Wild and that should be that is a conservative viewpoint, but offers nothing as to WHY that should stay the case. I also like how this can concentrate hard core pkers onto fewer servers, making them happy.
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A Reasonable PK Anywhere Idea from Non-pker
Not sure what you're asking. The wilderness acts as a Free for All Brawl ala fight caves where any level PK Anywhere can fight another level PK Anywhere. Basically, you don't want to be a pure then. Of course, if you're a PK anywhere guy and see a non-PK anywhere in the wild near your combat level, yeah, you can attack him. I was thinking about the Limited Server, and that may be a good permanent idea. Concentrating PK Anywhere onto a few servers means you're more likely to run into another fighter. The big question is would Jagex consider this possible from a programming standpoint. The most important part of this whole thing is that those player that don't chose PK Anywhere can still play on those PK Anywhere servers and not be bothered by pkers (outside the wilderness naturally).
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A Reasonable PK Anywhere Idea from Non-pker
**EDIT for Jan 2011: Bumping this since Jagex is taking away PK servers. Having given us PK Anywhere servers, it's step back to remove them. As such, the only changes I'd recommend if they keep PK Anywhere servers. --Autoskull with no item protect --Keep the (10% Combat level + 5 levels) for fights, with wilderness adding 1 level per. --At Level 20 Wilderness, however, combat becomes unlimited free-for-all. --Players on these servers can use teleblock as a level 40 spell (f2p also). --No gravestones, if you drop an item it's immediately visible (including ammo). end edit** Here's my ideas Jagex can test and implement to bring back the concept of PK anywhere in balanced and safe manner that has ZERO impact on those that would have no part in it. 1. Only players that choose PK anywhere can be attacked by other players that choose PK anywhere. All other players cannot attack or be attacked outside of the standard areas (wild, duel arena, cw, etc.). (idea is game is normal to anyone not pk anywhere) 2. Those that choose PK anywhere show up as Purple dots on radar ONLY to other PK anywhere players. All others show up as white dots as normal. (don't want wolves hiding amoung the sheep, yes?) 3. You can only choose PK anywhere at the Duke of Lumbridge (or maybe the Zammy Mage in Varrock). 4. While PK anywhere is active, you're permanently skulled. Skull shows up as red to other PK anywhere players, white to all others. 5. To deselect PK anywhere, you must have gone 3 hours GAMETIME without attacking another player first (similar to going 20 minutes getting unskulled) then ask Saradomin mage at Etrania to unmark you. If you deselect PK anywhere, it takes 3 hours gametime before you're allowed to choose PK anywhere again. (I never liked the idea of limited number of switching then permanent status. This is better as it allows you to choose your mood as the months go by. Yet, it's tedious enough to prevent abusers and tourists). 6. When you're PK anywhere then Banks and certain other areas (Mini-games for example) are "safe zones". The wilderness levels then increase the further you get from "safe zones". Think of it like the wilderness does now, only in circular patterns. So the first 5 squares outside the bank is Level 1, squares 6-10 is level 2, etc. (a common failing in most PK anywhere set-ups is that new players get bullied and turned off, so how Jagex designed the wilderness can apply to the whole of Runescape). Teleporting restrictions still apply, so trying to teleport in the middle of Al Kharid desert may not be possible to PK anywhere). 7. PK anywhere treat the ENTIRE wilderness as a Free for All with no level restrictions against other PK anywhere players ONLY. No teleporting is allowed anywhere in wilderness. 8. When first implemented, Jagex will limit this to a certain number of servers (say 10 f2p and 5 p2p servers). This is to limit damage that could occur in event of bugs that obviously will occur. While this limit is in effect, players in PK anywhere mode can only log onto PK anywhere servers. ALL PLAYERS will be warned that they're on PK anywhere servers and that they take the risk of players exploiting bugs on this server. Hopefully this is temporary. Anyway, I think I covered all the important stuff. What do you think? Would this work in your opinion. No, I don't want to hear moaning from pkers about not having easy targets like Runecrafters at the abyss. This is meant to give more variety to pking with a much more insane geography to work with.
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Are You A Famous Tip.It'er?
The only reason to use the abyss now is for deaths and chaos runes. Fairy rings make nats easier, balloons make laws easier. Glad Jagex figured out that putting good skilling areas in the wild don't give pkers more opponents, it gives pkers more targets.
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Post your Manage thy Kingdom results.
Homer, it's not that there's an essence teleport on your island. It's that by completing Lunar Diplomacy, your subjects are allowed on Lunar Island to mine there. I doubt it'd have a big impact on runecrafting. It's just one more thing you can place cash toward to use or sell for profit. With max of 50k gp a day put toward ess, that translates only to 1250 pure ess a day. You can mine that in an hour using the essence pouches. The beauty of MTK becomes apparent after you left it for 20+ days. I'm just suggesting that that beauty get applied to more items. Still, it's only a suggestion and not likely to be implemented.
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Are You A Famous Tip.It'er?
I'm not famous here either. Although I've gotten compliments in game on guides and posts I did on the official forums or other fan sites. I think what stops it here is my RSN is Nuke-Marine but my tip.it name is Nukemarine. Eh, it happens.
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Post your Manage thy Kingdom results.
Well, I've spent about 9 million so far at MTK and recorded the results. In addition, I've got 3.5 million just waiting to be harvested within the next week. I'd wager I've made over 20 million gp from this update. What's really cool is the market did not get flooded. Maples, flax, coal and herbs are still pretty steady in prices. Anyway, I'll post my pics later. Here's a suggestion I made in the Official Forums High Level Content Sticky about MTK. ~~Manage Thy Kingdom Additions~~ First, Manage Thy Kingdom was an outstanding update when they altered it. I've not heard many complaints (actually, no complaints) about this mini-game. Some high level changes to the MTK (goes on theory cost of item is 40% common player prices) 1. Completing Lunar Diplomacy unlocks Pure Essence mining option for MTK. Get 1 pure essence per 40 gp paid to workers. 2. Farming selection removes seeds that can be bought at stores (similar to how herbs won't give Guam or Marrentil). Also, like exotic woods and herbs/flax, give a split decision so you get "allotment seeds", "fruit/tree seeds", "bush/barley seeds". This option occurs when you win Fairy Tale part III (or the part the farmer gives you an award). Cost per seed I think should equate to 4 gp per experience point a seed ulitmately gives you (planting and harvesting average). 3. Cow pasture addition that collects tanned or untanned hides (everyone will pick tanned, duh). Cost is 40 gp per hide (I think hides sell for 100 each in bulk). 4. Exotic wood allows you to get your logs back planked. Apply a 60% rule so add 300 gp to plank each teak log and 900 gp to plank each mohagany log. I think a quest requirement can unlock this. 5. Give option on Fishing workers to gather seaweed. One seaweed per 200 gp (seaweed sells for 500 on market). My logic is that MTK despite outstanding rewards has not flooded the market and lowered prices. However, as players only bother with Herbs, Flax, Coal and Maples sooner or later we could experience a crash. I think adding resource spots spreads out who is spending cash on what, and encourages players to use resources themselves instead of selling them. Hope it's appreciated by content development. ************************************ Any feedback on these or maybe additions? I'm really happy about the high level sticky in suggestions. You get feedback from the Jagex Mod and if he's to be believed, Content Development likes alot of the ideas coming from it.
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Thieving - Peak Experience Per Hour Chart
I did 100 successes on Paladins and 500 successes on Knights using gloves. Knights took about 26 minutes, even with having to regain him after he disappears. Getting 1k successes on Paladins looks like it'll take 100 monkfish worth of food. Pretty tedious as there's few spots to "freeze" the Paladin.