Everything posted by NukeMarine
-
02 Oct, 2012 -- Festival of the Dead
If you're willing to spend $100, then RS Coins are about 1$ per 50 coins. So each of these hairstyles are almost $3.50 dollars each? While the full outfits cost a little under $5 each, the individual hats have been going for 170 each as well. Yeah, these are too expensive IMHO, but maybe enough players are paying for hats to justify charging that much for the hairstyle.
-
Promissory Note & Choose Your Fate rewards
Well, I'll be saving my darts. However, used the bonus XP to raise slayer and summoning from 67 to 72 each.
-
01 Oct, 2012 - Behind the Scenes October
My money's on a major glitch causing many rares made into a customizable piece to disappear in the first few days. Jagex will apologize but point to their rule about not returning lost items. Secretly, Jagex figures out how many rares were actually lost then puts those back in the GE at mid price.
-
Legitimate Reasons to Raise All Skill Caps to 120+
I've suggested the high score equivalent before, as it would lead into the changes with the game itself. It seems like an easy solution that few would complain about. Granted, those at the top maxed out xp on very easy to level skills first so maybe they'd be a bit annoyed that their placement will get shuffled. Now, do you really need content to have the skill cap at 120? Many skills existed at 99 with no content going past 60 for a long time. Is there any harm with a skill going to 120 without current content to cover it? I don't think so. On the other hand, Jagex should be creative enough to create beneficial content at each and every skill level past 99 while leaving room to improve benefits in the future.
-
"CrossFit" Gym to Train the Agility Skill
There are dozens of things Jagex can put in there, and those would be cool as they're from the random event. Also I did post this on the RS Forum, but I'm the only one to comment on it. [qfc]277-278-133-64006594[/qfc]
-
Legitimate Reasons to Raise All Skill Caps to 120+
First, I agree that if a skill cap gets raised, it should be for a skill that has content for each level past 99. Yes, later even more benefits can be added to that skill, but give a tangible benefit. It's one of the reasons I suggest they can increase caps at intervals of 1 or 2 months. Second, this does not have to be about making a new target. It'd be my hope that by making skills 120 you reduce this obsessive compulsive desire to get capes in all skills. Instead, as maxing becomes less rational, then you approach skills on their own merits and benefits. I don't think new players will care. They're more turned off by having to compete against players that have years already invested in the game and it's economy. A better solution for those would be servers that have their own closed off economy and accounts start off fresh (similar to doing RSC for the first time). Increasing skill caps would be for veteran players that can appreciate the benefit.
-
Legitimate Reasons to Raise All Skill Caps to 120+
**The only thing I ask is no one use the excuse "I don't want to have to level to 120" as a reason for Jagex not to change the cap. You never have to do anything in this game.** Now we have 5% skill outfits, challenges, 10% auras, SoF lamps, etc. Leveling is getting fast. Every year the trend is for a skill to become faster and cheaper to train. This year's updates have brought about even faster ways to level skills. Runecrafting has become more an AFK skill. Special events gave members over 1 million in bonus XP on top of Gielinor games which brought about enormous xp for Agility. The Evolution of Combat will likely speed up combat training (unless balanced prior to release). Challenges are offering methods for free and bonus XP to all skills. On top of that, there's the free XP from penguins, JoaT, Troll Defense, etc. on top of the free (or purchased) spins. Even before this year, 99's grace the top scores of every skill while max skill totals are the top twenty. Only XP, a majority coming from faster to train skills, seperate the players. Those that bothered to balance their leveling in all skills punished of sorts since a maxed player with 200 million xp in one skill places higher than another with 23 million xp in 18 different skills (math may be off a bit). Alright, nothing new here. It's been talked about before and will again. Still, there seems to be some recent fast leveling updates come down the pipe even for guys like me that don't play that much a day. Even the casual player can reasonably obtain multiple 99s it seems. The multiple hour a day player would have no problem. With that in mind, I'm wondering what are the legitimate reasons either for or against for raising the skill cap of all skills to 120 or higher. Here's some of mine for the idea. - Skills are leveling faster than ever and will get faster. This spreads out that time required. - Every 7 levels require twice as much xp, so a 120 would add about 8x as much time to max out. - Allows for a better determination of a player's committment to the game. - 99 capes will still remain in the game, there can even be a 120 cape. - Level 120 caps don't have to be released all at once. For example, it could be 1 skill a month over 2 years. - The top 20 will display those that try to balance their skill leveling over all skills. - 2.5 billion XP minimum would be needed for a max player. - Greater freedom for higher level content without it being "end game" content. - More longetivity in the game life.
-
Daily Challenges & Noticeboard
Getting 90k xp in contruction for free is a definite plus. I'll making it a habit to compare GE prices of the material to the reward. Even with price fluctuations, this should balance out in the long run as a good way to train many skills you normally ignore until you do bulk training. Now for the skills that are questionable. Prayer: loss in gp, but they keep the amounts low. Combat or slayer: loss in gp assuming you're using potions and food to speed up kills Firemaking: loss in gp. Pretty high when you compare magic to yew or yew to maple. To be honest, I don't think there's a reason not to do the daily challenges with regard to cost. Only reason you should avoid it is the time investment since some tasks can take 30 to 60 minutes.
-
Botany Bay & Ozan Quest Double Bill - Sept. 26th, 2012
Sounds like mission accomplished.
-
Daily Challenges & Noticeboard
Just did 120 Mahogany cape racks (1.06m gp), got 100 runite ore reward (1.06m gp). Definitely worth doing construction now.
-
Daily Challenges & Noticeboard
With some skills, having a 99 gives you a faster xp than having a 80. Firemaking and Prayer though have a cap based on the best skilling method so those should look the same. Dungeoneering gets better xp as you get higher, so that's why I got 100k while a 99 can get 250k or more. Still, they should tone down the freaking construction when it comes to mahogany. 1 million gp in supplies is not worth the bonus or the time I could get doing oak tables or stairs.
-
Daily Challenges & Noticeboard
Updated Task list (I'll just copy/paste the whole list) -Slayer task: x47 (5,326xp @ 67 slayer) -Dagg bones: x5 (2138xp @ 74 prayer) -Smoke pouch: x4 (1126xp @65 summ) 181 noted pure ess. @ 15.5k gp -C6 dungeon: x1 did medium 1:1 (101,399xp @70 dung) -Carved Teak Magic Wardrobe: x120 (19,452xp @71 constr) -Teak Toy Boxes: x120 (19,452 @72 constr) -Gem Stalls: x11 (39,337xp @ 80 thieving) world hopped for this one -Adamantite items: x210 (16,933 @85 smith) 238 rocktail @ 506k gp -Kill lvl 145 creature: x21 (16,951 @82 str) -Burn Magic Logs: x320 (52,849 @81 fm) ~~Jagex update~~ -Mithril Minotaur: x2 (1,161 xp @66 summ) 1 ourg bone @ 8.13k gp -Mohagany Cape Racks: x120 (19,452xp @72 constr) 100 runite ore @ 1.06m gp -Runespan death, law, nats: x190 (27,066xp @83 rc) -Kill level 145 creature: x21 (16,951 @83 str) -Kill lvl 145 creature: x21 (16,951 @83 def) -Carved Teak Magic Wardrobe: x120 (19,452xp @71 constr) 530 magic logs @ 725k gp -Dagg bones: x5 (2138xp @ 74 prayer) -Gem Stalls: x11 (39,337xp @ 80 thieving) world hop is your friend -Cook rocktails: x249 (87,610xp @ 99 cooking) 39 Frost dragon bones @ 446k gp -Brew extreme range: x3 (6179xp @92 herblore) dragon stone and 11k gp @ 27k gp
-
Daily Challenges & Noticeboard
While it doesn't solve the full screen issue, Jagex could put in a right click option on the noticeboard tab. So instead of clicking the tab then clicking on quests, I can just right click and select quests option which brings up that full screen right off the bat. As for tasks, got the 120 mahogany coat racks (4 mah. planks per). Guess that'll wait until Jagex balances the cost/xp on construction task. Oak and teak I might have done, but not mahogany.
-
So how does Jagex ban bots, anyway?
How much money would Jagex lose by just banning China and Korean IP addresses versus the cost in resources caused by botters from those same IP addresses?
-
Daily Challenges & Noticeboard
Mini-game teleports. Seems to teleport to home portals then gives an arrow. Conquest - Port Sarim Flash Powder Factory - Taverly Stealing Creation - Falador Pest Control - no teleport (bug?) Should be Port Sarim Castle Wars - Yanille Big Top - no teleport Troll invasion repair - no teleport (bug?) Should be Burthorpe Dominion - Al Kharid Temple Trekking - no teleport Fight Caves - Port Sarim Troll Invasion fight - no teleport (bug?) Should be Burthorpe I wonder if this works if you have not unlocked the home teleports.
-
Daily Challenges & Noticeboard
Looking forward to a populated "Do" or "Skip" or "Either" challenge list. Wonder how long it'll take with 700 challenges.
-
Daily Challenges & Noticeboard
Updated Task list (I'll just copy/paste the whole list) -Slayer task: x47 (5,326xp @ 67 slayer) -Dagg bones: x5 (2138xp @ 74 prayer) -Smoke pouch: x4 (1126xp @65 summ) 181 noted pure ess. @ 15.5k gp -C6 dungeon: x1 did medium 1:1 (101,399xp @70 dung) -Carved Teak Magic Wardrobe: x120 (19,452xp @71 constr) -Teak Toy Boxes: x120 (19,452 @72 constr) -Gem Stalls: x11 (39,337xp @ 80 thieving) world hopped for this one -Adamantite items: x210 (16,933 @85 smith) 238 rocktail @506k gp -Kill lvl 145 creature: x21 (16,951 @82 str)
-
"CrossFit" Gym to Train the Agility Skill
Ok, they would not call it CrossFit as that word is trademarked, but I think this is a way to adapt the Runespan method of training runecrafting to work for Agility. First, Mod Mark already said Agility training is going to be updated with a more AFK way of training, likely using treadmills. However, I thought this seems a bit too boring if that's all we have. "The Elven AgilityFit Crystal Gym" After a disappointing last place finish in the Gilienor Games, the Elvish community decided they have to improve their overall fitness grown lax by their long lived but uneventful lives. *note* we can use any species, but I think elves are more fun for this. The "gym" is HUGE, with multiple training areas spread out in sections accessible themselves by agility shortcuts. Each area will have different workout events. The "advanced" areas actually have workout events closer to each other (less travel time and so more efficient). Workout events: Wall Climb, Jumprope, Box Jumps, Medicine Ball Throws, Pull-ups, Handstand walks, Rope cilmbs, etc. Jagex can replicate all the various agility courses and agility arena events on top of real world workouts you see in CrossFit, or P90X or various bootcamp style workouts. The "Workout" System: - A player is given 5 workout events he must complete which includes the number of 'reps'. For example: Push-Ups x100, Wall Climbs x10, Med Ball Shots x 30, Treadmill x400m, Bike x1500m. - The player is given a set time to complete all the events. For example: 10 minutes. This can be a set time, or jagex can make it based on the events being tasked. - He can complete these workout events in any order. - When he goes to an event and clicks, he automatically starts doing ithe event and doesn't stop until he completes all needed reps or the player stops him. Failing just means it's taking longer for the rep. This is the AFK part of the training. As such, workout event reps should take over a minute to do entirely. - Players get XP only by working on assigned workout events and only while they still have reps left. - If the time runs out, the player is given a new set of workout events and a new time. - If the player beats the timer, he's given bonus XP based on how fast he finished. Team Events Players can sign up as teams, where all members of the chat get the same workouts. This'll require more thought in how to balance it, but one idea is the work ends when the first person on the team finishes. Bonus XP will be based on how much of the workout you ended up finishing. The "Rewards" Jagex can make this up themselves. It's obvious they'll make a costume (workout uniform) awarded in parts that'll be weight reducing or offer agility bonuses. Perhaps some other emotes or access to unique agility shortcuts. Conclusion I think this could be a fun system. It would have different animations and a group setting so players can chat. Just base the graphics on which species they finally decide on that's sponsoring it. It's AFK for the most part. The XP should be scaled to a reasonable xp/hour, which I think 100k xp/hour being reasonable for 99. Heck, Jagex If this turns out to be like RuneSpan ie the best training method at all levels, that means Jagex needs to change the other agility circuits to offer rewards for completing a lap or multiple successful laps. Akin to runecrafting is now where the runes are made only for those that want a financial benefit to training, while the span is for faster, non-profit training. Thoughts and ideas?
-
Daily Challenges & Noticeboard
Although I think it's a bug, we don't know how often the dungeoneering challenge will roll around. Maybe this is all on purpose on the ideas mentioned above, and that you're not getting this all the time. By the way, it's a nice system for the casual gamer. I usually just log in for simple daily stuff (staffs, jack of all trades, spins) but I can see myself doing simple challenges if they pop up and saving longer challenges for the weekend.
-
Daily Challenges & Noticeboard
I'm wondering about the Daemonheim challenge. Does the size of the dungeon affect the reward? I'm 70 dng so I'll try the med size for s&g's and report what I got. Task list Kill lvl 145 creature: x21 Slayer task: x47 Dagg bones: x5 (2138xp @ 74 prayer) Smoke pouch: x4 (1126xp @65 summ) C6 dungeon: x1 did medium 1:1 (101,399xp @70 dung)
-
The Evolution of Combat: BETA discussion
The action bar would be a good update even before the EoC. Something tells me though that the engine running it would introduce a lot of bugs if they don't do it completely with the rest of EoC. Mod Mark would know the answer better. My question is can they introduce a two tier method to monster weakness. The monster is weak to either magic, range or melee in addition to being very strong against another leg. After that, it's a matter of being slightly more weaker (or stronger) against three sub-types in those legs. Seems better than just having 1 style out of 9 outshining everything. Another question is with Lifepoints drastically raising with putting on armor, have they thought of adding monks to hang around the areas of the musicians or just allow resting at musicians to heal lifepoints (and maybe prayer?). This offers simple healing around the map and saves people doing a home teleport to Edgeville for free healing at the monastary there.
-
Tip.It Times - 9th September 2012
Here's a solution to people so attached to "who got there first when it was harder" mentality: Archived High Scores. Put in a month and year, and you get the ranked members from that time. Now, does Jagex have the ability to do this? No clue. Still, it would be nice to peak back at 2006 and see how people stacked up. On leveling competition, personally, Jagex needs to raise the skill cap on the high scores table. Skills go up to 120 (maybe even 126) for ranking purposes allowing for a more varied top 20 (or top 200 for that matter). No impact on game since anything above a 99 you know is just a 99. On top of that, it gives those that are competitive a reason to level more of their skills prior to going for 200 mill xp in any one of them.
-
Runescape Power Rankings
An NPC with the capabilities (and reasonable reactions) of a player would be insanely tough to beat. On top of that, in time Jagex will likely raise the skill cap to 120 for all skills. Combined with weapons and armor at that level could place players into the Tier 3 level of power. Good thread by the way.
-
Squeal of Fortune "Updates" was: Spin Results (970 spins)
GP sites cause inflation if the ultimate source of their gp is produced from bots. Shouldn't be too much to create bots that buy from the GE items that alc for a profit on top of any other gp producing work such a WC and Fletching bot group. There's nothing noble or game enhancing about GP sites.
-
Squeal of Fortune "Updates" was: Spin Results (970 spins)
Someone on Reddit posted that out of 500 spins they averaged 1 fragment every 8.8 spins. Going off that ratio: $200 will net you about 1000 spins thanks to the double spin tickets, so the price per spin is about 1$/5 spins (20 cents a spin). With your 10 fragments every 88 spins results, that's 5.12M gp * 1000/88 or 58.2M gp. That's $3.44 per 1M gp compared to the black market price of $0.40 per 1M gp this weekend only. As mentioned, the big thing people get are XP lamps. Roughly 1/3 of the results are XP lamps. So out of 970 spins I got these results. * Common Lamp: 194 (104 any) - 20.0% * Uncomm Lamp: 127 (66 any) - 13.1% * Rare Lamp: 1 * V. Rare Lamp: 1 Anyway, this weekend the fragments are on the common slot and will move to uncommon next Monday. As common to uncommon is 2.6 ratio, expect a 1 in 23 chance for fragments or $9.02 per 1M gp on top of XP lamps and miscellaneous items/gp.