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NukeMarine

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Everything posted by NukeMarine

  1. What if in addition of a new skill, Jagex also gave us a new skill system? At the moment, we're doing an xp based system so someone can get to mastery doing only beginner type events. Two skills at least changed how we approached leveling: Slayer and Dungeoneering. Even then, there was still the idea that you can attain mastery without doing master level training. What would you consider a good system that tracks the advancement of a skill? As for what the new skill will be, hope it's not a closed off mini-game in nature like hunting and dungeoneering turned out to be. Husbandry: raising animals similar to what farming did. The slaughter house aspect might be a tad disturbing. Oratory skills: this can include many aspects - bargain, bribery, fast talk, singing, seduction, speaking languages. Basically, this allows you to manipulate any intelligent NPC in the game. Although it'd require retrofitting, it would have been cool if there were languages in the game and getting better at oratory meant you can interact with more and more NPC's to a greater degree. Honor/Charisma: Probably boring, but essentially doing good things for NPCs. Guess it's like renown mentioned above. Merchant: Now this would be a hated skill. While Construction was a GP sink, this would be an item sink as you'd have to stock your store with LOTS of items for the "NPC's" to buy. It'd also be like farming in that you'd have stalls in various towns which you visit to finalize sales and update new stock. On top of that, you can hire staff and upgrade the shops. You know, although I just thought of merchant it seems like it can be a legit skill that can help the RS economy. Probably a bit too much like farming, however it will remove enormous amounts of player made items from the game. Mobilizing armies attempted this, but a skill would demand compliance.
  2. The other writers wouldn't dare to take over my job :) Although it'd be kind of related to SoF, I'm tempted to submit an article discussing disposable time versus disposable income to players. That's not treading on your territory is it?
  3. If you exclude gp purchased from illegal sources, there is a limit on how much money a person can spend on the game. At the moment, that's $200 per day. Granted, paying $200 a day is as likely as playing 24 hours a day for a vast majority of players. It's just not going to happen. However, there will be people that spend money and spend 12+ hours a day on RS. If they're going through channels that Jagex set up and don't disrupt other player's game, I don't see the major problem. It's not healthy (excess time) and it's probably going to encourage more silly SoF escapades (excess money), but overall I'm not impacted. At the end of the day, from what I've seen of RS, putting in excessive time or money won't help you if you don't learn to play the game. You can have tons of items and xp, but that won't help in playing strategies in PvP or Boss hunting.
  4. And yet players able to spend 16+ hours a day are in no way using an IRL benefit to have success in the game? I'm sure everybody's story is different as to how they can AFFORD to spend so much time on the game, but there's some real life trade off going on. There was a suggestion a few months back in the bot thread that maybe this type of advantage (so much free time) should be taxed. In doing so you'd also get at botters that easily stay on the game 24/7 with no worry about real life at all. Basic idea is any playtime over 100 hours would require another 7.95, over 200 requires 15.90 and over 300 hours would be 31.80, etc. The idea was not popular even by people that wouldn't be affected (averaging 3 hours/day for a month). Still, in my mind it sounds like a fair tax on time use in game. Yes, I get that many don't consider time of any real value. Money magically makes everything easier. However, the interpretation of time and money shifts from person to person. Even in competitions (real and virtual), there's no solid line. Better equipment, better training, better time commitment, and better support go to giving the edge to a person. So now, in RS competition, there's a new variable of $200 to get about 2 million XP in a 99 skill per day. That's on top of being allowed 24 hours a day to train the character and affording the best connection and computer. Bad comparison. Unless I'm completely misreading the gp farmer methods, bots still created that money via automated means. It entered the system without the excessive need of human interaction just as if Jagex entered a few lines of code to get a player 1.5 bill gp for cash. Plus, the price is so low because the farmers are competing against each other for player dollars. In doing so, they've noticeably impacted the game in a negative way. Jagex, being the legal source, doesn't have to sell gp cheap. All they have to do is cut out the non legal methods of buying gp. After that, I can see they do it like squeal where there's an advantage to buy gp, but it'd be so expensive the majority of players would not go for it. Like others point out, it seems they nerfed dragonkin lamps so that SoF is the only game in town for rapid xp. Even then, it's an expensive way to train. If there are people willing to spend $200/day for more xp and gp, then more power to them. In my cynical mind, the less money people with that mindset have, the better. In addition, at least Jagex can control the limits where gold farmers never cared. Farmers would flood the market bringing prices down so low that playing the gathering game (a legit part of the game in RS early years) seems like a waste of time.
  5. I like the ability descriptions. Even the basic ones seem great. Strike - 100% damage w/ 10% chance of critical. Lvl 1 atk. 5 second coolddown. Charge - 3 second stun. Opponents immune to stun suffer 300% damage. Lvl 5 atk. 20 second cooldown Sever - 100% damage, 10% reduction of opponent's damage for 10 seconds. Lvl 10 atk. 30 second cooldown Smash - 100% damage, ignores prayer. Lvl 20 atk (????? required). 10 second cooldown Backhand - 3 second stun, opponents immune to stun suffer 300% max damage. Lvl 25 atk. 15 second cooldown Hemorrhage - Cause 200% damage over 10 seconds. If opponent moves, it's 300% damage. Lvl 30 atk. 30 second cooldown Whirlwind - Threshold, area attack for 200% damage to adjacent targets. Lvl 40 atk (2h melee required). 20 second cooldown Overpower - Ultimate, damage 25% opponents max lifepoints. Lvl 45 atk. 60 second cooldown Meteor strike - Ultimate, damage 40% opponents max lifepoints if they're over 50%. Lvl 55 atk (???? required). 60 second cooldown Bash - 3 second stun. Target immune to stun suffer 300% weapon damage. Lvl 25 Def (shield required). 15 second cooldown Reflect - Reflect 50% of damage back on the attacker. Lvl 30 def (shield required). 20 second cooldown. Revenge - Threshold, any attack you receive boosts your damage for 10% for 10 seconds, stacks to 100%. Lvl 40 def. 20 second cooldown. Dragon 2h: Damage 624, Bonus 600, Style Slash, Type Melee, Speed ??? Dragon Scim: Damage 257, Bonus 600, Style Slash, Type Melee, Speed Fastest Zamarok Kiteshield: Armour 1200, Class Melee Shame they didn't hover over the magic buttons.
  6. Not from the runfest info. Runefest info was you have to invest time and money into the port to get ships and attract captains. These can then be sent on missions to unknown exotic islands to gather resources, some of which will be rare possibly untradable resources used to make new weapons and armours. Nothing shop-like to it, more of a hybrid between construction/poh and mtk. I'm still waiting for this one and hope it lives up to its potential. I've always looked at MTK and the various daily collection NPCs (staves, flax, seaweed, sand, etc) as a legal and controlled version of botting. On top of that, I loved how they introduced the concept of training NPCs for better game benefits (Burgh d'Rott). I just imagine Player Owned Ports to be an amalgam of both of these in addition to using other skills (mainly construction) and quest completions. You build shops and stock/improve them. You train NPCs to improve their abilities of whatever they're gathering/processing, you complete quests which increase the types of NPCs you can interact with, etc. The more you play the game, the more you're able to utililze more aspects of POPs. But I'm going to assume it won't be that.
  7. I edited the title and added a note to the first post to kind of reflect this.
  8. Exactly. You're just trying to justify having spent $200 on nothing. The fact that you bought spins encourages Jagex to create more ways to charge money for ingame items. saw the quoted reply, skipped everything else in the thread. I can appreciate the lack of desire to wade through five pages of replies, but this has been answered by others. I even state it myself in my first post that what I did will in a small way encourage Jagex to try this again in the future. Would it have been too much to ask that you read at least the first post since you are directing the comment at me? As for the $200 being spent on nothing, there are those that HATE the SoF that'll disagree with that. To them, that $200 bought an advantage them. Now, I don't think the advantage is that large (likely 17 hours leveling agility) but it is there. However, that advantage is not worth the $200. So to anyone that hates the SoF, they should be happy that spins cost so much. Only people with large disposable incomes will consider using such a service consistantly. If Jagex made SoF cheap enough to compete with bots and gp farmers, a majority of players would abandon their noble positions and make purchases. So, SoF is gaudy. It's overly advertised and overly incorporated in aspects of the game it just does not belong. However, it is expensive so the number of players using it and impacting the game's economy will be minimal. Certainly NOWHERE near the impact botters and gold farmers have had over the years.
  9. Technically, if you're a member, then you bought 30 spins whether you used them or not. Yeah, it's unavoidable but it's there. Should everyone stop respecting members again as elitists with too much money? I mean $7.95 is a lot of money to a kid that's not working. That said, I get the feeling this is the mindset of a majority of the vocal minority: * "Anybody with a lower level than you is a noob. Anybody with a higher level than you has no life" * "Anybody who spends less time than you is lazy. Anybody who spends more time on RS than you is addicted." * "Anybody who spends less money than you is a cheapskate. Anybody who spends more money than you has no sense." It's an interesting phenomenom. People tend to define the limits of a problem or disability in a way that they're not in that group. PS: If anything, the SoF is not worth it for the returns you get which is like paying $30 for a Big Mac. It's made worse as the only legal game in town. So Jagex encourages people to pay extra to get more xp in the game, which means more people now have that mentality. All of a sudden, paying less for xp or gp from less than legal areas seems attractive to people that before didn't think about using anything other than time to advance their characters. Time will tell.
  10. If you have enough detailed data, can you post it and I'll add it to the top post. It'd be interesting (though hated by many) if that data can then be used as a skill calculator on Tip.It's main page. However, instead of giving number of lamps to reach a level it can list average number of spins. Given that a person playing everyday can have 60+ spins (D&D, quests and drops being additional), it's bound to be nice to know that 60 spins average 20 XP lamps (12 small, 8 medium) though about 10 lamps will be for any skill. Depending on your skill level, that can be very significant. About SoF funds being used for R&D, well, I'll wait for next year's corporate earnings report. This still feels like a simple cash grab with money just going for profits and not to improve the game.
  11. Again, if you're doing SoF for the gp or the rare/very rare items then you're going to have a bad time. I haven't done the math, but even if you did this for the XP on a slow skill like agility at 90+, you're still paying a $1 per 10k xp. It's just insanely expensive. It's just something for people with too much money and too little patience. Well, and maybe those with OCD that have to have every outfit in the game.
  12. Yeah, and when I was 10 I counted to a billion 10 i+1 20 print i 30 goto 10 If they want to impress me, tell the number of member accounts that were created MINUS those that have been banned. Until then, this means as much as the first Wilderness vote. EDIT: Still, if they're doing another Bot Nuke, you might want to purchase skilling supplies this month.
  13. The guy lacked a few things in his data collection 1. Didn't track number of uncommon, common, rare and very rare spins 2. Didn't say how many doubles he got (increases number of spins for data) 3. Didn't track number of actual lamps (listing XP which is irrelevant as higher levels get higher XP) 4. Counted played traded value of his masks into his data (the mask is a 1 week event, after that it's pointless data) 5. He could have posted end data on how much of each items he got (not essential, but useful for completionist sake). Seemed odd that he didn't get or mention getting the royal outfits. It's possible he's done this before and cleared out those slots creating a higher total for his 200k gp and fish mask hits. Could be further evidence that you can't trust anything beyond common and uncommon chances. Anyway, his lackluster data is similar to what others have gathered. Gives you a general idea, but nothing you can use to make a chart others can reference. That entire thread was just a flame fest though. No useful dialogue at all.
  14. We've gone over this question countless times on TIF. The overwhelming response is no. Other than a few people who play RS full-time, Runescape is pretty much solely a 'time filler' that people play when they're bored or have nothing else to do. While working IRL for minimum wage would be a lot more productive, there aren't many jobs that you can do in the times that a lot of people play RS (ie: a little before school, during breaks, late night, etc). Number four means nothing if you don't provide numbers one through three to put it in perspective. I would don't agree with the 'time filler' nor with the nothing to do. I don't play RS when I'm bored, I play RS because it's fun. I'm limited by how much I can play RS by other commitments in my life. It's not arrogant to expect that of other people. They do have other things they could do, but they're choosing RS for whatever reasons. Now, why did I ask for a dollar amount? Because value of time can be vague. Some don't think it's worth much while others strongly protect their time. With a dollar value, you can put counter arguments on how people spend their time as much as people have posted about how I and others spend money. Have I wasted the thousands of hours I spent on exercise or studying because I didn't earn money during that time? I'd say no as that time was still invested in something that is showing returns even today. I don't consider the thousands of hours spent on RS to be a complete waste as for the most part it's provided cheap entertainment in addition to random things that actually helped how I approached my career (little tip for success, use everything you learn even in games to your advantage).
  15. Ragnos, I have a few quesions for you and to anyone else that only looks at the dollar amount in all this: 1. How much is an hour of your time in real life worth in a dollar amount? 2. How many hours of your time in real life have you spent on your character? 3. What is the product of 1 and 2 in US dollars? 4. Do you consider you've wasted that much potential money on your fantasy character?
  16. Guess I shouldn't make posts like this prior to going to bed. So, on to the main replies. Disposable Time vs Disposable Income This topic could be it's on Tip.It Times article. Most common comment has been how money was wasted. To each reply, it's very easy to say "Well, how many hours did you waste playing a pointless part of the game?", however let's be a bit more reasonable. People will value time and money differently depending on their situation. To a high school or college student with no extra curricular duties or jobs, time might easy to come by while money comes at a premium. Such person seems to have strong opinions on how other people spend their money, but are more forgiving toward a guy that spent hundreds of hours on first person shooter. To an adult in an established career, free time holds much greater value as 40 to 60 hours out of the week has to go to their jobs. So while they consider paying $60 for a copy of StarCraft as an impulse buy, taking a couple hours a night to play the game would be an extravegance they could not afford. Put it this way, I cringe when someone matter of factly says "It only takes a couple of weeks to get 99 in x skill" without even considering the number of hours that actually takes. How valuable is time though? Put it this way, part of my hobby is teaching people how to learn Japanese or get physically fit with limited time. To reach a functional level of Japanese literacy and fluency requires an active time investment of 300 to 500 hours. That's 2 hours a day for 5 to 8 months or 8 hours a day for 2 to 3 months. Similar amount of time investment is required for functional physical fitness such as CrossFit teaches. Knowing this, I could say anyone that built up over 5000 hours on video games has wasted their precious time when they could be learning more functional skills. However, who the hell am I to tell others what quality to put in their lives? About the same as others try to tell me what to do with money. Data Was Already There or Outdate Second most common reply and a reasonable one. I'd argue the data may have been out there, but it was haphazardly submitted and of questionable value. Most I saw on YouTube or RSOF did an item by item list which is tedious to wade through to get useful data. I just did tick marks on the common value, counted up the lamps (in addition if they're free choice), and number of free spins. I then let the items collect in my bank to get the results. It's still time consuming and likely more than most will be willing to do. Now, I could try to herd cats by getting a dozen or so volunteers doing daily tallies, but efforts in the past on other projects show this is limited in success. As for the data being outdated, that's likely the case. On Runescape Wikia, someone posted a 900+ result that showed 12 rare hits. At 600 spins, I had only received 2 rares while the last 300 netted 7 rares. Seems obvious Jagex is rigged the results to get players the Queen outfit (listed as uncommon) when a rare result should have showed. That said, comparing the wiki post means the ratio of Common to Uncommon is consistant. Jagex will rig the Rare and Very Rare. Even then, I'd say it's naive if not moronic to pay for spins for anything that's on the rare or very rare spots. With chances in the 1/7500 or lower range, someone would need to drop $2000+ to even see a reasonable chance appear. Waste of time I could agree here. Then again, I've made lots of submissions to Tip.It about all sorts of activities. Once the data is out there and in an easy to understand format, there's less question on the matter. When you know drop rates or xp rates for a given monster or tactic, then it's just a matter of telling a player "Do X and you'll get Y in Z number of hours". Yes, nobody really needs a map of the maze random event, but I made one anyway way back when. Nobody really needed to know the results of MTK but that turned out to very very useful data once it was put out there. Honestly, I did not like putting extra money toward this event. I've only had this one character since 2003 which in total is maybe $500 in membership fees. There's been no burning desire to bot, buy gp or share the account. This has been the only shift from that. Still, I think it's good data. Hopefully no one looking at this data will call this gambling or try to use it as a chance to win something on the rare slots. The only thing I can reasonably call SoF is XP buying, and lousy XP at that. Just stick to free spins, shake your head at the money grab attempts by the new Jagex, and enjoy the game.
  17. **The mods have been merging other threads about SoF onto this one, so I edited the title. Please be aware that there'll be some disjointed comments. Biggest rule is keep it civil and don't insult the individual players** **I posted this earlier as a reply, but felt it could be it's own topic. If others have detailed results, we can merge them for better chance percentiles.** Against my better judgement, I decided to drop $200 and try to see what I could get for 900 spins. Since this is likely a one time thing for me, I wanted to be as detailed as possible in what I could get. Some items I could not track as I already had the items (gems, law runes, gold ore) but that should be minor. I put all the lamps toward agility (I think I was at level 72). I have a feeling that the rare results were skewed thanks to the Ceremonial outfit as the last 300 spins had 7 rare pop up (mostly 200k gp). Here are the results: 900 Spins ------------ Common: 695 (71.6%) Uncomm: 265 (27.3%) Rare: 9 (0.9%) V.Rare: 1 Double Spin: 35 Common Lamp: 194 (104 any) - 20.0% Uncomm Lamp: 127 (66 any) - 13.1% Rare Lamp: 1 V. Rare Lamp: 1 Agi Exp: 0,854,676 xp Gen Exp: 1,764,442 xp GP: 3,790,000 gp It wasn't wasted since it was for SCIENCE. I'll be honest and say this was boring though. Not as fun as when I tracked other things in the past (metal dragon drops, MTK, farm runs with sheers, etc). I definitely do not recommend this to anyone. Was it worth it? On the negative side, I helped give Jagex a reason to try another stunt like this (introducing rares) in the future since I essentially paid 30 months of membership. Hopefully though, this data can help convince players to not even consider doing this. That in turn can help convince Jagex that trying to push spins is a dead end route. On the positive side, people that believe time is money have something to decide if they want to do this. Seeing that there's a predictable ratio of lamps to spins, you can determine your XP for your purchase. Maybe someone that makes a couple hundred dollars a day on a good job may find it useful to spend that much on a character instead of spending time. We use the term "disposable income", but I've noticed many players ignore the concept of "disposable time" as if 8 hours a day to play this game is something everyone has. I'm not completely against the idea of someone spending their time earning money, then using that money to save even more time in the game. For example, the 850k agility xp I got would take about 17 hours in the game so would it be so much that I worked 3 or 4 hours in a job I liked to earn enough to pay it? Maybe not, but if I had to work 25 hours though, that'd be idiotic. So, basically time=money. One thing I just don't see this as is gambling. Assuming the black market rate on GP is about $0.50 per 1m gp then what 900 spins costs represent a potential 400m gp. The SoF does not even come close to that. Perhaps this is a good thing.
  18. It wasn't wasted since it was for SCIENCE. I'll be honest and say this was boring though. Not as fun as when I tracked other things in the past (metal dragon drops, MTK, farm runs with sheers, etc). I definitely do not recommend this to anyone. Was it worth it? On the negative side, I helped give Jagex a reason to try another stunt like this (introducing rares) in the future since I essentially paid 30 months of membership. Hopefully though, this data can help convince players to not even consider doing this. That in turn can help convince Jagex that trying to push spins is a dead end route. On the positive side, people that believe time is money have something to decide if they want to do this. Seeing that there's a predictable ratio of lamps to spins, you can determine your XP for your purchase. Maybe someone that makes a couple hundred dollars a day on a good job may find it useful to spend that much on a character instead of spending time. We use the term "disposable income", but I've noticed many players ignore the concept of "disposable time" as if 8 hours a day to play this game is something everyone has. I'm not completely against the idea of someone spending their time earning money, then using that money to save even more time in the game. For example, the 850k agility xp I got would take about 17 hours in the game so is it so much that I worked 3 or 4 hours in a job I liked to earn enough to pay it? Not to be, but if I had to work 25 hours though, that'd be idiotic. So, basically time=money. One thing I just don't see this as is gambling. Assuming the black market rate on GP is about $0.50 per 1m gp then what 900 spins costs represent a potential 400m gp. The SoF does not even come close to that. Perhaps this is a good thing.
  19. Against my better judgement, I decided to drop $200 and try to see what I could get for 900 spins. Since this is likely a one time thing for me, I wanted to be as detailed as possible in what I could get. Some items I could not track as I already had the items (gems, law runes, gold ore) but that should be minor. I put all the lamps toward agility (I think I was at level 72). I have a feeling that the rare results were skewed thanks to the Ceremonial Queen outfit as the last 300 spins had 7 rare pop up (mostly 200k gp). Here are the results: 900 Spins ------------ Common: 695 Uncomm: 265 Rare: 9 V.Rare: 1 Double Spin: 35 Common Lamp: 194 (104 any) Uncomm Lamp: 127 (66 any) Rare Lamp: 1 V. Rare Lamp: 1 Agi Exp: 0,854,676 xp Gen Exp: 1,764,442 xp GP: 3,790,000 gp
  20. To be fair, MANY rares were duped. No one but Jagex (and any ex-employees willing to spill the beans) know how many rares are in existance now. My gut tells me it's in the tens of thousands but I don't know. Even with that, I never liked rares impact on the economy and I don't like Jagex introducing a new rare on purpose. The real annoying thing is this new mask is UGLY. They could have made it the driftwood crown, neptune's crown or some other cool rare head piece. Instead we look like an idiotic Admiral Akbar.
  21. I'm certain that the odds of getting a fish mask are 1:100 at the moment (first week uncommon) though I'll post the more official tally tonight. When it moves to the rare slot, the odds likely will be 1:7500 if the ratio is kept. With that, you just have to make a big assumption of how spins are done daily. I think 2 million spins a day on average is a conservative number. Assuming that, there'll be about 200,000 fish masks by the end of summer with the majority coming out this week. Assuming 1.5 mill member accounts and 500k legit f2p accounts makes for 1 mask for every 10 players. People are selling them low right now, but this week the supply starts to dribble out. I do not doubt that the item's value starts to go up after that. Might be a worthwhile investment. As there's a 250k gp alc value, at least losses will be limited.
  22. I don't think there are 200k of all the other rare items combined left in the game, so if that many Fish Masks get introduced I can't see them becoming as much of a rare item as the others (short of someone buying them all up and hoarding them, of course). I'm inclined to agree. With ~1.5 mill active member accounts and 500k legit F2P accounts (based off high scores and the immediate post Bot Nuke numbers) that'll be about 1 mask for every 10 accounts. I think the mask will be rarer than people are giving it credit for. Runescape wiki lists it as a 1 in 50 chance without testing so that decreases perceived value. In addition, people don't realize how RARE the chance is of getting any rare on SOF much less the Fish Mask when it goes there. It'd take data from 20k+ spins to get at least a reasonable value. Thing is, I doubt people buying spins would be willing to track that data so we're left with just assumptions. *edit: fixed member and f2p numbers
  23. I'm seriously limited in the amount of data I have access to. With exception of results I was able to get myself, everything else (average daily spins) is a big assumption. Still, I think I'm giving a reasonable, conservative estimate.
  24. Here's my theory based on 600 spins: Average daily spins: 2 million (major assumption) Chance of uncommon: 1 in 4 Chance of fish mask (1st week): 1 in 100 Number of fish mask (1st week): 140,000 Chance of rare: 1 in 300 Estimated chance of fish mask (100 days): 1 in 7500 Number of fish masks (100 days): 24,000 Now, it's possible the fish mask will not be 1/7500. Unless you got people willing to share honest data on their spin results, only Jagex will have the answer on that. Same goes with the number of daily spins. However, I don't more than 200k fish masks coming into the market. This could be a very rare item after all.
  25. Can you explain what this would accomplish? As it stands, you're effectivily punishing someone for changing gear to meet/evade your opponents weaknesses/strengths, and I thought that is something they want to encourage. I honestly don't see what's bad about changing your gear. That's the point. I'm not claiming Runescape is like real life, however in real life it takes time to remove and put on armor. If you're an archer and the knight closes in with you, you might have time to switch weapons, but you're not putting on full plate. Instead of 5 to 10 minutes it'd take in real life, a simple 9 second cooldown will discourage such activity in fast paced gameplay. As far as gameplay is concerned, I think this further helps the combat triangle by discouraging on the fly hybriding. It even makes combat a bit simpler as you and your opponent won't change up the situation by switching armor. Anyway, I doubt Jagex will ever do this, but I do think it'd be a beneficial change overall. Nor do dragons and magic exist in real life. Void argument. But, why should changing armour be discouraged? Only argument I can imagine is that it's beneficial if you are really bad at pking. Don't nerf it for those that are good, but deal with it or get better yourself. No, it's not a void argument as I acknowledged there's not a 1 to 1 correlation of the real world to runescape. Regardless of that, there's merit in a game that likes to base many aspects of itself off fantasy and real life to call upon those aspects not being met in the game. In the end, it's about gameplay. If you think that rapidly able to switch armor and combat stances enhances gameplay, then that's fair. It's also fair to think that offering cooldown times to switching up weapons and armor enhances gameplay. No matter which path is taken, there will be people that excel at it. Also, an ad hominem makes for a poor example to defend your point. If it helps, prayer and magic kind of have this set-up already. You must decide prior to any combat what magic and prayer book you're going to use. You don't get the option to switch in the middle of combat for the most part. Has this hindered or enhanced gameplay? To me, I think it improves it as even if you're a magician, you have to weigh the pros and cons for the book you choose. Now, offering cooldown to armor and weapon switching is not as extreme as requiring you to go to an NPC. It'd still be enough to impact gameplay, and in a positive manner for the most part. YMMV

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