Jump to content

tyluke

Members
  • Posts

    464
  • Joined

  • Last visited

Everything posted by tyluke

  1. I fail to see how runescape is now barely playable, unfair and not fun. and anyone who makes such an assumption has to either give up playing the game because of how horrible it is OR offer full solutions to their problems and submit those solutions to Jagex, otherwise complaining about how the game isn't fun anymore, just makes me wonder why are you still playing?
  2. As I stated above my methods and examples were not the most profitable. I just prefer it because I am trying to level smithing, choose to organize workers in whatever way benefits you most! :thumbsup: just a hint, but if you choose the most profitable options, you would be able to buy more of the resources than you get from MTK. for example, if you choose coal, you can only get say 100. But if you put it on something that makes more money, you could sell the items, and buy 120 coal. Hope that helps put things into perspective. thank you, i honestly didn't really think that perspective. my only issue with that is that i would have to buy/mine all the coal and iron
  3. As I stated above my methods and examples were not the most profitable. I just prefer it because I am trying to level smithing, choose to organize workers in whatever way benefits you most! :thumbsup:
  4. I use this method, whether it is or isn't the most profitable doesn't matter. assuming you have completed both MTK quest and Royal Trouble. for training Herblore: 10 on herbs, remaining on coal (or fish) for training Smithing: 10 on coal, remaining on fish (sell fish to buy iron) Here is the simplest math to determine what you will get. 1. find out what 10% of your coffers is, if it exceeds 75K, than only 75K will be taken daily. 2. multiply that 10% by your approval rating (as a percentage) 93% approval = 0.93 3. whatever the 10% x the approval rating = ammount to be earned in goods 4. divide the $ for goods by each worker. 5. divide the tallied $ for each worker under specific jobs by their cost. 6. that will tell you the ammount of a particular good you will recieve, not including extras (seeds etc) example 1: 1m at 100% approval with 10 on coal and 5 on flax 1. 10% of 1mil = 75K 2. 75K x 100% = 75K 3. 75K to be distributed in goods 4. 75K/15 workers = 5k each 5. 5K x 10 coal workers + 5K x 5 flax workers 6. 50K to buy Coal + 25K to buy Flax (50,000/91.6) + (25,000/40) 546 Coal + 2 Gems + 625 Flax + 1 herb seed example 2: 700m at 78% approval with 10 on coal and 5 on flax 1. 10% of 700K = 70K 2. 70K x 78% = 54.6K 3. 54.6K to be distributed in goods 4. 75K/15 workers = 5k each 5. 3640gp x 10 coal workers + 3640gp x 5 flax workers 6. 36.4K to buy Coal + 18.2K to buy Flax (36400/91.6) + (18,200/40) 397 Coal + 1 Gem + 455 Flax Hope that helps! :
  5. Lets Keep it simple. F2P want updates because they feel they contribute to Jagex more than P2P which is an obvious lie, and the P2P agreement is plain and obvious, you want to play the whole game, than you must pay. Runescape F2P is simply put, a nonending DEMO. and they should be thankful for that! Thinking that P2Pers that are honestly offended by giving F2Pers skill capes is a lie too, the only problem I see with it is the economic effects its having on the economy today (excluding clans) P2P will always take priority over F2P including updates for new monsters, armor or areas. F2P will never recieve P2P skills, and most (99%) of P2P areas will remain such unless it stands to benefit the whole group if it is F2P. like the Duel Arena or Runecrating guild. speaking as a P2Per as much as i hate giving stuff over to the F2Pers, I understand that Jagex feels the need to satisfy F2Pers every once in a while to keep them interested. Infact there are a couple areas I wouldnt mind being turned over to F2P like the mage training arena, and games room (dont give away burthrope though) which unfortunatly isn't very popular in P2P. No F2P is not overshadowing P2P, and any balancing effects made in F2P will help to improve P2P, so I don't see any problem. No not all F2Pers are beggers, and not all P2Pers are greedy update-holders :lol: but unfortunatly that minority of F2Pers that build the sterotype must learn to shut it and enjoy the game for what they have. if it was any other online multiplalyer they would only have access to a 2 week (at most) trial and than have to buy the game. Count your blessings :
  6. That would be why. Thank You Close Post
  7. NEVERMIND, after doing several trips and realizing I am recieving 400+ xp per trip I understand. not how :| , just that it does :thumbsup:
  8. OK I have read the guide and used the ZMI alter now, one time : people say it is not very profitable (below level 70ish :| ) and after my one run of an exotic # of runes I am still curious. I do not see how this is the most efficent way to gain xp. I will not dispute the speed since i thinking paying 20 air runes (of which i can make 5x) is definatly the fastest route to an alter. but if I can run (assuming no pouches) 28 essence to the nature alter and recieve a guarenteed 252xp per trip. how does the ZMI exceed that even if it gives me a couple law, chaos and soul runes? I will not dispute the speed, just the xp per trip :?:
  9. tyluke

    Revenants

    This began a joyful occasion with the acquisition of my very first level 3 clue scroll Recently I obtained a level 3 clue scroll from a lucky Ankou drop in the Security Stronghold. After killing a Zam Priest in the wild (dying from revs) and numerous double agent fights and a particularly annoying troll puzzle. until I had additional fight in the wild (behind the chaos elemental castle. so I get there, luckily dodge the beast with few scratches and end up getting killed by 2 Revs. immediatly after with 4min to spare I dash off to arodongue, no time to spare. I tele near Mage arena and there same 2 Revs were there and killed me. I lost a full initate armor, holy symbol, cape and my lvl 3 scroll. which in game may not be worth much but the effort was great #-o my anger is based on why are Revs sooo overpowered, and why was there no one else for them to bother but me. I understand the necesity to keep the wildreness a dangerous place (or else it wouldnt be a level 3 scroll for nothing) but omg I didnt stand a chace, even with prayers and armor
  10. Very good point, thats why I mentioned the rewards, not just a cape
  11. This sounds preety good, would you mind me suggesting this one my forum about Guilds :) This would be great for my herblore/farming guild and player owned guilds and this one be an awesome construction add-on. I would refer to as a communal apothecary, or alchemist. This would also be an awesome reward for a minigame or something (the ability to construct these) If your interested check out the post and tell me what you think! viewtopic.php?f=37&t=799722
  12. This is a really brief one, you can proably tell what my idea is from the title... but for those of you who can't. This is a suggestion to create skill total capes! my inspiration for this came when I was slaying lessers in taverly dungeon and I increased a slayer level (now level 52 : ). It said "congratulations you just reached the 1400 skill total achievement" and i thought that was kind of neat. So I came up with two ideas (pick either or both solutions) [hide=Skill Totals]I think perhaps that players should recieve an item, gold or some form of bonus for earning a specific skill total. I would suggest going in intervals of 200 (1000, 1200, 1400, 1600, 1800, and 2000) I decided not to include 2079 since skillcapes would be more relevent at this stage.[/hide] [hide=Skill Leveling]Thus suggestion is similar to Skill Totals where the player would recieve an item, gold or some type of bonus for developing all their skills. I would suggest the first cape be awarded for having all skills at level 60+, the second cape 70+, the third 80+, and the fourth 90.[/hide] For both suggestions I do not incorporate the idea of a hood (for the capes) and I do not think an exp bonus would be an appropriate award or bonus. Other ideas for bonus's include new types of clothing (hats gloves, capes) and bonus's I would consider for something like the 80+ bracket to allow players to teleport but only require 1 of each rune. ie Camelot tele = 1 law + 1 air. Varrock tele = 1 law + 1 air + 1 fire :thumbsup: I think thats an appropriate bonus if all of your level are above level 80 Lets hear your opinion
  13. Sounds preety cool (coming for P2P) and whether Jagex allows it for F2P is up to them :) I'm not going to criticze the writing because someone else has already said that. I'm just going to say I think the Quest rewards are a little high (combat xp) I would suggest 10k. and the ceramic armor should definatly be more expesnive :mrgreen: Sounds preety good though :
  14. I understand why you want this, but I dont see the overall benefit to provide extra skillcapes for people that reached lvl 99 prior to skill X came out. You have good intentions but as someone stated, and I will restate. a level 99 skill earned in 2006 isn't worth any more than a level 99 skill earned in 2009. Unfortunatly as much as people despise the fact that Runescape is getting 'easier' its still a good game, and I know you won't but someone decides to leave because of cook X or smith X, that person leaving is leaving because they are bored. I'm not trying to discredit you but unfortunatly Runescape will never be like it was in 2001, and in 2012 Runescape will never be like it was in 2009. change is inevitable and as long as the game is still fun and somewhat challenging (in any aspects) people will still play
  15. I posted this idea last Summer and I think now would be a good time to raise the ol' gal. This update of my previous post has been refined and more thought out than before \ and I really hope you guys like it The current 'guilds' existing in Runescape include: Cooking, Mining, Prayer, Runecrafting, Range, Crafting, Magic, Warrior, and Three Quest Guilds. I have some new ideas that I hope will give a new importance to guilds in Runescape, by developing some new guilds, small changes to the old ones and new Player Guilds [hide=Change Guild Requirements]I consider a guild (in Runescape) to be a place and collection of players who are journeymen (lvl 50+) in a particular skill. So I feel that all guild entrace levels should be raised to level 50 (unless already above 50). I understand that will conflict with quests like scorpion catcher and Achievement Diaries which is the flaw in my idea. The main obvious purpose of raising the guild entrace requirements is to thin out guild, so 'only those deserving to enter... will' The second guild requirement I would consider changing but I am on the fence about, is uniform (Brown Apron (sp?) and chef's hat. Considering very few guilds actually require these, I would debate their necessity[/hide] New Guilds [hide=Thieves Guild]Requirement: 60 Thieving Location: In a secret base underneath Arodounge Contents: -Theiving shop (lockpicks, thief clothing, etc) -Underground tunnels to Rat catchers, Pyramid Plunder and Rogues Den -Minigame: where you are paid to steal items from other players (safe minigame)[/hide] [hide=Agility Citadel]Requirement: 60 Agility Location: Near Digsite (60 agility req to dodge traps and enter) Contents: -Store, sells toadflax, xp, and agility equipment for tokens) -Teleport chamber (which will focus on one agility course daily, than change) Minigame: relay races, olympic games etc (need ideas) -Bank chest[/hide] [hide=Hanging Gardens]Requirements: 50 Farming, 50 Herblore Location: Taverly Contents: Store, sells compost, seeds, super compost potions, tools etc -Disease free patches that require +10 levels to plant to plant something in that field -Herb examiner (for a fee) -Leperacuans -Windmill, range, sink -Bank -Weather Altar (if prayed at, rainy clouds will water some of your crops (no xp) -Normal farm patches[/hide] [hide=Summoning Circle]Location: Hazelmere Requirements: 50 Hunter, 50 Summoning, Wolf Whistle Quest (guarded by level 20 spirit wolves, that are agressive, unless you can enter : ) Contents: -Bank -Pet shop, summoning materials, hunting equipment -Pouch exchange for shards (60% return) (must be 10 levels above pouch requirement -Summoning Obelisks: Feral Obelisk Familars created here are stronger in combat and have a longer lifespan Instable Obelisk Familars created here have shorter lifespans but cost slightly less spirit shards Power Obelisk If familar scrolls are produced here, each pouch will produce 20 scrolls (no extra xp though) -Teleport chamber to hunting regions (costs tokens) -Minigame: fammilar warfare, where players familars can fight, or teams can fight enemy waves of monsters.[/hide] [hide=Forester Guild]Location: North of Mcgrubbers wood or Varrock (to be decided) Requirements: 60 Woodcut, 50 Firemaking, 50 Fletching, All fired up Quest Contents: -A Small forestgrowing flax and trees from oak, willow, maple, yew and 3 magic trees -Firemaking minigame (still to be decided) -Shop, sells bronze-rune hatchets, firestarters, tinderboxes, bowstrings, arrowshafts -Spinning wheel -Deposit box[/hide] [hide=Player Guilds]Requirement: 60 Construction, 10,000gp for a liscence, and any other additional skill requirements they set for the guild -Player Guilds will allow players to set their own standards for entrance, and who can actually enter! whether they wish to keep the guild friend-friend or open is their choice (guild requirements cannot go beyond the skills of the guildmaster) -Guild may be used for anything from Clan Wars to Skilling -Player guild hall will be located at a house portal other than their POH, players can only make or be in one guild at a time. -Players that are part of a guild will have their Home teleport changed from Lumbridge to the guild HQ, since the guild is their new home. -Player guilds make it possible to keep stable businesses' and clans in Runescape -Player guilds build friendship, teamwork and fun team effort :thumbsup:[/hide] [hide=New Construction ideas for Player Guilds]In addition to players being able to decide the dimensions, surfaces and furniture in their guild like a POH, players may also choose new rooms to have built like: Great Halls, and Dormatories as well as most of the traditional constuctable rooms. In regards to companies (mining, gems, seeds etc.) a guildmaster (now a Tycoon) will be able to consruct guild coffers. in the coffers the Tycoon will deposit an ammount of money equal to a contract ammount of a particular resource. guild members will be able to deposit the resource and be immdeiatly exchanged for gold. the guildmaster may set his offer to buy the resource at +-8% of its standard market value (If coal is worth 160 he may buy for 148-173) and bonus's may be provided for bulk deposits. Selling for less might seem like your loosing money, but remember the trade is immediate and you may recieve bonus' which could level things out for example: I want 20,000 coal so I deposit 4 million gp into the guild coffers offering to buy Coal for 150 each and offer a 10,000gp bonus for every 1000 deposited (for that specific contract). :arrow: I am not sure if this breaks any trade barriers or rules in game, if it does please tell me[/hide] -I will be continually updating this post over time, unfortunatly I have suddenly run out of time and I will finish this completly soon -In the future I will refer to player owned guilds as POG'S -Any reasonable advice, support, or ideas for the guilds would be greatly appreciated! :D -Any person able to create support banners or artwork would also be greatly appreciated! :
  16. You can trade in pouches that are approx 10-ish (don't quote me) Summoning levels lower than you are into Bogrog (or whatever he's called) in O'oglog (or whatever, again :P) south of Yanille. I'm level 44, would it be possible to trade in Macaw pouches for shards or whatever he provides?
  17. How do i make my money back on slayer, I dont imagine selling pouches to be very popular on the GE, how do i recycle pouches to buy more shards and guam
  18. Well I'm back on members and I haven't really played since September - December and I'm having a hard time trying to get into a habbit of skilling etc at the moment. So I have set myself a goal. I would like to get all my low stats to level 50, nothing huge but I want to raise those skills. Here are my stats So the skills I want to raise to 50 include: -Runecrafting 48/50 -Farming 44/50 -Summoning 44/50 -Hunter 43/50 -Herblore 46/50 I have 3mil to work with although i would like to make this as cost effective as possible (or with the best possible returns) If possible I would enjoy making a profit from this. Any methods to gain level 50 encompassing more than one of these skills at a time would be greatly appreciated as to speed up the process. IDK a method that combines farming and summoning or something I am assuming people will dictate Nature runes for Runecrafting but any other runecrafting methods incorporating the other skills would be greatly appreciated. A recomonded order for completing these would also be very helpful Thanks in advance for any help provided
  19. OK i hate how people are posting "With Ahrims set and Ice barrage you dominate the wildreness" That assumes all wizards can have ahrims set, ancient magicks and lvl 94 magic which is obvious BS even if you can hit 3x3 people for 30 damage, that wont kill a player. Mage is complicated and thats the difficulty, magic doesnt have specials, doesnt have auto cast without staves so its really complicated compared to range and melee. Ice barrage in no way makes Mage super powerful and its usless outside enemy swarm areas (like kalphites) or Castle Wars Mage needs to be tweaked, I will admit thought... I had no idea how
  20. Very true realisticly and for some items you can argue that is true, but we cannot assume (not saying you were) that what is or should be, in the real, is or should be for Runescape. :D
  21. Here is my simple logic : Skill capes Do neither good nor harm. I respect the merit of it, but i'd rather see it earned over time 1. In regards to the difference in price between raw and cooked goods here my thoughts. If a good has more potential uses, directions or benefits it will cost more. Lets consider raw monkfish Player 1 could Catches Monkfish, than trade Cooks monkfish, than trade Eats monkfish, than trade Than Player 2 Cooks Monkfish, than trade Eats Monkfish, than trade Than Player 3 Eats Monkfish, than trade That explains why Ores cost more compared to bars (excluding steel) and even more compared to the finished goods. 2. the potential for the product deteoriates as its benefits (xp provided) decrease. so i think it makes logical sense that MOST cooked goods cost less than the materials to prepare them. Now skill capes although they do cause a surges and dumping in raw and unfinished goods, (gold bars:evil:) the sharp demand feeds the raw resource market (for ores) who will inturn make other purchases so the circle though stretched is maintained. 3. The reason why shark, monkfish, and swordfish traded more cooked fish than raw (over that period of time) is because swordfish is one of the top F2P healing foods and likewise for monkfish and shark in P2P. the reason why those items trade for more is simply demand, but because there is such a large supply of cooked foods the prices for cooked fish are lower. 4. Shark, Monkfish and Swordfish are the most probable foods for pking, quests and stuff. they are also top notch xp resources for fishing and cooking. so the price of these raw goods is inflated by the demand for the xp and practicality 5. Skillcapes do 'encourage' players to skill faster than regularly, but because of the GE I don't think the encouragement is that significant. If i wanted to level a skill i would stock up on the materials and train it, not do it bit by bit. the arguement of skillcapes encouraging players I AGREE goes both ways. but no one should use it as a 'sweeping generalization' or 'slipperly slope' 6. IT MAKES PERFECT SENSE WHY FINISHED GOODS COST LESS, finshed goods do not deteoriate or crumble (excluding barrows etc) A Steel Plate Body costs alot more than five steel bars because A. Steel Plates don't disapear, crumble, or go away when you die B. Since Steel Plates don't need to be replaced; there is much less demand, resulting in toxic dumping and oversupply of arms and armor. Thats all for now :
  22. Great Idea but Lassiez-Faire is still the best (current method) 1. The problem with allowing clans to control the prices is commodities could rise in price significantly. and if several large clans control the bulk of resources, it will choke the economy. 2. No group of clans will always agree because no one will gain money because everyone will be buying and selling at the same time. there needs to be constant buying and selling to keep prices stable. other wise Runescape will have two economic cycles, dumping and launching Good idea though, but its best not to fix something that isn't broken
  23. tyluke

    Fishing

    Not going to bash your post. yea fishing is eye-gougingly slow, and Monks could help speed up the process. as stupid as this advice is, try it it might help. -Fish at less busy times/worlds or areas, -fish for something easier to catch (Fly fish at Shilo) -Fish higher xp fish like Monkfish -Do Quests, though unproductive, its a fun way to get xp and builds up without you seeing Keep your stick on the ice :
  24. Thank You that would be very much appreciated. banners pictures and signs would be awesome; whatever is easy for you. Could you also look at my other idea I posted. if you like it could you perhaps consider doing some art for that? heres the link. viewtopic.php?f=37&t=777000
  25. I agree that agility needs to be changed or improved to be more rewarding, but i do not think this would be the way to do it
×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.