Everything posted by xpx
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Bonecrusher training ideas?
120k+ range xp on chickens? you'd be lucky to get half of that, the spawns aren't even that fast.
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Bonecrusher training ideas?
Even with the hunter buff they made, I still think the bonecrusher is too overpriced/not very useful. I think either need to: 1. Massively drop the price, like maybe to the point where you can ACTUALLY buy it at level 21. 2. Give it another buff like all bones that it autoburies get a 2x multiplier. This is how the game gets ruined...just think of the people in rsc who killed monsters 7 times slower, buried all bones and got their prayer levels up to 70... The prayer xp you get from a bonecrusher does add up and if you are medium-leveled it is a great item to own, but it's certainly not an item to get fast prayer xp, rather free prayer xp. I don't think jagex wanted the bonecrusher to compete with altaring bones in terms of speed, but surely in terms of cost.
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Strykewyrm's special changed?
It might have had something to do with the fact that you killed them that much slower, whith maxed stats/rapier/ovl/turmoil they hardly use it at all.
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Are there any "old school" players still out there?
I really don't uderstand the legit title for those players- you can do things how you want(and the almost in your post really ruins you), but there is nothing more legitimate about how you do it, and as you have propably found already, theres no need to come up with prepostrous titles when they already exist. As for DIY players, it was much easier to be one in rsc because of the trade restrictions- they were the only reason fletching was considered a hard skill and if you really wanted to train a skill, even trading for the raw materials took ages. I still remember all the talk and anticipation of how trading would be solved in rs2, bank to bank trading and stuff. Notes really weren't fathomable at the time.
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Bonecrusher training ideas?
Bonecrusher really isn't great prayer xp an hour. Even if you get 125k attack xp an hour(which would mean serious turmoiling/overloading) you'd gt around 25k prayer xp an hour at green dragons or around 20k an hour at blue dragons. It's not worth it at any other monsters.
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Smuggling Dungeoneering Items
Yea, Blue Charms have a market value of 18k (no idea how these things are calculated). They also high alch for the same value. If it's still possible, you can get rich off it. Then get banned, of course. Yeah beacuse getting rich from jagex making mistakes is a serious offence, but autoing to get rich will only get you banned for 14 days, if at all. Did you check if the shield is useable as for antifire proctection? of if you can try to smith it into a dragonfire, would be nice to know.
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Dungeoneering - The nerf of "Rushing"
Why is it that you can't buy tools urself? It takes an insignificant amount of time and the basic tools don't cost that much. Why waste time asking if others brought tools? You should have your own set. Not a good post really...not a good post at all.... Alex, though i'm not suprised the method i'm taking is faster than qeltar's, it still depends alot on the team and how they are doing. Luckily, as of late, i have been able to dungeoneer with mates and that really saves time. Also if you could, i'd be happy if you calculated 5:5 small aswell, +19% for 5:5, -4 average level mod, average prstige at about 8k and floors take an average of 8 minutes 45 seconds. This is for 1-25.
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Dungeoneering - The nerf of "Rushing"
Which reminds me; next time you do your set of 5:3 rushes, would you please note how much "Prestige" Experience you're getting (the second number at the top) on your dungeons? It should stay roughly the same throughout every dungeon, but it'll vary a little depending on how much you did in the dungeon, so just give me a good guess of the average. And could you also tell me about how fast (again, a rough estimate) you complete each floor doing the 5:3 method? I'd really appreciate it if you could do that. The prestige is around about 5700 and hovering about there, a bit less than solo actually, but with so many people i usually get an average of 4 level mod. The 5:3 modifier is 4%. I'm not really certain about the speed, but i'd say 6-8 minutes is a good estimate and an 6 minute 30 seconds average is easily possible on a good team.
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Dungeoneering - The nerf of "Rushing"
As far as i can tell, and this is true only for dungeoneering, this skill is so diverse that even in 2 months time, we still havn't figured out what is the best way to train the skill, so i'd say this really deserves as much attention/testing/discussion as it can get. Another very good moral; do not doubt the fact that these people with 90+ dungeoneering know what they're doing. I asked one, who at the time I didn't realize had such a high level (98!) if someone had brought the tools, out of a natural habit. My god, she was so furious that I had doubted that, she ended up quitting the dungeon over it. I mean, really.... I quit large dungeons at the start if i'm told it's not a rush or if i get a sense(looking at the dungeoneering levels, too) that the dungeon is bound to fail/take a long time. It's more efficent to do so than to deal with the problems later. I don't spplaud what he did, but i guess he sensed that the people around him weren't good enough.
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slayer reward
I can confirm that the auto chime is different from the slayer reward. Also, i'm my opinion, the auto-kill is well worth getting, even if you only kill gargoyles with it, can save up to 5 mins a task.
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Dungeoneering - The nerf of "Rushing"
I wanted to do f1-24 5:3 yesterday and found a great team right off the bat with only one person not able to do all floors. So first we got up to f7, then f9 after looking 5mins for another guy, then f13 after looking 10 mins for another guy. After looking for the third new person who could go up to f19 for 10 mins we finally got to 19 and the team just fell apart then, but overall, if we had just went on doing 8-24 4:3(which wouldn't have taken more than 10% more time) we would have got done with all the floors we needed in much less time... The moral of the story? teaming sometimes really ****s and if you already have 3-4 good people prepared to go for more than 10 floors with you, the extra 1-2 people don't make much of a differance. Also what i found yesterday, and that seemed quite nice, is people looking for 130+ combat 90+ dungeoneering people for 2-3 large dungeons in a row- really makes training easier if you can find people like that, and people with 90+ dungeoneering are almost certainly not stupid.
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Dungeoneering - The nerf of "Rushing"
That's really a complex representation of an equation to calculate the average...only thing i didn't understand is the 0,9434ˇx part of it, but i'm assuming it's a way to calculate averages based on actual on screen numbers(prestige). I think the easier way(and actually more accurate) would be to not bother with the mathematical equations and use average experiances(like for instance, 20 dungeons, twice 26-35) because you are bound to get very differant dungeon completitions, deaths and level mods.
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04-Jun-2010 - Behind the Scenes � June
91-97 requirement appears to be the SKILL requirements, ie you'll get a "drop" that requires 94 smithing to restore or whatever. I imagine by high combat they mean higher level monsters, unless it's dropped based on combat level but that makes little/no sense. I really hope it's skill requirements, althoguh I'm not a skiller 91-97 combat is a joke. Sad that batch 2 of dungeoneering doesn't come this month :( If anyone listened to the content team interview, dungeoneering batch 2 might not come this year, but is projected to be released late november or decmber. Nice to see bts, nothing great coming this month though.
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Why Prestige?
Well really, prestige doesn't slow down your hourly xp because without it, jagex would no doubt have let you gain less experiance per dungeon(they plan a skill or a method in terms of xp an hour, not how it will be trained). Prestige has quite a few advantages to the skill- firstly and foremost, what botan mentioned, it makes the skill at all work in terms of having people to train with(because it is a team skill), secondly- it makes the skill alot more diverse, it's quite alike slayer(a majorly popular skill) in terms of grind and thirdly, it opens up alot of different efficent training methods with alike experiEnce to be gained.
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26-May-2010 - RuneScape Classic Temporarily Re-opening
It's actually quite fun to see what all the newschool players think of it, but the reason quite a few players who actually played rsc wasn't the gameplay or the graphics- we all knew they were awful at best, but the community and the way it was run in those days. Rsc didn't allow you to gain massive amounts of experiance so you really had to work hard to achieve anything, but the rewards for it were equally good. The community was alot more laid back and friendly, even if you were a new player. The version you can now log into now is just the core, the fruit is long gone.
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falconry botters
The funniest thing of all is that this happens to me every day- random people bugging me asking for the strangest things and after a while calling me a botter... Sometimes i really get the feeling as though i'm supposed to be their posession and do everything they ask. Also for the record, i do answer and interact with people, but only if they treat me with any kind if respect.
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Dungeoneering - The nerf of "Rushing"
Well it appears most people agree with the version of the word rushing that i have experianced in use troughout dungeoneering. You can RUSH in any setting or complexity, but that doesent change the entity of it- it's about not killing monsters, not chaning the settings of the start of the dungeon. The names of methods in your guide mean nothing as they aren't generally accepted, If rushing is used in general in this way and this way only, then anything you want to call it doesn't matter.
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Dungeoneering - The nerf of "Rushing"
No, he didn't. That's what you inferred. If playing reduced-difficulty dungeons was nerfed, and playing reduced-difficulty dungeons is one common form of rushing (and it is), then nerfing reduced-difficulty dungeons would mean nerfing rushing, at least in part. Nowhere did he say or indicate that this was the *only* type of rushing. Cabbage cabbage cabbage. You efficently said nothing in this post. As i already mentioned, the fact that you call everything rushing(both doing lower difficulty dungeons and reduced level mod dungeons) does not mean this is true, and as for the original and most used meaning of rushing, he was wrong. I understand that you like to call everything rushing, but as not everyone understands this linearly, you should be more specific about what you think rushing is. I don't know what the autor meant as rushing(either reduced difficulty dungeons or reduced level mod dungeons) but as for the MOST used and most understood, general meaning of the word(and the only meaning used on w117) he was wrong, and so are you.
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Dungeoneering - The nerf of "Rushing"
That didn't mean he didn't know what rushing meant. It meant that he thought one form of rushing that is very commonly used was nerfed. He said nothing to suggest he didn't know what rushing meant. Try not being such a cabbage all the time. He wrote that because n:m dungeons, where m<n, have an xp penalty, rushing is nerfed. If this was the case, it would not be TRUE. He meant that for the general training of dungeoneering, where as you'd finish lower dungeons with less xp to capitalise on the xp on higher dungeons. Thus, he was WRONG, and i pointed that out. As much as you want to make up names and invent different dungeons, it does NOT change the general meaning of ''rushing'' as used by the majority of people. You call a particular training method ''snake eyes'', but that name has NOTHING to do with the actual method until it is accepted by the majority of people, however much you want it to. I may aswell call you cabbage from now on, but until people generally understand what i'm on about, i can't really do that. You writing something up(and putting rush before anything) does not mean it is the generally understood name of it.
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Dungeoneering - The nerf of "Rushing"
I think this and this pretty conclusively prove otherwise. Of course it is, nobody is disputing that. I simply took issue with your (very false) implication that someone doing 5:1 doesn't know what rushing means. A lot of people rush with reduced difficulty, and it is in fact one of the better strategies. For the first part- that's your own guide. I can sell anything as the truth if i write it myself, i was implying to the fact how people on the street use the word. I didn't imply that because of doing 5:1 he didn't know what rushing meant, but because he thought rushing was nerfed because of an xp penalty on 5:n dungeons where n<5. You can RUSH on any complexity or floor setting, so he WAS wrong and DID not know what rushing meant. If you can't read from the original post that he didn't know what rushing(sacrificing level mod to do dungeons faster, not skilling within the dungeon) meant, then you are propably just here to argue with me(again...). The numbers mean... first number is the starting number of people for the dungeon, and the second number is the number of people the dungeon is normally generated for. So 5:1 means a dungeon with 5 people starting, but the dungeon originally meant to be done by one person(changes how many monsters there are and how many people should be needed for mime/lever room, but you lose both prestige and bonus xp).
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Dungeoneering - The nerf of "Rushing"
Very scientific, but still doesn't reconcile for the fact that you didn't know what rushing meant. Also it's quite personal for everyone what way they like to do dungeons like- in a 5:1 setting you have to do alot more dungeons overall and run around alot more, where as doing the low floors on 5:5 you can relax a bit more and not have to put up with as many people overall.
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Dungeoneering - The nerf of "Rushing"
You're correct -- xpx is talking out of his cabbage (again). The point of rushing is to give up XP on the lower floors to get more XP per hour on the higher floors. It is a very effective strategy when done properly. Again, the only thing you do is talk. Test more and interpret the results, i can't even be bothered to argue with anyone as dull and stubborn as you are... The thing you are talking about is dungeoneering(capitalising on the better xp on higher floors), what i'm talking about is rushing(not killing monsters you don't need to kill).
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Dungeoneering - The nerf of "Rushing"
Well i don't think they have any reason to- you are making the dungeon on purposely harder to get more xp, there is no reason at all why dungeoneering is supposed to mean killing every monster you see. Otherwise this skill will just become the third slayer/summoning(well, for most of you, you can max out, get 99 slayer and 99 summoning at the same time, but for the less fortuanate of us it will be- max out, max out for the second time while getting 99 slayer, max out for a third time while getting 99 summoning, max out for the forth time while getting 120 dungeoneering).
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falconry botters
It's unfortuanate really, but as of reacently, jagex doesn't seem to be as intersted in botting, and there has been quite a few people getting 99 agility this way. As for hunter, atleast they aren't getting the most efficent xp or any loot.
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Dungeoneering - The nerf of "Rushing"
Well i guess theres a reason for people never doing this- the xp you get is so much less then 5:3 or 5:5, but the time it takes is still similar.