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knight10071

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Everything posted by knight10071

  1. The reason that I posted this in the debate club is that I wanted some feedback before actually starting it up. If I think it's time for it, I will open a thread in GD with the practical details. If someone else would like to do it, that would be fine with me too, but please PM me in that case.
  2. I stopped, mainly because it was too much hassle to get rid of the item, in return for little profit, though I think I lost a bit on at least one item. Why? I just tend to wonder these things. From posts I've seen on here, there's usually a motive behind wanting price manipulation to stop, other than 'its wrong'. If you were making the money you'd have hoped for I wonder if you would have posted about this subject. Ah, I see. Like the people at the ge spamming: Merchanting Group X are scammers! And I reckon you're right. I might not have posted this if I would have made the money I hoped, simply because I could still be in that group.
  3. I stopped, mainly because it was too much hassle to get rid of the item, in return for little profit, though I think I lost a bit on at least one item. Why?
  4. Price Manipulation is what most people see as the main problem in RuneScape at the moment. Items can be unbuyable for extended periods of time and a lot of the text at w2 is generated by players advertising so-called merchanting groups. Then there is the problem of leaders dumping early, leaving the rest of the group with losses. I regard the last one as a benefit, as this greed may allow us to stop manipulation. The main reason why manipulation works is the Grand Exchange mechanism. This mechanism moves the new price to the previous day's mean price. It also sells for the price that the first player who wanted to trade the item put in. Because of these two mechanisms, manipulation groups can quite easily trick the system into making it "think" there is a huge demand for a certain item, thereby raising the price. The major drawback of manipulation, from the point of the manipulator, is the effort needed to get rid of the items at the moment of dumping. Players become increasingly aware of the fact that they should check the GE graphs before trading their precious Godsword for a pile of Karil Crossbows. I have been a manipulator myself, which I regret, but this is in fact the only problem with making money through manipulation. Not all people involved can dump at the exact same time and often it is the case that some people (/leaders) dump earlier than agreed. Manipulation groups lose their members due to money loss in the final stages. This is the main flaw, we, as players could exploit. Now, onto countermeasures. Naturally, a number of measures from JaGEx end could (and should) be taken. The easiest of these is prohibiting coordinated manipulation by putting it in the rules. This would largely disable communication between manipulators, but would in itself not fix the problem. Any other measures would probably either restrict the economy even more so than it already is, or they would remove all trade limits, which would enable RWT (and subsequently autoers) to return. Therefore, one of the few solutions that I find viable, is a measure players could take. Manipulation groups thrive on the fact they can simulate a huge demand. Therefore, a large group of players, like TIF, could do the exact opposite thing. We could monitor a couple of manipulation chats and produce whatever item they are buying. The main idea behind this is that further supply is likely to decrease their profits, or increase their losses. As I mentioned before, it requires a lot of effort to get rid of a manipulated item. This way, the smaller players in the groups will lose more than they win and drop out of it. This would decrease their capital, which in turn would increase the effect of our extra supplies. If we coordinate the selling of the produced items in a way where our risks would be minimal, but the effects would max out. eg. Everybody selling their items as close as possible to 9 PM GMT. I think that this might actually work. I'll list things that I thought of as pro's and con's to this solution. Pro's: - Participants will make money at a low risk - We decrease the effectiveness of manipulation - We show JaGEx how large we think this problem is - We improve the community as a whole and know that we made RS a better place Con's: - Will not fully wipe out manipulation - Will not work on all items (TT and Barrows items, for one) - May leave participants with a small amount of items which they don't need. The main thing on which the effectiveness would depend is the participation. If the whole of TIF would participate, I think we may actually be able to take on the larger manipulation groups. If a small part participates, it will not be so effective. If very little to no players participate, it may not even have a visible effect. Please post your thoughts and criticism (preferably constructive).
  5. The main effect would be that the the number wouldn't fit on the skills tab.
  6. Does the fact that the main topic of discussion here is the name of the mod say more about the mod's name, or about the diary?
  7. I think the blurite swords can be regained by the same method as you use in the quest.
  8. There's no need to calculate anything with xp/hour or stuff like that, if you make one basic assumption: "RuneScape players will in the end allways go for all skills 99." If you train slayer before you max out, you'll be faster than when you first train combat and train slayer after you max out. Now, ofcourse, there are exceptions to my assumption, but these are (skill) pures, who focus on non-combat skills or pking, not combat skills in itself.
  9. I had 14 correct. (Did it on paper.) I actually found 11 one of the easier questions. It shows fremmeniks, which all aren't near the places mentioned, therefore, it had to be the resistance leader.
  10. I think the problem here is that you're not seeing the problem about coins being created. Currently: Drop gets created. Price of drop goes down a bit. One item affected. Your system: Drop is bought from ge. Drops price stays the same. Money is created. Value of gp decreases. All prices go up. All items affected, even the dropped one. In real life, a bit of inflation is seen as a good thing. However, too much inflation, by the millions created by drops, which you are suggesting, leads to situations like Zimbabwe. Money becomes worthless and only items have value. In the worst case scenario, this would lead to an obsolete GE and only player-to-player item-for-item trading.
  11. So more than 1 another person would not count? Sorry, couldnt resist.
  12. And how would you prevent the massive inflation that would occur due to the creation of coins gained by the seller? This moves the problem, rather than solving it.
  13. I don't know anything about the actual security, but recovery questions are a great way to get into accounts. (One of our teachers actually has "Red" and "Ferrari" as answers to favourite colour and car.
  14. I updated several things about my spreadsheet. All of them were pointed out to me by JoeDaStudd. Thank you for that. (Also in credits now.)
  15. I really liked the second article. I just started studying these kinds of tests myself and I'd love to see more of this kind.
  16. Is that true? So, if I think a girl may possibly like me it's no use waiting for her to tell it, if I wanted to be certain?
  17. True. Science ftw! TPUM was just as confused as I was by the "happy zombie jesus" stuff.
  18. Amulet of Accuracy has +4 in all attack bonusses, without strenght bonus. I'm watching from a distance, but I very much encourage this kind of experiments. I'm starting to learn some statistics, so I'm also looking through the calculations and learning from them. :D
  19. What is Moriarty? If you add 100mL of .46M Silver Nitrate solution to 150mL of .67M Sodium Chloride solution what will be the Molarity of the remaining ionS? (Giving extra mention to the fact there's absolutely no need to add what the density of the solution is.)
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