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pulli23

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Everything posted by pulli23

  1. Just wondering: is there really no quests anymore? Wish I didn't renew my rs then without quests coming anymore :/.
  2. Low-level bosses have the slight problem that they are high-level slayer monsters... if you make content like the Tormented Wraith worth doing (at a low level), there will always be a high level to crash that low level because they can do the same thing but faster, cheaper etc. and make even more money. I don't see much need for bosses with a combat level cap either (e.g. you must be this level or below to enter). DG bosses, however, scale with level, that could maybe be used overworld... but lower levels should not have access to the same loot or there would be no reward from levelling apart from levelling, which is already a complaint in lots of skills. Of course a higher level can do a lower level thing better... However if you achieve high level there *should* be better things.. That's at least the thing you learn when following a course of game design & keeping people occupied: you have to give the feeling there's always a bigger mountain after the one you just climbed.
  3. Sigh another "boss" combat level thing.. Can't they ever release non-high end combat things? It seems this game is moving more and more to a game where you first need to invest 100+ hours before you can do anything "fun" or "worthwhile". Really with updates like these they won't ever attract new customers, and runescape is in dire need of new customers.
  4. Do you have any proof that people are living off of welfare while spending large amounts of hours on the computer playing Runescape? The majority of people I know and play with are college students who play it in their spare time, which can add up to a lot of time depending on the courses you are taking. And the society pays for the lack of activity & productivity. Really, I hate this argument, as it is complete vain. Anybody should aim for the heighest productivity and try to improve society in their way. Having "fun" is only as a distraction and should be done by people to relax to get energy to be active the next day again.
  5. I think kiting will be a big slow down: the main advantage of this is the speed of casting... So kiting won't really work.
  6. With the new amulet staying power isn't important at all, it's much better to get faster kills and teleport a few times.
  7. That would make runecrafting a complete novelty skill (like smithing is now). What should be done is make armour also expensive to use: make everything degrade and the prices about 10-20 times as high. But alas, runescapians hate it when a feature gets "nerfed" even if it would balance the game. My idea would be to give all monsters in game some kind of elemental weakness that makes specific spells hit a % harder on them like Icestrykes already have with firesurge. Fire giants weak to water spells but resistant to fire spells, for example. If you can kill monsters by casting less spells, magic becomes economical for PVM without having to change anything else in game. SoA seems like a powerful but unnecessary addition to magic. A powerful spell powered by an unusual rune. Zaros Rune pls... But not everything is so elemental, what would elves be weak to for instance? Not to mention the insane number of monsters they'd have to go through, change, and catalog (Plus I don't think the people who handle the bestiary here would be too pleased). I suppose you could only add these weaknesses to monsters that "matter", ie bosses, monsters assigned for slayer tasks, killed for some secondary, etc. but it'd still be fairly obtuse. If this is the reasoning behind things, it is a sign your game is suffering from bad design, and getting too big to handle. - And a potential rewrite/new version is in stock if popularity is still high for the game: -First of all no game would have all monsters individually "coded" you should be able to easily adress large groups of types (and sub-types etc). Ie "all vampyres" could be changed which itself is a subset of "all morytania/zammorak" monsters. This way such changes would mean only groups have to be changed, and then on further (balancing) updates a more refined weakness system can be developped.
  8. I'd just use black sallies.. Though there are also other methods such as using ice spells to free the brothers in spot
  9. Temple trekking with the old torstol price was about 1.5M / hour.. Anyways, I just managed to sell 1k torstols, for 20k each. - They stayed in the GE for almost a week at that price though.
  10. Updated with a new spreadsheet. Foodlist This sheet is simply a list of food so one can find cheap food for training/whatever you wish. Sheet took a bit longer to update but that was since I've revamped the backend code a lot. Most important I've created a system where, when rs lags, it will keep trying to update the prices and not crash (after 5 seconds of lag it will simply stop wit the list). Furthermore worked a bit on the interface, for those who create a copy you should see now a shiny new menu "Update". This menu should be used to update. The problem with the "button" is that it won't work in sheets with frozen header rows (silly google spreadsheets). So I had to chose between no frozen headers, or use a menu for updating. Hope you like my choice :). @Quyneax, very interesting, that's something new for me too! Though can you (or anyone) confirm this is feasonable? Wouldn't it mean you'll have to drop a bone before lighting?
  11. Fletching is "usefull" in the sense that it gives things for ranging, which are/were needed constantly. Arrows, bolts etc.. Woodcutting and mining would be useful when fletching/smithing were. I just think that nothing should be a 1 time buy for lifetime. What I mean by increase in price: you'll see the general drops increase in price, obviously melee stuff would fall, but on the other hand magic would become more prevalent and would rise in price. And no it won't be the elite few having a good time over it: as smithing would generate "repairs", everyone would benefit: master smiths can create more replenishable stuff and profit from that, demand isn't limited in the way it is now, which means prices would constantly drop. Miners would benefit as they supply the raw goods necessary to create "recharges". Low level monster hunters would benefit as they can find those goods (just like you can hunt for runes at low level), yet for this they don't need to have big-replenish cost equipment. Mid levels would benefit as they can find armour wich wouldn't be obsolete at some point (I really dislike how having a whipe makes a dragon long obsolete).
  12. As for the prices, well everything would just become more expensive (base price) and hence more profitable. Maybe let smithing generate products which can be used to "repair" melee equipment free of charge: so smithing becomes to melee what runecrafting is to magic. Why would it destroy it? You have to train melee 3 times? - Well What is the problem with that, why would it become useless, it still holds more dps than magic (mostly). And the costs would balance out quickly due to price rising (as obviously people have to ask much more to sustain profit). It would make equipment more expensive, yet at the same time it would mean smithing would be usefull again, and magic would become a pvm option too. (Due to more expensive prices and thus magic costs not too high anymore). The more variety the better in my books.
  13. That would make runecrafting a complete novelty skill (like smithing is now). What should be done is make armour also expensive to use: make everything degrade and the prices about 10-20 times as high. But alas, runescapians hate it when a feature gets "nerfed" even if it would balance the game.
  14. Well I'm really seeing a big gab, even here: Once you earned you basic equipment, and basic levels (piety + bunyip). There's nothing to "aim" for anymore (when considering money-generating activities) until you have gained multiple 100s of millions. Feels like "mid level content" is really stretching thin nowadays. But please keep the methods coming, I'm personally really interested if I can be proven wrong. Currently I'd say these are valid nowadays: High level skilling (500-750k) dragon hunting (600K - 1m hourly) Barrows (1m-2m hourly) tds (1.5-2m hourly) High bosses (3m+ hourly) I'lll look into the dungeoneering a bit, though I wonder, what would people pay for a dungeon?
  15. Also can you please stop posting those things where the average turn out is less than 0. Each gp won in staking is lost by someone else, so to earn money you have to be "better than average". However if everyone would try to do that, it again means that you won't make money.
  16. Because the average expected profit is always less than 0 when pking.
  17. No I'm open minded, I don't rule out any option.. And I believe that when checking at the absolutes you can find the best solution.
  18. Amusement is amusement. But really who said the price had to that "high" - maybe consider 8 hours playing daily the "average" - that means 5,- for 250 hours of playtime? The idea is that bots would have to pay two/three times the average runescaper does. Also it is much more fair: if you don't play a lot (say 1 hour daily, maybe only in weekends), you don't have to pay for those who do.
  19. Is this a joke? No is it so weird to pay for the time actually spent playing? Many amusement parks/swimpools use this: you check in when you start and check out when you leave, paying only for the minutes inside.
  20. You've been able to do straight c1s since forever :P. Yes, there is evidence c1s improve xp/hr, although 1-30 is rarely exactly the best, but it's a convenient standard. Actually since batch 2 of dungeoneering.. Before batch 2 you could start at c1, next dungeon would be c2, next c3 etc etc.. - Back then doing c6s was faster than doing c1s.
  21. In that case the insentive to play RS is wrong. People should play RS over another game because they LIKE rs more than another game. Not because the costs of another game are higher. If jagex really fears this, they admit they haven't designed a game as good as the alternatives. I play rs because it doesn't require much to start up. You can quickly play for a few minutes when you have spare time (and just let it be when you don't). Maybe the payment should be based upon the amount of minutes spent ingame? - That way normal players are less hitted by an increase in price than bots are.
  22. However it doesn't increase the max hit, it increases the "hit" by 100 dmg with 500 burned. - similar to how ring of kuradal works. That is similar (in average dmg / second in the ideal case) to 200 max dmg increase. Or 50 extra strength on the weapon.
  23. I'm pretty sure that if the price of playing Runescape went up by 100%, that more than half of the current members would quit, essentially creating a deficit. If not quitting out of lack of money, than out of spite and/or principal. Even more reasons to let the price grow. Those who are too immature to understand that gaming costs money shouldn't be here.
  24. Dungeoneering really needs larges with 5 people for "nice" xp.. I'm often finishing 30 minute larges, which earn (at 98) about 80k xp at least. But up to 60 you're more or less looking at very poor xp, and impossibility to find extra people for your team. After 70 I'd recommend going the standard route, 1-30 c1 rushes. - 30+ doing larges. If you're with 3 people (who understand dungeoneering very well) already it is very easy to expand your team, many others are looking for decent teams. I recommend to do the standard method as for sub-30 you won't find many people who do larges, and those who do aren't "the best".
  25. I'm fully against this: What should be done is increase the monthly price so bots can't sustain (ie make it around 50 euros). Using RWT simply means the more money the more you can have. And economically it means those without A BIG sum of money cna't ever compete with those who do have.
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