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About Artificial_Doom_Flavor

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    Scorpion Pit
  1. Now, since this has been an issue the last time I posted this thread, I'd like to add a little disclaimer: This thread is not about "bringing back the Wildy", it's about improving the game's PvP by restoring similar elements that are unrelated to wide-scale gold farming.
  2. Since I feel this is an important topic, I now revive it thanks to the wonderful cache Google has built. I recommend that those of you interested in reviving your own topic do the same by searching for quoted phrases in your topics or posts, then using the Cached feature to re-post your topic. "Jagex, PvP Minigames Don't Replace the Wilderness." I quit a couple months ago due to the anti-goldfarming updates but occasionally return to these boards or RuneScape to see if anything's changed that would make the game enjoyable for me again. I've found even single-way Bounty Hunter to be very inadequate to that end, and I got to thinking of why. Jagex's mentality- that they can replace what was lost with the updates in December and early January- is already flawed with regard to the Wilderness. They want to replace what was lost from the Wilderness with "PvP minigames"- quite frankly, that approach will never adequately replace what made the Wilderness great. This isn't to say the Wilderness as it was had no flaws, but there were certainly great aspects to it that existed nowhere else in the game that cannot be replaced with pure PvP. What I'd like to focus on here is the importance of the presence of valuable resources in a dangerous PvP area, a condition that should yet no longer exists in the game. "This is good for the game." The aspect of the Wilderness that allowed players to attack one another was removed last December to combat the problem of credit fraud caused by goldfarmers as well as to suit Jagex's apparent dissatisfaction with the Wilderness system ("We've felt for a long time that some of this content needed changing anyway especially the Wilderness so this was a good opportunity for us to make it work better, more fun for our players and closer to our original intentions." - Mod Hobogaly, "RuneScape vs. Real-world Trading"). Apparently, both goals were accomplished to Jagex's satisfaction; the game was mostly free of the hordes of bots and goldfarmers that had previously plagued the game and the gameplay, according to Jagex, had been improved by segregating PvP and other game content. The Road to Hell Yes, bots were gone- but what of gameplay? Nowhere else in RuneScape were both skilling and PvP integrated like in the Wilderness. This integration created a unique gaming environment that combined aspects of PvP combat-based games with MMORPG skilling in a way that addressed some of the flaws in both. When you play shooters or RTS games, the only consequence of winning or losing a match is generally only an effect on your statistics or the potential gain of bragging rights. There is no long-term effect on how you will be playing the game later on or any long-term consequence of those actions on other players. Skilling is different in that the actions you take build upon themselves and result in the accumulation of items or experience, which may affect how you play the game later down the road; you gain more options or faster paths to rewards or additional game content. The drawbacks? The sheer drudgery of it all; repetitive clicking without being more than minimally engaged in your task. To some, the rewards of skilling didn't justify the time it took to reach them; to others, pure combat was not sufficiently profitable and/or enjoyable. The Wilderness was a beautiful compromise: it presented some skillers with a reliable source of wealth (such as the abyss and runite), yet it broke the monotony of skilling with the promise of danger and on-your-toes thinking involved in combat or escape and, for those strong enough, the promise of a worthwhile reward for defeating their attackers. Skillers who don't enjoy skilling for its own sake or stand-alone combat now have nowhere to turn for excitement; what gives? Risk and Reward I used to be an f2p Wilderness runite miner myself. I both fought and ran from maxed-out players, every conceivable kind of pure, and massive clans, all so I could (hopefully) pocket about 250k+ every half-hour or so. Very few other miners were around then compared to now- Why? The Wilderness is substantially less dangerous now than it was prior to December of last year. Now, Wilderness skillers have only slow, brain-dead revenants to deal with and no guarantee of a good reward for defeating them. Unless you're a very low level or lack adequate equipment, revenants are ridiculously easy to escape from; this is easily proven by the around-the-clock absence of ore and the ever-growing presence of miners who don't even bother wearing armor anymore (before I quit, I often saw up to four miners mining a rock simultaneously, not including myself). This ties into a different mistake Jagex made- eliminating danger from nearly every other aspect of the game- but that's for another discussion. Skillers now easily gain items that they once had to be quite clever or powerful to gain; there is no challenge. omg plz dont kill me Computer games that involve fighting of any sort generally have a very well-defined, arbitrary good and evil set forth by the game's creators; generally, the player is the good guy fighting the bad guy or more rarely the other way around (or sometimes there is no good and evil, and you're just fighting for the sake of fighting). But how often do a player's choices have long-term effects on others' gaming experience? How often is the player the one who defines "good" and "evil" in a game? The Wilderness presented a moral backdrop very different from the rest of the game; any person who stepped in could choose to attack or defend others, regardless of whether or not they were innocent or able to defend themselves. Merely by presenting the "good" players with opportunities for reward if they were willing to risk their lives against the "evil" players who fed off of their skilling abilities, the Wilderness had created bullies and defenders, heroes and villains- a dynamic defined by the nature of the players and not by Jagex. That's been destroyed, too. Greedy or sadistic players now fight each other, and the people who liked playing hero (like me) or were otherwise innocent victims are an extinct breed. Bottom Line When Jagex made the decision to separate skilling and PvP, they dealt a magnificent blow to one of the most ingenious aspects of their game. They claim that they're seeking to "replace" what was lost with the Wilderness, but they don't understand that a great deal of what made it great was not merely its PvP aspect but the merging of it with skilling. I needn't go into differences between the Wilderness and existing or planned and officially announce) PvP minigames; those should be obvious and indeed those who have fully experienced the Wilderness understand the inadequacy of such minigames when it comes to repairing RuneScape's currently dismal PvP (though personally I can't say I miss Edgeville) to a state as good as or better than the old. Jagex needs to know that they're headed in the wrong direction. What do you think?
  3. It would be neat if you could teach the pet both to hunt for itself, or to hunt AS the pet and get Summoning experience for a successful catch of prey. If your animal is an herbivore, you get experience (not as much since the food is unmoving) for harvesting food. You would get quarter experience if you let to pet fend for itself and catch its own food after you teach it (probably done by one or two rounds of hunting as the pet).
  4. What if they made pets disobedient to Summoning pures? Sumn U2 Lumb sent out Charizard! Charizard turned away... Charizard is loafing around... Charizard used instead, FIRE BLAST! Critical hit! It's super effective! Sumn U2 Lumb fainted! Got 150GP for winning!
  5. Heh, I invested in laws before trading was killed. I made a killing on the day they peaked by selling them all, just before they crashed. I don't know if that was luck or skill.
  6. Yes, I know it's in their best interest to avoid fraud. The question was how this got to be so big a problem with said safeguards in place. Who's dropping the ball here? I guess the answer to that question doesn't really matter, since Jagex is paying for it and in turn so do their customers. So I suppose that it's true... The company really could not have done much more in that direction, could they? Concerning the in-game updates, however, I still believe there are viable alternatives... MANY viable alternatives. I share my annoyance with you in not hearing up front from Jagex about any of them.
  7. If they are, I'm going to be the first to abuse the Mew glitch.
  8. Obviously, that would be suspicious- but I'd like to know what exactly Jagex's process is when they receive a request for subscription. Is the system automated or manual? (Obviously it would be automated, considering the volume of requests they receive). Does the system examine previous subscriptions from a single card? How many subscriptions COULD be made from a single card before further subscriptions are refused or action is taken against the accounts? These are questions that I'd like the answers to, but unfortunately it seems as though I won't be able to get them here. I'll contact their billing department and see what the deal is. It means they get what they think is a valid subscription, and then 30 to 60 days later receive a notice of a chargeback. Understood. There *can* be additional fees, but more than that, the CC companies have allowable chargeback thresholds. If the number of chargebacks you are receiving exceeds a particular level, they can cut you off. And that is likely what was being threatened here. This would be an issue if hundreds or even thousands of cards were stolen, each to subscribe for perhaps 5-10 accounts each, perhaps even fewer accounts and simply more stolen cards. This may be the case. However, we don't know that. Stating all the facts and details would probably have been to Jagex's advantage. There may be more sensible solutions to their problems than what was done.
  9. Taken from here. Although not crited, I cant find any incorrect infomation here, and so it gets the bobbington seal of approval :thumbsup: [/code](yes my seal of approval is animated) So, this goes back to my original question. Why does Jagex refuse to limit the number of accounts that you may subscribe for membership with using a single credit card? This only makes sense, considering the typical household will probably only have 3-5 members accounts at most. If there already is such a limit, do let me know, but it seems really fishy to me that there may not be. Further, I am concerned that Jagex claims that credit card fraud refunds make them lose a lot of money. If the money was not legit to begin with, then does not that mean that they never gained that money in the first place? That this money being refunded was never theirs, so they are really only losing money in the technical sense? Correct me if I'm wrong, but unless there are additional fees incurred with this "chargeback," Jagex really shouldn't have cited that as a reason for their updates. Considering the profits they turn every year, I find it entirely unbelievable that they would be spending money they don't have before finding out which transactions are illegal and which are legit. Of course, there is the issue of paperwork and wasted time... But I'd rather they'd said that instead of seeming to bend the truth.
  10. O.K. ^ What of this, though? I apologize if I'm testing your patience, but it seems like this really is a big part of the issue. Could not the solution to this problem have been much simpler than what was implemented, then? I don't believe a single word of it. No company with any respect for itself will refund a stolen credit card. But if thats their policy, than you can forget everything I've just written, and believe that Jagex are economically idiots instead. Wow.. no wonder every kid thinks he can treat Jagex how they like, when they are dumb enough to refund someones credit card... That is just beyond stupid.. .Maybe if they did not refund stolen credit cards like most respectable companies, the people would learn to hold on to their valuables :roll: That bit of info shocked me to be honest. So which is more believable? That they really do refund victims of the credit fraud? Or that they seem to have flat-out lied about this problem? I'm asking too many questions... You don't have to answer that if you don't want. I'm muddled and slightly less unpleasant than usual since it's four in the morning and I don't want to sleep.
  11. O.K. ^ What of this, though? I apologize if I'm testing your patience, but it seems like this really is a big part of the issue. Could not the solution to this problem have been much simpler than what was implemented, then?
  12. Its not a major problem is why. Apparently people here have misunderstood. Its not the goldfarmers abusing credit cards. Its the little kids who steal from their parents, so they can buy a couple million, or the party hat they've been dreaming of. Its the customers of the goldfarmers, not the goldfarmers. Oh. Thanks for clearing that up. So this is essentially the product of poor parenting? That makes me very, very sad. No no . Lets not jump to conclusions here. Its essentially the effects of laziness, game addiction, and the fact that most kids don't have jobs yet. I don't know... It just seems really... Disturbing to me that kids would go to such lengths for virtual items. One thing I'm still not clear about. If these kids are "buying" from the goldfarmers and not from Jagex, then why is Jagex responsible for providing a refund?
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