Everything posted by Zaaps1
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Slight adjustments to GE and combat familiars
I totally agree. Something else that would be nice that could help out the initial price flux of new items is making those items open for the first 2 weeks or so. So if a new item is just released, for the first 2 weeks it would trade at any price. This way, the players allow the market to settle quickly, without going through the entire boom and bust cycle. RWT could not take advantage of the system, because most likely the item would get traded to someone else (selling a SoL when it was first released for 10gp, for example. Chances are it would go to someone else).
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Another person needs some efficiency people :D
I am not familiar with gold smelting. I only ever did it once, and I did not take extensive data on it, and I really haven't seen extensive data on it anywhere else. Consider: bolts are 65k xp/hr and 200k loss while plates are 190k xp/hr and 1m loss. These are approx. and I haven't kept a good eye on the prices, but as you will soon see that's pretty irrelevant. 1 hour of platebodies therefore equals 3 hours of bolts. So by making plates, you are spending 800k to save 2 hours of effort. Thus, if you can make over 800k in those 2 hours, platebodies are better. Use stout if you must. But it's not that simple when you factor in SC hammers Then, if we assume 5 SC tools/hr, in 8 hours of platebodies you get 1.9m xp and 5m loss, while in 6 hours of bolts you get 650k xp and 1m loss. For plates, that's 237k xp/hr and 625k loss/hr. For bolts it's 108 xp/hr and 167k loss/hr. In other words, you would be paying 458k per hour to get 129k extra xp/hr. As far as your mining question goes, take a look at my guide (link in sig). I recommend stars or granite. Yes it's hard, but it doesn't last long until you get to the Living Rock Caverns.
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enchanting bolts
Other than mousekeys, there aren't very many tricks. Try setting a smaller interval and simplying clicking more times.
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In need of an efficiency junkie
That's why its a comparison between the two.
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In need of an efficiency junkie
Here's how I would approach it. Let's say, for simplicity's sake, that smithing normally yields 150k xp/hr (no SC hammers, no bonus xp). Since hammers and bonus xp both halve the overall cost, that aspect can be ignored and we can focus on time. 1 hammer = 60k smith xp, so 3 hammers = 180k smith xp. In other words, you'd get 1.2x overall xp with SC hammers. So until the bonus xp is below 1.2x, it is better than SC hammers. Of course, 150k xp/hr was a made-up number. So to find the real "critical point": real xp/hr / 180k That'll give you a number that's equivalent to the overall xp bonus of using SC hammers.
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Pet Gecko Question
All summoning pets must be fed in all forms, including adult.
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Dahmaroc?
I hope that I don't need a full replica statue in a future quest...
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Pokemon Thread
Ah, did not know that. Still, that's a pretty big hassle when Typlosion is still better than Arcanine, except perhaps for Extremespeed, but then again you get a Dratini with Extremespeed for free don't you?
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Last Minute XP Weekend Preparations
I bought all my summoning supplies but not any kyatts heh :P
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bursting lobs with wolpertinger and sol
Any combat familiar will mess up your lures. Don't use it.
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Lobby Improvements and Offline Messaging
Yes a character limit that's the same as the current in-game one (if you notice, if you keep typing the same character eventually you will stop; there is already a character limit). Thanks for the posts.
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Lobby Improvements and Offline Messaging
Introduction http://services.runescape.com/m=news/newsitem.ws?id=2712&allcat=true In light of this update, an interesting opportunity presents itself to achieve a suggestion long desired by players, offline messaging. The lobby allows you to talk with your friends or in a clan chat even when you are not actually in the game. The only prerequisite is that you be logged in. Before I suggest the update, let me first suggest some improvements to the current system, and in turn, before I do that, let me address some problems with the current system. Current Concerns 1) As I'm sure you've all experienced, the auto-join feature for clan chats has been working a little slowly since this update 2) You cannot tell in-game, apart from your friends list or clan chat list, when a player leaves the lobby to join the game, and vice-versa 3) The lobby menu does not alert you of private or clan messages if you are on a different tab 4) Typing private messages is awkward due to the text box's central placing and emphasis. Now, let me offer solutions to these. 1) I do not know the coding, so all I have to say is that this be looked into by Jagex, if they have not done so already. Nothing much I can say here. 2) A tricky thing to handle. This problem will not present itself, however, if a few later suggestions are implemented. Read on. 3) Similar to how the tabs in the in-game chat box highlight, have the tabs in the friends tab and clan chat tab also highlight or flash when you get a message 4) Make private messages typed the same way as in game, or the same way as in multiplayer funorb games (displayed at bottom of chatbox in 1 line, Typing Message to Zaaps1: or something to that effect). Other useful updates Now here are some improvements that would make the lobby feature much more useful. 1) If you join a clan chat in the lobby, you automatically log into that clan chat when you join the game. When you leave the game and were logged into a clan chat, you remain logged in in the lobby. 2) When you switch worlds, normal lobby functions do not disable 3) Private messages and clan chat messages from the lobby and in-game carry over (so if you sent me a message in-game, but then I logged, I'd be able to see and reply to it in the lobby, and vice-versa. 4) [Tab] responding to PMs in the lobby, no matter which tab you are in 5) Pressing the / key automatically takes you to the clan chat tab This all makes using the lobby much more helpful. There is no break in conversation between the lobby and in-game. In fact, problem #2 mentioned above ceases to exist since you can message people anytime they are logged in and they will get the message. Only one "log-in" message is necessary to send to friends since only one type of logging exists. In addition, conversing in the lobby itself is instantly more streamlined. Offline Messaging But what about the offline messaging I promised? Well this can be added in a few ways. What I think is best is that a new tab be made for the player's Jagex inbox. This would include messages from Jagex, prioritized and made significant, and also messages from other players, which are more basic in appearance. Think about how Forum Mods/Jagex Mods' posts look like on the forums compared to a normal player's post on the RSOF. Something big like that. This also eliminates the need for a player to exist the current screen to check messages by Jagex, which is quite honestly a huge hassle and I don't even bother reading any Jagex mails anymore. True it doesn't take long, but when I log in, I log in to play the game, not to be reminded that I have an unread message by Jagex. By sticking it onto the lobby, a player can quickly check Jagex's messages when they are logged out to go, or when they are logging in they can catch up with friends. To prevent spam, a player may send 1 message to another player each time that player logs out, but that message can be editted until the player opens it. Here's what I mean. You log out at 12:30. At 1:30, I suddenly get level 99 Sailing. I am ecstatic at my achievement, and I MUST tell everyone I know. So I go to my friends' list, right-click your name, and under the "Quick-Response" option there is a "Send Mail" option (only exists for offline players). Here I can type out a normal private message, which you will receive in your lobby when you log in. Now, I can no longer use the Send Mail option to you until you log in then log out again, perhaps later that day. However, 30 minutes later I suddenly achieve level 95 prayer! I've been working on it so long, that I need to tell everyone I know in my joy. But I can't send you another message until you log in! No sweat, I simply go to my lobby, go to the mail tab, select the message I previously sent you, then edit it. I can edit that same message however many times as my little heart desires until you log in and/or read that message. Later you log in, read my messages, exhume my legendary accomplishments, and log in to congratulate me. After much reactive conversing, you must log out. However, afterward I managed to snag a 3rd Age Platebody from a clue I randomly decided to do! What a fantastic day for me! I can now use the "Send Mail" option again, since you have logged out again. If I proceed to get an Elysian from FFA Corp, I could edit my message using the lobby tab. Of course, you can also Send Mail in the lobby tab. There is no need to be logged in. If a player appears offline to you, your message will still be sent, but it will not be delivered until your recipient actually logs out. Privacy of the messaging system is the same as your current Friends List setting (On, Off, or Friends). Conclusion So to recap on my proposed updates to the lobby: - Similar to how the tabs in the in-game chat box highlight, have the tabs in the friends tab and clan chat tab also highlight or flash when you get a message - Make private messages typed the same way as in game, or the same way as in multiplayer funorb games (displayed at bottom of chatbox in 1 line, Typing Message to Zaaps1: or something to that effect). - If you join a clan chat in the lobby, you automatically log into that clan chat when you join the game. When you leave the game and were logged into a clan chat, you remain logged in in the lobby. - When you switch worlds, normal lobby functions do not disable - Private messages and clan chat messages from the lobby and in-game carry over (so if you sent me a message in-game, but then I logged, I'd be able to see and reply to it in the lobby, and vice-versa. - [Tab] responding to PMs in the lobby, no matter which tab you are in - Pressing the / key automatically takes you to the clan chat tab - An offline messaging system Questions? Comments? Concerns?
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Ultimate Potion Making Efficiency Guide
thankyou very much sir and that sounds like a very interesting. I will be sure to try it out. Only downside i see to it is that you'll end up further away from the 'x'. It's offset by the fact that you withdraw all your items a lot quicker.
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'safe' PVP worlds
I don't see a point, as others said. Sure it might be cool to run around fighting in Varrock with no risk of death, but then again it is really that much better than FFA Safe CW that we need a whole new server(s) for it?
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Pokemon Thread
Growlith is ok, but it isn't fantastic due to the rarity of the elemental evolving stones. You'll likely be without Arcanine for a while.
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Pokemon Thread
Water and Normal, tbh, are my favorite types, because of their excellent neutral coverage. It's just that Fire is obviously the best type in the beginning of the game, and the fire starters are always superior to the water/grass starters (hell, Infernape has STAB super-effective attacks on Torterra AND Empoleon wtf?), that's what I was getting at.
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Impling spawn site
Thanks for your post! This will be very helpful, however do you have a picture as confirmation? It's always nice to be able to confirm stuff like this, just in case you weren't paying attention or lag, etc.
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Pokemon Thread
Fire is best at the beginning. It's the least weak to opening pokemon, and it has the least good subsitiutes. If you look at the best fire types, they're all either starters, legendary, rare, or not available in the beginning. However, all the grass and water types aren't too fantastic and they all have good substitutes. The only two that are any good are Empoleon (which Kingdra beats in the role of attacker and there are better steels for the role of defender) and Swampert (and there are better tanks out there, like Blissey, Skarmory, or Bronzong). Feraligatr isn't really that great, especcailly since Gyarados, which is practically guaranteed in GSC/HGSS, beats it in all types of physical attacker, and almost every other water type beats it as a special attack (for example Starmie). Grass is just way too weak for its own good. The only real use is support, and none of the starter grass types are very good at it.
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The Best F2P Combat Guide (all levels)
It does not. The whole idea in p2p is that you won't need to use an inferior weapom (d scim or SS) to a superior weapon (whip). But in f2p, the best weapon (r scimmy) already trains all the stats.
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Mother Gaia: An In-Depth Manual to Farming
During my road to 99, I always used either palms or papaya, and rarely I used pineapples when I was in a pinch.
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Pokemon Thread
You could just play, but competitively, there's a huge amount of strategy and planning involved.
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Pokemon Thread
Too bad you can get the Dynamicpunch TM anymore :( No Guard + Dynamicpunch Machamp would've made the game ridiculously easy. On the new Jirachi, I don't really see the point. I'm not a huge fan of Jirachi since there are better choice pokemon and better support pokemon out there.
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Diets
I eat like A LOT, but I can stay thin. Swimming takes up a lot of energy and burns a huge amount of calories. I think at the height of the season I was supposed to take in 6k-7k calories per day and was expected to burn all/most of it. Top Olympic swimmers eat a huge amount and can stay in shape (I think there are a few 10k+ calorie-per-day swimmers), so while I can't really advise on diet, I can say something about the workout :)
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173 nech task
Standard melee defense gear, so barrows or whatever you use. Whip + defender is best, yes. 2 Pure sets, 2 bunyips, EE/SGS, 2 monks for emergencies.
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Fast MA
Fast MA is dead because you can no longer effectively evade crashers. Your best substitute is suiciding in conflict. It's 1/4 as slow, but meh, what can you do?