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Platinum_Myr

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Everything posted by Platinum_Myr

  1. It is conceivable that people might sell their dragon pickaxe back if they never mine again... You might not but other people might. The toolbelt eliminates that possibility so it does (slightly) reduce supply. In my opinion, it doesn't reduce demand at all, because the same number of people want one, and once they have it they can't get rid of it. The toolbelt doesn't decrease the number of people who want one. In fact it most likely increases the number of people who want them. This should raise the price slightly if at all. You argued that once everyone had one they wouldn't need more thus reducing demand. This is true, but is almost exactly the same case we're in now. As for bank placeholders those aren't as useful anyways because of the search function.
  2. But the toolbelt also reduces supply because you can never sell it again...
  3. They still need to fix loading, because now every time you move it loads stuff instead of loading in jumps at area edges. That is nice as long as the loading is smooth enough... but it isn't yet.
  4. It's a bug I think or you repaired him at the marketeer
  5. I hope it includes more, and I wish the list had actually included some discussion about what updates would be done this week, not just that small fixes would be done...
  6. Yea, but that doesn't really solve the problem of those items are effectively alch-material.. I would rather have item sinks which generate other effective rewards besides gp. High-alch is the only exit for most producables, as well as most stand-alone item drops that don't have desire anymore.
  7. Doesn't its defense apply more evenly against all 3 styles too though? Not just no accuracy penalty but also a boost in defense rating.. but they lower the stats by a massive amount which effectively makes it junk?
  8. Agreed. The should replace alch-floored items with coin drops and actually reduce the drop rate of items. (especially skill-obtainable items!!) so that those items have a chance to exceed the alch value.
  9. There are never enough quests!
  10. A whole lot of this game has changed. You are actually returning just before some big changes in "Runescape 3" are planned. The whole "evolution of combat" is a bit too big to really summarize, but a lot of things changed about combat. Some things are still off, but I personally still enjoy the game. F2P can now train to lv5 in member only skills, and the tutorial area for members has become f2p.
  11. I can stand how people banter on like this. God forbid someone overlooks that they actually have updates planed for the other two weeks as well too. god forbid i should make a jest in fun on the internet, in the hopes someone might understand it. :wink: These are not the internets you're looking for. Move along. Move along.
  12. They said that yes, but they also said that "if it's not awesome we won't launch it" so if they actually go with that this time *cough* EOC *cough* then it may have been delayed.
  13. But 87 agility can be argued to be more time consuming than 92 fm
  14. Nope you can still track on the counter but no xp splats
  15. Part of the problem is that you're probably better off killing monsters for resources than you are harvesting them. Considering the sheer amount of resources it takes to get a skill into the 80s, let alone 99, it's easy to see why harvesting skills are more or less dead. That's precisely my point... Combat should never thought be more effective at gathering than gathering is.
  16. Yep but that is more daily than training Sorry for the double post was an accident.
  17. Yes, they really should give us higher xp but lower item count, so that way we could have resources which are worth doing but still don't as easily flood the market.. And they really should not be massive skilling item drops from combat.. That really screwed things up. They should have monster drops which are monster only to obtain, and skilling drops which are skilling only, and then some things inbetween where you can get it from both... But right now we basically have zero skill-only resources.
  18. What if someone bought the name "NoName" and did it??!?
  19. More than that factoring in getting killed by bosses and wasting keys Not to mention actual time required to kill the bosses even if you don't die...
  20. They degrade in real time but you can turn them off anytime after I believe 30 seconds to 1 minute of turning it on.
  21. Yep. I'm guessing you have enough other bonuses to make up for it.. How much pincer crew/ship upgrades do you have now? I'd bet that getting enough of those would make up for it. You also needmore speed to max the long voyage ones (specials and resource ones)
  22. The first ship should have max voyage time on pincers (12hrs) and the 3hrd ship also, but 4th ship should have min time of 8:41
  23. Can you post a screenshot or the numbers of a ship of yours that has the min time and what speed it has?
  24. That means you're somehow already getting the necessary 2870 speed to minimize voyage lengths... I'm assuming no speed crew at all?
  25. It sounds like you already have high speed on your ships then?

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