Everything posted by Platinum_Myr
-
200M in all Skills
That's 708 days, but keep in mind a few days would be added for actually getting to the max, and that doesn't include time spent making the 23b gp. I know in terms of the overall goal to 200m in a skill the first 13m xp is not much it would still add time to actually get there as you can't get the fastest xp rate all the way up. I dunno how long earning the 23b would take but.. assuming 5m/hr every hr for a long time to go adds another 200 days total. You can ofcourse do it faster or slower... Still a huge chunk of time.
-
11-Dec-2012 - Player-Owned Ports
Yes it should only be for the workshop items.
-
200M in all Skills
Me too :) There are quite a few people relatively close for 2nd place. And the differences between them are all minor in comparison so there could be a lot more shift.
-
11-Dec-2012 - Player-Owned Ports
I don't even think you can get the resources without the base lvl of 90? So I'm gonna assume no since all of the items take lv90 right? If some items take higher than 90, then I would guess you could use a potion...
-
5-Feb-2013 - Sinkholes + EoC Improvements
rewards are random, and then cards are assigned based on place (higher place = higher chance of good effect) and the cards determine the rewards.
-
5-Feb-2013 - Sinkholes + EoC Improvements
Jagex should just take time to shardworld every minigame, so that you can join and if too many people it will simply spread you into multiple ones. Also should do that thing they wanted to create a dungeoneering lobby.
-
11-Dec-2012 - Player-Owned Ports
Yes it should come back..
-
The F2P General Discussion Thread
Even if you never trained P2P skills, you still could take advantage of membership benefits which I'd consider not pure F2P. However, since most of it is honor anyways, I don't see a problem with having the trial and only logging into F2P worlds rather than waiting the whole 2 weeks.
-
200M in all Skills
No one can fathom the motives of another person. I can't know whether you wouldn't accept a 100m donation, or only say that but would accept one if you had guarantee that it would never leak. (which ofcourse you may never have such assurance so would never accept it) I would like to believe that there are people who wouldn't ever change their mind regardless, but I don't have that much faith in people.
-
5-Feb-2013 - Sinkholes + EoC Improvements
It still absorbs the damage (making it hit 0) but does not heal you. I believe it can still absorb any attack, just no longer will allow healing massive amounts. They only work on DG.
-
Tip.It Times - 3rd February 2013
I do hope construction gets a rework that enables much nicer use of the skill and updates its outdated rewards like teleports so that more relevant ones can be added, and the toolboxes contain stuff that is more useful instead of stuff we now carry around with us all the time. Yes some things can just be obselete but I don't want to see so much removed that could be make more useful again. Also, please let us do real re-design with moving rooms and a cleaner interface. It's horrible that I can't move my house around without destroying millions of gp invested in each room.
-
RuneScape: Old and New
I'm not proving your point. I'm offering some examples that indicate that there is no one type of player. If you've ever read any articles on Magic The Gathering design, you might have heard of player psychographics. This is a study in why people play the game in certain ways but it can be slightly generalized to fit RS. Bear in mind no person is 100% any one of these psychographics and there is often bleed between them. Some players play to win, as defined by having the best skills or the best armor or gold value or whatever. They want to prove something about themselves. Their goal is to get the best no matter what. These are labeled "spike" in the MtG discussion. Spike wants to prove himself. This type of player is likely to seek the most efficient methods, and seek to have the highest ranks or skills or even real skill level. They might use different aspects of the game to do this, but is also the most easy to design for. This type of player cares the most about the numbers and efficiency. Designing for Spike is easy because you simply design using the numbers as normal. The next player, Johnny, plays to express himself. This type of player plays to show something about himself through character design, or gameplay choices. This type of player likes to solve puzzles in unique and interesting ways. A johnny is the player who is more likely to create alternative builds like a non-combat or only do certain activities or any other arbitrary things. This player wants to express themself through their choices. A johnny is the one who will make a ranger who never uses magic or melee but instead always range even if it's not the most efficient. They are the ones who create alternative styles of build that they know are less good simply to show it can be done. The third type of player is Timmy. Timmy plays to experience something. This type of player is most likely the ones who care least about efficiency or being the best, but rather about the experience. They want to have the experience of being a hero, they love to quest, not as a means to an end but for the experience itself. They would rather do what they want and ignore the efficient methods than to do something they find "unfun" to get a goal. This type of player's mindset is very different. There's two other psychographics that discuss HOW people play versus the ones above discussing WHY people play. Marvin looks at the beauty of design specifically, they care about methods and numbers and goals, and hidden unique catches. They care about the statistics of drops or the way the engine works. They don't care about outfits, or doing certain things because it's what their character would do. They don't care about roleplay. Highly logical and focused heavily on design of the game play elements. Vorthos looks at the entire package and wants to evoke an emotional response. This type of player more likely cares about roleplay and will choose certain game play elements for non-numbers reasons. They might decide to only wear saradomin outfits, or only do training methods that fit into one style of design. They choose armors that look better rather than armors that have the best stats. They choose training monsters who they want to kill for style reasons rather than for XP or drops. They don't want an NPC to drop something that doesn't make sense. They care for the story. These two "feeling" psychographics are independant of the psychographics above which are about WHY you play the game rather than HOW you play. Runescape may cater towards a certain style of gameplay more often. However, generally the players who get on Forums and look up detailed information are spike-marvin oriented and so the other psychographics get under-represented. All of these types of players play runescape, and you will find them. However, I would bet that more spike-ish people play the game, and this type of player is the easiest to design for, because they are after easily measurable values. I would agree that runescape could better work for a broader audience by taking this type of psychographic study into account. I doubt they do it. However, none of these reasons for playing are better or worse. Also, not all game elements are designed for the same type of player, and you can't expect to be pleased by all of them. I also agree that the forum culture which ignores other ways of playing the game could do with dying down a little bit. Though some areas shouldn't, ex: Help and Advice should mainly focus on the best things rather than trying to please every single person who wants to see their "favorite" methods be there. Spike only cares about the best, most efficient etc. It is easy to answer for Spike. Timmy and Johnny are very different and so should need very different types of answers which vary from person to person.
-
200M in all Skills
There is ofcourse a wide range of variable opinions. You might not accept donations because of moral/ethical principle. You might not accept merely because you don't want to be "that guy who got rich off someone else" However, many people will accept donations, for varying reasons. You might disagree with it. But you probably can't convince everyone that your reason is right. (whether it is or not).
-
11-Dec-2012 - Player-Owned Ports
They're only slightly better than chimera but also lack the 10% xp bonus. I got one, and I use it on dual combat-morale missions. However, oxface crew are better than jade golem anyways. Actually jade golem is slightly better than regular crew with judge on dual missions, because the base stat total is 50 higher, and you add an additional solidarity (judge, merch, golem, one of each crew type) = 5 instead of (judge, merge, combination of crew from two types) = 3 or 4. It would go down even more if you don't put merch on board. That's a diff of 100+ over not using a golem/chimera. If you have a chimera, you might want a jade instead, but... it will take longer to match chimera's lvl, and by that time you might want ox-faces instead.
-
RuneScape: Old and New
I have friends who still fish sharks, and have over 40m xp, and no, they don't do it to get xp, just do it to relax.
-
200M in all Skills
They are similar, but also different. Donations when given in a spirit of help without any behind the scenes repayment is transfer of value from one person in game to another person in game. It is done within the game, and uses only resources gained inside the game via time spent. SoF gains resources without time spent, instead money spent. In general, most MMO players dislike when factors other than time which are related to real life situation are important in determining how well you can do. The players dislike "buying" success. However, as noted before, time is a huge factor based on real world situations (many people do not have the time to 'sacrifice' to an MMO especially one so time consuming as RS.) That is a different thing altogether. While one might degrade someone else for taking donations I think the consensus view is that obtaining benefit for real life cash is even more frowned upon. (whether that position makes sense is a different discussion not suited to this thread) You might argue that the same result is obtained either way, but I don't really buy into pure results-based reasoning, especially as it often ignores side effects of decisions, or subtle ramifications. At any rate despite accepting donations or even requesting donations, the #1 player has come very far in ways that many people who decry the practice have not. It doesn't make sense to me that you would say he's such a bad 'scaper, he took donations when no one else has (yet) done what he has without them. When that happens you can say that person did better, by your metric. But I don't believe there was any scamming, or any belief that the donations would be used for another purpose. You might be able to say it is abuse of fame, but the people donating didn't have to donate. There was nothing compelling them to donate beyond their own sense of wanting to be a part of something (or whatever reason they choose to donate.)
-
11-Dec-2012 - Player-Owned Ports
Except that the lumberjack outfit was rare and shouldn't have been impossible to get. The port-random rewards could've been handled in a much nicer way (cap how many you can use per day to 1 or something) and don't have a very low cap for holding.. The randoms are rare enough as it is. This would eliminate farming specific random rewards, and remove the hatred when you get no reward because it's maxed already.
-
RuneScape: Old and New
Why do people assume that playing for efficiency is not playing for fun? It is a different kind of fun that maybe you don't enjoy. I have a lot of fun trying to figure out and achieve high efficiency.
-
11-Dec-2012 - Player-Owned Ports
Check your crew re-rolls also, that one uses a similar picture.
-
01-Feb-2013 Squeal of Fortune: Cash Bags
Adding value is different than gp. A drop worth 10m whether it is 10m coins or an item, value was added but the impact is different. 10m gp slightly decreases the value of gp while increase in item supply slightly decreases the item value
-
11-Dec-2012 - Player-Owned Ports
Someone else interpreted it as not sending anything at all which of course is bad. EDIT: This was reply to iridium 3 pages or so back...
-
RuneScape: Old and New
You are also assuming that the SoF/Solomon team members would be capable of this task... I think based on experience of their updates this might be a very generous assessment of the skill of the developers. The updates have been simple and yet still full of interfaces riddled with bugs. And saradomin mage already explained how SoF makes more money that RS06 could dream of
-
28-Jan-2013 Demon Flash Mobs
So make us automatically remember it? Though I had fun when the guy gave me back darklight and I killed delrith with it. I was quite surprised darklight actually worked!!
-
11-Dec-2012 - Player-Owned Ports
Iridium you can send something else in its place like a merchant, or something of another crew type you don't need that round.
-
01-Feb-2013 Squeal of Fortune: Cash Bags
Your first example had nothing to do with gp being generated, so that makes people want to be careful. While it used to be much higher than it is now, inflation isn't necessarily bad. It can be, because now many methods of creating gp are not worth the effort anymore. Inflation can have bad side effects. However that doesn't mean some inflation is ever bad. Also, there are many ways that gp exits the game which aren't necessarily noticed or counted by the average player. Again, we don't have direct access to Jagex servers so we can't see the real numbers. We can only make speculation.