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Platinum_Myr

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Everything posted by Platinum_Myr

  1. Agreed I think it's hilarious to see so many ridiculous animations for weapons. really is cute.
  2. I've nearly always played a female avatar (like kaida, I am also a guy), for personal reasons. I've felt that generally it's easier to start conversations, though sometimes silly awkward moments when I tell people. At any rate, I don't think that I've been treated differently in general. To be honest, despite being opposite of my character's gender I always assume that girl characters means girl player. I've never really had an issue either way, but I definitely feel that there are more girls playing girl characters than guys playing girl characters. I can't prove this but that's how I feel about the issue. My experience has been that recently I just ignore the snobs/idiots and in general anyone I actually want to talk to has been quite interesting and enjoyable experience.
  3. I don't think instancing the bosses is necessarily the right way to go, because it introduces a lot of issues. However, I feel like the current state is pretty bad. Problem is that a solution is difficult because it requires balancing of many different concerns. All I am trying to do is point out flaws in the current system.
  4. I think it's goal is to be a more public way so that players can't complain as easily that they are "doing nothing"
  5. Offensive shield is actually great in live game. Maybe bad concept, but very powerful. Almost always want more offense than defense. Granted, in EoC it is bad because you can just use a proper dual wield item.
  6. Except it's "high level" because it was made 5 years ago when the amount of maxed players was a fraction of what it is today, not because it's challenging. There's a difference between outdated and difficult. How does it matter that it's not challenging? You need to be a high level to do it effectively. So just train you stats like everything else. Stop feeling entitled. But mid level players can do it just fine if they didn't have to out-compete high level players. That's the issue. High level players have the ability to lock mid level players out (instead of simply doing higher level content like nex etc) Yeah, exactly. Mid levels can't do the stuff higher level players can do because their stats aren't good enough. The solution is to train. In my opinion it is poor game design that the high levels can so effectively exclude other players. Competition is important in an mmo, but I think the current status of the GWD is poor. I am not sure what the correct system is, except that it should allow mid levels to have some chance. I like the idea of worlds that allow level groups to compete in (so 3-4 worlds that allow high level, mid level, or low levels only, as long as it excludes at both ends) could be a good system. Devaluing of drops can also be solved by reducing drop rates (since more enter as more players can fight) and reduced profit solved by adding in more drops of other values so that you don't have to rely on luck to get the "big" drops in order to profit. To be fair, the people that say it will flood the market with rare drops have a very good point. Agreed, however I feel that this can be easily solved by reducing drop rates, yet adding more noted low drops or other content that can increase price. The other answer is create some sort of (useful) item sink like MA tried and failed to do. Create a way to destroy armor items at some other gain like consumable items or other rewards. Some sort of recycling system so that armor actually exits the game. As far as I know, the tagging system is disabled in boss areas so that you can't hog the kill by tagging it first.
  7. Except it's "high level" because it was made 5 years ago when the amount of maxed players was a fraction of what it is today, not because it's challenging. There's a difference between outdated and difficult. How does it matter that it's not challenging? You need to be a high level to do it effectively. So just train you stats like everything else. Stop feeling entitled. But mid level players can do it just fine if they didn't have to out-compete high level players. That's the issue. High level players have the ability to lock mid level players out (instead of simply doing higher level content like nex etc)
  8. You are forgetting how old gwd is, five years now. When it was released, and for a good while after, it was end game content. There were no overloads, no chaotics, no nex gear, no familiars (summoning came out 3 months later, and many players had no familiars/low level familiars for awhile, obviously). Considering the best armour before bandos/arma was barrows, few had access to bandos/arma for some time as well. So for a long time, gwd was pretty difficult. It took years for people to be able to solo over a hundred kills (safe spots aside). I do agree that at this point, gwd bosses are stupidly easy, however. And hopefully that will be changed at least slightly, as refrenced in the bts. Yes, but it is mid level content now. Would just be nice if people who are mid level could kill the now mid level bosses. Bosses as of now are... Giant Mole King Black Dragon Kalphite Queen Tormented Demons Glacors Dagannoth Kings 4 Gwd generals Corporeal Beast Nex Queen Black Dragon Fight Kiln (debatable if boss or not) Anything above Tds and Glacors you need to be maxed or near maxed in the respective stats to keep your spot/get the kill. Anything below and it's not worth killing. Tds and Glacors themselves require hard quests. I don't understand why everyone is so adverse to having a now mid level part of the game opened to mid level players. [/hide] It's not so much people being against previous end-game content being accessible to mid-level players, it's about devaluation. Instancing the Gwars bosses would have such a huge impact on the prices of any item that drops there that it wouldn't be worth killing them in the first place. So.. decrease the drop rate somewhat so that the items aren't devalued? It's horrible that mid-level content is only accessible by high level players due to crashing. It would help if the gear actually had a way to leave the game instead of just get cheaper but.. look at it this way, instancing bosses would decrease competition, and lower prices until high level players didn't find it worth going to them. Then eventually they stop going, and so lower level players would find it more worthwhile and would go. (Not perfect considering that armor can't leave the game easily)
  9. The above post was added as I was typing this and clearly answers some of my questions. You can abuse the truth to the point of being effectively misleading, without actually saying something that is false. He said that directly selling xp or gold would ruin the integrity of the game, and that Jagex just won't do it. I am contending that there is no different between the SoF and selling xp at the average rate. They have the same impact. If you disagree with this I would like to have a reasoned argument laid out that explains how it is different. But while MMG is completely true in what he says, it comes across to me as two-faced because he wants to differentiate between the two..
  10. I would rather have GWD be instanced with lower drop chance than to have high drop chance without instanced worlds. They really need to instance the bosses for tiers of players. It is really horrible to see high lvl players abuse an area. Instancing them and lowering drop rate of massive items (while increasing value of the lower level drops so that avg drop value stays the same) would be much more appreciated. This would reduce the slow decrease in price of the items, while allowing more people to have a chance at the boss. Maybe even make instances at high levels disappear, so if you reach max combat with overloads and so on, you all go into one instance with the other people of that tier trying (so that the competition drives you to other places) but lower levels don't compete against each other as much..
  11. I'd be ok if they did the same damage... better if they unlocked at the same levels (with minor buffs for all of them at the inbetween level) because its odd that one type is better, yet we're supposed to use the air-earth-water ones on some monsters.. seems pretty unbalanced if one does more dmg base than the others..
  12. So they haven't balanced xp for lower level monsters yet.. I am hoping they can balance the numbers so that what you fight scales well with your level.
  13. I was pretty sure the mad may necklace was supposed to last forever...
  14. Draynor was fairly recently updated anyways, along with the night/day thing in the area (it's always gloomier there). I think that was an oversight. I agree that everything south in the members area could use some fresh paint. While it takes longer, I would prefer to see this release all at once instead of in bits and pieces.
  15. Let's assume the rate is 100k xp for every 50 spins which is roughly 10$ if you buy in chunks of 450. so 10$ buys you 100k xp. (on average, sure). Now, if jagex sold xp lamps at 10$ for a 100k xp lamp, the net result is almost the same. Yes, they aren't directly selling xp, but aside from semantics it has the same result predictably even at a low number such as 50 spins. It only gets more predictable the more people you average together. Why is the semantics of "directly" so important to you when the result is the same?
  16. From the looks of the HTML5 engine picture that might come along side the engine change...
  17. Wrong. in 50 spins I will get a predictably average amount of xp. The more spins you buy the more likely you will reach the average. Yes, buying one spin will not always net you a lamp, but if I can buy a reasonable size packet of spins (50-100) I will get a predictable amount of xp back. (some in random skills, but most in skills of my choice. The problem isn't whether it is chance, but whether it can be reliably predicted. I know that if I spend 100$ I will get 900 spins which nets me just about 1m xp in the skill of my choice, plus a bunch of xp in random skills (even more now with those pendants!) I can reliably predict the value of the 100$ that I could choose to spend. Yes i cannot get accurate out to 5 decimal places, but I can (if I wanted to) get accurate to within a few hundred k of xp. the predictability is the reason that it is selling xp. Just because they don't outright sell me a lamp of 1m xp for 100$, doesn't mean they aren't selling me xp. (Yes, technically it's not direct, as I have to go through a loop to get it) But they sure as heck are selling me xp if I want to buy it. If they limited a player to say.. 10 spins a day, I would be a lot less worried about selling xp since you can't spins in large enough quantity to predict any given purchase. But they don't. They limit players to 900 spins a day. Also, based on the "still might happen" actually requires us to know their internal core random system. I doubt they are using real entropy to generate the random numbers, which means they are using psuedo random numbers (depending on how they seed it). Without looking at source we can't even prove if they rig it. (well, we could show a high likelihood of rigging if we had enough data). This means it might not even be random. It may not be possible to get the result you requested. And that result is so unlikely already that we can reliably show what value someone will get for their money. Approaching the average occurs very fast with the spins. It isn't random when the outcome of xp/spin can be predicted so easily.
  18. I do find it interesting that they are removing the special effect of the god swords at the same time as making them look different... So now they are only cosmetically different instead of realistically different.
  19. Wrong. The design is to allow splitting the xp over skills without accidentally putting all of the 350k xp into a skill on accident and gaining levels you may not have wanted. It allows people to choose what they want to get the total xp in. There is no discouragement for putting it all into 1 skill or not. They should have just stuck to mad-may necklace type thing instead.. would be a lot better.
  20. They could have taken the old shards and reforged them into a new weapon. This would allow for customization.
  21. .... or from buying GP, or scamming other people, or botting themeselves. Honestly, there is a very small portion of income from people who lost gambles and decide to make it back in an honest way. That is a very optimistic way to think, but I believe it's a bit blind. Mining ore and killing dragons for money is a thing of the far past. [/hide] Okay they buy gold off someone that did hunt dragons or mine ores. Your point? That we don't want an economy based around bots? You know they buy gold off "someone" means they buy gold from bots.
  22. The ex-players on here always remind me of Jim Gaffigan's sketch on vegetarians. For people who apparently quit and never looked back, you guys sure do spend a lot of time here. In fact you yourself posted like 25 times in a RuneScape thread (Not counting non-scape posts) since you "quit" around July 20th. [/hide] I do think quite a few vegetarians do so because of (whether real or imagined) health reasons. But it is definitely odd.
  23. I do wish the two-faced talk about not selling xp, while so much is earned on the SoF should go away. I don't mind cosmetic stuff as much, but the squeel really shouldn't sell spins. Even if I bought max spins every day it is unlikely I would get all the cosmetic gear from the squeel, but I would indeed get several million experience in any set of skills I wanted.... I find that bogus, even if I wanted to just obtain the emotes and cosmetic outfits, I would get a bucket full of xp instead.
  24. Ok then. A *significant amount* of updates and/or features related to the wilderness focus on creating risk for skillers which directly benefit pkers. A direct contradiction of your previous statement, but correct. How is this a contradiction? Unless you mistook the original post as referring to all updates, which it clearly was only referring to updates relating to the wilderness.

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