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Real suggestions to yesterdays updates


nitram99

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I give Jagex my permission to use these ideas in-game on RuneScape

 

 

 

 

I first posted this on RSOF but as anyone know now it is extremely hard to keep your thread on the first page of threads so I post it here too in hope ppl read it and make suggestions and critizism of it.

 

 

 

So here goes:

 

 

 

Instead of just ranting and complaining about yesterdays news and updates I thought we could help Jagex to change those news and updates to something that would both do what we all want, get rid of the Real-World-Traders, and keep a living merchanting market, functional pk:ing, giving/loaning/borrowing items, exciting and original mini-games.

 

 

 

:::::: Suggestions and ideas about how to make Bounty Hunter better :::::

 

 

 

-Problem 1-:

 

There are only 3 zones, 1-49, 50-99 and 100-126.

 

 

 

-Solution-:

 

There should be many more zones, like 1 for ever 10 combat levels (1-9, 10-19, 20-29 and so on) so that you get a more even match of bounty each time.

 

 

 

-Problem 2-:

 

The area is too big ̢̢̮ââ¬Å¡Ã¬Ã¢ââ¬Ãâ I have heard of players running around in the area for several minutes to find their bounty.

 

 

 

-Solution-:

 

The locate bounty spell isn̢̢̮ââ¬Å¡Ã¬Ã¢ââ¬Å¾Ã¢t enough, make the area smaller or make the zones more and more exlusive.

 

 

 

-Problem 3-:

 

Gangs and clans stick together to kill anyone in sight, bounty or not

 

 

 

-Solution-:

 

Make the whole area single-combat so it is possible for all to solo and not being afraid of be jumped by a whole gang or clan.

 

 

 

-Problem 4-:

 

The 3 min penalty is no discouraging measure at all in most cases as the ones that usually get the penalty are players going through the area in a gang or clan so they have no intention anyway to leave the area in those 3 min, which makes the penalty pointless. The player is protected by his fellow clan-mates so he/she doesn̢̢̮ââ¬Å¡Ã¬Ã¢ââ¬Å¾Ã¢t have the need to leave and be affected by the penalty.

 

 

 

-Solution-:

 

Set another type of penalty that discourage players from just randomly kill other players as that is not the real intent of the Bounty Hunter as it is to seek and kill an assigned bounty.

 

 

 

-Summary-

 

I can̢̢̮ââ¬Å¡Ã¬Ã¢ââ¬Å¾Ã¢t see why you really should have to be able to kill none-bounty players as the intent of the Bounty Hunter isn̢̢̮ââ¬Å¡Ã¬Ã¢ââ¬Å¾Ã¢t that and it just comes out as the idea of Bounty Hunter itself isn̢̢̮ââ¬Å¡Ã¬Ã¢ââ¬Å¾Ã¢t good enough so we have to add that can kill none-bounty players too, just like in the old regular pk:ing. Why not try to make the Bounty Hunter with the bounty as an idea more elaborated, like that you can hide and wait for your prey and that you have to plan and be cunning about how and in which way you will kill your prey in. Make some obstacles or a maze-like area that you have to make your way through and in, jumping over fences, climbing over rocks, swing over lava and such. So the game becomes more original and more like a real bounty hunt. Just not like it now, a tiredsome walk/run through a desolated area looking for a player to kill or get killed by someone that just wants to mess with you.

 

 

 

 

 

:::::: Suggestions and ideas about how to bring back PK:ing and the Wilderness as we can stand it :::::

 

 

 

-Problem 1-:

 

Gravestone update renders drop-getting from pk:ing a real tiredsome activity as you as a pk:er may have to stand and wait for up to 5 min (even longer if some low-lvl none-attackable players comes along and bless/repair the stone) to even get the drop. If you die you die and it should be a real threat and not taken so lightly as the gravestone update can make dying now. 99 % of all places in the RS world can be reached in less than 5 min if you want to. So that in theory makes it no risk of dying at all in most cases. You as a player should value life more and fear death more as the concequenses of dying should be sever. If you can get your item back so easily there is no real point in pk:ing, who want to hang around the same spot for several minutes?

 

 

 

-Solution-:

 

Just stop baby:ing us players. The idea of a gravestone is a cool thing but it shouldn̢̢̮ââ¬Å¡Ã¬Ã¢ââ¬Å¾Ã¢t be so big a deal as it have become now. Instead of it interfering with how long it takes before you as a pk:er see the drop it should just be nice sign that will be placed along your bones when you die to state something about which players lies here and maybe something else. That is much more in-game balancing and still be cool as you could by different gravestones to be displayed for nearby passing players. So take away the time-duration and the repair/bless thing and just make it a cool thing to be displayed when you die. This way PK:ers get there drops and the dead player get to know that there is a nice display of honour of his/her death.

 

 

 

-Problem 2-:

 

No own choise of what items to take into the pk area. Maybe you want to bring an item that Jagex didn̢̢̮ââ¬Å¡Ã¬Ã¢ââ¬Å¾Ã¢t consider in their allowed-items-list that actual can be good to bring, what about it then, should you not be allowed to go into pk area?

 

 

 

-Solution-:

 

The choise should be free for yourself to make about what items you want to take into pk area. If you still have a version of unbalanced trade real-world-traders wouldn̢̢̮ââ¬Å¡Ã¬Ã¢ââ¬Å¾Ã¢t have any intention to go into the wilderness anyway as they couldn̢̢̮ââ¬Å¡Ã¬Ã¢ââ¬Å¾Ã¢t make the trade anyway. So that renders the purpose of the no-self-choise policy useless. So just change it back to being a free choise.

 

 

 

-Problem 3-:

 

No more pk:ing in the whole of the wilderness.

 

 

 

-Solution-:

 

Just a simple one ̢̢̮ââ¬Å¡Ã¬Ã¢ââ¬Ãâ change it back as it was before December 10. If you wanted the wilderness to be more dangerous just keep pk:ing as it was but add the revenant monsters to it, without the teleblock spell, that should still be a player-spell. Either you want to kill the revenant monsters or you just want to keep the damage to a minimum when you run/walk past them. If you want to kill it you stay, the teleblock have no effect then, if you want to run past it the teleblock make it just annoying. I̢̢̮ââ¬Å¡Ã¬Ã¢ââ¬Å¾Ã¢m very much happier to be killed by a player with actual intelligence with teleblock than be killed by a random monster that just happens to be programmed to cast teleblock on me when I try to lure myself past it.

 

 

 

-Problem 4-:

 

Before, you could be rewarded for finding a world that had no abyssal runecrafting pk:ers, as then you could actually use the abyss to runecraft. If you replace the abyssal runecrafting pk:ers with revenant monsters roaming around there is no breather from being hurt a lot while doing abyssal runecrafting. Image it like potential abyssal runecrafters in every world with teleblock capabilities. Not fun at all and abyssal runecrafting becomes even harder than it is now.

 

 

 

-Solution-:

 

Keep the revenant monsters up in higher levels of the wilderness and keep the monsters that are already by the abyss and keep the pk:ers in the wilderness. This way you can still have a real threat about the revenant monsters in the wilderness and you can still have pk:ers where they want to be and abyssal runecrafters can still catch a break sometimes by finding a world without abyssal runecrafting pk:ers.

 

 

 

-Summary-

 

Wilderness is dead as of now. No point in really going there. If you can̢̢̮ââ¬Å¡Ã¬Ã¢ââ¬Å¾Ã¢t pk anywhere in it as it was before there is no point in pk:ing at all. If you can̢̢̮ââ¬Å¡Ã¬Ã¢ââ¬Å¾Ã¢t choise yourself what to bring into pk:ing when that rule isn̢̢̮ââ¬Å¡Ã¬Ã¢ââ¬Å¾Ã¢t nesseccary as the real-world-traders couldn̢̢̮ââ¬Å¡Ã¬Ã¢ââ¬Å¾Ã¢t use it anyways to do trade in because of the unbalanced trade update. I can agree that the wilderness is too big of an area today so that real-world-traders can go in it and get killed by own choise just to drop the items to make it a transfer that way. No other form of in-wilderness-transfer is possible as the unbalanced trade rule count anywhere. So why not just add the revenant monster in like lvl 10+ wilderness and make the area smaller, this way pk:ers still have an area that is just pk:ers in but they could still do pk in the rest of the wilderness, they just had to stay out of any revenant monsters̢̢̮ââ¬Å¡Ã¬Ã¢ââ¬Å¾Ã¢ reach and that you can take any items you like into there, everyone̢̢̮ââ¬Å¡Ã¬Ã¢ââ¬Å¾Ã¢s happy and the intention with killing Real-World-Traders and adding revenant monsters would still be good.

 

 

 

 

 

:::::: Suggestions and ideas about how to keep a living merchanting market, able to give/loan and still keep Real-World-Traders out :::::

 

 

 

-Problem 1-:

 

Real-World-Traders can as it now trade gold between accounts and do business with real money for rs-gold in-game. To combat that Jagex plan to implement a 3k limit window of item worth when trading. This 3k limit window just about kills all form of merchanting, giving gifts, helping friends, share loot and other vital parts of the game.

 

 

 

-Solution-:

 

The limit it is probably nesseccary to have to get rid of real-world-traders. But is doesn̢̢̮ââ¬Å¡Ã¬Ã¢ââ¬Å¾Ã¢t have to be a strict set 3k limit. It should be a 3k+ % limit instead. This way you still have the ability to give items worth less than 3k as isn̢̢̮ââ¬Å¡Ã¬Ã¢ââ¬Å¾Ã¢t a % limit only. The % part of the limit makes it able to merchant items and to make a profit out of it still. Say a Whip is 1.3M, with a 10 % limit you could sell the whip in the range of 1.17M to 1.43M. That is a limit think I can live with. It still have the same affect on the real-world-traders as the 3k limit as most players that buy rs-gold and do business with real-world-traders do not buy just a couple of hundred thousand rs-gold, that just doesn̢̢̮ââ¬Å¡Ã¬Ã¢ââ¬Å¾Ã¢t seem reasonable and logical that they do, so they most likely trade in the millions. With this % limit if you want to trade 1M rs-gold the other part still would have to put up at least 90 % - 3k worth of stuff to be able to make the trade. So this still makes it very hard life for real-world-traders but still makes a living merchanting market.

 

 

 

-Problem 2-:

 

With the 3k limit you can̢̢̮ââ¬Å¡Ã¬Ã¢ââ¬Å¾Ã¢t give/loan stuff to/from friends worth more than 3k.

 

 

 

-Solution-:

 

Make it so that you can only trade stuff or give stuff for free to players that have been on your friends list for more than x days. This is also real-world-logical as you wouldn̢̢̮ââ¬Å¡Ã¬Ã¢ââ¬Å¾Ã¢t loan an item to friend you have just waited, or anyway, you are less inclined to do it. As both parties in a real-world-trade want a quick trade they would be very much hurt by this rule as they don̢̢̮ââ¬Å¡Ã¬Ã¢ââ¬Å¾Ã¢t want to wait x day before they can make the trade. The buyer would be discouraged if he would have to wait so long before he could get the item/gold and mostly the seller wouldn̢̢̮ââ¬Å¡Ã¬Ã¢ââ¬Å¾Ã¢t make a profit if he had to wait x days to complete the trade for every customer. And most likely the real-world-trader would get banned before the x days had past anyway. So legimat players wouldn̢̢̮ââ¬Å¡Ã¬Ã¢ââ¬Å¾Ã¢t have any problems with this as most of us have had our friends on our friends list for more than x days anyway so we wouldn̢̢̮ââ¬Å¡Ã¬Ã¢ââ¬Å¾Ã¢t be negatively effected by this rule.

 

 

 

-Summary-

 

The 3k limit is just really not game-smart. There are at least 1 other much better idea for the same thing out there, this one that I present is just one of them. And there are loanding/borrowing/giving aspect of the game has a very seemingly easy solution, just time-stamp adding of friends on players friends lists. Of course real-world-traders could try to go around this by randomly multi-adding players as soon as the account is made and wait the say 30 days. But they still have to find customers and as it now a customers market, the customer contact the seller to buy stuff, the customer don̢̢̮ââ¬Å¡Ã¬Ã¢ââ¬Å¾Ã¢t want to wait 30 days to get the money as they most likely want them now as the want to spend it now too. So if the real-world-trader multi-add players then the seller have to contact the potential buyer and as most players do not want to cheat and buy rs-gold they will not buy and some of them will report the contacter for illegally advertising selling rs-gold and the account would most likely get banned long before it would make any profit. Thus render the business pointless and none profitable and the real-world-traders would go away.

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your wilderness solutions? those do not make everyone happy. Ever thought of the trainers who finally get peace from egotistic pkers? ever thought of the run miners trying desperately to just make a living?

 

No, because you only see for yourself.

 

 

 

Unless of course you meant pking in only lvls 1-10, in which case im being a moron. :anxious:

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your wilderness solutions? those do not make everyone happy. Ever thought of the trainers who finally get peace from egotistic pkers? ever thought of the run miners trying desperately to just make a living?

 

No, because you only see for yourself.

 

 

 

Unless of course you meant pking in only lvls 1-10, in which case im being a moron. :anxious:

 

 

 

Miners atm are having a worst moment than before the update, this new ghostly things are just like pkers, but they don't get bored of waiting in a unvisited area.

 

 

 

Ontopic, i support them all.

 

 

 

Another suggestion is to eliminate the req assist cap, else law, nats, airs, etc running is dead.

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Nitram99, you have my support in this matter. These tweaks would still block RWT, and provide a more reasonable atmosphere for all.

 

 

 

 

 

Now to hope that Jagex sees this. Which reminds me, you need to stick the following at the top of your post, due to copyright issues and the like...

 

I give Jagex my permission to use this idea in-game on RuneScape...

 

...so that Jagex can freely use it. They probably won't use the idea otherwise.

 

 

 

 

 

~Mr. D. V. Devnull

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Well, I don't see any problems with any of my solutions. The wildy now has revenant monsters that is the same thing as the pk:ers before, just that they are always there and do not stop attacking you or get tired of you. So adding that there are no revenant monsters in 1-10 lvl wildy will keep abyssal runecrafting still possible. And letting regular pk:ing be in all over wildy again will not as a big thing as you thought. I can't see why pk:ing all over wildy as it was and just add revenant monsters from lvl 10+ wildy.

 

 

 

And what are trainers? Never heard of them and what do they do in wildy? Why do their activities become impossible with my solutions?

 

 

 

Rune miners, well, aren't there rune miner pk:ers already? My solutions will have the same effect. Ok, maybe just don't place a revenant monster by the runite rocks there and problem solved and back to as it was before, or do you want to make it even easier than before Dec 10?

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your wilderness solutions? those do not make everyone happy. Ever thought of the trainers who finally get peace from egotistic pkers? ever thought of the run miners trying desperately to just make a living?

 

No, because you only see for yourself.

 

 

 

Unless of course you meant pking in only lvls 1-10, in which case im being a moron. :anxious:

 

There's a reason those things were put in what used to be the wilderness. Many of the non-PKing activities that could be done in the wilderness (Abyss RCing, rune mining, training on monsters there, etc.) were very effective, either in training, making money, or something else. Therefore, to make it not that easy, Jagex had to put it in the wilderness so players would have to worry about PKers while doing whatever they were doing. Now, without PKers to worry about, those things have become incredibly easy. Which I suppose is good for those people, but it kind of ruins the game. Good things are supposed to be hard to get.

 

 

 

As for the suggestions, I support. I was going to post something similar, but you beat me to it. I still may make a thread, and if I post something that you also said, I'll half-credit you. (I'd probably make a few adjustments, so it wouldn't really be copying)

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Ok, thanks!

 

 

 

The main thing is to show how flawed the outline of the updates are now. They do not at all have to restrict the fun in the game as much as they have no to get the same result, getting rid of the rwts.

 

 

 

My suggestions do all that that Jagex want to make with these updates:

 

 

 

- Get rid of real-world-traders

 

- Keep a living, thriving merchanting market

 

- Players can go on with loaning/borrowing, giving gifts, doing services, boss-monster-drop-sharing

 

- Bounty Hunter becomes a mini-game that are different from any other thing in the game an give an exciting and fun alternative to pk:ing

 

- Keep pk:ing as pk:ers want it

 

- Add the revenant monsters to make the wilderness more dangerous which is basically what Jagex wanted in the first place

 

- Make it much harder for rwts to go into wildy and get intentionally killed to drop-transfer stuff

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solutions 1 and 2:

 

marginal, have nothing to do with the fact wildy is gone

 

 

 

solution 3:

 

"great reward = great risk". that's what people were getting told when they whine about getting ambushed in lvl 32 by a clan while they were there just for a clue.

 

 

 

"and not being afraid of be jumped by a whole gang or clan"

 

you are in a DANGEROUS MINIGAME where you can have HIGH REWARDS, so "great reward = great risk".

 

 

 

you can't handle it? you want target practice in a safe area with low chances of getting actually killed? go range or hally a dust devil. i hear they drop drag chain. are you a REAL PK-er? then you CAN handle being jumped on.

 

 

 

 

 

"problem" 4

 

there is no such thing. there are other clans too, and that clan can be easy jumped on by a bigger clan.

 

 

 

summary:

 

2 little suggestions for bounty hunter and rubbish "problems" and "solutions"

 

 

 

 

 

":::::: Suggestions and ideas about how to bring back PK:ing and the Wilderness as we can stand it ::::: "

 

problem&solution 1

 

the day all runescapers have 500k for a gravestone to keep 5 minutes their stuff will be a bright day. until then most runescapers would not pay 500k for that, and maybe not even 50k.

 

 

 

the whole idea with the gravestone is that a friend can keep it "alive" until you get there and collect your items because outside bounty hunter noone can pick those items anyway

 

 

 

"solution 2"

 

"If you still have a version of unbalanced trade real-world-traders wouldn̢̢̮ââ¬Å¡Ã¬Ã¢ââ¬Å¾Ã¢t have any intention to go into the wilderness anyway as they couldn̢̢̮ââ¬Å¡Ã¬Ã¢ââ¬Å¾Ã¢t make the trade anyway. So that renders the purpose of the no-self-choise policy useless. "

 

the rwt seller enters bounty hunter with a party hat. he gets killed. the rwt buyer picks up the party hat and exits. trade done. your solution? sorry, i see none that makes any sense. or rather a

 

 

 

"-Problem 3-:

 

No more pk:ing in the whole of the wilderness. "

 

jagex stated very clearly why the wildy is srunked to bounty hunter. but you could not be bothered to read it.

 

the whole idea of wildy was to fight another player for his/her items. do that in bounty hunter.

 

 

 

you want some target practice and no risk? (also known as a player in wildy with no weapons/armour/food that is there for non-pk reasons) go range/hally a dust devil

 

 

 

problem 4

 

uhhh... i fail to see your problem 4. abyssal rc is just as fast as faery rc/baloon (except for death runes wich are hardly as looked for compared to nats/laws/cosmics, and are worth less) it just has a little more danger.

 

 

 

if you want rc pk-ing back, you want target practice. see my previous answer.

 

 

 

sumary. a joke. wait! more jokes. without salt. not funny at all. uhhh... no jokes

 

 

 

":::::: Suggestions and ideas about how to keep a living merchanting market, able to give/loan and still keep Real-World-Traders out ::::: "

 

problem&solution 1

 

"With this % limit if you want to trade 1M rs-gold the other part still would have to put up at least 90 % - 3k worth of stuff to be able to make the trade. So this still makes it very hard life for real-world-traders but still makes a living merchanting market. "

 

this is so narrow-minded... using your example:

 

player that wants to buy rs cash (from now on known as "rs cash buyer")

 

player that wants to sell rs cash (from now on known as "rs cash sellerr")

 

 

 

1-st trade

 

rs cash buyer puts 2000k

 

rs cash seller puts 2200k

 

(4 more trades later)

 

1 mil coins transeferd from rs cash seller to rs cash buyer.

 

your sollution? another joke.

 

 

 

problem/solution 2.

 

i have right now over 20 mil cash. with your solution i can (but i NEVER WILL) very easy sell all that for real cash to one of my friends. rwt stopped? nope.

 

why you think rwt-ers would not wait even months to trade the rs cash for real one? if i would want to sell all that cash, i would wait anytime.

 

 

 

 

 

big summary

 

"The 3k limit is just really not game-smart. There are at least 1 other much better idea for the same thing out there, this one that I present is just one of them."

 

very funny. not. not at all. and i proved it very quick and easy a few rows up.

 

 

 

 

 

honestly it's hard for me to decide if you randomly hit your keyboard with your rear end or you are rwt-er.

 

 

 

 

 

Imcleith,

 

... why bother with ess running when you can make your own runes? are you rc pure? lol

 

 

 

i'm 76 rc-er and i did not try it too much. i mostly made runes for my own use (95%) and i did not used outside help, except 2 times when a fried asked my help to make more airs out of his ess, and that was for a very short time

 

 

 

 

 

D_V_Devnull

 

"Nitram99, you have my support in this matter. These tweaks would still block RWT"

 

see above summary(s)

 

 

 

 

 

penguingeek3

 

"Many of the non-PKing activities that could be done in the wilderness (Abyss RCing, rune mining, training on monsters there, etc.) were very effective, either in training, making money, or something else."

 

 

 

rc-ing - effective in training = lame. zmi altar is better

 

making money - if i make nats using faery rings i am just as fast as using the abyss, but no risk of losing my glory because of lagg and skulled

 

 

 

rune mining - effective in training.... try iron rocks. alot faster

 

making money. - there are other runite rocks. example: heroes guild.

 

 

 

training on monsters fire giants/rock crabs/bloodvelds is better and alot safer

 

your point? sorry, i see none.

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penguingeek3

 

"Many of the non-PKing activities that could be done in the wilderness (Abyss RCing, rune mining, training on monsters there, etc.) were very effective, either in training, making money, or something else."

 

 

 

rc-ing - effective in training = lame. zmi altar is better

 

making money - if i make nats using faery rings i am just as fast as using the abyss, but no risk of losing my glory because of lagg and skulled

 

So...Explain to me...Why have, and why are, people still using the abyss? Also, there's the matter of the chaos altar, although What Lies Below has provided an alternative.

 

 

rune mining - effective in training.... try iron rocks. alot faster

 

making money. - there are other runite rocks. example: heroes guild.

 

 

F2P. Also, before the update, the wilderness rune rocks were occasionally less crowded, due to the fact that there was more danger out there. So, smart and risky miners were able to go up and mine rune uncontested. No longer is this true.

 

 

 

 

training on monsters fire giants/rock crabs/bloodvelds is better and alot safer

 

your point? sorry, i see none.

 

Green dragon (hides). Also F2P.

 

You also missed my etcetera. There are many other activities that could be done in the wilderness. For example, bone gathering. When I was getting my prayer up, I went up to the chaos altar (The non-RC altar). I had to keep an eye out for PKers. (I wasn't carrying anything valuable, but nonetheless, I still didn't really want to be killed) Anyways, people don't have to do that anymore. Just go up, collect bones with no worries.

 

 

 

As for your response to Imcleith...

 

Jagex has made official worlds for these things, so they're officially part of the game.

 

And what if someone CAN'T make their own runes? It's also beneficiary to the crafter, so I'm not sure why anyone would dislike rune running.

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Nitram99, you have my support in this matter. These tweaks would still block RWT, and provide a more reasonable atmosphere for all.

 

 

 

 

 

Now to hope that Jagex sees this. Which reminds me, you need to stick the following at the top of your post, due to copyright issues and the like...

 

I give Jagex my permission to use this idea in-game on RuneScape...

 

...so that Jagex can freely use it. They probably won't use the idea otherwise.

 

 

 

 

 

~Mr. D. V. Devnull

 

 

 

they take suggestions off the forums all the time without any such disclamer... :-w

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penguingeek3,

 

some people use the abyss just to repair their pouches (like me). others are so convinced that abyss is better that would not try anything else. zmi altar is double p in the same amount of time compared even to deat rc-ing, if you know how to do it. the only drawback is that you get random runes.

 

 

 

"F2P. Also, before the update, the wilderness rune rocks were occasionally less crowded, due to the fact that there was more danger out there. So, smart and risky miners were able to go up and mine rune uncontested. No longer is this true. "

 

1. it's a very long trip to get there (~45 wildy), and you have to walk back with all the ores until ~20 wildy. that's not a fast way to get cash.

 

2. miners in f2p always had a hard life. 2k players max and less than 1/3 of mining sites. if i would be f2p-er, i would be happy

 

 

 

green dragons were not a great way to train. they were always full with bots. i was there. even blue drags started to be hard to find one free.

 

 

 

"There are many other activities that could be done in the wilderness. For example, bone gathering. When I was getting my prayer up, I went up to the chaos altar (The non-RC altar). I had to keep an eye out for PKers. (I wasn't carrying anything valuable, but nonetheless, I still didn't really want to be killed)"

 

mention those other ways

 

since you had nothing valuable on you, you were risking nothing. i can't see the problem. you could have been pk-ed and lost nothing, so there was NO real risk

 

 

 

"As for your response to Imcleith...

 

Jagex has made official worlds for these things, so they're officially part of the game. "

 

i agree, there is a logical problem here. Jagex agrees that they are a part of runescape, then just cuts them off entirely. on the other hand, maybe they (jagex) will make some updates to fix this.

 

but i am very sorry, as a skiller i still am unable to understand why someone would run to any altar enough times to make a decent profit, but would not do it for his/her own rc lvl. i am not against this, i helped a fried to make airs, i just don't understand why someone would not try to train to get that lvl.

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penguingeek3,

 

some people use the abyss just to repair their pouches (like me). others are so convinced that abyss is better that would not try anything else. zmi altar is double p in the same amount of time compared even to deat rc-ing, if you know how to do it. the only drawback is that you get random runes.

 

People who want only one type of rune, and especially in large amounts, use the abyss. This especially goes for those altars that are far from banks. Plenty of people are talking about how abyss rc-ing is so much easier. Take this to them.

 

 

"F2P. Also, before the update, the wilderness rune rocks were occasionally less crowded, due to the fact that there was more danger out there. So, smart and risky miners were able to go up and mine rune uncontested. No longer is this true. "

 

1. it's a very long trip to get there (~45 wildy), and you have to walk back with all the ores until ~20 wildy. that's not a fast way to get cash.

 

2. miners in f2p always had a hard life. 2k players max and less than 1/3 of mining sites. if i would be f2p-er, i would be happy

 

 

1. I personally think the trip up there is shorter than the time it could take to get a rune ore at the Heroes Guild, since you're fighting with much more people. I've seen worlds in which there are no (Sometimes only one or two) people at the rune rocks in the wilderness.

 

2. When F2P rune miners find out that rune ore prices are dropping, then I doubt they'd be happy. And yes, I suppose since F2P just got all those updates, if they aren't happy, a fix is not needed.

 

 

green dragons were not a great way to train. they were always full with bots. i was there. even blue drags started to be hard to find one free.

 

 

I'm not talking about XP. I'm talking about hides. Green dragon hides are, or at least used to, be in great demand, and could be sold for a good amount of money.

 

And as you say, there are autoers. There are people that would go to the green dragons and kill those autoers. Now that can't be done.

 

 

 

Since it's quite clear you didn't read my post, I'm not going to take the time to respond to the next part.

 

 

 

As for rune running, people just do it. I understand why the runecrafter would want people to run runes - It saves him time. I guess the runners do it because it makes them some money. The only running I've ever done was law running, because not only is my RC level too low (And would take much longer to get it to 55) but I haven't done Troll Stronghold, or whatever the quest is called. I'm not really sure why people air run, as they don't even get runes.

 

 

 

Now, let's just stop this, and stay to the suggestion.

 

In one of your examples, against the % trade limit, I see a possible flaw. The buyer puts up 2M, and the seller puts up 2.2M. The buyer gains 200K. The same way you don't understand why people rune run, I don't understand why someone with 2M, who earned that much money honestly (If they didn't, then I understand why) would all of a sudden buy 200K. It just doesn't make sense. I suppose they could start small, and end up doing trades with 1M margins. :|

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Cenin pân nîd, istan pân nîd, dan nin ú-cenich, nin ú-istach.

Ithil luin eria vi menel caran...Tîn dan delu.

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"nadir"]solutions 1 and 2:

 

marginal, have nothing to do with the fact wildy is gone

 

 

 

solution 3:

 

"great reward = great risk". that's what people were getting told when they whine about getting ambushed in lvl 32 by a clan while they were there just for a clue.

 

 

 

"and not being afraid of be jumped by a whole gang or clan"

 

you are in a DANGEROUS MINIGAME where you can have HIGH REWARDS, so "great reward = great risk".

 

 

 

you can't handle it? you want target practice in a safe area with low chances of getting actually killed? go range or hally a dust devil. i hear they drop drag chain. are you a REAL PK-er? then you CAN handle being jumped on.

 

 

 

 

 

"problem" 4

 

there is no such thing. there are other clans too, and that clan can be easy jumped on by a bigger clan.

 

 

 

summary:

 

2 little suggestions for bounty hunter and rubbish "problems" and "solutions"

 

 

 

 

 

":::::: Suggestions and ideas about how to bring back PK:ing and the Wilderness as we can stand it ::::: "

 

problem&solution 1

 

the day all runescapers have 500k for a gravestone to keep 5 minutes their stuff will be a bright day. until then most runescapers would not pay 500k for that, and maybe not even 50k.

 

 

 

the whole idea with the gravestone is that a friend can keep it "alive" until you get there and collect your items because outside bounty hunter noone can pick those items anyway

 

 

 

"solution 2"

 

"If you still have a version of unbalanced trade real-world-traders wouldn̢̢̮ââ¬Å¡Ã¬Ã¢ââ¬Å¾Ã¢t have any intention to go into the wilderness anyway as they couldn̢̢̮ââ¬Å¡Ã¬Ã¢ââ¬Å¾Ã¢t make the trade anyway. So that renders the purpose of the no-self-choise policy useless. "

 

the rwt seller enters bounty hunter with a party hat. he gets killed. the rwt buyer picks up the party hat and exits. trade done. your solution? sorry, i see none that makes any sense. or rather a

 

 

 

"-Problem 3-:

 

No more pk:ing in the whole of the wilderness. "

 

jagex stated very clearly why the wildy is srunked to bounty hunter. but you could not be bothered to read it.

 

the whole idea of wildy was to fight another player for his/her items. do that in bounty hunter.

 

 

 

you want some target practice and no risk? (also known as a player in wildy with no weapons/armour/food that is there for non-pk reasons) go range/hally a dust devil

 

 

 

problem 4

 

uhhh... i fail to see your problem 4. abyssal rc is just as fast as faery rc/baloon (except for death runes wich are hardly as looked for compared to nats/laws/cosmics, and are worth less) it just has a little more danger.

 

 

 

if you want rc pk-ing back, you want target practice. see my previous answer.

 

 

 

sumary. a joke. wait! more jokes. without salt. not funny at all. uhhh... no jokes

 

 

 

":::::: Suggestions and ideas about how to keep a living merchanting market, able to give/loan and still keep Real-World-Traders out ::::: "

 

problem&solution 1

 

"With this % limit if you want to trade 1M rs-gold the other part still would have to put up at least 90 % - 3k worth of stuff to be able to make the trade. So this still makes it very hard life for real-world-traders but still makes a living merchanting market. "

 

this is so narrow-minded... using your example:

 

player that wants to buy rs cash (from now on known as "rs cash buyer")

 

player that wants to sell rs cash (from now on known as "rs cash sellerr")

 

 

 

1-st trade

 

rs cash buyer puts 2000k

 

rs cash seller puts 2200k

 

(4 more trades later)

 

1 mil coins transeferd from rs cash seller to rs cash buyer.

 

your sollution? another joke.

 

 

 

problem/solution 2.

 

i have right now over 20 mil cash. with your solution i can (but i NEVER WILL) very easy sell all that for real cash to one of my friends. rwt stopped? nope.

 

why you think rwt-ers would not wait even months to trade the rs cash for real one? if i would want to sell all that cash, i would wait anytime.

 

 

 

 

 

big summary

 

"The 3k limit is just really not game-smart. There are at least 1 other much better idea for the same thing out there, this one that I present is just one of them."

 

very funny. not. not at all. and i proved it very quick and easy a few rows up.

 

 

 

 

 

honestly it's hard for me to decide if you randomly hit your keyboard with your rear end or you are rwt-er.

 

 

 

 

 

Imcleith,

 

... why bother with ess running when you can make your own runes? are you rc pure? lol

 

 

 

i'm 76 rc-er and i did not try it too much. i mostly made runes for my own use (95%) and i did not used outside help, except 2 times when a fried asked my help to make more airs out of his ess, and that was for a very short time

 

 

 

 

 

D_V_Devnull

 

"Nitram99, you have my support in this matter. These tweaks would still block RWT"

 

see above summary(s)

 

 

 

 

 

penguingeek3

 

"Many of the non-PKing activities that could be done in the wilderness (Abyss RCing, rune mining, training on monsters there, etc.) were very effective, either in training, making money, or something else."

 

 

 

rc-ing - effective in training = lame. zmi altar is better

 

making money - if i make nats using faery rings i am just as fast as using the abyss, but no risk of losing my glory because of lagg and skulled

 

 

 

rune mining - effective in training.... try iron rocks. alot faster

 

making money. - there are other runite rocks. example: heroes guild.

 

 

 

training on monsters fire giants/rock crabs/bloodvelds is better and alot safer

 

your point? sorry, i see none.

[/hide]

 

 

 

Let me guess, you're IQ is about 50! :D

This is a temporary account. Ash6110 is my real one. As soon as I get my account back I will not be using this one anymore.

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oh wow!

 

 

 

Both insulting me and making some bad jugdement of my solutions.

 

 

 

With more zones more ppl would get more even bounty to kill. It's much more probable that you as, say, a lvl 55 can kill a lvl 58, than a lvl 55 kill a 95. So with more zones you are given a fair chance to kill your bounty every time you are aloted a bounty. Now, as a 55 you are alotted a higher or lower than you bounty every other time. With more zones you get a fair chance EVERYTIME. And with more rigid zone limits less gangs will be gang-killing ppl as the now have more zones to have to choose from when deciding which zones to go into and own.

 

 

 

The other solutions for bounty hunter is that it's supposed to be a BOUNTY mini-game and not get-a-clan-and-go-kill-everything mini-game. Such a mini-game is not at all original, nor different and will soon be abandoned. Mix it up more and make the environment in there more different.

 

 

 

And the risk-reward balance is just not holding up. Yes, it is a dangerous mini-game and just because of that most players won't go in there with expensive stuff that they can't afford to loose. Just do not make sence. And it makes even less sence if you as a solo player are being clan-ganged just as you enter. Noone seemse to play the mini-game as it was supposed to be played (locating and killing your set bounty). So there is just no big rewards joined with high risk.

 

 

 

And just to comment, I don't think that there are many pk:ers that can handle being jumped by a 5+ ppl clan jump-on with ease (if not the jumpers are like very low lvl:ers). So that is just not even logical to state.

 

 

 

Yes, there is such a problem a as Problem 4. I have heard ppl talking about it so then it is a problem.

 

 

 

Well, if a 500k gravestone renders you almost invincible and never to loose your stuff, then you might think that such an item is very high up on players to-get-list, which means many more players will get one as soon as they can. The reward is just too great to pass up on in my mind. And 500k for such a reward is in fact really cheap I think.

 

 

 

The repair/bless option is just to exessive in my mind. Then there is just one more point in not being afraid of dying and value "life" that much which renders things like food much more useless.

 

 

 

Well, if you shrink both the wildy and the bounty hunter area it will be almost foolish to go in to wildy with a phat as a rwt and die-drop it to someone as the chance of some1 else comming along and grabbing it will be such a risk as it wouldn't be effective. Or the scenario that some other player kill the rwt:er with the phat and destroying the trade. And phats don't grow on trees u know. Not like supereasy for a rwt:er to get a new one that easy.

 

 

 

But as Bounty Hunter is just a big mess now it is not at all like the old pk:ing. With just revenant monsters all over the abyssall rc:ers can't be "rewarded" with finding a world without abyss rc pk:ers in it. No u as a defenceless abyss rc are threathend every run, all worlds, while trying to make abyss rc:ing. And the different lvls of wildy made it much more fun as there was some intelligence involed using it, math to calc if you could attack him or not, or if he/she just went one more wildy lvl higher or not. Now pk:ing is just big brawl for all.

 

 

 

Well, fairy ring nats rc:ing is just not as quick as abyss nats rc:ing. Just time it yourself. There has been numerous confirmations on that. And as time becomes money the abyss can be much faster xp and money.

 

 

 

My solution is with the 15 min trade clock too. I just thought that all ppl reading it assume that it was still included. I know, a 15 min trade clock still piiiips but it at least beats the current system going into place I think. And in most cases one of the parties do not have very much to trade with. RWT's use a central account to dump all money on. To trade the none-centrals a bunch of stuff back and forth is just not practical for making enough money for it to be efficient.

 

 

 

Well, why don't the do it now, when there is no 30-day-waiting-rule? As having to wait 30 days for every trade would just not be economically sound. They will just not make the cash that they want and/or have to make. So waiting for a month is just pratical. And who would want to wait for 30 days before you could see the money u bought? If you do not see that u just don't get the whole culture of the game.

 

 

 

Ess-running, faster ess than if u mine them yourself. The ess-miners get their ess of their hands and the ess-runners get the ess they want, a win-win situation!

 

 

 

Mining iron ores, well, I do not think that the ess-miners just blindely ignore that there is a way faster method than the one they are doing right then. The best benefit with ess-mining is that you do not have to keep clicking different rocks, 1 click and u mine until you are full.

 

 

 

Well, sorry for bursting your bubble. But your critisizm was not well-enough grounded and proven. So go back, re-do, and comeback.

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8 skills at 99: Herblore - Farming - Cooking - Firemaking - Woodcutting - Fletching - Magic - Crafting

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In one of your examples, against the % trade limit, I see a possible flaw. The buyer puts up 2M, and the seller puts up 2.2M. The buyer gains 200K. The same way you don't understand why people rune run, I don't understand why someone with 2M, who earned that much money honestly (If they didn't, then I understand why) would all of a sudden buy 200K. It just doesn't make sense. I suppose they could start small, and end up doing trades with 1M margins. :|

 

Penguingeek, here's a thought that should make nadir shut their mouth, if they're thinking...:

 

 

 

If Jagex is monitoring trades properly, both the gp buyer and seller will both get banned for their misdeeds. Opening up the margins to as much as 10% on trading would only speed up this detection and banning of the violators. So it is still good, even though potentially risky, but I do see how it could work and be applied. :thumbsup: ... Although to be honest, I would prefer if G.E. gets the 10% margin, and Normal trades just get a 5% margin. Yes, it would mean longer before the gp added up into a bannable offense in normal trades, but it would give Jagex more proof.

 

 

 

Anywho, I'm still gonna support nitram99. Their stuff would work. 8-)

 

 

 

~Mr. D. V. Devnull

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(Warning: This user can be VERY confusing to some people... And talks in 3rd person for the timebeing due to how insane they are... Sometimes even to themself.)

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  • 3 weeks later...

PsyClonz6110,

 

Let me guess, you're IQ is about 50!

 

i am blinded by your arguments. by the way, i haven't seen them. let me guess what your iq is that you are unable even to write a half decent argument. no, i would better not do that, it would be considered an insult.

 

 

 

penguingeek3,

 

People who want only one type of rune, and especially in large amounts, use the abyss. This especially goes for those altars that are far from banks. Plenty of people are talking about how abyss rc-ing is so much easier. Take this to them.

 

you are taking their side to me, without trying my way. i tried my way and left edge bank at the same time with them and got to the altars at the same time. you say that i am wrong just because you side with others, without trying both sides. please, try both sides carefully before posing as an authority in the matter.

 

 

 

i made over 25k nats, over 10k laws and over 10k cosmics using the abyss only to repair my pouches. i stopped making them just because i got to the point where i would not need them for a pretty long time, otherwise i would have continued to make them.

 

 

 

i just got 84 mining and got plenty of rune ores from the rocks in wildy, and got attacked each time by revenants, and i got away with less than 1/2 hp (lvl 87 now), but with at least 12 ores before i got bored :P. it's still very dangerous with the revenants, and i can still get some ores.

 

 

 

price drop for the ores? you mean smithers would not pay big coins to buy one of the few runite ores/bars? even if they would not, enough people know how much items made of rune hi-alch for. id you don't know, i suggest you use the guide for hi-alching this nice fan-site provides :)

 

 

 

I'm talking about hides. Green dragon hides are, or at least used to, be in great demand, and could be sold for a good amount of money.

 

And as you say, there are autoers. There are people that would go to the green dragons and kill those autoers. Now that can't be done.

 

i don't understand how to see this

 

autoers killing green drags is good?

 

i sure hope you are not suggesting that

 

i tried to kill green drags. there are plenty of people there killing them (alot less than autoers, so i can still get a decent number, but it's getting crowded). also with autoers there normal players would have a very hard time if they wanted to kill green drags (like i do, since i'm a skiller).

 

 

 

green hides are still in demand, i can tell you that. why? because you don't need a high crafting lvl to use them, because they hi-alch for nice cash. also, now with autoers gone, drag bones are up in price, and from this will profit only legit players.

 

 

 

In one of your examples, against the % trade limit, I see a possible flaw. The buyer puts up 2M, and the seller puts up 2.2M. The buyer gains 200K. The same way you don't understand why people rune run, I don't understand why someone with 2M, who earned that much money honestly (If they didn't, then I understand why) would all of a sudden buy 200K. It just doesn't make sense. I suppose they could start small, and end up doing trades with 1M margins.

 

ok...

 

rs gold buyer starts with 2 mil (pretty easy to get with wc, fishing, mining)

 

trade 1 (takes 1 minute)

 

rs gold buyer puts 2 mil worth (even items)

 

rs gold seller puts 2.2 mil

 

trade 2 (takes 1 minute)

 

rs gold buyer puts 2 mil worth (even items)

 

rs gold seller puts 2.2 mil

 

trade 3 (takes 1 minute)

 

rs gold buyer puts 2 mil worth (even items)

 

rs gold seller puts 2.2 mil

 

trade 4 (takes 1 minute)

 

rs gold buyer puts 2 mil worth (even items)

 

rs gold seller puts 2.2 mil

 

trade 5 (takes 1 minute)

 

rs gold buyer puts 2 mil worth (even items)

 

rs gold seller puts 2.2 mil

 

 

 

in 5 minutes 1 mil worth of stuff has a new owner.

 

(start now with 2 mil+ 1 mil just gained)

 

in 5 more minutes, 1.5 mil worth of items changed owner

 

(start now with 3 mil+ 1 mil just gained)

 

5 more minutes, and 2 mil (more) of items changed owner

 

in just 15 minutes (and i used 1 minute/trade, wich is a very exaggerated value) 4.5 mil just changed owners, using the 10% more suggestion. now guess how much time it takes to get to really expensive items, and tell me that there are lots of players in rs that would not trade 15 minutes of their time to get 4.5 mil rs coins.

 

 

 

Since it's quite clear you didn't read my post, I'm not going to take the time to respond to the next part.

 

You also missed my etcetera.

 

etcetera reasons from me too why wildy has not been lately such a "great place to train" see? i can do that too >< sorry, but i can't answer to something if you don't tell me what that something is.

 

 

 

nitram99

 

With more zones more ppl would get more even bounty to kill.

 

i am NOT against this. as far as i am concerned, jagex can make everything they want with bounty hunter. the idea is that it has to be BALANCED. too many areas - no pk-ers can disrupt the rwt. too few areas - too unbalanced, only high combat levels survive if they have equal numbers and strategy with their enemies.

 

 

 

The other solutions for bounty hunter is that it's supposed to be a BOUNTY mini-game and not get-a-clan-and-go-kill-everything mini-game. Such a mini-game is not at all original, nor different and will soon be abandoned. Mix it up more and make the environment in there more different.

 

the game is different from the others in rs. the rogue bounty hunters are the RISK in this minigame, and they can make clan wars like in the old wildy there, so i think only pk-ers that usually worked solo complain now, but jagex stated that they are planning (ok, you might see the outcome in -gasp- 2 years, but i doubt that) 1versus1 pk-ing. i am NOT against more environment in that minigame.

 

 

 

And the risk-reward balance is just not holding up. Yes, it is a dangerous mini-game and just because of that most players won't go in there with expensive stuff that they can't afford to loose. Just do not make sence. And it makes even less sence if you as a solo player are being clan-ganged just as you enter. Noone seemse to play the mini-game as it was supposed to be played (locating and killing your set bounty). So there is just no big rewards joined with high risk.

 

"risk-reward balance is just not holding up" there was a high risk for the rc-ers to lose a 50-60k glory to make a 3-4k run of runes in the abyss. i can't see there the risk for the pk-ers. now rc-ers are fighting monsters, and pk-ers that want to pk have to fight someone that is READY to fight back. sorry, the only change that i see is that rc pk-ers are faced with a real RISK for a REWARD.

 

look in the minigame highscores. some people are already ranked there, and i admit that more people are ranked in rogue compared to normal bounty hunter. but you have to admit that rogue bounty hunter was already set, so i can't see the part where the game is different from what it was supposed to be.

 

going in wildy usually did not involve expensive items (at least from people that have visited the multy areas or the areas beyond lvl 30), so i can't see what the big change is about. players skilling in wildy also did not have (after being pk-ed a few times) expensive items or expensive rewards.

 

 

 

And just to comment, I don't think that there are many pk:ers that can handle being jumped by a 5+ ppl clan jump-on with ease

 

jagex stated that they are working on 1vs1 pk-ing. congrats, you have it :)

 

 

 

Yes, there is such a problem a as Problem 4. I have heard ppl talking about it so then it is a problem.

 

it's like old wildy multy-combat. the single combat jagex stated it is going to be made.

 

 

 

Well, if a 500k gravestone renders you almost invincible and never to loose your stuff

 

you are skulled. you have only 5 minutes until your items become visible to others. you think you can

 

a. go to a bank

 

b. withdraw teleport to the closest place to where you died and supplies for you to survive the trip there and back

 

c. teleport there and run to that place.

 

i think there are a few places where you can't get to in 5 minutes, so invincibility is out of the question. you already agree with me with your "almost". this means you can still lose your stuff.

 

 

 

The repair/bless option is just to exessive in my mind. Then there is just one more point in not being afraid of dying and value "life" that much which renders things like food much more useless.

 

i agree, it looks that way, if you look only at wildy. but look at god wars dungeon or king black dragon or dagganoth kings or kalphite queen (ok, i'm not very sure about kbd and kq :P). you need plenty of time to get there, more than just 5 minutes, and your friends can't pick your stuff and return them to you, so the people from jagex had to help you out a little.

 

 

 

food useless? if you die, the trip back to the place you died takes only 2 minutes and some tele runes it is worth less than 2-4 sharks? i would rather train/kill powerfull monsters instead of running around and picking my items up in front of an aggressive dragon or something else.

 

 

 

Well, if you shrink both the wildy and the bounty hunter area it will be almost foolish to go in to wildy with a phat as a rwt and die-drop it to someone as the chance of some1 else comming along and grabbing it will be such a risk as it wouldn't be effective.

 

so... your problem is that... ? you want to be able to take a p hat into bounty hunter, but you think no sane person would do it, and also you think it is too dangerous to even enter it.

 

why is taking useless items into bounty hunter so important to you? i think you can also ask jagex to make available high lvl spells into barbarian assault, allow you to enter with all the runes, allow capes and hats into cw, but it would not be in the spirit wich inspired those minigames.

 

 

 

Well, fairy ring nats rc:ing is just not as quick as abyss nats rc:ing. Just time it yourself. There has been numerous confirmations on that. And as time becomes money the abyss can be much faster xp and money.

 

i already tried it, and from what i saw, i left edge bank at the same time as another rc-er that uesd abyss while i used faery rings and got at the altar at the same time (and yes, it was the SAME rc-er and the same run). you try it. please don't tell me what other people told you, YOU try it before you judge if i say is right or wrong.

 

 

 

I know, a 15 min trade clock still piiiips but it at least beats the current system going into place I think.

 

i think the current system rocks. i don't want it to be changed.

 

 

 

i don't think merchanting is a skill or a good way to make coins. because you don't MAKE coins, you TAKE from one player and that player has less to use for what he/she needs. if you want to MAKE coins, kill a monster, or just cut mages (for example) mine p ess, make nats, and hi-alch the mage longbows.

 

 

 

ok... if i understand, you want that every 15 minutes a player can't make more than 1 trade that involves between 0.1% and 10% difference.

 

the rs gold seller can be a normal player that wants cash, it does not HAVE to be a central hub for many bots. that player can just merchant (using the 10%) some cash or just mage logs all day and sell them, then sell the rs gold for real cash. you still ask how can he sell?

 

trade 1

 

rs buyer puts in trade 10 mil

 

rs seller puts in 11 mil

 

1 mil changed hands in less than 1 minute. then both of them can go back and meet again 15 minutes later. and please don't tell me players that own 10 mil worth of stuff don't want more, or that there are not plenty of them. and about the 30-days suggestion: if you are very impatient, why you think everyone else is? rs gold buyers and rs gold sellers can be patient. and if they are patient for 30 days, they can get what they want: the rs coins buyer can get the cash needed for those pray levels while he trained something else, and the rs coins seller is sure he has a buyer for the items /coins he wants to gather this month. hmmm... sounds like a paycheck to me that is good at the end of the month

 

 

 

Well, sorry for bursting your bubble. But your critisizm was not well-enough grounded and proven. So go back, re-do, and comeback.

 

please don't tell me you need more examples. just think of the possible exploits yourself, try to bend those suggestions to the limit, instead of asking from me proofs.

 

i understand you are not happy with the canges, but the suggestions have to change the game in such a way that no big cash can exchange hands with ZERO risk. merchanting is clearly one of them. duelling with just 1 player is another. shops that sell at a price that is not from GE is another, drops in non-bounty hunter is another, and finally pk-ing in bounty hunter HAS TO BE DANGEROUS, because it's the last way. if just one of them is missed, then all the suffering the others have from these changes is for NOTHING, and rwt will continue.

 

 

 

D_V_Devnull

 

If Jagex is monitoring trades properly, both the gp buyer and seller will both get banned for their misdeeds. Opening up the margins to as much as 10% on trading would only speed up this detection and banning of the violators

 

in those trades can be items worth that much, not necesarly coins. this change is only for merchanters and for rwt's. would you want merchanters to be banned?

 

come on, THINK!!!

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your wilderness solutions? those do not make everyone happy. Ever thought of the trainers who finally get peace from egotistic pkers? ever thought of the run miners trying desperately to just make a living?

 

No, because you only see for yourself.

 

 

 

Unless of course you meant pking in only lvls 1-10, in which case im being a moron. :anxious:

I went to the hobgoblin all happy to be able to mine 7 addies without switching worlds and got piled by a bunch of revenant knights (126). I escaped, almost got to bounty hunter, then a werewolf hit 20 then 15 on me with magic (at level 74... :-k ) and I died <.<. So no, training isn't always easier.

Matt: You want that eh? You want everything good for you. You want everything that's--falls off garbage can

Camera guy: Whoa, haha, are you okay dude?

Matt: You want anything funny that happens, don't you?

Camera guy: still laughing

Matt: You want the funny shit that happens here and there, you think it comes out of your [bleep]ing [wagon] pushes garbage can down, don't you? You think it's funny? It comes out of here! running towards Camera guy

Camera guy: runs away still laughing

Matt: You think the funny comes out of your mother[bleep]ing creativity? Comes out of Satan, mother[bleep]er! nn--ngh! pushes Camera guy down

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Matt: FUNNY ISN'T REAL! FUNNY ISN'T REAL!

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If Jagex is monitoring trades properly, both the gp buyer and seller will both get banned for their misdeeds. Opening up the margins to as much as 10% on trading would only speed up this detection and banning of the violators

 

in those trades can be items worth that much, not necesarly coins. this change is only for merchanters and for rwt's. would you want merchanters to be banned?

 

come on, THINK!!!

 

Okay, I can see you have misread me. I am not out to have merchanters banned, in fact, I wish to find some way to re-provide a space in which they can operate again. ::'

 

 

 

In part of your post that is not in my quote, you show exactly what I was trying to point at as being how Jagex could rapidly detect what is going on. Let me show you that part:

 

In one of your examples, against the % trade limit, I see a possible flaw. The buyer puts up 2M, and the seller puts up 2.2M. The buyer gains 200K. The same way you don't understand why people rune run, I don't understand why someone with 2M, who earned that much money honestly (If they didn't, then I understand why) would all of a sudden buy 200K. It just doesn't make sense. I suppose they could start small, and end up doing trades with 1M margins.

 

ok...

 

rs gold buyer starts with 2 mil (pretty easy to get with wc, fishing, mining)

 

trade 1 (takes 1 minute)

 

rs gold buyer puts 2 mil worth (even items)

 

rs gold seller puts 2.2 mil

 

trade 2 (takes 1 minute)

 

rs gold buyer puts 2 mil worth (even items)

 

rs gold seller puts 2.2 mil

 

trade 3 (takes 1 minute)

 

rs gold buyer puts 2 mil worth (even items)

 

rs gold seller puts 2.2 mil

 

trade 4 (takes 1 minute)

 

rs gold buyer puts 2 mil worth (even items)

 

rs gold seller puts 2.2 mil

 

trade 5 (takes 1 minute)

 

rs gold buyer puts 2 mil worth (even items)

 

rs gold seller puts 2.2 mil

 

 

 

in 5 minutes 1 mil worth of stuff has a new owner.

 

(start now with 2 mil+ 1 mil just gained)

 

in 5 more minutes, 1.5 mil worth of items changed owner

 

(start now with 3 mil+ 1 mil just gained)

 

5 more minutes, and 2 mil (more) of items changed owner

 

in just 15 minutes (and i used 1 minute/trade, wich is a very exaggerated value) 4.5 mil just changed owners, using the 10% more suggestion. now guess how much time it takes to get to really expensive items, and tell me that there are lots of players in rs that would not trade 15 minutes of their time to get 4.5 mil rs coins.

 

Okay, look at that rather detectable pattern very carefully. It is several trades occurring rapidly between only two players, as opposed to the 3 to 6 that a merchanter trades ONLY ONCE with in a 15-minute period. This is how I expect Jagex to rapidly detect any of these RWT occurrences, and put a fast end to them. 8-)

 

 

 

This actually made me think of something, however. Why not add a block in the trade system (similar to what is in games like "Diablo 2") that keeps a specific pair of players from trading with each other again for 20 minutes of IRL (in real life) time, should a trade between the pair of players turn up successful? :-s ... In the event that an RWT situation attempts to occur, this would stop it rather hard, and deter a player from doing it in the future. It would also slow the RWTs down so much that they would not want to do their stuff anymore due to financial costs of time. :P

 

 

 

Also, I know I mentioned it somewhere, but there could also be a base by skill total on how much of a differential in trades can occur.

 

 

 

 

 

 

 

Since I'm on mental overload now, I'm gonna leave it out in the air here.

 

 

 

~Mr. Devnull

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(Warning: This user can be VERY confusing to some people... And talks in 3rd person for the timebeing due to how insane they are... Sometimes even to themself.)

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Nadir...Once again, I think you misread my post/didn't read my post. I really doubt someone who has made 2 mil, in which case they have nice stats, will buy 200K. It'd take them an hour or two to make that money honestly. If they've taken the time to make 2 honest mil, then chances are that they're not going to buy 200K illegally.

 

 

 

 

Also, I know I mentioned it somewhere, but there could also be a base by skill total on how much of a differential in trades can occur.

 

 

A formula taking into account combat level, total level AND quest points (Possibly total wealth) would be the best.

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  • 2 weeks later...
Also, I know I mentioned it somewhere, but there could also be a base by skill total on how much of a differential in trades can occur.

 

A formula taking into account combat level, total level AND quest points (Possibly total wealth) would be the best.

 

Agreed, just looking at it. Much smarter than limiting by any one aspect like what just happened. :? ... F2P is [bleep]ed in the trade system right now. :(

 

 

 

~Mr. Devnull

tifuserbar-dsavi_x4.jpg and normally with a cool mind.

(Warning: This user can be VERY confusing to some people... And talks in 3rd person for the timebeing due to how insane they are... Sometimes even to themself.)

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