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Money transfer limit based on "character development"?


EugenyG

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There are so many wrong things with the new update that I don't even know where to start, but a good option would be to consider changing the hard limit of 3k/15min based on something more relevant to how (honest) characters interact.

 

 

 

Right now, each character has a hard limit of 3k per 15 minutes transfer. But this system doesn't take into account that higher level, more developed characters will naturally want to be able to have control over larger sums of money, including gifts, loans, and the "unbalance" that comes with the trades - trading more expensive items naturally would give you a bigger potential disbalance if considering the % difference of the item price. It also doesn't take into account that bots will have much lower development, and even bots with 99 woodcutting or level 110 dragon farming bots would still be much worse developed overall if you consider things like quest points, achievement diaries done, and TOTAL skill level.

 

 

 

What is the "disbalance limit" would be tweaked as follows (the numbers I propose can of course be substituted for anything you think works best):

 

 

 

Note that the trade limit applies to the GIVER. The receiver is only limited by the giver, in the same way it works currently (many people can drop piles of 3k and the same receiver can pick them all up).

 

 

 

All "limits" are per 15 minutes, as currently set.

 

 

 

- Base limit: 3k. All characters have this limit.

 

- For each skill point above 1 that you have, add 5gp to that limit.

 

- For each quest point that you have, add 25gp to that limit.

 

- For each achievement diary completed (add 500gp for an "easy" diary, 1k for a "medium" diary, and 2.5k for a "hard" diary.

 

- For each minigame successfully participated in (by "successfully" I mean a win or otherwise good ending. Such as finishing the whole trip in the fishing trawler without dying, or winning a castle wars match, or successfully leading refugees from mortanya, you get my idea. If a minigame doesn't have a "successful" finish, simply participating throughout its length is sufficient): add 100gp. Some minigames (such as beating Jad) would be naturally much harder to "complete" than others, but its the same idea as with skills - the higher you level, the harder it is, and some skills are harder to level than others.

 

- For each kudos in the Varrock museum, add 10gp.

 

 

 

Players wouldn't have to manually calculate their limit. RS should do it for them, and every player should see their limit when opening their character info screen, together with info on how much of that limit has been spent and how much time there is before it is reset to the maximum.

 

 

 

Consider this exercise similar to filing your tax return :P Examples ("base" skillpoints is the number everyone has when they are all 1):

 

 

 

A player with 500 skillpoitns above base and average skill of 30 (statistically around lvl 50 combat) and 50 quest points and no achiement diaries done and no minigames completed and no kudos: can disbalance trade or drop up to 6.5k per 15 minutes.

 

 

 

A player with 1500 skillpoints above base and average skill of 60 (statistically around lvl 80-90 combat) and 120 quest points and 3 achievement diaries done (2 easy and 1 medium) and 5 minigames completed and 50 kudos: can disbalance trade or drop up to 15.5k per 15 minutes.

 

 

 

A player with 2700 skillpoints above base (lvl 126 combat) with 250 quest points and 6 achievement diaries done and 20 minigames completed and 100 kudos: would be able to disbalance trade or drop up to 31.25k per 15 minutes.

 

 

 

Now...

 

 

 

A bot with 120 skillpoints above base and no quest points would be able to disbalance trade or drop up to... 3.6k per 15 minutes, or only 600gp above what they can already.

 

 

 

The objective is to seed out the macros (who will likely only level 1 skill) and thus have a very small bonus, while letting honest players have a bigger limit.

 

 

 

Since the limit is based on the giver (in a gold farming scenario, the giver would be the RWT bot), the bots will not be able to give substantial amounts.

 

 

 

Macros could of course spend more time leveling high-level bots, but in order for them to gain any substantial return on investment, the amount of levelling would be very high, and it would be impractical, considering that levelling many different skills for a long period of time is almost guaranteed to have your account flagged as a bot and banned. Note that even a very high level would not be able to trade in a disbalanced way HUGE amount of GP as it was possible before the update, so even if someone levels very high-level and developed bots, they wouldn't be able to RWT anything close to the former amounts.

 

 

 

Even if you assume "bots" are really people controlled by Chinese farmers, you still have to agree that training a farmer (who probably doesn't know English well) to go through hundreds of quests (as well as level all the required skills) is much harder for the business runner than giving them an axe and telling them to click on trees and run away from spirits. So much harder, and slower, that, in fact, it probably will not be worth the profit they get, which is the whole point. Jagex doesn't need to make RWT impossible, they only need to make it unprofitable, and it'll disappear on its own..

 

 

 

The numbers I chosen (in my opinion) best represent the average need of a Runescapian to have freedom and flexibility in their business. A level 50 character may legitimately want to buy a rune plate 5k under or over the limit, but not substantially more than that. A level 85 combat would be interested in some dragon/barrows items, and paying 10-15k over/under limit seems reasonable. Finally the level 126 would want things like 3a armor and other expensive items, and 30k seems like a very reasonable fluctuation limit. Higher levels are also more justified in giving more expensive gifts and loans, since they tend to be richer.

 

 

 

Oh, and did I mention that for a lvl 120, having a 30k stake duel is at least a LITTLE bit more fun than 3k? Yes, it's still not even close to a "high stakes", but it must just be high enough to make it at least somewhat worthwile to do.

 

 

 

I put a bigger emphasis on quests and diaries NOT because I hate skillers but because it's MUCH harder to macro those than skills, and most bots would not have high points in those areas.

 

 

 

Finally, I do realize that pures get screwed under this sytem just as bots are. Unfortunately, I don't see a way to limit trades that would seed out bots yet keep pures intact, since (other than the fact one is human controlled and the other one is a bot, as well as the fact one sells money and other doesnt), their behavior and goals are pretty much the same. On the other hand, perhaps encouraging a "balanced lifestyle" would not be such a bad idea at all. But feel free to flame me for this :P The added advantage is that people could consider their transfer limit as an achievement of sorts, and work specifically towards increasing it, just as they would a skill.

 

 

 

I also do understand that F2P players would not get as much benefit as P2P due not having minigame access etc... But guess what, it's another incentive to be a member, and besides, you gotta admit that 99% of bots are F2P.

 

 

 

In conclusion, adopting such a system would serve two purposes: Allow higher-level developed characters the freedom they need and deserve more than undeveloped newbies, and curtail RWT bots which are vastly underdeveloped compared to real players, and developing whom in areas such as quest points and diaries would be almost infinitely harder than just macroing a higher skill level in a skill easy to macro.

 

 

 

P.S. Note that none of this endorses my personal view of the update - I still think it sucks for us and is evil. But this is at least some form of damage control I could think of, that would turn pure turd into a mix of turd and cereal. :P

Live free or die. First option is exhausted, so guess what remains?

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Great idea You are a genius! :thumbsup:

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It still kills merchanting, and manual boss loot sharing.

 

 

 

Off-Topic:

 

Live free or die. First option is exhausted, so guess what remains?

 

Fight to live free.

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It still kills merchanting, and manual boss loot sharing.

 

 

 

Off-Topic:

 

Live free or die. First option is exhausted, so guess what remains?

 

Fight to live free.

 

 

 

Yes. It also still kills the wild, duelling, and just about anything that made RS fun.

 

 

 

I never claimed my suggestions would fix the hole Jagex dug RS in. It's just a minimal form of damage control. I know that this suggestion is like having your home flooded, and the repairman giving you a pair of rubber shoes instead of fixing the leak. But it's better than nothing.

 

 

 

With respect to fighting, the only way I can "fight" Jagex is by quitting the game and not paying them, which is exactly what I'm doing.

 

 

 

Please don't twist my words or infer from them what they are not explicitly saying.

Live free or die. First option is exhausted, so guess what remains?

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Please don't twist my words or infer from them what they are not explicitly saying.

 

 

 

You've been arguing with a lot of annoying people lately haven't you? I can see from your reaction. Don't worry, I'm not like that. :) I never said you said your idea would fix these problems. I'm just saying they aren't, not that you said they would. I didn't mention the wild or dueling because your post is about the trade system, it's not really related to those two other things.

 

 

 

Jagex could use your idea in the game if they don't plan to restore merchanting or manual boss loot sharing, but it would be nice if they did a little something about it :?. If they decided to do something about it, they would need to find a new idea.

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What really upsets me about this current system more than anything is the "value bar" at the bottom. It's entirely based on values that are clearly NOT what the player market has been revolving around, yet already I have seen many players treat it as such. At the very least, Jagex needs to add a disclaimer to said bar notifying both parties that the value seen is not necessarily reflective of the true market value of the item..

 

 

 

Also, this still leaves my (essentially) new merch pure in the dark. To take this suggestion of yours further, I would like to add that I believe a player should get rep ponts based on the number of successful, law-abiding trades they perform (which naturally will consist of items of significant value and occur in select areas; preferably, conversation is also involved in the trade). These rep points, combined with a portion (increasingly sizeable) of their profits from these trades, would slowly allow the merchant greater access to higher cap limits and lower time limits for profits, increasing gradually from 3k/15 min to perhaps several million/day. At some point- say, one million or more every twenty minutes, where the merchant's trades may be extremely unbalanced versus the arbitrary market price, a trade can be put in a "queue," where the contents of the trade as well as the histories of both players shall be examined before the trade is allowed to continue forth. As this would denote a very advanced level of trading, I doubt that JaGeX would have to review such events any more than they had to sift through thousands of macroer reports each day.

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I appreciate the fact that you are trying to find solutions to make the best out of this mess.

 

However, in case you'll work further on this ingenious concept: 31,25k is still less than pocketchange for an experienced high lvl...

 

 

 

Aye aye, Captain Obvious.

Live free or die. First option is exhausted, so guess what remains?

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This should also be applied to staking. High-level stakes exceeding a set GP value (and naturally, the player's allowed stake limit increases as he grows in experience) will be planned and approved before allowance based on player histories (such as what activities the players were engaged in, whether they were friends, how long they were friends, what offenses either player has committed in the past). Such an approval process would obviously be very taxing and I can imagine it being frustrating to have to wait hours or perhaps even days for a single duel,, but it would be infinitely better than the 3k/15min limit we have now.

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nice idea but as you said

 

 

 

P.S. Note that none of this endorses my personal view of the update - I still think it sucks for us and is evil. But this is at least some form of damage control I could think of, that would turn pure turd into a mix of turd and cereal.

 

 

 

lets face it,Jagex dug a big hole in the heart of this game and no cosmetics will change that.

 

anyway nice try

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And, for God's sake, BRING BACK THE OLD WILDERNESS. It had flaws, and they were many, but those were as nothing to the madness that is Bounty Hunters (Why do you think I can make 800k on a skilless level 3 in 8 hours off of it? People keep dying and they come straight to me to replenish them, and this fact serves only to prove how effective this has been in draining people's bank accounts instead of providing them with an engaging and moreover fair PvP experience). Again, the concept of Broadening the players' privileges based on experience should be incorporated into what the player is allowed to bring as well as the levels and zones he is allowed to enter. By this, we not only ensure that real-world trading using new accounts is made effectively impossible, but we also ensure that better-equipped and greater-privileged higher levels cannot take advantage of lower-level players without the same freedoms to bring what they want into the Wilderness.

 

 

 

Even though as a runite miner I am naturally inclined to hate miner PKers, they were a necessary evil in that they kept high the price of runite even with the stream of goldfarmers that continually pilfered and sold ore that should have belonged to legitimate miners. As a hybrid F2P PKer, I'm rather mad that I can no longer have to-the-death fights with a single worthy and properly-equipped opponent for true spoils of war.

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This idea was suggested back when Dueling was limited to 3k. Now it's even more important for Jagex to implement it.

 

 

 

The should range from 3k per 15 minutes to 250k per 15 minutes.

 

 

 

Basicly, it's

 

 

 

Time character has been in Runescape

 

Skill Level

 

Quest Points (including Achievement Diaries)

 

 

 

Now, I doubt Jagex will make this change instantly. They want to get rid of all traces of RWT first. Perhaps later they'll offer up this carrot.

 

 

 

In fact, with the scourge of RWT gone, perhaps more creative ideas can be implemented into Runescape. It's just a matter of wait and see.

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I like the idea, but you may wish to up your numbers a bit, as I still cant borrow a set of guthans from my friend

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Don't you guys see? The wildy was never meant for one on one fighting, the duel arena was! Jagex has implemented ways to help the players have a better time with the duel arena now f2p! That's their replacement...and a heck of a horrible one it is. Really, this is horrible on Jagex's part.

 

 

 

Oh, and nice idea. It's better than having a 3k limit for everyone...

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Given this system of trading:

 

The Max amount f2pers (1494 total, 32 qp) can give would be: just over 11k...that would still make it very hard to trade items on f2p.

 

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Hmm, this is fairly effective. However, I think that we should 'keep the plug out of the hole until all of the water has drained out'. Once the RWTers have left, Jagex can be somewhat more lax on the restrictions. And if it returns, the 3K limit can be put back.

 

 

 

I like the whole 'loyalty points' idea, but it shouldn't be related to anything you can program to do automatically.

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How about changing all those things by 10 times. would give the totaly maxed rs player about 300k and would give bots only 15k to play with. The 300k wil be suficient to do most stuf and the 15k wil be to low to do any real rwting

 

or maybe even do quests, ad's and kudo's times 20 (not minigames, it would take minimal effort to just sweetshop those)

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