Jump to content
Makilio

200M in all Skills

Recommended Posts

I have two hypotheticals here,

 

The first being what if they raised the alch price by like 10-20% what it is now?  things like rune drops and many other alch price drops would rise but more gp comes into the game.

 

The second is they increase the alch price but have a money sink that takes out more than or equal to the new alch price.  now this is kinda a cool thing to thin about.

 

(o ya relate this back to 200m all skills somehow so its "on topic")

Share this post


Link to post
Share on other sites

The first hypothetical would be against what they have tried to fix lately. They are trying to "remove" gp from the game and you would only add more gp into the game than what you already add.

 

The secound hypothetical.. You need to elaborate how they would "remove" the extra 10-20% gp you add.

 

 

And if there's less gp in the game, gp is more valuable... so what you think about 30k now is a bit more meaningless than what you will think about 30k on the next year.

  • Like 1

Share this post


Link to post
Share on other sites

Alch prices create a price floor on certain items. Increasing the alch price increases the price floor. If you want to know what that would do to the economy, here's the Wikipedia article: http://en.wikipedia.org/wiki/Price_floor.

Share this post


Link to post
Share on other sites

Forsberg888 is now up 2008m exp over 2013 - so that's breaking the 2-billion-exp-in-one-year barrier.

 

At new years, we should make a list of people's exp gains ove 2013.


Vmser.png

Share this post


Link to post
Share on other sites

Forsberg888 is now up 2008m exp over 2013 - so that's breaking the 2-billion-exp-in-one-year barrier.

 

At new years, we should make a list of people's exp gains ove 2013.

Or we could party.


Abhinav2107.png

Share this post


Link to post
Share on other sites

 

Alch prices create a price floor on certain items. Increasing the alch price increases the price floor. If you want to know what that would do to the economy, here's the Wikipedia article: http://en.wikipedia.org/wiki/Price_floor.

You don't have a high alchemy spell irl though.

 

...but we have price floors

  • Like 2

Share this post


Link to post
Share on other sites

 

 

Alch prices create a price floor on certain items. Increasing the alch price increases the price floor. If you want to know what that would do to the economy, here's the Wikipedia article: http://en.wikipedia.org/wiki/Price_floor.

You don't have a high alchemy spell irl though.

 

...but we have price floors

 

 

Usually the price floor is of the production costs. (Not always the case but it is a general rule)


Our deepest fear is not that we are inadequate. Our deepest fear is that we are powerful beyond measure. It is our light, not our darkness that most frightens us. We ask ourselves, 'Who am I to be brilliant, gorgeous, talented, fabulous?' Actually, who are you not to be?~ Marianne Williamson

 

For account help/issues, please follow this link:

Account Help

. If you need further assistance, do not hesitate to PM me or post here.

Share this post


Link to post
Share on other sites

 

 

 

Alch prices create a price floor on certain items. Increasing the alch price increases the price floor. If you want to know what that would do to the economy, here's the Wikipedia article: http://en.wikipedia.org/wiki/Price_floor.

You don't have a high alchemy spell irl though.

 

...but we have price floors

 

 

Usually the price floor is of the production costs. (Not always the case but it is a general rule)

 

Production costs aren't a price floor. They're production costs.

 

Like I even linked the wikipedia article

  • Like 2

Share this post


Link to post
Share on other sites

 

 

 

 

Alch prices create a price floor on certain items. Increasing the alch price increases the price floor. If you want to know what that would do to the economy, here's the Wikipedia article: http://en.wikipedia.org/wiki/Price_floor.

You don't have a high alchemy spell irl though.

 

...but we have price floors

 

 

Usually the price floor is of the production costs. (Not always the case but it is a general rule)

 

Production costs aren't a price floor. They're production costs.

 

Like I even linked the wikipedia article

 

 

No I mean, if the price is lower then the production costs, noone in the real world would produce it as it would lose money. Perhaps only temporarily.


Our deepest fear is not that we are inadequate. Our deepest fear is that we are powerful beyond measure. It is our light, not our darkness that most frightens us. We ask ourselves, 'Who am I to be brilliant, gorgeous, talented, fabulous?' Actually, who are you not to be?~ Marianne Williamson

 

For account help/issues, please follow this link:

Account Help

. If you need further assistance, do not hesitate to PM me or post here.

Share this post


Link to post
Share on other sites

5J8jO.png

  • Like 1

 

[bleep] OFF HOW ARE U SO [bleep]ING LUCKY U PIECE OF [bleep]ING SHIT [bleep] [bleep] [wagon] MUNCHER

 

 

Share this post


Link to post
Share on other sites

goddamn I already sold the steel titan pouches :@


Sway all day, Butterfly flaps all the way!  tumblr_inline_mp4i2qAGS11qz4rgp.gif

✿ ♥‿♥)

Share this post


Link to post
Share on other sites

economic theory applied on video games is lol

when ppl can make usd from that it's not a lol 

  • Like 2

G0d_Vs_D3vil.png

Share this post


Link to post
Share on other sites

lol @ economics and game theory.

 

Meanwhile at MIT, here's two economics graduate courses on game theory.

http://ocw.mit.edu/courses/economics/14-147-topics-in-game-theory-fall-2009/

http://ocw.mit.edu/courses/economics/14-147-topics-in-game-theory-spring-2005/

 

And an undergrad course at yale

http://oyc.yale.edu/economics/econ-159#overview

 

Glad someone's taking the idea seriously so we can continue having evolved game economies like the one we have in Runescape... And glad there's people to lol at it, so we can have a steady supply of workers at mcdonalds.

 

BTW: these are all open courseware so you can download all the class notes and watch all the lectures

  • Like 2

Share this post


Link to post
Share on other sites

From what I can tell, those courses are about game theory, not video games. Two entirely different things.

 

But I do disagree with Ring_World. Real world economic processes do take place in RS. Obviously slightly adjusted because of the small closed system, but the fundamentals are still there.

Share this post


Link to post
Share on other sites
Hi all,

 

Last week we released some changes to the way pouches are crafted in the Summoning skill, along with some new items we made available in game and on the Squeal of Fortune. These changes were intended to make pouch-making a bit smoother, even if you don't have any of the new items, but the benefit was subtle and we've realised from your feedback that many of you would rather carry on with the way you were crafting before.

 

With that in mind we're going to make a couple of changes. We've been discussing them today and development will start tomorrow; exactly when we release will depend on how long it takes to code and test (especially test). The exact solution might change if we find technical issues as we go, but the current plan looks like this:

 

The way you make pouches will change back to the way it was before, so no more uncharged pouches.

 

Unused spirit gems will be stackable in the bank.

 

The benefit of spirit gems will change. Our current thinking is that you'll carry one in inventory (or perhaps the pocket slot) and that while it still has charges you'll have a % chance to save the charm that would have been used.

 

 

As I say, if problems arise with this approach we'll switch to something better, so this may not be the exact final result. No matter what happens we'll be looking to restore and protect the pouch-crafting methods you're used to, and making sure that the extra benefits we add remain optional.

 

We're very sorry for the confusion and inconvenience this has caused.

 

Thanks everyone,

Mod Hew, Producer for SGS & SoF

 

[qfc]15-16-310-65233095[/qfc]

 

L


 

[bleep] OFF HOW ARE U SO [bleep]ING LUCKY U PIECE OF [bleep]ING SHIT [bleep] [bleep] [wagon] MUNCHER

 

 

Share this post


Link to post
Share on other sites

Game theory would deal with things like the tragedy of the commons which is more an aspect of game design then game economy although the two certainly relate. And yeah a lot of real economics apply to RS but its benefit outside of game design isn't really all that large. 

 

I guess was my point

  • Like 1

Share this post


Link to post
Share on other sites

 

Hi all,

 

Last week we released some changes to the way pouches are crafted in the Summoning skill, along with some new items we made available in game and on the Squeal of Fortune. These changes were intended to make pouch-making a bit smoother, even if you don't have any of the new items, but the benefit was subtle and we've realised from your feedback that many of you would rather carry on with the way you were crafting before.

 

With that in mind we're going to make a couple of changes. We've been discussing them today and development will start tomorrow; exactly when we release will depend on how long it takes to code and test (especially test). The exact solution might change if we find technical issues as we go, but the current plan looks like this:

 

The way you make pouches will change back to the way it was before, so no more uncharged pouches.

 

Unused spirit gems will be stackable in the bank.

 

The benefit of spirit gems will change. Our current thinking is that you'll carry one in inventory (or perhaps the pocket slot) and that while it still has charges you'll have a % chance to save the charm that would have been used.

 

 

As I say, if problems arise with this approach we'll switch to something better, so this may not be the exact final result. No matter what happens we'll be looking to restore and protect the pouch-crafting methods you're used to, and making sure that the extra benefits we add remain optional.

 

We're very sorry for the confusion and inconvenience this has caused.

 

Thanks everyone,

Mod Hew, Producer for SGS & SoF

 

[qfc]15-16-310-65233095[/qfc]

 

L

 

 

Translation:

 

Gems aren't the SOF promo any more, so we're removing them.  Sorry if we [bleep]ed everyone over, we made $$$.

 

-IVP

  • Like 4

You make it sound like running through a few level 87 monsters is hard which it really shouldn't be at your level.

riptide_mage.png

riptide_mage.png

Share this post


Link to post
Share on other sites

 

 

the benefit was subtle


benefit??

DK drops (solo/LS): 66 hatchets, 14 archer rings, 13 berserker rings, 17 warrior rings, 12 seerculls, 13 mud staves, 7 seers rings

QBD drops: 1 kite, 2 visages, 4 dragonbone kits, 3 effigies, lots of crossbow parts

CR vs. CLS threads always turn into discussions about penis size.
...
It's not called a Compensation Longsword for nothing.

I've sent a 12k combat mission to have Aiel assassinated (poor bastard isn't even Pincers-tier difficulty).

DM0Yq2c.png

 

Share this post


Link to post
Share on other sites

Drumgun will hit 200m divination in about 24 hours, probably. He's got 1.7m xp to go - his lead on rank 2 is almost 44m xp.

 

It'll be interesting to see what's up next for Drum. It may be a good idea to gather some bonus agility xp in case BA gets nerfed.


Supporter of Zaros | Quest Cape owner since 22 may 2010 | No skills below 99 | Total level 2595 | Completionist Cape owner since 17th June 2013 | Suggestions

99 summoning (18th June 2011, previously untrimmed) | 99 farming (14th July 2011) | 99 prayer (8th September 2011) | 99 constitution (10th September 2011) | 99 dungeoneering (15th November 2011)

99 ranged (28th November 2011) | 99 attack, 99 defence, 99 strength (11th December 2011) | 99 slayer (18th December 2011) | 99 magic (22nd December 2011) | 99 construction (16th March 2012)

99 herblore (22nd March 2012) | 99 firemaking (26th March 2012) | 99 cooking (2nd July 2012) | 99 runecrafting (12th March 2012) | 99 crafting (26th August 2012) | 99 agility (19th November 2012)

99 woodcutting (22nd November 2012) | 99 fletching (31st December 2012) | 99 thieving (3rd January 2013) | 99 hunter (11th January 2013) | 99 mining (21st January 2013) | 99 fishing (21st January 2013)

99 smithing (21st January 2013) | 120 dungeoneering (17th June 2013) | 99 divination (24th November 2013)

Tormented demon drops: twenty effigies, nine pairs of claws, two dragon armour slices and one elite clue | Dagannoth king drops: two dragon hatchets, two elite clues, one archer ring and one warrior ring

Glacor drops: four pairs of ragefire boots, one pair of steadfast boots, six effigies, two hundred lots of Armadyl shards, three elite clues | Nex split: Torva boots | Kalphite King split: off-hand drygore mace

30/30 Shattered Heart statues completed | 16/16 Court Cases completed | 25/25 Choc Chimp Ices delivered | 500/500 Vyrewatch burned | 584/584 tasks completed | 4000/4000 chompies hunted

Share this post


Link to post
Share on other sites

Drumgun will hit 200m divination in about 24 hours, probably. He's got 1.7m xp to go - his lead on rank 2 is almost 44m xp.

Which is interesting given how much $ rank 2 spent on spins to catch up.


Archermanme.png
Quest Cape Achieved on November 14, 2007

Iron_Archer.png

Items Acquired

Crystal Pick and Hatchet

Berzerker Ring x 3

3/28 Barrows Items

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.