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Wilderness and free trade vote! - Now Closed

  

576 members have voted

  1. 1. Should Jagex reintroduce free trade and the old Wilderness?

    • Yes.
      351
    • No.
      169
    • Indifferent ...
      56


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It isn't though, as there is a beta of a dungeoneering bot that's been released on a fairly reputable botting site. Don't know how good it is, as I don't bot, nor do I know anyone who owns it, but I wouldn't be surprised if it could do solo dungeons fairly effectively.


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They should get rid of the GE 4 hour limits. :D

 

I hope not. In fact, I'd like to see even stricter controls placed on mass purchases. With that, you can see the return of a real merchant class like before. The guys that bought small numbers of material so that they can resell it in bulk (with a slight mark-up). Remember when merchants actually served a real purpose?

 

But removal of price windows will be the best thing for the GE.

 

Placing my bet on green dragon products now. The inevitable free trade and wildness update would surely affect some items in ge and wildness products would most likely rise. I guess this applies to expensive spirit shields as well, but I cant think of anything else that is gathered on wildnesss.

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It isn't though, as there is a beta of a dungeoneering bot that's been released on a fairly reputable botting site. Don't know how good it is, as I don't bot, nor do I know anyone who owns it, but I wouldn't be surprised if it could do solo dungeons fairly effectively.

 

Actually come to think of it, i could see some really complicated coding to script it, but it probably would only work for solo dung and not team, and it definitely would have a ton of bugs in it. I especially don't see it managing to overcome something like a merc leader/ramokee in the first few rooms with minimal food, or overcoming really hard doors in general without dying a lot of times.

 

To be honest i would admire the guy who manages to code the solution to every puzzle/boss and make a perfect dung bot.

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Herblore should not add to combat. In the end, every skill adds to combat somehow someway. The solution is to just make the potions tradeable. Or disallow them in the wild, and when you hop over the ditch have any potions immediately go away so you can't pot outside.

 

If every skill gave hidden combat bonuses that would be true.

 

Such as firemaking giving you the ability to light weapons on fire for added damage - would be a combat bonus.

 

Smithing making your armor - isnt. However smithing adding armor plating or spikes to your armor (for added defense or offense, respectively is)

 

Also, another reason herblore shouldn't add to your combat is because it would give people combat levels they may not have wanted. It's not fair to suddenly increase people's combat after the fact; dungeoneering and summoning were both released with the knowledge that it would add to your combat.

 

Dungeoneering does not add combat levels, technically. Which is my beef with the fact that Chaotics are allowed, yet Extremes are not. I think at least SOME of the new pots should be allowed, others not (IE Spec restores)

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I'm still worried about RWT... in 2007 Jagex decided to cancel free trade exactly because of RWT... what's the difference, now? Did they find a technical solution, or simply gave up on the issue? I don't really believe that today a "detecting device" is any nearer that in 2007. Think of something "illegal" and unfair like botting: no matters what Jagex declares, there are always so may botters around, as we all can see. And botting is ways easier to detect than RWT!!!

 

Most sweatshops were operated from China, using stolen credit card numbers to obtain RuneScape Membership to bot with.

 

It is now illegal to RWT in China now, massively downscaling the problem (incentive of botting was to sell off the money harvested). Plus it's been 3 years already, don't you think they would be more capable of handling the botting issues?

 

Bot's return is a good and bad thing. The pro's would be easier to obtain raw materials to train your levels (such as Prayer, or Herblore, for example), but the Con's would be less reason to play legitimately.

 

If you think RWT was not an issue post 2007, then you are so very wrong. It actually became much safer to rwt after the Trade Limits, because "every trade is a fair trade" in JaGex's eyes, although the Grand Exchange doesn't update enough for that to actually be true. You could see on some sites that Partyhats are sold for Trade Price + $$ instead of using Junk.

 

I think it's great that JaGex would keep the GE and stuff in place though, the things we all got used to. Price manipulation would still happen, as evidenced here; http://forum.tip.it/topic/91804-my-story/

 

Would be interesting to see how Extremes and Summoning, Chaotic Weapons and "new" special weapons would affect what used to be the old Wilderness. Hmmmmm

 

"Bot's return"

 

They never left..

 

The 2007 ones?

Can't wait :thumbsup:

 

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Who cares no legitimate player chops yews for money.


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I believe the dungeoneering bot was only for c1 floors. That way it would only have to deal with GD's and keys.

It worked for all floors, was only in beta though and I'm not sure if the creator has added anything new to it.

For the record, I've never botted on my main, lol.


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I believe the dungeoneering bot was only for c1 floors. That way it would only have to deal with GD's and keys.

It worked for all floors, was only in beta though and I'm not sure if the creator has added anything new to it.

For the record, I've never botted on my main, lol.

It does c1 f1-11

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I really don't know how I feel about overloads in the wilderness...

 

I mean, I think it sounds like a bad idea at first...to make people feel "obligated" to get herblore levels...

 

But then again, isn't there an "obligation" with some other things? What about d-claws? Theres a sense of obligation to buy some expensive items...what are these items? Gold. But what is gold? Hours in game. You can be "obligated" to spend hours making money, but not spend those same hours training skills?

 

I mean obviously it takes a lot more money to get overloads...but still I think you guys get my points. I mean a divine shield would provide a huge advantage in pvp and it would take way more time to get that shield than it would take to get 92+ herblore.


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Herblore should not add to combat. In the end, every skill adds to combat somehow someway. The solution is to just make the potions tradeable. Or disallow them in the wild, and when you hop over the ditch have any potions immediately go away so you can't pot outside.

 

If every skill gave hidden combat bonuses that would be true.

 

Such as firemaking giving you the ability to light weapons on fire for added damage - would be a combat bonus.

 

Smithing making your armor - isnt. However smithing adding armor plating or spikes to your armor (for added defense or offense, respectively is)

 

Also, another reason herblore shouldn't add to your combat is because it would give people combat levels they may not have wanted. It's not fair to suddenly increase people's combat after the fact; dungeoneering and summoning were both released with the knowledge that it would add to your combat.

 

Dungeoneering does not add combat levels, technically. Which is my beef with the fact that Chaotics are allowed, yet Extremes are not. I think at least SOME of the new pots should be allowed, others not (IE Spec restores)

 

Neither do quests, or achievement diaries, or D&Ds... Come to think of it, the combat level explanation for banning extremes doesn't make much sense at all.

Just allowing everything would be the way to go if Jagex cared about consistency and fairness (Which they don't, of course. Allowing everything would also require a Constitution update to stop higher-level pvp from turning into a one-hit bloodbath.).


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Herblore should not add to combat. In the end, every skill adds to combat somehow someway. The solution is to just make the potions tradeable. Or disallow them in the wild, and when you hop over the ditch have any potions immediately go away so you can't pot outside.

 

If every skill gave hidden combat bonuses that would be true.

 

Such as firemaking giving you the ability to light weapons on fire for added damage - would be a combat bonus.

 

Smithing making your armor - isnt. However smithing adding armor plating or spikes to your armor (for added defense or offense, respectively is)

 

Also, another reason herblore shouldn't add to your combat is because it would give people combat levels they may not have wanted. It's not fair to suddenly increase people's combat after the fact; dungeoneering and summoning were both released with the knowledge that it would add to your combat.

 

Dungeoneering does not add combat levels, technically. Which is my beef with the fact that Chaotics are allowed, yet Extremes are not. I think at least SOME of the new pots should be allowed, others not (IE Spec restores)

 

Neither do quests, or achievement diaries, or D&Ds... Come to think of it, the combat level explanation for banning extremes doesn't make much sense at all.

Just allowing everything would be the way to go if Jagex cared about consistency and fairness (Which they don't, of course. Allowing everything would also require a Constitution update to stop higher-level pvp from turning into a one-hit bloodbath.).

 

 

Wildy used to be a free area just like everywhere else, do what you want however you want it.


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Not going to continue the quote chain. Just got a point. Jagex is sometimes lazy. It'd be far easier to allow them then to find a way to ban them. If they were to ban them, that would take a hell of a lot of work to make them usable outside the wild but not inside. They won't do individual worlds for this sort of thing because those worlds would be rather dead.


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Yeah, I really hope they don't make extremes unusable in the wilderness - I get it's not "fair" for those without 92 herb, but seriously, you can deal with it. I was disappointed in Jagex when they banned them from PvP in the first place, and I didn't even have 70 herblore at that point. It really ought to be allowed if they change back to the old wild system.


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Firemaking is required to use the handcannon.

 

The handcannon is not banned from PvP.


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I'm a pker, and I was happy for extremes to be banned from pvp, despite being able to make them.

Pking these days has gone downhill because of how easy it is to ko someone, it comes down to who gets a lucky venge combo or spec first. Extremes would have made this problem a lot worse.

Damage soaking was a step in the right direction, although it hurt slow high hitting weapons a lot more than faster weapons like rapier. In old wild, you get a whip, do a few quests like mm and you're ready to go.

These days if you want to be on top you have to have hundreds of mills to invest in pvp on things like divine, 95 prayer etc. Extremes would just set back an average account preparing to be an effective pking account, by another couple of hundred mill.

Still I'm expecting them to be allowed in new wildy, because it will be in normal worlds so it would be more work to code so that extremes are usable out of but not in wildy.

Then again they are doing a similar thing with graves so who knows.


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I'm a pker, and I was happy for extremes to be banned from pvp, despite being able to make them.

Pking these days has gone downhill because of how easy it is to ko someone, it comes down to who gets a lucky venge combo or spec first. Extremes would have made this problem a lot worse.

Damage soaking was a step in the right direction, although it hurt slow high hitting weapons a lot more than faster weapons like rapier. In old wild, you get a whip, do a few quests like mm and you're ready to go.

These days if you want to be on top you have to have hundreds of mills to invest in pvp on things like divine, 95 prayer etc. Extremes would just set back an average account preparing to be an effective pking account, by another couple of hundred mill.

Still I'm expecting them to be allowed in new wildy, because it will be in normal worlds so it would be more work to code so that extremes are usable out of but not in wildy.

Then again they are doing a similar thing with graves so who knows.

Yeah jeez, what a weird system it would be if higher level accounts were superior to low level accounts. Never heard of an RPG like that before.


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I'm a pker, and I was happy for extremes to be banned from pvp, despite being able to make them.

Pking these days has gone downhill because of how easy it is to ko someone, it comes down to who gets a lucky venge combo or spec first. Extremes would have made this problem a lot worse.

Damage soaking was a step in the right direction, although it hurt slow high hitting weapons a lot more than faster weapons like rapier. In old wild, you get a whip, do a few quests like mm and you're ready to go.

These days if you want to be on top you have to have hundreds of mills to invest in pvp on things like divine, 95 prayer etc. Extremes would just set back an average account preparing to be an effective pking account, by another couple of hundred mill.

Still I'm expecting them to be allowed in new wildy, because it will be in normal worlds so it would be more work to code so that extremes are usable out of but not in wildy.

Then again they are doing a similar thing with graves so who knows.

Yeah jeez, what a weird system it would be if higher level accounts were superior to low level accounts. Never heard of an RPG like that before.

 

You missed my point completely. High level accounts should be more powerful than low level accounts, but have you ever heard of an rpg with a pvp system where a players max hit is higher than 80% of their hp?

Jagex adds more and more things to make our accounts more powerful, korasis, claws, chaotic, staff of light, curses, the list is huge of things that will be used in new wild that weren't there before 07, and all this stuff has hugely cheapened pvp. Back in the day, you might get rushed by someone with a dds, and get mad because they poisoned you. Now they can rush with claws and kill you in two hits with ease. So anyway my point is extremes in pvp make our already overpowered accounts, even more overpowered.

I don't get why the majority of players complaining back when extremes were banned from pvp, were non-pkers? Makes no sense to me, if you don't pk, it doesn't affect you in the slightest whether they're in pvp or not.


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These days if you want to be on top you have to have hundreds of mills to invest in pvp on things like divine, 95 prayer etc. Extremes would just set back an average account preparing to be an effective pking account, by another couple of hundred mill.

I was responding to this.

 

Yes, they need to fix HP so that we aren't so vulnerable, but that's a poor excuse for singling out one of several high level combat advantages and taking it out of PvP, leaving all the others.


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I would like extremes in the new wild anyways. Not really cause I pk anymore, but more so I can just laugh at any poor sap that tries to kill me. Chances are a welfare pker isn't going to have the cash for 92 herblore, so give me a huge advantage in the fight >:)

 

 

Also, someone mentioned removing gravestones from the wild. They already did that with the corp area. I can't imagine it would be much harder to reapply the same code to the wilderness. But making it impossible to use extremes out there, i think that would be much harder.


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I'm a pker, and I was happy for extremes to be banned from pvp, despite being able to make them.

Pking these days has gone downhill because of how easy it is to ko someone, it comes down to who gets a lucky venge combo or spec first. Extremes would have made this problem a lot worse.

Damage soaking was a step in the right direction, although it hurt slow high hitting weapons a lot more than faster weapons like rapier. In old wild, you get a whip, do a few quests like mm and you're ready to go.

These days if you want to be on top you have to have hundreds of mills to invest in pvp on things like divine, 95 prayer etc. Extremes would just set back an average account preparing to be an effective pking account, by another couple of hundred mill.

Still I'm expecting them to be allowed in new wildy, because it will be in normal worlds so it would be more work to code so that extremes are usable out of but not in wildy.

Then again they are doing a similar thing with graves so who knows.

 

All they need is to copy the codes from monkey greegrees and set the flag to wildness.

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So confident free trade is coming I'll bet anyone 200mil.


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These days if you want to be on top you have to have hundreds of mills to invest in pvp on things like divine, 95 prayer etc. Extremes would just set back an average account preparing to be an effective pking account, by another couple of hundred mill.

I was responding to this.

 

Yes, they need to fix HP so that we aren't so vulnerable, but that's a poor excuse for singling out one of several high level combat advantages and taking it out of PvP, leaving all the others.

 

No. Even if extremes/overloads were tradeable they still should be banned from pvp. Considering how little defense/hp people have compared to the boost you get, pvp would be completely broken. Again.

 

And why the hell should anyone have to spend 100M+ on a non combat skill to pk? If herblore reflected your cb level like prayer it would be fine, but if extremes/ovl were allowed the best pkers would simply become those who were the riches players and could afford 92+ herb. Obviously more money gives you an advantage, but the money you spend on things that don't boost your CB level can always be lost. The ability to hit higher, tank more hits, and restore your spec (much like all the CB skills combined) can't.

 

Dung is completely different. Dung obviously gives you an advantage, but its literally a one time advantage until you lose your chaotic. Either that or it limits other gear you can bring if you don't want to risk it. There are drawbacks and risks involved with chaotic. However, you can make as many pots as you want in like a minute of simply buying the ingredients and the costs are minimal for making the pots. Dung rewards are items. Herblore reward is a passive ability to gain a HUGE advantage (much more than a rapier/maul) over opponents and would turn herblore into a skill required for combat because it's a passive effect WITH NO DRAWBACKS OR RISKS, unlike dung which has huge risks to using it.

 

Handcannon and other expensive items can all be lost. Herblore grants you a passive ability like being able to hit higher/tank more hits, much like a CB skill which is why you can't compare it to anything else other than combat. No other non-cb skill would give you as distinct as an advantage as overloads/extremes in a fight. Even firemaking for handcannon doesn't increase the power or accuracy, it just lowers the cost of using it.

 

(The dung prayers are about the only thing similar, but the extra benefits pale in comparison to the boosts extremes/overloads get and the prayer levels required are added to your CB level anyway)

 

RPG's obviously involve giving advantages to people with higher stats. But combat and non cb skill should remain separated the way they are. You can get an advantage in pvm. The lines aren't crossed right now, but allowing ovl/extermes are going to blur it.

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So confident free trade is coming I'll bet anyone 200mil.

 

Heh, if your right you win 200mil and if your wrong you couldnt give someone a free 200mil easily anyways. ;)

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