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Resource Depots


Dragon Sol

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Here's an idea that would benefit many of the new as well as old players on RuneScape like they deserve. Simply having a better method of depositing items into your bank would make resource collection much more easy and more effectively made to use. The idea is called "Resource Depots" which are placed throughout RuneScape at specific locations.

 

Concept

Currently, areas where resources are gathered which are far away from banks are basically places with constantly wasted resources. Methods have been established due to this called "power" training. If a player wants to collect resources while training, they have to run to bank every so often, severely impacting their experience rate; which players find more important, thus causing resources to be simply left on the ground to disappear. Players fishing, mining, woodcutting, slaying and any skill that produces resources are leaving their gains in order to achieve better experience. Experience being the factor that levels you and gives you better options to making money and training makes it more important, making some resources in certain areas useless, wasting collected resources that could be added to the game's economy.

 

Players without an effective way to gather resources as well as gaining experience are at a dilemma, cut their experience rate by ten folds, rendering their training useless, which makes them stuck at a particular method, or leave all collectables that don't stack to dry. This seems to be an ineffective gameplay mechanic. Player should be given the ability to both keep up with their training to further their levels for better methods of training/profiting.

 

Some may argue that the Summoning skill that allows BoB is meant for this. Keep in mind this idea focuses on the less inclined training areas that produce semi-valuable items (cowhides, coal, iron, trout, salmon, willow logs) which effects low-leveled F2P & P2P players which may not have the means of a BoB familiar.

 

Idea

So my idea is simple, with current deposit boxes residing inside banks itself, it pretty much makes them completely and utterly useless, especially now that you can left-click a bank booth to access your bank. Why not scatter out these deposit boxes, renaming them "Resource Depots", in useful places? For example, low-leveled players killing cows. If a player is looking for benefiting from their low defence and strength and decent lifepoints to train, they will leave all the cowhides, meat and bones on the ground, leaving a field of dead cows' carcasses. If a Resource Depot is placed somewhere near this area, players can both train and collect the items which were meant to be picked up.

 

Now one can also argue that this would mean players would be able to gain access to these deposit boxes for other uses that unbalance the resource gain, or that a player can effectively deposit a infinite amount of items without returning to a bank.

 

Simply limit of a deposit box's usage. If say the boxes are set in the place for some unknown entity to collect and transfer it to your bank account, it shouldn't be able to do it none stop. Simply make a cap to how many items in a certain amount of time you can deposit. The Resource Depots should also only allow "resource" items to be kept in it. Items that can be processed into other finished items like ore, wood, hides, bones, etc. Anything else like charms, weapons, clue scrolls, ammunition and armors will not be allowed to be put in it.

 

This suggestion is once again aimed at low-leveled players. Regardless of the insignificence of some of the drops that the resource sites give, if a player without any wealth were to spend time picking those items up as they were going to spend time training there, it could eventually add up. Each of the training areas they spend time in also slowly adds to their wealth. So by the time the player has leveled up in various skills to a mediocre level, they will also have a good amount of cash to spend.

 

This balances out the training rate with the income rate, acting as a stepping stone for low-leveled players to step up better and better, rather than currently, having to grind at low levels to gain certain skills without any income, then only at a certain high level then can you start profiting.

 

This is a very cost-effective way to implement instruments that allow for better balancing for the income rate of various leveled players. Not only would this make it easier on the newbies, it will also vastly increase the stockpile of low-valued items circulating through the game rather than being left on the ground to disappear as if it never existed.

 

Mechanics

Here's some elaboration on how the deposit boxes, or rather "Resource Depots" would work. Each depot would have a space of say 100 spaces for you to fill. You can at any time dispend what's in the depot to your bank, it being full or not. Now once you dispend your goods, the resources inside will be emptied to your bank. You can start putting new resources into it again, however, it will take say 3-6 minutes before you can dispend it again. And also, if you forget to dispend your resources from a depot, and you return to a bank far away from it only to realize what you've collected is still at the depot, you can simply call it to the bank from the bank itself. This also starts the timer for the depot to be used again.

 

So, let's use a classic example of collecting cowhides. A player collects a full inventory of them, runs to a resource depot and fills it up, 28 out of 100 spaces. He can go back and continue to collect more and come back, or immediately send the 28 to the bank, making him have 3-6 minutes before he can send more to the bank. The amount of spaces and time can be adjusted according to the location and the type of resources gained in the particular area.

 

Relevancy

Simply put, this idea is an extension off the original concept of Deposit Boxes in banks which are seemingly useless at this point. That is due to the fact of its location. If there is a bank right next to it with the ability to withdraw and deposit, there is no use for a one-way deposit system. However, if these are moved to various advantageous locations where players may deposit but not withdraw for equipment or edibles to further their endurance at an activity, the outcome could be as follows:

 

People have argued that this would imbalance the supply and demand as now there will be a huge supply for everyone. The legitimate skillers that collect resources by sacrificing their experience gain would feel threatened by should not be affected because this idea passivizes the supply verses demand circumstance.

 

However, I believe that the current game's mechanic is flawed, being a binary circumstance whereas one can either choose to utilize the resources for other skills or income at a suffering of their experience rate, or vice versa, ditch all resources in order to proceed single-handedly at training one particular skill fastest, all but to later buy resources from the legitimate skillers to train their production skills. That is currently what creates the supply and demand.

 

So, since essentially what it does is inhibit powertraining as a whole, which are seen as people that negate all resource collection in order to achieve maximum levelling, only to turn around and make use of the legitimate skillers by buying their resources to train their production skills, it would cut down on that effect. What inhibiting powertraining would do would be that it would convert them into legitimate skiller as well.

 

It's a mutual benefit, as all would have all, prices become cheaper but everyone has their collected resources from a collection skill to aid their production skill in return. This balances the game mechanic altogether allowing players to passively train all skills more equally.

 

And thus, income is shortened by its means to only boss hunting and high-valued drops which I noted cannot be banked by these depots. And imo that is perfect as players would once again have more means to play group activities with PvM or PvP rather then spending all their time powertraining one skill, exploiting one method in a skill for income, then buying resources for a production skill.

 

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Because it overpowers training possibilities and nukes the economy to have everything and anything useful right beside a bank, even with these random limitations it'd still mess things up unless it was several hours between dispensing stuff to the bank; which then renders them being there kinda pointless as you can barely use em.

 

Besides there's not even a problem with stuff being miles from banks, everything and anything has a way to be used if you care to think it through.

And deposit boxes in banks have a use: They do not require pin entry as they are deposit only, which makes life easier for fishers, miners, wcers hunters etc who do not need to get stuff out only drop it off.

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So not being overpowered would mean to choose one or the other? Gaining pure experience or looting drops to bank? How would it nuke the economy if the depot is strictly meant for low-valued items that could be used as a slow but steady increase to someone's wealth? Where do you come up with numbers like hours? How does only hours make it work but also make it not work?

 

If I take care to think it through? Not everyone on RuneScape are genius gamers like you seem to be. I've pointed out several times that this would be of benefit to newbie players that need a crutch to their wealthiness. What you think someone that just wants to train their melee stats are going to start picking up the hides, ruin their experience rate to bank them and use them to craft? Yeah, sure.

 

With my idea, they could not only bank the hides at a decent rate (not overpowered due to the limitation, which I've not established, that's for Jagex to balance) and be able to continue training what their main focus is on. Then they can go back to the bank, either sell those hides for cash to buy some food to train further, or use it to train their crafting by tanning the hides. All they have to do is intuitively time their dispensary rate and make sure they are getting a steady flow of hide collection. With the decreased distance along with the time restraint it could be balanced quite well.

 

The vast majority of the players are very single-task oriented. There are players out there multitasking, making the best out of what's possible. But if you want to assume all players do that then have fun with your own game. The point is it's how the game SHOULD be played. Not like this: Go powertrain a skill, drop all yielded resources until your level is high enough to make use of an "overpowered" method to make money, then buy resources that someone spent hours on gaining minimal experience to collect the resources for you to use for your skill.

 

The idea would be to allow players to not waste their resources by powertraining, inhibiting it by somewhat allowing players to send quantities of goods to their bank without running all the way back. But I guess if the game is meant to be purposely divided in which players either get resources by sacrificing their experience rate or ditch all income and focus on the experience. That imo is lame as it would encourage players to buy out skills by simply powertraining all resource gaining skills and then turn around and buy the resources because they so happened to have a ton of cash from exploiting some single-approach method. The way my idea would set up the game would make it so much more passive, allowing players to gradually skill each skill higher while gaining the productivity for another skill.

 

And really? Bank pins take less than 5 seconds to type in and once you've done that you don't ever need to do it again. That's a really useful objective for it, to "bypass the pin" for an easy bank. How about this? Login, type in pin once, press bank all items, done. No difference.

 

Your arguments make no sense whatsoever, it only and purposefully focuses on all negative outcomes of an idea which clearly has a relevant point of usefulness to the game. They're all assumptions of a foul idea, discrediting its potential as a whole. Basically, you're using the ignore tactic, something bother you before?

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All my points make perfect sense. Just because they do not support your idea doesn't invalidate them or make them 'illogical'

 

It'd nuke economy and be overpowered as it makes it too easy to bank, which messes with supply vs demand and xp:hr rates.

Also you do not need to be an 'expert' or anything to work out how to effectively use any training spot, anyone can do it when looking at teleport options open to them; especially as ring of kinship (or duel rings) = banking for any travelling task.

 

And yes you can enter your bank pin and yes it doesn't take long; this does not however overwrite the fact deposit boxes in banks DO have a use in allowing you to dump items, when you have no need to withdraw, without entering your bank pin.

 

And there is by no means only one way to train or do things; is there certain ways deemed better by metagamers? Certainly. But that does not force you to do it that way, nothing even forces you to use any of the known good choices for training. You are perfectly entitled to go and mine mithril under the Grand Tree to train mining, or camp unicorns for xp and drops. Nothing is forcing people to play any 1 specific way and it ridiculous to try and argue that anything in-game does this.

 

And finally yes you have to for go resources to power train this is not a 'problem' that needs solving. The entire idea of power training is forgoing everything to maximise xp:hr, collecting resources for profit is not compatible with the nature of power training.

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Every time you establish an effective means to transferring your loot to a bank via your example like the Ring of Kinship would be likewise "overpowered" as your argument suggests, making your too close to a bank, therefore are you suggesting that teleports overpower the game because it makes you too close to banks? I never stated where these depots would be located in relative location to the destination of the training ground as surely they would not be right next to the resources. It would cause you to have to run a particular distance in relation to the training ground, rather then from any location to a set point of where a bank is.

 

Considering that, it would simply be an alternative to teleporting to a bank, which requires you to traverse back to the training ground after likewise with the depots. Whether you believe it or not, many newbies will not have thought of using teleports to travel back to a bank, allowing them to know a set location where depot are located will more likely allow them to make use of it.

 

Banks are the same thing as a deposit box but better because it has the capability of withdrawing as well. Which renders a deposit box being right next to the bank pointless. It's like having a sword with a one-sided blade right next to one with a two-sided blade. Expanding from that idea, what WOULD make deposit boxes useful are in circumstances where you cannot withdraw items to further your encounter with an activity (banking for food and more potions for example) but should be able to deposit the goods you collected that otherwise would've been useless to powertrainers.

 

Yes, it does lessen demand over supply, but that demand is only induced from the wasted resources of the powertrainers that will turn around and buy resources from the legitimate skillers. This provides a balance for both as the legitimate skillers no longer are demanded to provide resources to the people that buy skills, but supply is also no longer needed for the players that buy the resources as they now can easily stock up on resources to train their production skills, without the need to powertrain and waste resources.

 

The problem with powertraining currently is that it's a binary circumstance. It's either you keep the resources you gain and lose all potency in your experience gain, or vice versa. This idea regards to that problem and fixes it by allowing powertrainers to negate the need to drop everything and allow some form of transporting what they gained to the bank for later usage.

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You still don't seem to understand power training is SUPPOSED to for go EVERYTHING in order to maximise xp:hr.

You do not NEED to negate dropping stuff for power trainers, it is a fundamental element of power training that you drop stuff to ensure maximum time spent getting xp.

If you want to gather resources for profit it is not power training, it is just training, because stopping to pick stuff up or travelling even a short distance to bank wastes time and lowers xp:hr so is not power training.

You can throw the term power training around all you like but for combat its not power training if you pick any drops up, as that lowers xp:hr due to time wasted not inflicting damage and for skilling unless the bank is so close (eg within about 6 sqs) of the training spot that it is actually faster to dump gathered resources than to drop, banking = not power training as you waste time that could be spent gaining xp. Eg LRC, deposit box is right there, maybe 5 - 10 seconds run away but power trainers still drop all their ore/bars because running to it wastes time that would lower xp:hr. The only power training where you can legitimately bank is the iron triangle in dwarf mine, as the resource dungeon deposit box is so close. Power training is entirely defined by the fact you do not waste any time at all doing things that do not gain xp, this is not a problem, it is the nature of choosing to power train.

 

And no matter what analogy you make the fact still stands, deposit boxes in banks have a use in allowing you to by-pass bank pin to make a deposit. It's like a real-life bank, do you go to the counter to pay in some money just because they can do more variety of things that you don't need or do you go to the quick pay-in machine where you can just punch in a few details and stick the money in without queing?

By your logic the quicker, simpler service of the pay-in machine is 'useless' because the cashiers at the desk can do the same job, even though it may take longer for them to do so due to queing and having to relay information from you to them to a computer (opposed to direct from your to the machine); which is ridiculous.

They serve a narrow, singular function but it is still a useful and time saving function if all you want to do is deposit stuff and have no need to withdraw stuff.

 

Also no ring of kinship does not overpower anything because it still takes time to bank that way; there is a difference between needing the better part of a minute to teleport bank and get back to wherever you were than there is to being able to move a few squares in a matter of seconds to bank something.

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Operation Gold Sparkles :: Chompy Kills ::  Full Profound :: Champions :: Barbarian Notes :: Champions Tackle Box :: MA Rewards

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RuneScape isn't real life. Cashiers have lines because they can't take to more than one person at a time, you also need to state what you want and talk like a human to them. In RS you can single-click the bank booth, punch in a 4-digit pin and you're good to go.

 

I never said this would completely eliminate powertrainers, it would encourage more players, especially lower leveled players to bank because it's slightly simpler and easier.

 

Once again I never stated how far these depots would be from the actual resource site, so dependent on that it could the just as equal as teleporting to another location to bank, then teleporting back to a location near the site and then running back. The difference would be, rather than figuring out which teleports to use and which routes to take to run back, what runes to take, do you have the magic level for the teleport, or the jewelry or do you have to run to the GE to buy some, just use the global map to find a depot near the site, and run to it like a bank/deposit box, it's global for everyone to use, level 3's just starting out without any money or runes to teleport to level 80s that just don't want to bother look up on Youtube for a method to bank resources from a particular place, but it's closer because real banks are much further away (ideally, that's the point of the idea) and would mean you would have to teleport.

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Why not just remove every pointless method or resource site that doesn't yield good profit then? Just by it being there is promoting bad behavior. And if that's the case then the game would surely be overpowered full of maximum profits, then when they add even better ways because they have to move forward they would have to remove the previous methods because it's no longer worthy, as it's considered being bad behavior.

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The only people who collect resources are those who have no better sources of income or simply don't know what they're doing. They're vital to the economy, because, without them, there would be a shortage of resources and prices would rise. Of course, if such a shortage were to happen, more people would bank their resources in hopes of profiting more and negate everything. The same thing goes for your depot idea. If you add deposit boxes near mines, tree groves, etc. gathering resources becomes more profitable. As that happens, supply increases and prices fall, once again negating the whole thing.

 

So all your idea does is increase influx. Prices would fall and balance everything out.

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one might say there is something disturbing about players endemically dropping their gathered resources one by one, or alching them, or whatever they do nowadays, but I actually kind of like it. If deposit boxes were close enough that they were universally faster to use to clear your inventory, then everyone would do that and it would all be rather dull.

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The only people who collect resources are those who have no better sources of income or simply don't know what they're doing. They're vital to the economy, because, without them, there would be a shortage of resources and prices would rise. Of course, if such a shortage were to happen, more people would bank their resources in hopes of profiting more and negate everything. The same thing goes for your depot idea. If you add deposit boxes near mines, tree groves, etc. gathering resources becomes more profitable. As that happens, supply increases and prices fall, once again negating the whole thing.

 

So all your idea does is increase influx. Prices would fall and balance everything out.

Just like I mentioned, I never stated where these depots would actually be relative to the location of the resource sites. It could be the same distance as teleporting to a nearby bank, then teleporting back to a location near the site and running back. So essentially, it's not any faster, it simply creates the incentive for narrow-minded newbies to bank more often, because not many of them learn to teleport to a bank and run back, especially if they don't take runes or jewelry teleports with them.

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