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High Tier Item Access


Yoko Kurama

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That's exactly it :) I like those names too. All 3 styles could have Ancients, in that case - melee and Ranged could also poison, blind, leech, and freeze. Not to mention whatever effects they gave the normal elements. <- Wow just reread your post, you already said this. Bravo.

Also Magic would be made more diverse from the introduction of new staves at each tier to support the differing styles.

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Basically, in general this would be better, and I like how it enables some of what they did before (monsters weak to stab would be weak to both arrows and rapiers)

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Maxed since Sunday, January 9th, 2014
Completionist since Wednesday, June 4th, 2014

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  • 2 weeks later...

Well I have made a return to boss hunting the last few days with much success, and I have noticed that a lot of the prices have plummeted quite a bit, particularly for Nex. Unfortunately, it's for all the wrong reasons. It's not because skilling is a viable alternative or that boss hunting isn't the sole way to make money; it's because Nex is absolutely saturated and the supply is overwhelming the demand.

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Well I have made a return to boss hunting the last few days with much success, and I have noticed that a lot of the prices have plummeted quite a bit, particularly for Nex. Unfortunately, it's for all the wrong reasons. It's not because skilling is a viable alternative or that boss hunting isn't the sole way to make money; it's because Nex is absolutely saturated and the supply is overwhelming the demand.

 

That's an issue that all economies deal with.

As supply increases, unless demand increases with it the price will drop. This is only natural.

For such expensive sets that the average populace can't afford, the demand is artificially low. Meanwhile the supply is higher than this low demand, and is only increasing as time goes by.

Eventually it will get low enough to the point the next tier of players can afford it, and it will increase again by a marginal amount, and repeat the cycle.

Slowly becoming less and less valuable over time.

 

This is the path for all items that aren't simply used up like herbs.

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That's an issue that all economies deal with.

As supply increases, unless demand increases with it the price will drop. This is only natural.

For such expensive sets that the average populace can't afford, the demand is artificially low. Meanwhile the supply is higher than this low demand, and is only increasing as time goes by.

Eventually it will get low enough to the point the next tier of players can afford it, and it will increase again by a marginal amount, and repeat the cycle.

Slowly becoming less and less valuable over time.

 

This is the path for all items that aren't simply used up like herbs.

 

This is true of course, but [not] to the extent that RS has experienced it to be. The reason that Nex items are crashing and the reason that it has been saturated is because Jagex handed out millions and millions of free experience in extremely important skills such as Prayer, Herblore and Summoning during their bonus weekend/promotional events which absolutely flooded boss hunting overnight. You had thousands of players who got important levels like 96 Herblore who would not have otherwise been able to do so, because of Jagex's short-sightedness. It used to be the case that at God Wars OVLs provided you with a perk; if you had them you would get preferential treatment in joining teams, and bosses were quite challenging to fight. Suddenly, because of the influx of this artificial supply of boss hunters, it became a *requirement* to have OVLs/prayer/Yaks. Suddenly bosses that were meant to be done in teams were soloed and rare drops were getting dumped into the game, driving their price. With EoC, Jagex made all these bosses even easier, and that's where we are at now.

 

So, is it true that economies usually face the phenomenon you're describing? Yes. But in the case of RS, it has been tremendously exacerbated by ill-advised moves on Jagex's part.

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That's an issue that all economies deal with.

As supply increases, unless demand increases with it the price will drop. This is only natural.

For such expensive sets that the average populace can't afford, the demand is artificially low. Meanwhile the supply is higher than this low demand, and is only increasing as time goes by.

Eventually it will get low enough to the point the next tier of players can afford it, and it will increase again by a marginal amount, and repeat the cycle.

Slowly becoming less and less valuable over time.

 

This is the path for all items that aren't simply used up like herbs.

 

This is true of course, but to the extent that RS has experienced it to be. The reason that Nex items are crashing and the reason that it has been saturated is because Jagex handed out millions and millions of free experience in extremely important skills such as Prayer, Herblore and Summoning during their bonus weekend/promotional events which absolutely flooded boss hunting overnight. You had thousands of players who got important levels like 96 Herblore who would not have otherwise been able to do so, because of Jagex's short-sightedness. It used to be the case that at God Wars OVLs provided you with a perk; if you had them you would get preferential treatment in joining teams, and bosses were quite challenging to fight. Suddenly, because of the influx of this artificial supply of boss hunters, it became a *requirement* to have OVLs/prayer/Yaks. Suddenly bosses that were meant to be done in teams were soloed and rare drops were getting dumped into the game, driving their price. With EoC, Jagex made all these bosses even easier, and that's where we are at now.

 

So, is it true that economies usually face the phenomenon you're describing? Yes. But in the case of RS, it has been tremendously exacerbated by ill-advised moves on Jagex's part.

 

 

Halving the requirements for Prayer, Herblore, and Summoning(for a week) still left getting them to the real high levels, like 95 & 99 for summoning, out of reach for the general player base.

I agree it did help a lot of people get to those levels where as previously they wouldn't have been able to get there quite as fast.

But they would've been able to get there.

Especially with EoC.

And frankly me on this character with a fresh 95 prayer, I am a testament to the fact that you can easily get the money for 95 prayer.

And not a single xp of this, came from a 2x event. As I was dirt poor at the time of that event on this account.

 

The "influx" of boss hunters, from where i'm sitting, is primarily due to Barrows & QBD being so much easier now than they were before.

You can do barrows and make 1m/h, easily mind you, and then spend that money to get 85 herblore. Which opens up a 3-4m/h money making method.

This, is honestly what created the large influx of players capable of boss hunting.

Yes, GWD has as well, gotten easier. Part of this is a symptom of the player base getting stronger, the other part is what was frankly an unbalanced release of the EoC that didn't take PvM balance seriously and left everything far to easy initially.

In which changing it now, would likely peeve off the general populace. Just like the changes that made enemies stronger, like mithril dragons for instance.

Granted, those had issues on release.

 

But to point something out, the bosses don't seem any more hunted than they were previously.

Yes there are far more soloers, but I challenge you to go back to pre-eoc(yeah not possible), and honestly find an empty room during peek times.(excluding nex who, admittedly is hunted far more now than she was back then)

 

There are more hunters, but not exactly enough for them all to hunt, to increase the flow of items.

 

 

No, the real decision that seems like a bad move for Jagex, the move that seems like it will kill GWD armors off permanently, is the idea of a private GWD....

I was honestly hoping this was an april fools day joke.

It sounds like an amazing idea on paper, but if these bosses drop the same loot as those in the GWD, just good fight Bandos & barrows sets.

As GWD sets will plummet with it being able to be hunted like KK.

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Chaotics barely cost any time though. As in, you're leveling dg anyway - chaotics are a side bonus from that. The only time cost is using the 200k tokens on an item rather than xp, which means they cost 20 minutes to an hour's worth of xp.

 

So how would this work for new players? most of runescape has given up on doing dungeoneering because of it's "better results if you team up" forced skill (and also they have their share of chaotics, 99 or 120/maxed), and if you're new or one of those who havent gotten to that point, it IS slow, and painful, and hair-splitting. Unless jagex finaly realise that EXP AS A WHOLE and tokens, should be boosted, both for multi and single, it's going to be a skill people will hate to grind, much like prayer was before the introduction of Gilded Altars.

Popoto.~<3

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Chaotics barely cost any time though. As in, you're leveling dg anyway - chaotics are a side bonus from that. The only time cost is using the 200k tokens on an item rather than xp, which means they cost 20 minutes to an hour's worth of xp.

 

So how would this work for new players? most of runescape has given up on doing dungeoneering because of it's "better results if you team up" forced skill (and also they have their share of chaotics, 99 or 120/maxed), and if you're new or one of those who havent gotten to that point, it IS slow, and painful, and hair-splitting. Unless jagex finaly realise that EXP AS A WHOLE and tokens, should be boosted, both for multi and single, it's going to be a skill people will hate to grind, much like prayer was before the introduction of Gilded Altars.

They've already upped XP gain on low levelled dungeoneering ages ago, upped XP rates on solo dungeoneering, and generally made it way faster thanks to poor balancing in the EOC. How much faster does a skill that gives access to a host of useful equipment need to be?

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In real life MMO you don't get 99 smithing by making endless bronze daggers.

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Dungeoneering is probably the fastest skill in the game right now if you take cost into account. It also requires a ton more xp to max of course, but not for chaotics.

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

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Chaotics barely cost any time though. As in, you're leveling dg anyway - chaotics are a side bonus from that. The only time cost is using the 200k tokens on an item rather than xp, which means they cost 20 minutes to an hour's worth of xp.

 

So how would this work for new players? most of runescape has given up on doing dungeoneering because of it's "better results if you team up" forced skill (and also they have their share of chaotics, 99 or 120/maxed), and if you're new or one of those who havent gotten to that point, it IS slow, and painful, and hair-splitting. Unless jagex finaly realise that EXP AS A WHOLE and tokens, should be boosted, both for multi and single, it's going to be a skill people will hate to grind, much like prayer was before the introduction of Gilded Altars.

 

Nope. Solo C6s are good xp from levels 1-60 ish, then you can do some mediums and maybe go to the low levelled dungeoneering world for larges. After you get to level 80-90 or so, it really starts getting very fast, even solo-ing nowadays.

Asmodean <3

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Dungeoneering is probably the fastest skill in the game right now if you take cost into account. It also requires a ton more xp to max of course, but not for chaotics.

Callng that bs.

The xp rates sub 80 are like an order of magnitude lower than level 120.

It's actually one of slowest skillest at the start in case you forgot.

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He just successfully trolled you with "courtesy" and managed to get a reaction out of you. Lol

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Dungeoneering is probably the fastest skill in the game right now if you take cost into account. It also requires a ton more xp to max of course, but not for chaotics.

Callng that bs.

The xp rates sub 80 are like an order of magnitude lower than level 120.

It's actually one of slowest skillest at the start in case you forgot.

 

There is a guide on RSOF that explains how to get 1-99 Thieving in 72 hours played. Perhaps 1-99 Dungeoneering would be slower than that? Considering the Thieving methods haven't changed much since 2007, it's understandable why that was the 1st 99 in RS2007 too.

 

 

On topic: My view is that obtaining Armour should be geared for those who are at the level to wear the armor. So Nex should be built around say a group of level 162s in level 70 gear working towards level 80 armor. I feel perhaps that is why Jagex made a lot of the bosses pretty weak to us players with level 80-90 weapons and gear. Jagex just needs to eventually release level 99 content meant for those of us that are 200 combat.

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Capes in order: Firemaking - Cooking - Construction - 99 Dungeoneering
- 120 Dungeoneering - Quest - Strength - Prayer - Herblore - Constitution
- Attack - Defence - Ranged - Runecrafting - Magic - Fletching - Mining

- Farming - Smithing - Slayer - Woodcutting - Summoning - Thieving - Hunter

- Fishing - Agility - Crafting - Divination - Max - Completionist

0000 0000 0000 0000 0000 0000 0100 0101

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Dungeoneering is probably the fastest skill in the game right now if you take cost into account. It also requires a ton more xp to max of course, but not for chaotics.

Callng that bs.

The xp rates sub 80 are like an order of magnitude lower than level 120.

It's actually one of slowest skillest at the start in case you forgot.

 

Hardly. Just did some duo mediums with my brother who is 60 dg. He got 75k xp from 5 mediums, which took just under an hour. 75k/hr at level 60-62 isn't particularly bad xp rates. Still faster than many skills were at 99 before runespan, fpf and eoc slayer.

Asmodean <3

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Hardly. Just did some duo mediums with my brother who is 60 dg. He got 75k xp from 5 mediums, which took just under an hour. 75k/hr at level 60-62 isn't particularly bad xp rates. Still faster than many skills were at 99 before runespan, fpf and eoc slayer.

It's also worth noting that getting a good exp rate out of it relies on knowing what you're doing, more than any other skill.

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Dungeoneering is probably the fastest skill in the game right now if you take cost into account. It also requires a ton more xp to max of course, but not for chaotics.

Callng that bs.

The xp rates sub 80 are like an order of magnitude lower than level 120.

It's actually one of slowest skillest at the start in case you forgot.

 

But dungeoneering scales xp every single level. And it's really not that slow if you know what you are doing, it is hard to learn.

 

The xp rate is low at lower lvls but those last a lot less of the time it takes to get to max. And dg is one of the few skills which automatically scales per lvl fairly well (most other skills stay about the same xp till a new method opens up, dg gives you a new floor every other level)

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Maxed since Sunday, January 9th, 2014
Completionist since Wednesday, June 4th, 2014

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