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11-Dec-2012 - Player-Owned Ports

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So then random increasing crew members are completely redundant as you will always gain the max number of randoms per day?


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So then random increasing crew members are completely redundant as you will always gain the max number of randoms per day?

 

Hmm, that's probably why I've only been getting 1 random per day for a while. Lucky I didn't bother getting the Soothsayer.


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So basically, with 1% increase for Cherrywoods and Jade Statues, and the randoms capped at 1/day, that suggests no totems are worth it. Apart from the telescope, maybe.


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Hmm that's weird, I could have sworn I've had more than 1/day the past week.

Maybe I'm dreaming.

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I have been averaging one random per day for the past two weeks but I can definitely remember having two randoms in one reset cycle before.

 

Made and sold a tetsu helm for 50m a few days ago. Unlocked the pincers just now. Weeee.

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I can't believe people selling these things yet...




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I have been averaging one random per day for the past two weeks but I can definitely remember having two randoms in one reset cycle before.

 

Made and sold a tetsu helm for 50m a few days ago. Unlocked the pincers just now. Weeee.

Its crashing really fast, yesterday they were 30m :P

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Probably would've been smarter for Jagex to make tradeable lvl 80 or 85 PoP armor which is repairable, and an untradable repairable version 5 tiers higher


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At least we can deduce that, much like in reality, there are some people in RuneScape with far more money than sense. 50m for a fully degrading item with a ten-hour lifespan? Lunacy.

 

How about people buying pvp armour that last 20/60 minutes. Think its same fashion.


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At least we can deduce that, much like in reality, there are some people in RuneScape with far more money than sense. 50m for a fully degrading item with a ten-hour lifespan? Lunacy.

 

Just about anyone who's buying POP armour is either planning to flip them or keepsake them for looks. I don't believe that anyone is insane enough to use them for combat purposes at the current prices.


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At least we can deduce that, much like in reality, there are some people in RuneScape with far more money than sense. 50m for a fully degrading item with a ten-hour lifespan? Lunacy.

 

Just about anyone who's buying POP armour is either planning to flip them or keepsake them for looks. I don't believe that anyone is insane enough to use them for combat purposes at the current prices.

Unless you are a die-hard ill-knowledged PVMer.




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At least we can deduce that, much like in reality, there are some people in RuneScape with far more money than sense. 50m for a fully degrading item with a ten-hour lifespan? Lunacy.

 

Just about anyone who's buying POP armour is either planning to flip them or keepsake them for looks. I don't believe that anyone is insane enough to use them for combat purposes at the current prices.

Fashionscape is another matter, but flipping inherently involves finding people who have no sense and selling them stuff at an inflated price. It essentially abuses their laziness. So I see no difference there. :P

 

At least we can deduce that, much like in reality, there are some people in RuneScape with far more money than sense. 50m for a fully degrading item with a ten-hour lifespan? Lunacy.

 

How about people buying pvp armour that last 20/60 minutes. Think its same fashion.

There's a need to have the best armour in PvP. There isn't that same need for PvM. It's overkill when even most level 70 armours are good enough, maybe Nex armours at a push.

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Anyone feel that when it comes to using the fourth ship you feel shafted once the other three are settled and out. I feel this minigame was designed for three ships and the fourth you either used as a gamble or was a half effort by saving a weak voyage for its use.




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Anyone feel that when it comes to using the fourth ship you feel shafted once the other three are settled and out. I feel this minigame was designed for three ships and the fourth you either used as a gamble or was a half effort by saving a weak voyage for its use.

Being limited to only 25 crewmembers max really hurts when you have a fourth ship =/


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Anyone feel that when it comes to using the fourth ship you feel shafted once the other three are settled and out. I feel this minigame was designed for three ships and the fourth you either used as a gamble or was a half effort by saving a weak voyage for its use.

Being limited to only 25 crewmembers max really hurts when you have a fourth ship =/

I feel like 'speed' should've been separated off from the main 3 stats and we could've had a 4th stat to play with like 'diplomacy' perhaps or speed could've been made use of better eg 'race' missions. Also the Jagex wiki kinda implied there was purple hatted speed-crew to match the red, green and blue hats opposed to JUST speed special units and we have seen speed captains, so I wonder if it was planned but dropped at the last minute


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The fourth ship encourages planning your voyages a lot more than just three, exactly because of the limit of 25 crew. It also increases the value of units like the Bowl and Pincers special units.


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Like I said earlier, I was still able to send 4 ships at 100% without any boosts or saving up low requirement voyages [5 Farcriers for 15k morale; JoD, Chimera, Golem, Farcrier + Hunter for 8k morale and 5 Sea Dogs for 14k Seafaring to answer Jeremy earlier], and even aside from that, I can consistently send them all out at over 85% (which is the lowest % I would go with voyages at this point in time) so it's not like it's a massive risk at any point. It does require some planning like Enaid said, as it encourages you to think about what units you can afford to send in your first ship without compromising what you are able to send in your fourth. 5 spare crew and a spare captain gives you all the leeway you should need towards the end of a region.

 

Also, you should also only send one ship out first, ideally one with expendable crew (work that out from the other two voyages). Then work out how to arrange the remaining three ships rather than figure out what to do with the last one once the first three have been sent out. If that doesn't give satisfactory % for all three, send out another ship and hope the reroll is good; if not, rinse and repeat.

 

Even if you can't send all four ships in your highest region consistently, having a fourth is useful in other ways so maybe it shouldn't be thought of in the same way as getting the second or third boat. Given a lot of crew is already expended on three voyages, it makes it better suited to trawling lower regions for those resources. It also means you won't be screwed over as much if you choose to let your ship be repaired at the dry docks.

 

Also, which totems would people say are the best to get? I am pretty much stating that it is useful to have totems built because there will be a point where you have excess Jade and Cherrywood, and I highly doubt using that to switch between bars or repairing ships is a better idea.

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when the whaler showed up with only a story mission, it was because i was already doing a mission for him, and the resource mission showed up AFTER that ship came back, on the same day


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Just wondering. Does Pincers have a Next Zone bar?


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So 2 adventurer's single ending missions give 25 plates and one of the trio missions gives 50, but are there any duo story missions? I skimmed a great deal of this thread and didn't see any mention of such.


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Don't think so, duo missions are just normal acquisitions for double resources/goods/xp.


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