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Dev Blog: Elite Skills

Future Updates

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89 replies to this topic

#41
Hajutze
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This is probably the only game where if you go to the official forums you'll find people whining about the possibilities of NEW content instead the lack of such ...



#42
Howlin0001
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Individual runes (I assume that's what you're referring to) have absolutely no anchoring price though, which is quite a different story from rune armour and its alch values. In fact nature runes back in the day crashed and only stopped (temporarily) crashing at the point when they could be cannabilized into coins via alching. There is literally nothing to say whether a death rune should be 100gp or 500gp except for supply, demand, and collectors :XD:. There are some floors set by sell prices on shops, but you know, those are mostly unrealistically low in any case.

Are you sure because I think I remember Jagex at one point settting min price for some items on the GE so they would never go below that price?


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#43
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Individual runes (I assume that's what you're referring to) have absolutely no anchoring price though, which is quite a different story from rune armour and its alch values. In fact nature runes back in the day crashed and only stopped (temporarily) crashing at the point when they could be cannabilized into coins via alching. There is literally nothing to say whether a death rune should be 100gp or 500gp except for supply, demand, and collectors :XD:. There are some floors set by sell prices on shops, but you know, those are mostly unrealistically low in any case.

Are you sure because I think I remember Jagex at one point settting min price for some items on the GE so they would never go below that price?

 

Yeah, they did set a minimum GE price of x hundred gp below alch price during restricted trade from 2007-2011  (I don't remember exactly how much), but that was abolished subsequently and I doubt it's coming back. Even with that, though, an average rune alchs for a few GP so they wouldn't have been limited on the GE. I'm not sure what you meant though :P.


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#44
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I rather have all those disadvantages you guys mentioned than a skill in which you can make level 50 armour only at level 90+ ;)



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#45
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Or two things

1) leave rune ore as rare a commodity as it is now

2) realize with the massive inflation the gp is now worth, simply leave the prices where they are at since other skills in that level range can net you comparative cash. Combat, herb collecting, even fishing raw stuff might be worth the same when compared to collecting your own items.

Oh my God! Oh my God! Oh my God! A skill might make an amount of money within the same hemisphere as a boss drop! This clearly must be the work of and return of Jesus to make this possible.
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#46
Arceus
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...except all the people who will do bossing will start afk farming it on another account until profits get hammered down. RIP miracle. :P


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#47
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No because it would have the same alch amount as it always did. Couldn't go below that. People would go for the ore spots and have some competition, but it would still not be that much.

Maybe just tweak the exp rates on it. Or don't. There isn't that much rune ore/bars in the game really. Next to other things.
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#48
Arceus
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So you're suggesting to add a bunch of rune rocks or what :P? Because even if you dropped it from 85 to 50 I don't think there would be a huge influx of ores. Maybe more lower level people would try to take advantage of it, but as far as I can recall ores are usually mined away quickly, and someone with 30 levels up on them would easily crash much of the time...


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#49
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I rather have all those disadvantages you guys mentioned than a skill in which you can make level 50 armour only at level 90+ ;)


But remember: there is enough low-level content, it's fine and not at all horrible on a fundamental level

#50
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So you're suggesting to add a bunch of rune rocks or what :P? Because even if you dropped it from 85 to 50 I don't think there would be a huge influx of ores. Maybe more lower level people would try to take advantage of it, but as far as I can recall ores are usually mined away quickly, and someone with 30 levels up on them would easily crash much of the time...


No no, I want them to not. Keep same amount of ore rocks. Drop mining and smithing levels down. Keep the alch amounts the same.

More people mine and smith rune, but limit resources and a skill can actually make some money.

Brilliant!
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#51
Hajutze
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well you'd probably want to reduce the runite (mine) rock respawn rate a bit.



#52
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Doubt it. I don't think much would really come into the game anyway, but maybe a small one.
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#53
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This might be the most exciting thing I've seen for this game since Priffdinas. I like!


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#54
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Ive already started a slayer collection tab for everything rune or higher dropped.



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#55
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Hard to adjust rune's mining and smithing req down without disturbing the associated alch price and the thousands of drop tables it's on. Don't adjust the alch price, inflation inbound. Adjust the alch price down, have to fiddle with a ton of tables.

What they could do is have the smithing levels remain as they are for making the rune weapons/armour (at 85+), but allow you to make modifications to rune armour from 50+ smithing (e.g. augmentation, masterwork etc). Would be a bit silly but avoids the alch value issue completely.


I like this idea. I think that a rework shouldn't be focused on adjusting the current levels but creating new content between 1 and 99 that can be used among all/majority armors. Not to mention laying a base for invention or another elite skill.
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#56
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Hard to adjust rune's mining and smithing req down without disturbing the associated alch price and the thousands of drop tables it's on. Don't adjust the alch price, inflation inbound. Adjust the alch price down, have to fiddle with a ton of tables.

What they could do is have the smithing levels remain as they are for making the rune weapons/armour (at 85+), but allow you to make modifications to rune armour from 50+ smithing (e.g. augmentation, masterwork etc). Would be a bit silly but avoids the alch value issue completely.

 

Tbf they could scale rune down to 50 without messing with the alchs/drop tables etc too much if they did a direct swap.

 

IE Rune would go down to the 50s and its alch price would follow suit, along with this they would of course need to add in more rune rocks to make the mining more sustainable.

 

But what you do is slip in a new metal at the very top end - probably used for modifying armours rather than a whole new tier - and replace the existing rune rocks and rune on drop tables with this stuff.

That way only major impact area to look at would be rune dragon bar drop rates.


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#57
helring
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Hard to adjust rune's mining and smithing req down without disturbing the associated alch price and the thousands of drop tables it's on. Don't adjust the alch price, inflation inbound. Adjust the alch price down, have to fiddle with a ton of tables.

What they could do is have the smithing levels remain as they are for making the rune weapons/armour (at 85+), but allow you to make modifications to rune armour from 50+ smithing (e.g. augmentation, masterwork etc). Would be a bit silly but avoids the alch value issue completely.

 

Tbf they could scale rune down to 50 without messing with the alchs/drop tables etc too much if they did a direct swap.

 

IE Rune would go down to the 50s and its alch price would follow suit, along with this they would of course need to add in more rune rocks to make the mining more sustainable.

 

But what you do is slip in a new metal at the very top end - probably used for modifying armours rather than a whole new tier - and replace the existing rune rocks and rune on drop tables with this stuff.

That way only major impact area to look at would be rune dragon bar drop rates.

 

 

Honestly I'm not sure they need to do anything except bring Rune and other ores down. There is already so much rune coming in during Trahaearn Voice of Seren that I'm not sure the new players wouldd have any effect on it. So drop Rune down, keep the alch price, keep the exp rates, keep the spawn rates, keep the current number of rocks. Currently what is keeping Rune prices up is the alch price of rune stuff, so just keep it. Later, when it fits with an update they can bring out new ores for the higher tiers.


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#58
Veiva
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I would absolutely love necromancy as an elite skill. In a game I played with my brother, Egoboo, I would reanimate all enemies we killed into zombies. By the end of the dungeon, there were at least 20+ zombies following me. The Ash Temple was the best--there were so many scrumptious bodies to turn into zombies. Brains.


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#59
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Lowering the level requirements to mine runite ore can create potential problems. I believe that harmonised runite ores take as long to mine as a runite rock would, and if this is the case, we would be having a large flow of runite ore into the game, causing the game to be filled with coins after the products are high alched. The high alch costs of rune items may eventually have to be lowered if a mining/smithing rework is to be done.

#60
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Rune rocks are already mined at near maximum capacity. Rune ore production is supply-limited, not labor-limited. Because of this, drastically increasing the number of players who can try to mine them is not going to have a major effect on the amount of rune ores that are actually mined. At most, it'll be as if they added one or two more rune rocks. They can drop the mining (and even smithing) requirements to 50, and there will not be any major changes in the economy. 


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