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Dev Blog: Elite Skills

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well you'd probably want to reduce the runite (mine) rock respawn rate a bit.

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  • Miss_Kozlov
    Miss_Kozlov

    Oh hell, this game is littered with the half baked ideas that never became anything.

  • Another option is to either make a new unique slot that only crafting/smithing can produce items for (untradable) like a belt for example or just make some stuff for the pocket slot. Works fine for di

  • Howlin0001
    Howlin0001

    So maybe we'll finally get to finish that boat they have been building the last how many years?

Doubt it. I don't think much would really come into the game anyway, but maybe a small one.

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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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[2:21:46 PM] Baldvin | Leik: these comp reqs are so bad

[2:22:36 PM] Arceus Dark: Time to get...req'd?

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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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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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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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.

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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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. 

Its not just going to increase the players mining them. They are going to be as easily mined as something between mithril and gold, meaning the speed at which they can be mined will be greatly increased. 

 

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. 

Its not just going to increase the players mining them. They are going to be as easily mined as something between mithril and gold, meaning the speed at which they can be mined will be greatly increased. 

 

 

So it's only going to take 30 seconds to get the ore instead of a full minute before you need to wait 20 minutes for it to come back? Again, I fail to see how this is going to make more than a trivial difference.

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I don't think rune ore production is supply limited. That would mean most of the rocks are camped out and emptied. Perhaps on f2p, but not in p2p. The mining requirement of 85 is also really keeps a lot of people off the rocks; most accounts would have far better moneymaking methods by the time their stats are at a point where they have 85 mining. Bringing down the level requirement to 50 would definitely encourage lower levelled accounts with far fewer moneymaking options to seek out runite.

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

since springcleaner added masses of runite ores to the ge, dropping the level for runite ore mining wouldnt be anywhere near as big a change as that, except it can give some lower levels a bit of cash. unless youre a skiller or f2p is there any point in mining it in the first place?

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I think you're hard pressed to break 1M/hr on runite even at 99 Mining in F2P assuming you time and mine ores without any competition. And P2P wouldn't be that much better as the only real improvement to speed is a slightly better pickaxe.

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I think you're hard pressed to break 1M/hr on runite even at 99 Mining in F2P assuming you time and mine ores without any competition. And P2P wouldn't be that much better as the only real improvement to speed is a slightly better pickaxe.

which if you're after gp is useless compared to combat

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I think you're hard pressed to break 1M/hr on runite even at 99 Mining in F2P assuming you time and mine ores without any competition. And P2P wouldn't be that much better as the only real improvement to speed is a slightly better pickaxe.

 

Actually, if you use Trah vos and a specific FC, you can easily break 3.5m gp/h for that vos hour.

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I don't think rune ore production is supply limited. That would mean most of the rocks are camped out and emptied. Perhaps on f2p, but not in p2p. The mining requirement of 85 is also really keeps a lot of people off the rocks; most accounts would have far better moneymaking methods by the time their stats are at a point where they have 85 mining. Bringing down the level requirement to 50 would definitely encourage lower levelled accounts with far fewer moneymaking options to seek out runite.

 

When you randomly happen to walk by a rune rock in the course of your adventuring, how often is there ore in it, ready to be mined? In my experience, it's a small fraction of the time, well under a quarter.

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I don't think rune ore production is supply limited. That would mean most of the rocks are camped out and emptied. Perhaps on f2p, but not in p2p. The mining requirement of 85 is also really keeps a lot of people off the rocks; most accounts would have far better moneymaking methods by the time their stats are at a point where they have 85 mining. Bringing down the level requirement to 50 would definitely encourage lower levelled accounts with far fewer moneymaking options to seek out runite.

 

When you randomly happen to walk by a rune rock in the course of your adventuring, how often is there ore in it, ready to be mined? In my experience, it's a small fraction of the time, well under a quarter.

 

 

I guess it depends on which rune rocks you pass, the ones in elf city are gone a lot but when doing clues on neitz and jatz I don't think that rune rock has ever been mined.

R.I.P. The olde nite. A legend is gone but not forgotten.

 

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I don't think rune ore production is supply limited. That would mean most of the rocks are camped out and emptied. Perhaps on f2p, but not in p2p. The mining requirement of 85 is also really keeps a lot of people off the rocks; most accounts would have far better moneymaking methods by the time their stats are at a point where they have 85 mining. Bringing down the level requirement to 50 would definitely encourage lower levelled accounts with far fewer moneymaking options to seek out runite.

 

When you randomly happen to walk by a rune rock in the course of your adventuring, how often is there ore in it, ready to be mined? In my experience, it's a small fraction of the time, well under a quarter.

 

Its harmonized ore we're talking about.

 

 

I don't think rune ore production is supply limited. That would mean most of the rocks are camped out and emptied. Perhaps on f2p, but not in p2p. The mining requirement of 85 is also really keeps a lot of people off the rocks; most accounts would have far better moneymaking methods by the time their stats are at a point where they have 85 mining. Bringing down the level requirement to 50 would definitely encourage lower levelled accounts with far fewer moneymaking options to seek out runite.

 

When you randomly happen to walk by a rune rock in the course of your adventuring, how often is there ore in it, ready to be mined? In my experience, it's a small fraction of the time, well under a quarter.

 

Its harmonized ore we're talking about.

 

 

That may be what you're talking about, but it's not what this discussion is about. Harmonized ore already has its own level requirements, and is well balanced as a high-level reward. There is no reason to claim that changing the level required to mine regular rune ore should automatically also include changes in harmonized ore levels. Regular rune at 50 and harmonized rune at 95 would actually fit quite nicely with the LRC system already in place (concentrated coal at 77, concentrated gold at 80). 

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I don't think rune ore production is supply limited. That would mean most of the rocks are camped out and emptied. Perhaps on f2p, but not in p2p. The mining requirement of 85 is also really keeps a lot of people off the rocks; most accounts would have far better moneymaking methods by the time their stats are at a point where they have 85 mining. Bringing down the level requirement to 50 would definitely encourage lower levelled accounts with far fewer moneymaking options to seek out runite.

When you randomly happen to walk by a rune rock in the course of your adventuring, how often is there ore in it, ready to be mined? In my experience, it's a small fraction of the time, well under a quarter.

Its harmonized ore we're talking about.

That may be what you're talking about, but it's not what this discussion is about. Harmonized ore already has its own level requirements, and is well balanced as a high-level reward. There is no reason to claim that changing the level required to mine regular rune ore should automatically also include changes in harmonized ore levels. Regular rune at 50 and harmonized rune at 95 would actually fit quite nicely with the LRC system already in place (concentrated coal at 77, concentrated gold at 80).

But changing the level requirements of mining a runite ore would mean runite ore is easier to mine, and when mining a harmonised rock, since you require level 95 to mine it, but it's actually. A level 50 rock that you can mine several ores out of, your mining speed will be greatly increased as opposed to the rate at which you mine runite off the current harmonised ore rocks, resulting in a much larger supply of runite ore.

They don't have to make it easier to mine, do they? For example if the current mean time to mine runite is 30 seconds at level 85, make it 1 minute at level 50 and scale down to that. If I'm not mistaken, even copper and tin (level 1) take longer to mine than one-hitting iron (level 15) when you are a high mining level. So it should be possible...

"Fight for what you believe in, and believe in what you're fighting for." Can games be art?

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My blog here if you want to check out my Times articles and other writings! I always appreciate comments/feedback.

Then leave harmonised rocks levels the same? Increase the spawn time between normal rocks to decrease some supplies.

 

Leave all specialised rocks at same levels.

 

I think you could make all ores mined at level 50, leave alch prices the same and not come within a light year of Bossing. It wouldn't even make a tiny dent.

Back after a 5 year TIF hiatus. Please don't mind me too much.

Right. Here's another problem: how do you stop this from immediately becoming dead content except for anyone but ironmen? Most newbies will priorities combat related skills, and then prayer, and later herb and summoning and likely will not take smithing into account until they have lv90s to repair, because the benefits of doing so are negligible or near negligible until one needs to save on repair costs. If they need armour they would buy it off the ge. And I don't think even then they would be smithing much other than items like rune platelegs (alchables with values near their worth in rune bars). I just can't see the mining/ smithing rework working out.

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