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Addition to Mining Guild - 60+ Support [Pics Added]


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#21
nutter1988
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JAGEX WILL NEVER PLACE RUNEITE OUTSIDE THE WILD!!!

Unless theres some major major drawbacks to it, doing so wud have serious implications to the price of armour, comsidering rune is the best f2p armour, and they stats required is only lvl 40 att/def, the main limitation for most ppl is the price, if they introduced runeite into the minin guild the price wud drop so much and every1 from lvl 40-45 up wud have it, this wud have huge implications to the game, especially in the wild way more ppl wud b wearin rune armour in the wild!



But yes i do agree that currently the guid isnt good enough, also y is the addy currently outside the guild? mining it without goin tho the guild wudnt b practical, and its not like u cud mine the addy without being able to go into the guild! I personally wud b more in favour of havin a furnace down there in a seperate smithin guild, but putting a bank wud make it much to easy.
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#22
dec_stile
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Hmm yeah... f2p armour becomes cheaper, rune is cheaper. Clan War frenzys, pking trips galore and a hell load of more stuff you could do if rune was EVEN cheaper. It would be great i would pk 24/7 woot!
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#23
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I made a related thread based on this thread



http://forum.tip.it/... ... t=#3568165



check it out
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#24
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good idea but no rune ores
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#25
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good idea, i just made a thread about a smithing guild/ advanced mining guild, if you dont mind ill edit this post with that info, i got a map to.



Here it is...



http://url181.images...4/miningkd4.png



Enjoy




i like ur idea....
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#26
scruff636b
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heres an idea i posted on a different topic:mining and smithing guild should have some aggressive monsters which attack if you spend X amount of time only mining and banking







the bank could require a few coals to use, or require:



normal usage:



65 mining (second floor) for 12 coal and 2 addy ores



80 mining (third floor) for 16 coal and 2 rune ores



less usage:



75 mining (second floor) and 60 smithing for FREE



90 mining (third floor) and 80 smithing for FREE







and instead of having all in one room, have different caverns for each ore type, have the ores either only pop up to at a time in each room or completely randomly across the caverns to make it more disadvantageous for a autoer to mine constantly



F2P coal prices might take a fall though by just having a extra 2 mines in their area, or rise because of the coal required for these higher lvled ores within the dwarven mines
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#27
NJE03
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heres an idea i posted on a different topic:mining and smithing guild should have some aggressive monsters which attack if you spend X amount of time only mining and banking







the bank could require a few coals to use, or require:



normal usage:



65 mining (second floor) for 12 coal and 2 addy ores



80 mining (third floor) for 16 coal and 2 rune ores



less usage:



75 mining (second floor) and 60 smithing for FREE



90 mining (third floor) and 80 smithing for FREE







and instead of having all in one room, have different caverns for each ore type, have the ores either only pop up to at a time in each room or completely randomly across the caverns to make it more disadvantageous for a autoer to mine constantly



F2P coal prices might take a fall though by just having a extra 2 mines in their area, or rise because of the coal required for these higher lvled ores within the dwarven mines




Not bad.



What do you mean by:



"75 mining (second floor) and 60 smithing for FREE



90 mining (third floor) and 80 smithing for FREE"
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#28
scruff636b
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9i mean, that topic had a idea for a m guild bank
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#29
NJE03
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Any other opinion?
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#30
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ive seen a much longer version of this a few months ago



first of all, ur numbers are off, why make the level requirements 60,70,90, how bout 60 80 99? instead of ur random numbers



and there should be much less rune, this is like insane compared to current rune ore locations, and also find some sort of auto-preventing thing cuz this place would just be swarmed with macroers
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#31
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ive seen a much longer version of this a few months ago



first of all, ur numbers are off, why make the level requirements 60,70,90, how bout 60 80 99? instead of ur random numbers



and there should be much less rune, this is like insane compared to current rune ore locations, and also find some sort of auto-preventing thing cuz this place would just be swarmed with macroers


To answer your first question, the answer is because those are number I chose to pick. They are not random at all though. I thought about them carefully.



Yes, most people have said the number of ores should be less.



As for auto preventing mechanism, I don't think this would be any use. The only solution to that would be for Jagex to find a way to ban them altogether.
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#32
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ever notice that bank right outside of the mining guild?

smithing guild great add-on to mining guild great-rune ore not great- bank not great
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#33
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The lower levels does sound like a good idea, but i agree that there are to many of the ores. Adding monsters would make it better to. f you think more on it and revise it a bit, it could be something good.
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#34
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I can understand adding more higher level ores such as adamnt and rune, but it should be fairly hard to rach these ores, such as a trip through a new area that has a few monsters. anyways, it should be a long trip to these ores so that the ones that reach these ores are the ones that are the most desperate. it shouldnt just be like mining coal in the mining guild, it should be like mining rune ores in the wilderness without the threat of pkers. Also there should only be 1 rock so that there is even mroe a disuassion and the market prices are not so dramatically effected.


Off-Topic: I dont even remember posting this....



On-Topic: Still support this, but after loking at it, the rune rock should be in a wilderness area that goes up 1 level every space. The rock is at the far back of the mine in level 50-55 wilderness and has one or two greater demons. This part is essentailly a crevice within the secondary part of the mine that everyone can go through (Well, maybe only P2P). The crevice is squeze through but does not require agility. Once you enter you get the wilderness warning. The path is 2-4 spaces wide. The Secondary part before that has the crevice is opened up by a cave-in of one of the guild's walls, possibly reflecting the amount of ore mined and visible on the surface. The cave in is reletively small - just a section of wall 2 spaces thick falling down to reveal a long pathway. To climb over the rubble you need to use your pickaxe or a crossbow grapple. Using your pickaxe could require 70 mining or whatever requirement is wanted. This pathway is riddled with scorpions, zombies, skeletons, spiders, maybe even some lesser demons at the end near the addamant rocks. The path is 6 spaces wide, the walls are lined with rocks, some unminable, some as low as clay or copper and tin. The quality of the rocks slowly gets better as this labourous pathway stretches on. The rocks on the way to the mine are only as good as coal, which is closer to the very end. The pathway leads to a gate similar to the one to enter the main guild from the dwarven mines. This gate blocks the way to the 80-90 mine, which has coal, mithril, addy and the crevice to the rune rock. There is an abundance of mithril (10 or so), not some many addy (~5) and plenty of coal (20). This part of the guild has no monsters in it, mainly because of the dwarves protecting it and is situated pretty much under the monastary. The path to the high-level mine also includes dwarves throughout mining ores and sometimes the monsters, often losing, but getting drunk if they win.

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#35
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bump
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#36
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lets think about this for 20sec... runite in easy, safe to access area, hmmm, I think I see a BIG problem... macroers around a rune rock, what are you thinking? Maybe add a couple more rune rocks around the other 2 in the wildy and add some decent monsters to the second lvls of the guild. Anyone with the time to work mining that much can get lvl 35 combat...



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#37
NJE03
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lets think about this for 20sec... runite in easy, safe to access area, hmmm, I think I see a BIG problem... macroers around a rune rock, what are you thinking? Maybe add a couple more rune rocks around the other 2 in the wildy and add some decent monsters to the second lvls of the guild. Anyone with the time to work mining that much can get lvl 35 combat...



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Sounds like a decent solution to macros, nice.
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#38
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This is actually an ok idea.



I'd say leave the rune alone and take it out of the guild ur making. But make the whole guild 70+ first off. Then make a 85+ guild with 10 addy and 10 mith ores and maybe 25 coal. Rune is supposed to hard to get so it's understandable that theres only 5-6 rune rocks in runescape. But adding rune would drastically lower prices.



EDIT: 1300th post :thumbsup:
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#39
NJE03
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This is actually an ok idea.



I'd say leave the rune alone and take it out of the guild ur making. But make the whole guild 70+ first off. Then make a 85+ guild with 10 addy and 10 mith ores and maybe 25 coal. Rune is supposed to hard to get so it's understandable that theres only 5-6 rune rocks in runescape. But adding rune would drastically lower prices.



EDIT: 1300th post :thumbsup:

Yes I understand what you mean. There is at this moment about 3,800 players with 90+ mining. I only added the rune in there to add some real incentive. :P



Ok I get what you say about a lv70 guild but instead of a lv85 section it should definitely be 90+ to give an incentive to level past 85.



EDIT:Added support list.
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#40
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The mining guild is fine the way it is.

Why not think of a skill that doesn't even have a guild, such as Woodcutting, Agility or Thieving. IMO skills such as these should be considered before new additions to already existing guilds take place.



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