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Kris

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Posts posted by Kris


  1. I don't think we can actually increase their price. The price is heavily driven by the quick ranged experience they provide in OS, however given the fast experience rates here, they don't really offer much. People can just use normal weaponry and achieve the same status in no time. Not to mention, I believe the overall supply of them is an issue. I believe people aren't very keen to training ranged through this method if they can only buy a small limited amount of them at a time.

    Perhaps a better solution would be to simply increase the amount of them you catch every time one pops in the trap? I know it's a little unorthodox but by helping the supply, the money-making side of it would be enhanced and people would probably be more keen to actually train ranged through it.

    I'll leave this up for others to discuss, that's my five cents.

    • Like 1

  2. Not really possible as it stands right now. It would require the game to load up and iterate through every single character file that exists and count the items in every container the player has to find out the total amount of something. This is an extreme amount to process, as there are more than 50,000 accounts.

    We can count the items that are in the game, but I'm only willing to do so manually on my local server as to avoid the server lagging for several seconds for every call. Since this also takes a fair amount of time to set up, I only really do so once every couple of weeks out of curiosity myself. If needed, we could come up with some sort of a solution to manually extract the needed amount of data and make a forum post about it say every month; however should still keep in mind this would likely take at least an hour of my time to do(first time would be several hours to set up the template), every month. Up to the others to decide if the data is worth the time.


  3. I never really did it because it allows people to crash some prices more effectively. There's about 5 billion bounty hunter points in the economy right now, if we let some of the large BHP holders buy tens of thousand of potions and immediately dump them in, it could affect the prices quite a lot. I know this isn't much of a security feature but it does seem to deter people from buying massive amounts of cheap items in the store.


  4. On 7/13/2019 at 5:47 PM, aard said:

    image.png.94a4c5c9d02c7e15542b29912b7987c2.png

     

    its 350 -  (npc comb * wildy lvl) right? otherwise it doesnt make sense to me ^^

     

    Also it's spelled T-O-P-A-Z ( Z )

    image.png.964c7ab01d97fb4b3b905a6c801e311a.png

    The odds are:

    Out of Wilderness: 1 in (350 - combatLevel) where combatLevel is capped to 300.

    Inside of Wilderness: 1 in ((350 - combatLevel) / 2) where combatLevel is capped to 300.

     

    So if we have a NPC which has a combat level of 200 and is out of Wilderness, it will have a 1 in 150 chance of giving the supply cache.

    If we have a NPC which has a combat level of 100 and is inside of Wilderness, it will have a 1 in 125 chance of giving the supply cache (if it were out of Wilderness, it'd have been 1 in 250).

    If a NPC has a combat level of above or equal to 300, it has a chance of 1 in 50 outside of Wilderness, and 1 in 25 inside Wilderness.

    The NPC needs to be eligible for the supply cache(there are a few exceptions like Zulrah's snakelings) and the NPC needs to be at least level 50 combat.


  5. If we were to introduce this, I'd probably only do it within the restrictions of Wilderness. I think of it as a feature that people are able to open the broadcasts channel on discord an see how many times people have received certain drops, when the last one was received etc. I can understand wanting to hide them in Wilderness, but outside of it doesn't seem to have any purpose.


  6. Just now, K 0 said:

    Good response Kris I fully understand what you're saying. The current G.E system does work well and fine never doubting that. Your point makes perfect sense and it would overall hurt the game, fully understood.

    As for adding more to the g.e would it be possible to add something along the lines of recently added buy/sell offers, searching for players names and displaying all their current g.e buying and selling offers? This would allow for more things to be viewed and possibly quicker sales and buying.

    Everything is possible, it's just a matter of time and effort, and the return on that investment. What we need to come up with is a plan of how to approach the issue as a whole and fix it in the best way possible, a cheap fix which only patches a fraction of the problem will eventually require another fix.

    An ideal solution is one that allows you to get a proper overview of everything that's available on the grand exchange at any given time, but designing an interface or a service that allows you to do so without it being completely chaotic is going to be tricky.


  7. Nah it is a bug, anything that's not the same as OS could realistically be labelled as a bug until we give a reason for it to be otherwise(which we rarely do to be fair).

    We still have some bug reports from almost a year ago sitting on GitLab; I'm currently addressing majority of all the bugs that have been reported over time within the month of July. I'll likely patch the multi lines for these sometime during the month, although I cannot say for sure which update it'll come in(there's multiple bugfix patches coming out, not just one).


  8. 14 hours ago, Cry said:

    In OSRS the minimum is 3 with an additional 1 (potential) for every 10 farming levels making the max 12 at 90-99 Farming. All variants of compost help keep the limps alive while growing but none affect the harvest potential.

    Do you have a source on this? It doesn't seem to match what I currently know about farming as there is no real ceiling of how many items you can harvest, it's all down to RNG, effectively making it possible to gain an infinite amount of produce, although improbable to say the least.


  9. 7 hours ago, Dee1337 said:

    I too am not intereted in half the useless cosmetics they offer in the loyalty shop. I get why they are there people like that stuff however when it comes too almost max players there is not alot too offer in the loyalty shop.

     

    I would love too see these suggestions added

    The shop itself is just an extra. It serves no real purpose, we're effectively doing nothing more than giving people a few cosmetics over time by having it in. It was never meant to contain any actually valuable or decent items.

     

    The parchment won't be a thing until after we introduce a revision upgrade. I have a feeling an item like that could be better suited to something PvP themed instead as well; people will need potentially loads of this, and there really isn't a way to "farm" loyalty points. You just have to wait.. long periods of time...

    As for the stew, I don't really see a problem with it, can add if people want it.


  10. It's going to be a no for the following reasons:

    - GE prices rely on people trading the items. If something isn't being traded on GE at all, it'll still have the "default" value that we or OSRS once had. This could mean that an item shows a much greater value on the grand exchange than what people are actually willing to pay for it.

    - The coins to items ratio isn't broken. It's about 115b coins to ~700b total economy wealth ratio(the latter is all items' GE mid price added together, including coins and all that). The economy has been heading in the same direction since the beginning and it's perfectly fine from my perspective. Allowing such a massive influx of coins into the economy whilst also removing items from it would cause a massive economy change, and I don't think that's good in any way. Unlike other servers, we really don't have a problem with the economy IMO.

     

    At the given moment, introducing more coins into the economy wouldn't really solve the issue you're proposing here. The issue actually is the significant dip in playerbase. Everything in the game is traded much, much less frequently now; whether you're trying to buy something, or sell, it'll be harder than before no matter the prices of things, or the amount of coins in the economy. The only real solution I personally see is making people able to see what's available as offers on the GE in some better fashion than having to individually search each of the possibly thousands of items out there. However coming up with a solution that could display loads of items all at once is rather tricky for many reasons.

    • Like 1

  11. To be fair, I do not think that it's too rare to get infinity or other items from the battle-mages.

    The battle mages each have low stats, and only 120 hitpoints. It is possible to kill a battle mage in just four hits using the god spells, assuming charge is used.

    The "good" drops that battle mages have include the 5 x infinity pieces, the mages book and the master wand. There are three other wands but let's be real here, no one really uses those and I don't think people consider them good in any way.

    All seven of these items each have a 1/1000 drop rate, making it effectively a 7/1000 drop rate to receive any random piece out of those. This comes to roughly one in 143 drops. In 1000 kills, you can on average expect to have all of these(although you're more than likely to get some duplicates instead).

    If we lowered this any further, we would have the problem of infinity - and the wand and book - becoming even more worthless than they already are.

    If we assume that we have a 80% accuracy against the mages(which is likely below what it'd really be even in mediocre cheap gear), and we used charge which pushes our max hit up to 30, using the god spells which have a 5 tick attack speed, we come down to about a 8 damage per second. Keeping in mind that the damage will be lower as the final hit to kill the creature will more than likely be an over-hit, let's make the assumption that we deal 6 damage per second, which is generously under what I expect it to be in reality. With these calculations, given that there are 3,600 seconds in an hour, we can come to about 21,600 damage in an hour, which would equal about 180 battle mages slain. Given that, we would on average receive the infinity boots that people seek after so bad in about five and a half hours, if your luck is average. Keep in mind you'd also be receiving all kinds of other infinity pieces on the side, as well as wands and possibly the book.

    The reality is likely to shave off an hour or even two off of my assumption here, as I made the assumption that our damage-per-second is on the very low end.

    Note: I did not account for the fact that people might miss a tick or multiple between the battle mage kills due to it being deep wilderness, I suspect anyone who goes out there - especially the HCIM who I believe this relates to the most - will be at their maximum attention and won't really miss a tick(as you have 5 ticks after the death of a battle mage to attack another one, due to the spell attack speed).

     

    Correct me if I'm wrong, but battle mages are perfectly fine the way they are. We just need to introduce a way that doesn't come down to HCIM risking their life in wilderness to get them, and I do believe I have a plan for that in one of the upcoming updates.

     

    • Like 3

  12. I'll change it so you don't need a lockpick to leave the hut from the inside.

    As for why the staff couldn't teleport you, I presume you were speaking with a server support. Server supports used to be able to force people below level 20 wilderness into random events, however that changed with the recent instances update. Supports cannot teleport you at all anymore. In addition to this, even if they still had the random event command, it wouldn't have worked on you as you were too deep in wilderness. They do not have any version of "teletome" command available to them, that's for moderators and above.

     

    If you had lost any items from this unfortunate event, an administrator would've sorted this for you and refunded whatever was lost, as it was not your fault that it happened.

     

    Edit: I have now changed it so you no longer need the lockpick to leave from inside the hut. This update will be released next week.

    https://puu.sh/G1gm1/26001b1bcb.mp4

    Let me know if there's anything else you'd like to add to this topic, if not, I'll move it to accepted suggestions.

    • Like 1

  13. Slightly bumping up the topic. I'll be focusing on the issues in this thread in the upcoming days.

     

    Edit: I have gone over this thread and fixed what I could prove as a bug. About half the issues listed in the thread however didn't fall under that category.

     

    The ones I've fixed were:

    - Fire wall no longer drags you.

    - Muttadiles no longer try to go for the tree that many times.

    - Overload splitting fixed.

    - Vasa Nistirio recoils damage with the bomb attack, allowing vengeance to be used.

    - Scouting/party ownership transferral rewritten.

    - Prayer enhance timers updated.

     

     

    The mystics combat script issue I just couldn't find proof for, Tekton combat stats and accuracy seems fine, could not reproduce the vespula issue. Blood forfeit _does_ invoke redemption prayer. Tightrope is as you described already, ice demon points were obtained off of the real game. The chest may be a possible issue, but given our outdated revision, I believe it was how we have it back then. I couldn't find any code supporting selecting 1/2/3 for the options.

    • Like 3
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