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fosen

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  1. fosen

    chaos mummy and luck tokens

    Just did 2 kills with epic luck (3x) tokens and only received 1 set of loot, twice
  2. Wrath runes are not inlcuded in the catalytic rune pouch rune list, but it's part of the catalytic rune table on the OSRS wiki http://oldschoolrunescape.wikia.com/wiki/Runes Is this intended?
  3. I was replacing my void set from a failed evoid attempt, and was supposed to buy legs and body, but accidentally clicked buy 5 void bottoms instead of buy 1. Any chance I could have one pair of legs into a void body? Thanks
  4. fosen

    too many cursed items

    Problem There are way too many cursed items on the market. Namely, I will focus on the cursed blades to convey this problem. For an item that focuses on the risk assessment of purchasing it, players are not forced to undergo this risk, as there are seemingly an endless supply of them for sale at the best price you can find, even if you were to make it yourself. This is because blood money is unstable, and has no floor value. As of making this post, there are 13 cursed blades on the market. For a server of approximately 100 players everyday, that's quite a lot of supply vs demand. This is a trade post history of 5 days over September. I frequently trade blood money, and know that these prices are quite low. Typically, we have been seeing prices of 13k upwards prior to these past few days. This isn't a good example by any means of the incoming blood money as these are the lowest values of the month, but even with these numbers we can produce 3 cursed blades every 5 days. However, notice that despite the outlying figures highlighted in red, nearly 1/3 of all blood money traded over 5 days was significantly below the 13k margin we've been seeing all of September. These unstable days allowed just over 50,000 blood money to enter the market, which in terms of value is the majority of 1 cursed blade. Proposition By adding a floor value to blood money, we establish a definitive profit margin, meaning that prices will eventually be based on the seller's risk assessment, and that players can make them for cheaper if they think the risk is worth the money. I propose that we add an option like coins, to freely convert blood money into blood tokens at a rate of 1000:1. With this, we could then exchange these blood tokens for rc at a rate of 1:50, or essentially 50 rune coins for every 1000 blood money. This basically means blood money will be tied to 10k ea as it's minimum value. This figure can be higher, but 10k alone is enough to see a drastic improvement in the amount of blood money entering the cursed item economy by upwards of 30%, as margins around 10-12k are still justifiable to be converted to RC due to volume of blood money readily available to convert into 5k RC for the daily reward like we are currently seeing with molten gloves and gauntlets exchanging for 5k at 1b and being worth 1-1.2b As an example of an immediate result of this practice, we could take 400,000 blood money out of the cursed item economy with 1 frost or lava slayer helmet upgrade, which is equal to 8 cursed blades. Another example of this is that this would reduce the profit margin of cursed items by around 20%, taking the lowest price of a cursed blade from ~600m to ~700m. Currently half of the cursed blades on the market are equal to or below 700m (The 20% from this example comes from knowing the exchange items and their prices for the cursed components) Currently it stands that blood money can be exchanged for ring of wealths in the caverns, but this is inconsistent and ineffective as the rings cannot be noted, and trade at a value of 500k per rc as opposed to the standard 200k per rc, meaning you can only exchange ~26 rune coins per minute. I am confident that although this topic focuses on cursed blades, this implementation of blood money to RC would improve all aspects of the cursed item market, and subsequently all other areas of the blood money market
  5. fosen

    new pet accessory concepts

    Gathering accessory (purpose: faster ironman/independent account gathering and quicker tasks) increases gathering speed by +5%. Stacks with other Gathering accessories, efficiency blessing, and max cape Greed accessory (purpose: buffs rogue chest, thieving, and training grounds chest) increases chance to steal double loot when thieving by 15%. Stacks with other Greed accessories, and multiplies on top of rogue set, thieving cape, and thieving blessing e.g +15/30/45% to steal 4x loot Grand accessory (purpose: best in slot combat accessory) Increases your damage by +2. Stacks with other Grand accessories. (1 damage becomes 3/5/7 damage, 2 becomes 4/6/8 damage, etc. 0 stays as 0, since it does not count as damage) Harvest accessory (purpose: helps ironman/independent accounts collect blood money) Monsters above level 75 have a chance to drop blood money on death based on their maximum health, which becomes double in the wilderness. Stacks with other Harvest accessories, does not count as a drop table loot for double loot or token bonuses Hoarder accessory (purpose: helps ironman/independent accounts farm misc items) Monsters below level 75 have a chance to drop double loot. Stacks with other Hoarder accessories, and multiplies on top of double loot bonuses or token bonuses Execution accessory (purpose: to make low tier activities more viable for end game players) Monsters below level 75 have a chance to be killed based on the damage you deal to them. Stacks with other Execution accessories. (e.g a monster has 50 hp, and you hit 40. You have a 40/50 or 80% chance to execute them during that tick) // this is just an idea, I'm not sure how this would stack with other Execution accessories.
  6. fosen

    Tax implementing ideas

    Slayer task fees The current state of slayer tasks is very abuse able. There is currently no down-side to skipping a task if you're at the late game of Runex, as 45 runex points will barely hurt the bank. In place of this, I propose that the cancel fee should be 5 slayer points, or 1% of your runex points with a minimum of 10 per task and a maximum of 200. This curve will allow newer players to save for items such as void, while slowing down the players that are saving for gilded cannons, to make them think twice before skipping something. Trade post fees Secondly, trade post fees. Rather than adding fees for ever entry and ruining runecoin item prices, people should pay a daily fee to be able to post on the trade post. This could be a fee of 1m increments up to infinity for 2 unique items per day of up to infinity - or it could be 1m increments to enlist item prices of 100m price increases for a day. For example, You would like to enlist an ancestral robe bottom for 2,500m and have 10 others items worth 50m you'd also like to sell. System 1 would cost you 6m to post for the day, while System 2 would cost you 25m to post for the day. Ultimately System 2 would target the rich people, which is where change is likely to occur from taxing - however, in the case of somebody removing an entry and wishing to re-upload, maybe a system such as gear-specific tickets where you hold the right to sell an item until it is solid and the ticket is consumed, could be implemented. Although this would be very timely as a ticket would need to be created for every item that is tradeable, but it could be used to gate high-end items and only place a taxing system on items that are worth taxing, e.g 500m onwards. Gambling fees The idea I have in mind for this will require an update of the current gambling system. Rather than banning the exchange of items through gambling, we need an estimate trade value that uses gp value of course, but more importantly the average traded price over the past unique sales on the trade post of an item, and then a median price is calculated to be used as the base value of an item's value in the gambling interface. This straight away will warrant item projection. However to deter this, also include the item's estimate price below the item display in say a 4 digit notation eg. "405m" so that if the player is experienced, and they should be when it comes to gambling for a 405m, they can investigate the price on the trade post history if they are suspicious of a potential item projection. Furthermore, to use this in an actual tax system for the gambling system we will need to force players to have gold that can be taxed at the end of each gamble. The current 25m ticket system could be converted into a 25m ticket value minimum, and make tickets worth 1gp each and a new currency entirely like coins of up to 2147m at a time. they would be purchased and refunded entirely via NPC, and removed as a % of each gamble by a settled upon reasonable tax rate. For example, The system has been decided to use 1% tax rates for gambles of 500m upwards, and 3.5b is being staked by both parties. At the end of the round when the winner has been decided, both players are deducted 1% of 3.5b (35m) in the form of tickets. This value will be calculated before the gamble has begun, and will determine whether or not the player is allowed to perform the gamble, as well as if the player has at least 25m in tickets.
  7. fosen

    more reanimated monsters

    And perhaps not now, but a lot of custom items could be nerfed to fit specific one-use purposes, as it would open up a lot more avenues for content in the game like this, and we would start by taking items like the sang pen with balanced accuracy across all stats, and giving it a definitive purpose, or reducing its stats across the board to say +17 and then creating items with specifics like +20 crush or +20 stab as our new best in slots, we would have so many more options for midway to high end gear like this
  8. fosen

    more reanimated monsters

    true, although this content doesn't necessarily have to be something to grind for, over time it could be a fundamental drop that falls into place by actively doing something towards a greater goal at the achievement guild, e.g more things to buy with tokens, more incentive to kill reanimateds, these could be just possibility drops. And without making high end gear redundant, these items could have specific niches. Take the ranging (t) for example, it has the same accuracy as a raids 2 neck, but only in its ranged value. Ultimately it's better to have a raids 2 neck, but you can get the same value out of the ammy (t) if you only intend to use it for ranging. Why don't we turn god wars, or other bosses even into reanimates and have loot drops with very specific purposes, like bcp (t) with the strength values of draconic, and the rest are of bcp stats. Maybe in a future expansion to the achievements guild with a greater purpose to do reanimates and collect heads, that these items could become something to look forward to, but not go out one's way to be grinded for
  9. fosen

    more reanimated monsters

    It would be nice to see a wide range of monster heads, including bosses, to be added to the list of monsters you can farm in the achievement's guild. I think that the idea of more items like amulet of ranging (t) (graar'dor and kree'arra in mind) to drop (t) armour as an alternative to enchantment system gear progression would be very refreshing and something to set as a goal at end game level
  10. When doing dailies with slayer tasks, it's a bit tiresome to have to get the right task, and bad rng can be a pain. I would like to see slayer tasks be repeated if the previous task was completed, and the player has a slayer cape equipped. This of course does not apply if the task is cancelled, so the cycle is simply broken by cancelling the current task, or not having a slayer cape equipped when getting a new task Even if for a cost of 500 runex points to have a repeat task, this would take a lot of hassle out of doing dailies
  11. fosen

    Rune pouch combination Encantment

    I don't see any problem with this since at most this really just serves as quality of life, although it should be an enchantment system gamble at 25% success rate, because this potentially turns 15 slots into 2 slots, and being able to straight out buy this would be a waste of an opportunity to drain some money out of the economy.
  12. fosen

    Infernal II

    Or, perhaps to avoid redundancy all together, the reward could be something different entirely, like an infernal orb weapon that shares the same attack rate as our infernal jad, but switches randomly between magic and ranged damage to balance the damage output - and has the same set effect as a cursed orb, and lost on death in the wilderness as an incentive to revisit the infernal II
  13. fosen

    Infernal II

    By infernal bosses I am referring to the RuneX infernal boss, not the OSRS ones. I believe ping doesn't matter in this case, as I am somebody with high ping and I believe the mini-game to be instanced, as I have had 37 completions without any problems switching prayers. The reward for this would be an untradeable item, regardless of what it is - so that the fee removes 210m from the economy every attempt, and would eventually outweigh the cons of rewarding an item equal of the meteorite cape, and not hold any bearing on overflowing the economy. As for redundancy, the same can be said about sponsor capes and infernal capes. This would provide a new ceiling for the sponsor, a $2500 cape, to be adjusted to appropriately. The difficulty however of 2 infernals simultaneously is hard to gauge. I don't see any problem with it as long as their attacks are coded to be evenly spaced, however something as simple as adding micro-management into the current infernal boss would also work as a higher level challenge - eg. a percentage of prayer is drained per hit like Olm. The only problem that I see with this currently is that there is no reason to add an upgraded cape to the game with economy taxation in mind, as the current enchantment system does a better job at this than my suggestion would ever do. However, the meteorite cape is also a hybrid cape. Where my suggestion could be plausible, is that the reward for this infernal II could be a cape that is specifically designed for melee, and of equal stats as the meteorite cape, if not more due to its challenge factor.
  14. fosen

    Infernal II

    sorry this was supposed to be in Suggestions, I don't know how it ended up here
  15. fosen

    Infernal II

    Runex doesn't have many hardcore challenges other than solo raiding, and I think that like runescape there should be a reward for people that are exceptional PvMers. I propose a 3 wave infernal pit, consisting of 3 regular jads on wave 1, infernal jad on wave 2, and 2 infernal jads on wave 3. The people to complete this would get a cape equivalent to meteorite cape, if not meteorite cape, and selling services for this cape would be considered bannable to prevent it being purchased or given to players that are unworthy of having such a cape. If not meteorite cape, perhaps a pair of gloves or something nice
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