Reply to DannieP On Runescape graphics

DannieP 24/06/08 said in response to Fun Orb not much fun

DannieP said:
Quite frankly, these ‘ Gigantic Graphic redo ‘ as you call it isn’t that great. Runescape will never live to the standards of lets say WoW (World of Warcraft) due to the fact, you can’t have good ghrapics on a brower game. Runescape should become bigger using a disk, but i know its not that easy :)

Actually Runescape doesn’t run in the browser. It runs in what’s known as JVM (A Java virtual machine), which is essentially a virtual computer on your own computer. It just happens to be convenient to open this virtual machine inside a browser.

Runescape already has a cache folder on your computer where it saves the graphics, but it will take a much larger download for the better graphics and a faster CPU and GPU to process those graphics when it comes out.

So essentially the same thing limits WoW and Runescape. The requirement of running from a CD is just a piracy protection method. Your hard drive actually runs faster than running from a CD - which means that Runescape could run better than WoW.

7:02 pm on June 24, 2008 by Primefalcon

Posted in Runescape / Jagex | No Comments

Slayer Helmet

Well after a lot of hard slaying, I finally got my slayer helmet today. Here’s an image of the helmet along with the stat bonuses:

A picture of the slayer helmet
A shot showing the slayer helmet right click

As you can see, unlike the plain black mask, face mask, spiny helmet, nosepeg or earmuffs, this actually gives some decent defense stat bonuses, even when used without doing slayer!

If you actually are doing slayer however, you’ll get the black mask’s +15% bonus to both Attack and Strength!

Here’s an image of myself with enough points to unlock the knowledge to make the slayer mask.

Slayer points requirment

…and this is where I unlocked the secret to making the helmet…..
Secrets unlocked

and this shows that I have the knowledge and skill unlocked ….
Skills unlocked

I have to say that this helmet will be completely worth it since you don’t have to keep ear muffs or anything like that. Even without doing slayer assignments, you’ll have a helmet with defense stats suitable for things like dust devils and such. It’s just tons better if you are doing your slayer, but this is one great helmet!

Visit our RR Bazaar on Rune Registry! If you’re looking for games or books that we don’t have listed, let me know and I’ll try to find it for you! Games are GREATTTTTTTTTTTT!!!!!!

2:19 am on June 23, 2008 by Primefalcon

Posted in Runescape / Jagex | 4 Comments

How to Kill mithril Dragons

Introduction
I’ve been killing a lot of Mithril dragons of late due to their high drop-rate of summoning charms. They drop 4 at a time with around 95% drop-rate of charms, mostly green charms at that, along with a decent drop-rate of blue and crimson to go with.

Here’s a couple of pics of a typical trip to these mighty fiends of mith. Take note that these are just after a mere 4 kills each trip!

A typical Mithril dragon drop Another Typical Mithril dragon drop

Each trip takes about 13 to 15 minutes, so with that kind of loot in such a short time, you would have to be happy with that!

Remember, these are just typical runs without any special luck factor. These things also drop a lot of rune battleaxes, maces and other high gp alchable items on a regular basis. If you are really lucky you might even get a Dragon full helmet or a Draconic Visage - which is used to make the mighty Dragonfire shield!

Equipping
As with every monster killing trip, the first stage is how to equip. If you’re not equipped right, these beasts will rip you in half in no time at all! I’ve heard these beasties can hit damage in the 50’s with just a simple melee attack, but believe me, their dragon fire can hit a lot higher!

To start with, you need to be aware these dragons can use melee, range, magic as well as dragonfire.

To protect from the fire attack, you need an anti-fire shield in addition to anti-fire potion. You also need to protect from their melee attack, which means the protect from melee prayer is a must. You also need good magic protection equipped, such as black d’hide or Karil’s. When you equip for range, mage defense goes hand in hand with it. Use a rune crossbow with diamond bolts to hit through their protection as well. I’d also recommend taking a 4 dose range potion for each run.

Here’s a pic of a good equip and one of a good item inventory:

Recomend equip for mithril dragons Recomended items for mithril dragons

Another item I’d highly recommend is Ava's upgraded accumulator Ava’s upgraded accumulator, which you can get from the quest Animal Magnetism. It gives a good range bonus as well as fetching back the majority of your diamond tipped adamant bolts which will significantly lower the time wasted picking up all those spent bolts during a fight.

For a lower cost outfit variant, when making your first few trips, you could replace Karil’s with black d-hide, the Ranger boots with Snakeskin boots, and the Robin with a Fremennik archer helm. Do a few runs just to get the feel of it.

Other items you need are a couple 4 dose super restore potions (they restore more prayer than the standard prayer potion), a Holy Wrench holy wrench to increase the amount of prayer restored, (get a wrench from the Rum Deal quest), a games necklace to teleport close to the mith dragon area, and a quick teleport out - preferably a house teleport so you can quickly use your altar to fill up on prayer as well.

The Long Journey (traveling to the whirlpool dungeon)
After fully equipping, make sure your hitpoints and prayer are both full, and use your Games Necklace Games Necklace to teleport to the Barbarian Outpost.

A picture of barbarian telly point

Then run south to the Fishing Jetty that overlooks the giant whirlpool (you need to have started the fire making part of the Barbarian trials mini game).

Run south from teleport to whirlpool dungeon

Once you reach the whirlpool dock, click the whirlpool to jump in.

Jumping into the whirlpool

The Dungeon Run (Navigating the dungeon to the Mithril Dragons)
You’ll find yourself on an outcrop in a vast cavern after a brief blackout.

A picture of the outcrop

Toggle on protect from Melee and take a dose of anti-fire potion, then climb down the stairs. (Caution: There are numerous waterfiends and brutal green dragons at the bottom of the stairs.)

Run south a short way to another set of steps that lead up.

A minimap of the whirlpool  dungeon

The Fight
After climbing up the stairs, you will be faced with a Mithril Dragon.

A mighty Mithril Dragon

Quickly step close into melee range so the dragon will use it’s melee attack. (When you’re close, the dragon uses melee and magic but when you’re farther away, it uses range and magic.) Since you’re protecting from dragonfire with the anti-fire shield and antifire potion, and the prayer protects from the melee attack, magic attack is your only concern but you’re already being protected from the magic attack by your magic defensive armour. Another advantage of doing this close up is that you’re close to the drop area and respawn point so you can stick with the one dragon rather than running around. They respawn pretty quick.

Leaving gracefully
Leave when you can’t carry anymore loot or are out of food which is usually 4-5 dragons depending on what you want to pick up. Staying past this, you’re going to have to either bury bones (more prayer xp using the house altar or ectofuntus) or leave Mithril bars (lots of xp for smithing and then high alching). In my opinion, the bones and bars are the things that make these great to fight. The bones are worth 3k and the bars are worth over 1k each…… So once you’re ready to leave, use a house tele-tablet, fill up on prayer if you have a chapel, then use one of your house’s teleport options to get back to a bank so you can requip for another run.

Final Comments
Sounds easy doesn’t it? Well once you know how to fight these, and are properly equipped, they really are! Enjoy and good luck getting that D Large (Dragon Full Helmet) or Draconic Visage!

1:56 pm on June 20, 2008 by Primefalcon

Posted in Runescape / Jagex | 2 Comments

In memory of Marlaine and a Viking

Well - I was off smelting ore today when I heard Marlaine gasp beside me. I looked over and saw she was being attacked and then fell dead!

Anyhow she was panicking like oh noooooooo, so I thought I better go over and save the day ;-) Anyhow, while I was over there, I thought I’d do a little pic of Marlaine dying …… here you go - here is that saddddddd moment:


In loving memory of marlaine

Just Click to get a bigger piccy.

Just before I started this article I went over to Marlaine’s blog because she was snickering over something and had quickly clicked away from her blog post when she knew I was looking over here shoulder - I mean when I asked what was so funny. Her overemphasized “Nuttin’ Honey” is what made me so suspicious! And omg the lies, the lies of it all! I’m horrified by my own wife’s dancing with the truth.

First off, I’d been fighting and hadn’t eaten recently. I had 12 hitpoints left and that was before I even went into wilderness, and I only had 2 items on me - one was an empty vial after using a super energy potion. Something tell you that I had planned on dying? I even told her what I was going to do, so she wouldn’t worry. Also grrr look how I laid that picture out, errrrrr I mean how it is laid out - it was supposed to be a real capture of the moment thing. When did you last see the person who died standing there with a picture of their gravestone with their epitome there? That Sure Doesn’t Happen Every Day. I just didn’t want my dying to spoil the moment! It was meant as a nice little memento picture. Humph, how my wife danced around the truth on this one amazes me, hahahaha.

Recently my parents started playing the game as well. Who would’ve thought? I’ve been playing since early 2004. I could never get my parents to play the game while I was in Australia, but now, all of a sudden, after 4 years and half the world between us, they’re playing and majorly addicted! Not just one but the both of them, how cool eh? Well - anyhow - I was tagging along with them on a quest, and before I could tell my father not to, he decided to attack a little level 9 mage. I had started to say, “Oh, you wont want to touch those wizards when you’re wearing steel since that makes you easy prey to magic.” But Dad figured he’d take it easily. He got ripped to pieces from the very first spell! I yelled at him to run and then I tried to jump in to attack. I easily killed the wizard with one mighty blow, but it was too late… The wizard launched it’s final devastating death blow, and erikviking57 collapsed in defeat. So in memory of my father, I blessed his gravestone. Please all bow your heads to this defeated warrior…

a defeated viking
Once again, click for a bigger picture

Luckily, he was reborn and managed to return to claim his belongings, though he dares not fight the mage again until he is stronger.

7:08 am on May 28, 2008 by Primefalcon

Posted in Runescape / Jagex | 3 Comments

Perils Of Ice Mountain and Global Warming

This week’s quest is Perils of Ice Mountain…

7 May 2008 - Perils of Ice Mountain

The dwarves of the Dwarven Mine are an industrious bunch and get through a lot of pickaxes. Nurmof, the pickaxe sales-dwarf, has always had trouble keeping up with demand and, as RuneScape shops have limitless stock, he can’t possibly make enough pickaxes on his own.

Being a dwarf, Nurmof has solved his problem the dwarven way: through automation! His cave in the Dwarven Mine is now home to a machine that churns out pickaxes night and day. Powering it has become something of a problem, so Nurmof has commissioned a power station on the surface, near the mine.

Projects of this scale are rarely without their problems: a hapless dwarf has lost part of a delivery to the power station, and an adventurer is needed to recover it. As is customary on RuneScape, this may not be the end of that adventurer’s involvement…

Summary

Where to start Perils of Ice Mountain:

Speak to the Delivery Dwarf on the road south of Ice Mountain.

Requirements to complete Perils of Ice Mountain

Level 10 Construction
Level 10 Farming
Level 10 Hunter
Level 11 Thieving

Access to:

An addition to your Smithing skill


In other news…

Those who complete Perils of Ice Mountain will find a set of dwarven blueprints. To get a closer look at them, look at the wallpaper, in the Download section of our website.

What’s new pussycat? Well, along with the reworked Gertrude’s Cat quest, we’ve updated the cats and kittens throughout RuneScape. All cat and kitten variants have been looked over by the Makeover Mage and are more adorable than ever. Miaow!

The Monastery and monks east of Ice Mountain have also undergone a graphical update. Check out the fresh robes and the surrounding area - we think you’ll be ‘thoroug-holy’ surprised by their new looks.

We’ve implemented a fairy ring logbook to assist you in your travels. Using the Zanaris fairy ring will display your log, so you can easily find the code combinations for your chosen destination. Your log will only display code combinations from this week onwards, however. Additionally, the rings can turn in two directions, which should speed up your selection.

You should find that it’s easier and quicker to recharge your essence pouches in the Abyss. The Dark Mage now has a quick option and he’ll repair your degraded pouches with less hassle.

The Bone Grinder has been improved, so that grinding silver bars to dust has been made faster. Stop by the Ectofuntus Temple to give it a go!

Bogrog, the ogre in the north of Gu’Tanoth, is offering a special service to summoners. If you trade-in your Summoning pouches, he will give you some spirit shards back. The number is equal to 70% of the spirit shards required to create the pouch. Bogrog will demand that you have a Summoning level above the requirement of the pouch - but this won’t apply to level 99 familiars, of course.

Other small fixes:

It was aimed at the lower levels, with the primary reward being pick axe smithing. Kinda late considering most people have like 50 of these in their bank now from all the drops and treasure trail rewards. But oh well, this is long overdue to round off this part of smithing.

The thing with this quest is that it has an obvious slant at environmentalism…. Rah, rah, save the environment, stop factories polluting the air, use wind power and such and predicting world destruction from rising water levels as the ice caps melt.

The problem with this is Jagex never did their research before trying to be holier than us. It is now accepted scientific theory that we only have a minimal impact on the ozone depleting carbon, maybe producing like 2% - if that - of the carbon in the atmosphere. The majority came from the water, believe it or not, after what was called the little ice age.

The earth is also believed to go through cold and hot cycles. The cycles change about every 1500 years, give or take 500, with us currently leveling off into the hot part.

So really Jagex jumped into the deep end on this one without checking current facts - and making themselves look like fools to boot. Next time, Jagex check your facts before getting holier than thou on everyone.

Here is one source for my claim………….. Nasa Debunks Global Warming Myth………….

10:53 pm on May 7, 2008 by Primefalcon

Posted in Runescape / Jagex, Technology | 3 Comments

Law Rune crafting (made avilable to everyone)

Jagex made the decision this week to make crafting law rune open to everyone, instead of having it as a Quest reward from the Troll Stronghold Quest.

Here’s a quote from their front page:

7 May 2008 - Law Talisman Changes

This week brings a change that will have an impact on the Runecrafting skill. We have realised that obtaining the law talisman as a reward for completing Troll Stronghold is not really adequate, considering the difficulty of the quest. Such a tough and demanding quest deserves a better reward, so, as of today, members can trade the law talisman and law tiara. Players will now be able to take advantage of the Assist System at the Law Altar, so that anyone with the required Runecrafting level can help those with a lower skill level to produce law runes. This change opens up law rune crafting to a wider group of players, which benefits everyone.

If you’ve yet to complete or have already completed Troll Stronghold, fear not! We have no wish to devalue the hard work necessary to complete the quest, so we are replacing the law talisman reward with two experience lamps that give 10,000 XP each into any skill over level 30. You will not lose the law talisman you already received for completing the quest, and anyone who completes the quest from this point on will receive the two experience lamps, but no talisman.

There are now more ways to obtain the law talisman. In addition to trading it with other players or buying it from the Grand Exchange, the law talisman is now a monster drop for a variety of foes, including abyssal creatures, battle tortoises, terror birds, ghouls, guards, and paladins.

If you have already completed Troll Stronghold, you will need to speak to Dunstan, the blacksmith in Burthorpe, to claim your new reward.

Summary

Where to obtain the new rewards:

Players who have already completed Troll Stronghold should talk to Dunstan, the blacksmith in Burthorpe, to claim the new reward.

Access to:

Law talisman and law tiaras now tradeable among members.

Law talisman now dropped by some creatures.

Troll Stronghold reward is now two XP reward lamps that add 10,000XP to any skill of level 30 or higher.

This raises a few issues. First and foremost, a lot of people are feeling somewhat betrayed because the quest reward they worked fairly hard on is being given away. Regardless of what Jagex says, Law Crafting was the big reward. ATM, it’s the most expensive rune available, so it’s also the best money maker for runecrafters below 91 crafting.

This will cause a drop in the cost of Law runes - especially now that the free law companies are starting back up. This means if you go to 36 you can get assistance to craft Law runes for your self, which means another big loss for runecrafters, gp-wise.

Hav’ta Kinda wonder about Jagex’s motives for doing this, since the price of pure essence is still rising. Why are they causing a drop in the most expensive rune? Are they trying to limit the amount of gp a person can earn?

10:43 pm on by Primefalcon

Posted in Runescape / Jagex | No Comments

Runecrafting - Blood Alter - Blood Crafting

The new blood alter has been released, and here is a pic of the new alter I grabbed after Marlaine and I finished the latest quest.

A thumbnail pic of the new blood alter

As you can see this is quite a cool looking altar, and one that is floating in a lake of bubblin’ blood……..

Here is a link to a full quest guide on Myreque Part IV - Legacy of Seergaze, On Marlaine’s Musings blog, which unlocks this fabulous new altar. You can also find a lot more of the latest guides on her Quest Guides page to the right of her posts. Blood rune crafting gives you 10.5 xp per rune so it is great xp! Level up!

Check out Marlaine’s articles at eHow! MarlaineMarie@eHow! Yes - she is my wife in rl but I can’t help being proud of her and bragging about my intensely interesting beloved!

9:29 am on April 23, 2008 by Primefalcon

Posted in Runescape / Jagex | No Comments

Great Post from runescape forums

While surfing the runescape forums today, I found a thread about bringing the wilderness back. At first, I thought - not another one of these whiners - but when I actually started reading it, I thought ‘Hey! This could actually be a great idea!’

I’ve quoted the post along with the quickfind code to find the post on the forums. Please go and support this guy because this is a great idea. One that does deserve everyone’s support.

Posted by: Sirschackher
Quickfind code to support: 15-16-73-56345750
Click here to go directly to the post

2 things to note before I write this, I have looked at others threads on pking and almost rolled over laughing from the lack of thought put into it. I have put a lot of thought into this, and it should work, although I will let the readers of this thread determine this. The other thng to note is that if this should go into the suggestions forum, then by all means move the thread, I just ask that you do not close this thread.

Real World Trading is a business:

RWT (Real World Trading) was a business instigated by a combination of gld farmers and people desperate to gain money in runescape. This problem couldn’t be ignored, for one major reason. This reason is that people were using stolen credit card numbers to pay for membserships (the gold farmers), and there were lawsuits that occured as a result of this. These lawsuits greatly injured Jagex’s profits, as well as causing Jagex to think that they would have to stop accepting credit cards as payment for Runescape. If they did that, the game of runescape would have “died” within the year of 2008.

In order to solve this problem, Jagex did a quite smart mauver, involving the removal of the wildy, the add in of a trade limit, and the drop limit. Additionally to all this, they changed the Faldor party room, to announce when large drops would occur.

They did a good job, in my opinion, on the GE (with the exception of some rices being way off) and all concepts of drops. I feel they have yet to install an on par mini game to the wildy. Luckily, after a while of considering the concepts of RWT and the concepts of the old wildy, I feel I have figured out a way to bring wildy back, with a few changes to it.

Will these changes be ideal for pkers? I will admit, it won’t. However, it will be a modified version of the wildy, where you can still get the thrill and excitement of the wildy, the rewards of the wildy, while still not allowing RWTers to thrive once again.

“So what are the very basic concepts of this new wildy?”

Ok, lets start with the basics, and establish the basis for this whole idea. First, all 3 members of the combat triangle, meleers, magers, and rangers will all be able to participate in this “mini-game.” Furthermore, all spells, weapons, armor, and ranged projectiles will be allowed within this new wildy.

Additionally, there will be a limited amount of worlds that this could occur on, anywhere from 6-20 worlds between both members and a freeplay worlds where you can pk (see poll at the bottom of this thread to vote on the # of worlds, considering a good # where it wont be way too overcrowded, but also where the world wont be too vacant that Real World trading can not occur.

Another basic concept I will add in is that there will be another wildy gate added in, at level 31 wilderness. The last concept I will point out is that the new wilderness will not contain revenant ghosts, as that would be a bit overkill once you hear what is in store for you in this new wildy.

“What will the rewards be for the new wildy?”

So, before I move on, I have to establish what rewards you will get from this “mini-game.” To your surprise, the rewards from this wildy, will be the same as the rewards from the last wildy, the inventory/equipment that the person was carrying/wearing. Now you are probably thinking, “But won’t real world trading be able to come back if the rewards are the same?” To this, I say patience, its a virtue that many posses, but few demonstrate. :P

“Just before the long explanation…”

From here on, I will be detailing the various concepts of the wildy. Before you say anything against what I am saying and critique it, I ask that you reread what I am saying, and approach this with an open mind.

I will open up my explanation with how the old wildy used to work, this way you get a valid comparison to my new wildy.

The old wildy used to work where either 1 person, or groups of people would go into the wildy, with the intent on killing others. Clans and small groups of people would tend to stick to multi combat areas of the wilderness, while people soloing would stick to non multi combat parts of the wilderness. When a person was seen, people would use whatever means necessary, such as mage, melee, or ranged in order to kill their opponent. Next, they would pick up the equipment that the person dropped, and would either tele, or try for a few more kills before leaving the wilderness.

Unfortunately, the wilderness was so big, that RWTers would go there (to avoid detection, as Jagex monitored large trades), generally to a very vacant spot, have the gold farmer die, and the player would get the gps. This player would then tele out, and both the RWTers and the player were fine.

This was how the old wildy worked, now lets see how mine will compare to this…
Sirschackher

“The New WIldy :)”

First off, let me add in a concept I forgot to mention previously, before I get into my idea of the wildy. The new wildy will be split up into non-multi combat on the left half/west side/edgeville side of the wildy, and multi combat will be on the east half/west half/varrock side of the wildy. THe two sides will be separated by either a gate or a ditch. In essence, it doesnt matter whether or not it is a ditch or a gate, but a ditch would provide more accessibility, so I think a ditch would be better.

This new wildy will be split up in 6ths, by the new gate I mentioned earlier, and the ditch that I mentioned would be added in, keep that in mind as I continue on.

Another thing to keep in mind is that you can not teleport past level 30 wilderness, and you can not teleport once you have killed a person.

The last thing to keep in mind is that you will automaticlaly become skulled (no matter what), if you pass the gate at level 31 wilderness.

In the new wildy, lets start off with what happens in the west half of the wildy. In the west half, it is only 1v1 combat allowed. So, Player A would be fighting Player B. For example purposes, lets just say that Player B kills Player A. THis occurs in level 32 wilderness, so Player A has lost all of the armor, weapons, and inventory.

For Player B, a timer has popped up on his screen, counting down to 30-60 seconds (again, see the pole to vote on the time). Quickly player B picks up everything that player A dropped because he will be teleported once the timer runs out to the east side, above the level 50 gate.

Player B has picked up all the stuff, and is now in a randoma area in a multi combat part of level 50+ wilderness. For the sake of using examplesx, he is in level 52 wilderness.

From here on, I will so back and summarize what happened in this scenario, and go on w/o using scenarios, since you should get the general gist of whats going on now.
Sirschackher

So, in the past scenario, one player killed another player. This player then has a certain amount of time to pick up their stuff, before he is teleported to a random area in the upper right portion of the wildy (level 50+ in the multi combat area.)

From here on, this person can not go back into the non-multi combat part of the wilderness, so he is limited to the multi combat area of the wildy.

Also, an arrow is now pointing in this players direction, with a certain color on it. The color is based on the total value of items he has on him. To see what each color stands for, check the “What colors” portion of this thread.

Another thing that goes against this person, is there will be a new spell, which allows mages to teleport within 20-100 feet (vote for this at the poll below as well) of a person who has killed another person. The value of the person they can teleport to is dependent on their mage level. For example, a level 55 mage would maybe be able to teleport to someone who has 50k on them, while a level 99 mage would be able to tele to someone with up to the max amount of money allowed in rs (I do not know it off hand.)

The only advantage this person has at the moment is that any kind of bind/snare spell will be significantly less effective on him. The same goes with the freezing effect of any ice spells.

Getting back on track, this person now has a timer that will count down from two minutes on his screen. This timer is significant as it shows how long he has to stay within the level 50 gate. Once the timer reaches 0, he is allowed to run through the gate (somewhat off topic note, I think that this gate should be able to be hopped at any place, as it will be already hard enough for this person who killed another, that giving him this small advantage couldn’t hurt.)

Once he runs past this gate, you guessed it, another timer appears. This one lasts for a total of 3 minutes. This one says how long he has to wait before he can go past the level 31 gate. Once he gets past the level 31 gate, he can teleport, so this is the most crucial part for the person trying to escape the wilderness.

So, the person will try to make it to the gate, while staying alive for 3 minutes, and if he is able to do that, all he needs to do is run past the gate. If he is able to make it past the gate, he will be unable to die from pkers, and can finally tele out.

This same concept applies to people who are fighting in groups. The one main difference is that people who have done damage to the person (including 0s) within 1 min of that person dying will all be teleported to separate locations. If multiple people kill 1 person, the total value of the person’s wealth will be divided into gps, and split among the peope who killed the person.

*NOTE* The drops will only be shown to the people who killed the person, they will not be seen by people who did not take a part in killing the person.

“What colors?”

Purple: The person’s worth is anywhere from 1 gp to 5,000 gp
Blue: The person’s worth is anywhere from 5,001 gp to 25,000 gp
Green: The persons worth is anywhere from 25,001 gp to 100,000 gp
Yellow: The person’s worth is anywhere from 100,001 gp to 1,000,000 gp.
Orange: The person’s worth is anywhere from 1,000,001 gp to 10,000,000.
Red: The person’s worth is 10,000,001+

Description of the mage spell:

The mage spell is an interesting spell. It will tele a person to someone who has killed another person in the wildy. You must be in the wildy to use this spell.

Your mage level will be directly dependent on what kind of value person you can tele to. This spell comes available at level 50, and will continue to get better, all the way up until level 99 mage.

This spell will tele you to within 20-100 feet of the person (remember to vote), and can only be used twice on 1 specific person. When you use the tele spell, you will get the list of all the people who are trying to escape the wildy, and their value range. You can specifically choose which person to tele to, instead of which value.

FAQ

“What happens if I kill a person while I am escaping the wildy?”

Although this is unlikely, if you happen to kill another person while escaping the wildy, your time will not reset, and you will not be teled back to level 50+ wildy.

“Can I cast mage spells while escaping the wildy?”

You can cast any mage spell while escaping the wildy. So, if you wanted to use ice spells, and bind/snare spells to slow people that are following you, then go right ahead.

“Can RWTing still occur?”

No because there will be a large number of people in the wilderness, and people are going to be etching to attack anyone with an arrow on them. Also, the people who generally RWT are not the level 125+s which means they are more susceptible to death.

“What about people who are level 3s, cant they still rwt in the wildy?”

No, they can not RWT because when you are escaping the wildy, any level person can attack you.
Sirschackher

Top posts/criticisms by readers of this thread:

Zachary *4:
Okay, I think that you have some pretty good ideas. I just don’t like the thing that they’d have to run back through the multi-combat area if they’d kill a person in a single-combat area. I think it would lead to the thing that happened in Bounty Hunter at the start. Large clans would just wait for someone to kill a person, spot the arrow, either all teleport to it, or just charge, and then the poor person would most surely be killed. They’d lose all the stuff they got, plus whatever else they had. The timer would just make this worse for anyone who managed to kill the person at the start. While this is a safe way to try to bring back the wilderness without bringing back RTW, I don’t think it’d work out very well with the way that it’s currently at.

Primefalcon:
how about have people willingly get tellied up, and they can get a reward based on how much they risk on their run to get out.

say talk to a wizard in edgy who can telly you to 52 wild spot but you need a certain minimum gp on you. and basicaly if they make it out, reward them with the 2X gp they risked. it’ even give non-pkers a trill run so to speak.

and it’d also lure more clans and people up into trying to kill them as well.

Closing Words:

If you have read up to this point, please start your post with a *. You also get a cookie if you read this far :P

I know this thread isn’t perfect, which is why I need everyone’s help. Lets say you totally dislike one of my ideas, but like some other ideas, then post that. Dont say you hate my idea because you dislike one part of it. I need everyones comments because this isn’t going to be for just me, it would be for everyone. I hope that you enjoyed reading this thread, and have good ideas/criticisms for me :). In summation, post away, and remember, please write all responses in respect to Jagex’s rules.

“Why the wild is beneficial”

In essence, the wildy provides a steady economy. I am not going to go into great detail, but basically, the wildy coming back will attract a nice portion of people back to runescape (not a large portion or a majority of people, just a nice sized portion.) This means there are more products in the market. Additionally, many dead items will be revived since people will be buying many items for wildy excursions. Prices will rise, and be more reliable then they are now. I know I didnt really back up my stuff here, but I am sort of stressed for room.

Additionally, the wildy coming back in a “RWT SAF WAY” would provide a more thrilling and fun experience in runescape for people who enjoy fighting verse other thinking players, as opposed to computer generated NPCs.

4:56 pm on April 20, 2008 by Primefalcon

Posted in Runescape / Jagex | 2 Comments

Working Ajax

Well, I managed to put together a working Ajax page/site. I doubt it’d be indexable by search engines but this technology could be very very useful.

Here’s the example I made:

Runeregistry Ajax Test

As you can see, you view new pages without complete page reload or flicker - without using a frame or Iframe. Very useful indeed!

The main thing I was playing with was the XMLHttpRequest object which is a nice toy. No flicker in the images at the top of the page when you change pages. That’s the power of AJAX being able to load data or perform checks or validations without reloading the page.

Frames still should contain the complete set of HTML tags. AJAX makes a request to say a PHP script which just returns the relevant info, then inserts that content directly onto the page, which means after the initial loading AJAX is very, very fast. This means AJAX is a lot faster than conventional web pages or even frames.

7:56 pm on March 16, 2008 by Primefalcon

Posted in Programming / Scripting | No Comments

Adobe vs AJAX?

Knifestorm

Are you at all interested in Adobe AIR with Actionscript as opposed to AJAX?

I actually hadn’t heard of Adobe Air until now to be honest. I’ll check it out, especially since ActionScript is involved and it does tie in with flash (which I am currently learning anyhow). However I’d probably tend to veer Ajax’s way, since what you learn is futureproof - it’s based on W3C standards.

What happens if the product disappears, in this case Adobe gets bought out and the newer company decides not to continue development? Or, possibly, if Adobe discontinues development? Lost on the great internet highway without a url……………..

11:11 pm on March 13, 2008 by Primefalcon

Posted in Programming / Scripting | No Comments

« older posts