RuneScape Jagex Be like


Jagex Be like

Posted: 18 Aug 2018 11:08 PM PDT

[Petition] Add an option to kill Pauline after getting all the Livid Spells

Posted: 18 Aug 2018 06:47 PM PDT

Useful information for noobs that don't know this yet

Posted: 18 Aug 2018 01:39 PM PDT

  • Weapons that come from God Wars Dungeon 2 are all considered Tier 85, but they don't do as much damage as it seems. These weapons actually have Tier 80 damage and Tier 90 accuracy, therefore, for general slayer, weapons with higher tiers of damage are usually better since you almost always have 100% accuracy during slayer task due to the huge accuracy bonus of having a slayer helmet equipped. The weapons I'm talking about include: Dragon Rider Lance, Shadow Glaives, Twin furry blades and the Cywir wand and orb.

The Masuta's Warspear does Tier 82 damage and accuracy and is also a halberd type weapon like the lance (increased range). Meaning, for most slayer monsters where the accuracy is totally negligible, the warspear actually doe more damage than the lance, while still having the extended range.

Off-hand versions of these GWD2 weapons all have Tier 80 damage, and since all of your accuracy is completely determined by your mainhand weapon, then the GWD2 off-hand variants are statistically identical to other Tier 80 off-hand weapons. Meaning, an off-hand Chaotic Crossbow is statistically identical to The off-hand Shadow Glaive (when using EoC combat mode, in Legacy, it's slightly different)

  • Making certain combination potion types are literally cheaper per dose than the cost per dose of the plain potion.

For example: making a holy overload potion costs an extra bit of money (a crystal flask and a prayer renewal potion) but since it is converting your 4 dose overload potion into 6 doses, each individual dose becomes cheaper. This can allow one to make more overload potion doses, and spending the same amount of money.

  • "free" xp ≠ free xp

Time = money

Just because you aren't spending any money on the XP you're earning, doesn't mean you're saving your self any time or effort. A lot of the time, the "free" method is horrendously slow xp, and just spending some time to make some money then training a skill in a semi-efficient manner saves you tons of hours and can be done in a low effort way.

  • There is an item called a Large Rune Pouch. It can be bought cheaply off of the Grand Exchange, it can hold 3 different types runes and be worn in your ammo slot. It is very useful for holding alch runes and you air surge runes if you're using magic. Or alternatively, 2 of the slots can be used for vulnerability spell runes and the last rune spot used for air runes to use magic for combat.

Another thing people seem to not know, is the fact that spells of the same tier will do the same damage if used with the same weapon. Therefore, Air surge will do identical damage to Fire Surge. All the surge spells will do the same damage, and all the other types will do the same if they're of the same type (same type, not same element)

If an enemy is weak to a certain thing, using its weakness only gives you an affinity bonus and does nothing to the raw damage you do to the enemy. Affinity affects the calculation for your hitchance against an enemy, meaning you're more likely to hit an enemy if you use it's weakness (your accuracy and affinity are both used in a formula to calculate your hitchance against an enemy). This is useful for some situations, but for things like slayer, where you basically have 100% hitchance, then using that specific enemies weakness is pointless, since you're always going to hit anyways.

This extends to magic the most, since if an enemy is weak to fire spells, and you already have 100% hitchance, you should not waste inventory spots, or waste the extra money on the extra runes wasted when you can use your highest tier of air spell (such as air surge) since this will have identical damage as all other surge spells.

One last thing to mention about magic, is the fact that the spell you use determines your damage but is capped by the tier of your staff, and the staff you use determines your accuracy. Meaning, if you use a Tier 60 staff and a surge spell (tier 90 spell), then your accuracy will be tier 60, and the staff will cap your damage to tier 60. Where as a tier 90 staff with a strike spell (tier 1 spell) will have tier 90 accuracy, but the damage will be tier 1.

  • their are very useful options in your gameplay settings , I recommend all players to look and read through all of the gameplay settings and discover what useful quality of life things you can do. Things such as instantly destroying vials after finishing potions, or destroying pie dishes after finishing pies, etc, etc.

I might edit this post and add more, for people that want to extend the list, leave some suggestions and I'll look through and add.

Edits:

  • the number shown as damage displayed on the information card when hovering over weapons, are not actually the damage the weapon will produce. The number shown is your auto attack damage

When you are on revolution mode in EoC combat, then the only time your player auto attacks is when you click on your target and initiate combat. The rest of the attacks will be abilities that are activated automatically by the revolution mode. The ability damage is affected by things like strength bonuses that armor and jelewery apply.

(In full manual mode, auto attacks can be forced, since if you don't manually press the ability you want to activate, your character will resort to using its auto attacks)

Your base ability damage, before accounting for bonuses from armor and jelewery is essentially totally dependent on the tier of your weapon

This means, a tier 90 weapon will produce tier 90 ability damage and Tier 90 accuracy. Therefore, [all weapons of the same tier, will do the do same damage]* (there are exceptions), and the attack rate (fast, average, fastest,etc.) Only applies to your auto attacks, and make no difference to how strong the weapon actually is.

(Exceptions include weapons like the GWD2 weapons, the ones I talked about in the beginning, which say they are tier 85, but they only have tier 80 damage with tier 90 accuracy)

So a drygore longsword with average attack speed, but a higher attack damage shown on the card, and a drygore mace with a fast attack speed but lower damage on the card are actually identical weapons, since both actually deal tier 90 damage and Tier 90 accuracy, so using an ability with both will produce the same ability damage from both.

The numbers on the card are in reference to the auto attacks, and (if you're on legacy mode you only auto attack) you effectively never are auto attacking, unless you're forcing your character to do so. Also, the attack speed of the weapon, is balanced with the damage on the card, so even if you are in Legacy mode where you only auto attack, then the damage dealt per minute should be essentially identical since one is faster with lower damage and the other slower hits that hit harder.

  • when you summon your legendary pet, most players know that a familiar pouch can be used to turn the legendary pet into a BoB (Beast of Burden) for holding things. A little known fact is that you can use a higher leveled pouch before hand, then extend the timer with lower level pouches.

Example: I can use a Mammoth pouch on my legendary pet so that I have a BoB to hold 32 items, then I am free to extend the timer to 2 hours by using Yak pouches instead, while keeping my 32 item slots.

(Note: When a legendary pet is turned into a BoB, it loses access to the ability to use scrolls for the special move for that familiar)

  • skilling outfits can be obtained in game via certain minigames or other methods. I recommend looking on the wiki for a certain skilling outfit piece to figure out how you can obtain the pieces.

  • the duration and effective-ness of many of the useful defensive abilities are dependent on the tier of the shield you're using.

Meaning, a tier 90 shield is essentially the best shield for all situations. Using a spirit shield to negate damage can be useful for a learning noob that needs to reduce the damage of attacks, but the loss of healing in your resonances or loss of time in your barricade can actually be more detrimental than useful.

Example: if you use a wooden shield, barricade will only last a few seconds, but with a tier 90 shield it can last up to 10 seconds, and can further be extended to 13 seconds if the Turtling 3 invention perk is put onto it.

  • there is a set of abilities called the Mazcab abilities that are unlocked via a Mazcab ability codex. They are all extremely powerful, and useful (storm shards and shatter is the least useful). These ability codicies can be bought from the Grand Exchange and unlocked at level 70 in the required skill to use them. I HIGHLY RECOMMEND YOU BUY CORRUPTION BLAST AND CORRUPTION SHOT AS SOON AS POSSIBLE

  • cannons have their own damage, the style you use won't affect the damage it deals.

Information about dragon bane ammo isn't necessarily correct, information could be skewed, read comment suggestions at the bottom for more information

  • dragon bane ammo is not necessarily the best ammo against a dragon enemy. Since it starts at a lower damage value initially, araxyte arrows and ascension bolts can more more DPS if the accuracy boost from a dragon bane arrow isn't being taken advantage of.

Example: let's say I am on slayer task fighting celestial dragons, since I already have 100% accuracy due to being on slayer task, the bonus accuracy of the dragon bane ammo won't take into affect, meaning araxyte arrows / ascension bolts will be doing more damage per second.

  • blue blubber jelly fish are a food that heals 750 per bite, over 3 bites for a total of 2250 health. This food doesn't consume your adrenaline when consumed and can be eaten simultaneously with other food types . It is very useful since it doesn't consume adrenaline, allowing for more thresholds since you won't lose out on one if you eat a normal food.

Important Combat Section


  • armors that are considered tank gear are very poor in almost all situations. Having more armor makes a very tiny difference to your over all DPS (loss of adrenaline via eating more) but using DPS armor applies a significant boost that can actually save you more food and time by quickening the kill / kills.

Armors such as the Player Owned Port armor, Ganodermic, Tier 60 armor and below, and the achto armor pieces suffer from being a tank armor type, losing out on the damage bonus applied by DPS armors. Meaning they are significantly worse to use in the majority of situations.

However, Achto does have some special case uses since it has some special abilities that can be useful in extremely high tier PvM where every bit or armor counts and the resetting of your defensive abilities could save your life.

  • lower damage abilities with a fast cooldown should be used as little as possible to maximize damage. I find players using ** wrack, slice or peircing shot** as their first abilities. This however is a TERRIBLE DECISION since these abilities are your weakest abilities and they come off of cooldown the quickest, therefore if they are at the front of your bar, you will be prioritizing your weakest ability and losing out on use from your stronger abilities and wasting time. I recommend everyone that is currently in this predicament immedietly attempt to make a reform to their action bars to see which are the strongest, I recommend using TheJuneSong's YouTube video guides to learn more about combat abilities and why they are where they are on your ability bars.

  • the ability detonate reaches 100% effectiveness when the green arrows appear around your target, there is no need to wait for the buff bar icon to reach 100%, if the green arrows appear before the buff bar reaches 100%, it's safe to release detonate and still reach full damage.

  • the ability resonace can be used the same tick damage goes through and it will still heal you, you dont have to res several seconds in advance.

Read the comment suggestions, the information about accuracy scrimshaws below could be skewed, or incorrect.

  • you need to have below 40% accuracy for a non-superior accuracy scrimshaw to match the increased damage output of damage increasing non-superior scrimshaws.

You need below 60% accuracy for the superior version of the accuracy scrimshaws to match the superior damaging scrimshaws.

Meaning, there are essentially no locations where it is viable to consider using a accuracy scrimshaw over a damaging one.

(The reason it must be below that amount is because accuracy bonuses have a bigger damage per minute increase when you start at a lower amount of accuracy, for example going from 90% -> 94% is only a 94/90 increase, or 4.44% while going from 60% -> 64% is a 64/60 increase, or 6.67%)

  • God books are useful pocket slot items that can give a passive bonus when uncharged, and give another passive damage bonus special effect when activated. Each page added will give you 45 minutes for the damage passive effect, but no time is used up when the god book is just worn.

Players should always illuminate their god books as it increases the passive bonuses, a wiki link on doing so is below

http://runescape.wikia.com/wiki/Illuminated_god_book

Each book does different special effect passives, but they all have the same stats when worn.

I recommend looking for a YouTube guide or reading through the above wiki link (and other wiki links for each book) to understand what each book special does and where youight want to use these books, a small list of useful things to do is below.

The bandos book special applies an affinity buff and reduces the targets defence, this can be useful at certain bosses to increase the players hitchance for more consistent killing. (This book is cheap to use, and can be preferable over scrimshaws for some players)

The Armadyl book applies a very powerful bleed-like storm that rapidly damages a target, but if the target moves, the damage stops applying. This can be exceptionally useful at Nex for quicker kills since it the book activates on a minion it will kill it near instantly. (However, this book is exceptionally expensive to actively use)


  • useful information for maxed players that aren't completionist

  • the ranged cape that acts as a Ava's device, can and will actually save you the most money out all of the money saving cape perks if you frequently use enchanted Bakriminel bolts.

  • the strength cape perk is a direct damage boosting perk and should always be used with melee

  • the capes of accomplishment ( support cape, gatherer's cape, combat cape, artisans cape) can store up to 2 capes of the same type, (support skills in the support cape) meaning players can put certain perks in those capes for other uses and keep their max capes with BIS (BIS = best in slot) perks for combat.

  • there is a merchant that randomly appears in the Deep Sea Fishing area that will sell (bought with normal gold) items that give points in certain minigames or other useful places. This is useful for completing things for completionist or just taking advantage of the points for certain skill outfits.

  • Comment suggestions:

Disclaimer: I haven't researched these secific notions, I recommend everyone do their own research before immedietly taking this information at face value.

I got another one: While doing slayer/PvM, consider buying the Christmas lootbeam token for like 300k. This allows you to change your lootbeam to be WAY, WAY more visible. Also eye-candy.

obligatory comment on also not using tank armor (e.g. people with tetsu at waterfiends etc) unless you actually need it for some reason and also proper revolution bars (e.g. not spamming wrack or slice/punish over and over)
For revolution bars: http://runescape.wikia.com/wiki/Revolution/Bars

I have another tip. After extending your legendary pet and needing to do a task with a different familiar, surge into the barrows area to force the pet to the spirit plane and summon another familiar. This also pauses the timer for the legendary pet and you can simply re summon the pet after you finish with the other familiar.

edit: also, accuracy scrimshaws are good for consistency sake @ telos and for tendrils. Sometimes you can get unlucky hits and having the superior scrimshaw makes your odds better.

for example going from 90% -> 94% is only a 94/90 increase, or 4.44% while going from 60% -> 64% is a 64/60 increase, or 6.67%

If that's how accuracy scrimshaws worked, they would actually be usable in some situations. Unfortunately, they multiply on your accuracy, which means they are always less dps than damage scrims.

Just one thing reffering to your weapon damage and speed. In EOC it actually makes no difference at all, not even for your auto attacks. In EOC auto attacks' damage is calculated in the same way that ability damage is.

In EOC, auto attacks of all dual wield weapons of the same tier share the same damage and cooldown (4ticks) and all two handed weapons of the same tier share the same damage (which is 150% the damage of the dual wield variant) and cooldown (6ticks).

Weapon speed and damage only applies to legacy combat.

Very good info, more people should know these things. However, one thing I should point out is regarding dragonbane ammo: Although on the face of it, it does deal lower damage than t90s even after the damage boost, it appears that Dragonbane ammo also boosts the damage from your armour and levels, in a similar manner to the Hexhunter bow (ie, the damage bonus due to Ranged levels and Power armour is also boosted by 25%). This actually makes Dragonbane ammo slightly stronger than even T92 weaponry (try it; I've tested the crits in ED2 several times and bane is hitting higher). With Hexhunter-weak dragons especially, these arrows wind up being far superior to normal arrows because of this effect and because of the hexhunter bow's already lower ammo damage, but even compared to a T92, Dragonbanes turn out to be slightly better if using power gear (which you should be). Note that this is only with a normal SUpreme Overload boost, no Reckless involved, so should still be true on Slayer tasks with Holy Overloads. One thing that can be said, however, is that because Bane ammo works in this way, if the Hexhunter bow does not apply, then it's best used with a mainhand crossbow and offhand elite Dl darts (or normal DL darts, or an offhand Shadow glaive). Since you only need Dragonbanes in your 'mainhand' for the effect to apply, and since they are T60 base damage while the listed off-hands have a higher base damage, then this is better than using them with dual ascensions or arrows in a noxious longbow. However, this is still (noticeably) inferior to using them with a Hexhunter where that bow's effect also applies.

My tips which I didn't see in the post: I found getting the Attuned Ectoplasmator from Aberrant Spectres or Banshees (save your Ghostly Essence while fighting them as you will need it later), and the bonecrusher from Dungeoneering, has been a huge bonus for me and helped me get to 75 prayer quickly. You'll also unlock the cremation ability and other abilities in the meantime. The gem bag from dungeoneering has helped me build up a stack of thousands of gems and removed the stress of leaving them on the floor. Use prayer urns when fighting demons (or an Attuned Ectoplasmator for those with higher ashes XP value, as it's expensive per-charge) to automatically scatter the ashes with a 20% bonus. If you don't like the public chat and find it annoying or distracting, there is a Quick Chat only world (96) which is nice and quiet and civilised. I use that a lot of the time. You can sell the 'loop/tooth half of a key' pieces but in my opinion it's much more fun to actually go open the chest and see what you get.

submitted by /u/ychoed
[link] [comments]

Can we be allowed familiars at GE, when these obnoxious pets are allowed?

Posted: 18 Aug 2018 06:29 PM PDT

After 13,010 elite clues and 2,184 master clues on two accounts, here's my collection log

Posted: 18 Aug 2018 08:50 PM PDT

I have been doing elite and master clues on two accounts for a while now, and a few have asked to see my clue collection log so here goes!

My elite and master clue loot album. Notable drops are 12 barrows dye, 6 shadow dye, 9 ice dye, 1 blood dye, 2 third-age dye and a third-age druidic robe.

https://imgur.com/a/tioaWFF

Clue log of main account with 7419 elite and 1148 master clues:

https://imgur.com/EZ6FuE5

Clue log of second account with 5591 elite and 1036 master clues:

https://imgur.com/a/Cogtf10

I was really hoping for some kind of clue collection log title along with the clue scroll overhaul (amazing update) as it would be really motivating for dedicated clue hunters. I understand that it will be almost impossible to complete the hard, elite and master log with all the pieces of third/second-age gear. Perhaps a way around it can be allowing a single piece of the third/second-age to count as all the third/second-age gear of the combat style. All dyes, backstab, effigy cape, explosive barrel etc would still be needed for the collection log title. In this way, the clue collection title can still be a long-term goal for clue hunters, only slightly more attainable. I think this have been brought up before, but a possible title to consider can be: [name] the clueless, with the colour of the title matching the colour of the clue (e.g. white for hard clue, gold for elite clue and cyan for master clue).

Anyway, thanks for sharing my clue journey and have a nice day!

submitted by /u/TA_US
[link] [comments]

Can we filter this spam message at greg when we have the venomblood perk?

Posted: 18 Aug 2018 10:20 PM PDT

Glory'n'Gold

Posted: 19 Aug 2018 07:14 AM PDT

So I'm here to talk about how poorly GlorynGold has been led and handled matters as of late. They are absolutely out of line and ruled by a selfish old cruel man, who claims to be this "nice guy". If you look at everything they have done as of late, a lot of members got banned for the most pathetic reason, being they streamed them playing Runescape. A lot of my friends were apart of this toxic clan on Runescape, and have been banned and blocked. My friends have tried contacting the admins to no success. The "nice guy" leader named Tony... leeches each and everyone of his boss kills which he goes around bragging about having the most boss kills and everything, yet couldn't prove he could solo them to us when asked. He has absolutely no idea about gear he is wearing. The only thing he is good at is collecting everyone elses gold, and that is his glory... others goldGoodluck to his brainwashed "clan" if any word is spoken in the stream you get instant banned, and cant accept how selfish and pathetic they really are.

submitted by /u/slimwilder
[link] [comments]

What happened to the MTX changes Jagex talked about a month or so ago?

Posted: 19 Aug 2018 05:57 AM PDT

I remember a reply from a jmod saying there were gonna be some MTX changes they thought we'd like in the mext couple weeks. I haven't played since then, but came back to see what that was, and all I'm seeing is still more MTX.. did I miss the post or something?

There's no way they can be pulling that again. It's like whenever people moan too loudly they throw out empty promises to shut us up. It's ridiculous.

submitted by /u/TheSnowite
[link] [comments]

RS3 from the perspective of a Custom Rig vs a Potato.

Posted: 18 Aug 2018 07:32 PM PDT

Anyone ever seen a soulsplit leech do this?

Posted: 18 Aug 2018 07:13 PM PDT

[Petition] TzRek-Jad is a BOSS pet

Posted: 19 Aug 2018 05:58 AM PDT

Rare or Nah

Posted: 18 Aug 2018 10:24 PM PDT

Upgrades, rewards, and consumables - the best items in the game shouldn't break into nothingness

Posted: 18 Aug 2018 07:14 PM PDT

The most powerful items in the game should not degrade to dust. They should be a staple, a goal. Something you strive to get and then can admire. NOT something that you strive to get, then keep in your bank because if you use it too much, it turns to dust.

There are two types of 'super high end items' that I'm going to talk about. And a third, that shouldn't exist.

Type one: overpowered and degrade to dust

Basically, these items are designed to be overpowered. They are rare, they are costly, they are meant to cost you a lot, they are not meant to last a long time.

In the past, (and now, sort of), these types of items were revenant PVP gear. Vesta sword was OP by design (it could spec for 70s. FOUR TIMES IN A ROW). Statius hammer has a +5 affinity debuff. That is really powerful. The armor had huge pvp damage reduction. And they all lasted an hour of use. Nobody wanted to get these to use for slayer or for pvm, because they were not designed for that. They were designed to cost like 600k per special attack, for PKing.

Another type of these items are scrimshaws, but they are more of a type two item.

Type two: Powerful, but not OP, degrade to dust

Overloads. They are powerful. They cost a lot to make, and require high stats. But you don't expect a potion to last you forever. You drink it, get a buff, and when it runs out, you drink it or make it again.

The same are like scrimshaws. They give you a very strong bonus (great healing from vamp, extra damage with the others), require high stats to make, require a long time to make, and cost you a moderate amount to use (opportunity cost; you can make a superior scrimshaw, or sell an inferior one).

For both of these, they are something a player can have a goal to reach, or they can buy inferior versions of them which give a considerably weaker boost.

Type three: Not over powered, but degrade to dust

T90 gear and T92 gear are in this category. They are direct upgrades to existing gear, but their cost of upkeep is the cost to buy them in the first place.

Think of it this way... why does t90/92 armor degrade to dust, but weapons do not? Would we use the weapons if they degraded to dust? Stupid question, we would, but they would cost so much that only the very few would use it for the very profitable bosses. Getting a degrade to dust weapon would have never been someone's goal, because what is their goal? Get something, and then immediately start on working to buy another so that by the time your new weapon is gone, you have it again? Nobody wants that kind of goal. The best items, that are not OP, should not vanish after a set number of uses.

There is a fourth type, mind you, that we all know about and are 110% fine with

Type four: Powerful gear that requires upkeep

This is everything that degrades with use. You don't need to buy a new weapon or armor piece when it runs to 0% charges, you instead have to pay a fee (which is a fraction of its initial cost!) to repair it. This gives you a goal to set, and reach. You can casually play and then spend your bank on a fancy new weapon that is loads better than what you had before, and then you can continue to play, using that new item, to help pay off its cost and make money.

That said, degrade to dust gear shouldn't degrade to dust. It should break, like every other piece of gear that is powerful, but you should be able to repair it. You should not have to repair it with a 'brand new copy of the item' like you do with augmented t90, but a fraction of the materials to make the gear. How strong is a piece of t90 armor that after so many hits, it basically turns into nothing? Why does it have max stats, then 0 stats when it passes this threshold?

There are two ways to fix this

  • The first way, would be to require you to repair d2d items with a fraction of the items needed to make them.. to recharge them, patch up the holes and whatnot
  • The second way would be to go about the way crystal shields and bows used to work. The last a set amount of time, but as their charges are used, they lose strength until they are recharged. So rather than t92 gear being 5 points higher than T90, it can be... T99 gear, with t99 stats, that degrade 1 level per 10% until it turns back into t90. You can top it off every hour to keep it in peak shape, but don't have to.

Edit, spellcheck

submitted by /u/The_Wkwied
[link] [comments]

Instead of Having 2 Magic Nihil Familiars Why Not Make 1 a Hybrid Familiar?

Posted: 18 Aug 2018 07:41 PM PDT

Im confused as to why we have 2 nihils for magic and 1 for melee and 1 for range. Why not make of the magic ones give a 2-3% accuracy to all styles for any activity that requires gear switches or hybriding?

submitted by /u/Geoffk123
[link] [comments]

Goodbye Cruel World

Posted: 18 Aug 2018 09:15 AM PDT

TIL a British peer reviewed paper (2015) looking at whether Treasure Hunter in Runescape was gambling concluded that it was indeed gambling. Jagex changed their practices accordingly.

Posted: 18 Aug 2018 11:28 AM PDT

Link to the abstract

Their conclusions

This brief article has tried to argue that the mini-games of Squeal of Fortune and Treasure Hunterwithin the online game RuneScape are another ex-ample of convergence between gambling and gam-ing. These games appear to meet the criteria forgambling as set out in § 3 of the Gambling Act2005, as well as broader criteria found in the gam-bling studies literature. It was also argued that thebonds and prizes bought and won while playingRuneScape mini-games do have financial value out-side of the game, and therefore go beyond the defi-nition of social gaming and accordingly, is anactivity that should perhaps be regulated by theGambling Commission in Great Britain (and else-where in the world). It was also highlighted that ad-olescents can and do play RuneScape, and that theyperhaps need protection from both the in-game ad-vertising and marketing that takes place while play-ing RuneScape as well as protection from playing gambling-type games within the game itself.

So basically the British Gambling Commission was asked to comment on why Runescape's Treasure Hunter was allowed due to its game of chance nature, their main comment was two points, that the "minigame" was free to play (that you could participate in it without paying, which is kind of true because you can be a f2p player and use 1 spin a game) and secondly, because bonds, which were another method to play the minigame, held no real life value.

The paper refuted these claims that you could both not fully participate in the minigame unless you at least paid Jagex (f2p rewards were largely restricted) and that Bonds DID hold real life worth, because they could be claimed for tickets to Runefest, and to buy items within Jagex's merch store.

As we know, not much longer after this paper was published, Jagex made it so that you could not go to runefest by claiming bonds. If this paper is to be taken seriously, we can infer that this is because treasure hunter would have been classed as gambling if bonds retained their real life worth status. Therefore, legally, Treasure Hunter is hanging by a thread and it is only the introduction of Bonds and their ability to allow players to use them to gain keys that Treasure Hunter is not classed as gambling.

submitted by /u/Bentoki
[link] [comments]

Can I keep her?

Posted: 18 Aug 2018 10:02 AM PDT

Me and mate at solak

Posted: 18 Aug 2018 05:27 PM PDT

Even when I leave the house, RuneScape follows...

Posted: 19 Aug 2018 08:17 AM PDT

Help a returning player?! How do get rid of this

Posted: 19 Aug 2018 06:29 AM PDT

Add an option to send all the things received from treasure trail caskets diectly in our banks

Posted: 19 Aug 2018 05:04 AM PDT

Not just when the inventory is full, rather automatically.

submitted by /u/BugeishaRS
[link] [comments]

Can we combine enhancers please please please

Posted: 18 Aug 2018 10:41 AM PDT

Can we fix this or am I going to have to settle for something from the tier down?

Posted: 19 Aug 2018 06:08 AM PDT

Post a Comment

Powered by Blogger.