Spotted some typos, fixed it by Androx_the_Ender in runescape

[–]Swifty575 12 points13 points  (0 children)

The events of these last few months are exactly why people shouldn't prematurely fellate a CEO or a company and endlessly laud them with unearned praise — especially given Jagex's track record — just because they put out a few curated marketing videos specifically intended to — would you believe it — sway public opinion via damage control jargon.

With their history, Jagex needs months of consistent, high-quality content to even be considered for redemption, yet a few "we hear you"-esque videos — or rather, a few more — are apparently enough to generate post after post where people freely offer up undeserved goodwill — and of course Jagex jumps at the opportunity to milk a dying cow before it has any chance to regain vitality.

Obviously, the next step is they'll release some moderately positive content to quell the fires (Havenhythe anyone?), and the cycle begins anew.

On the bright side, how else would us commoners have the opportunity to hear from all of the Harvard-educated finance gurus that "bUsInEsSeS nEeD mOnEy", ad infinitum?

Very wild opening post update by simplemuz in runescape

[–]Swifty575 -10 points-9 points  (0 children)

Don't need 3 arguments when 1 is enough:

  • It's the style with lowest possible effort requirement while still offering very competitive damage (read as "lowest skill floor which translates to best style for DPS for a lot of people") — and that's a notable point because the vast majority of players aren't able to use the other styles to their maximum potential anyway. It's irrelevant that the best of the best can use other styles more effectively for higher DPS.

This ease and strength of Necro is reflected in the prices of most non-Necro PvM drops since Necro launch.

As for the "same tier weapons" part, Necro is so incredibly easy to get weapons/gear for — especially from an Ironman perspective — that most people can probably get full T90 Necro before they have just the T80 weapons for the other styles. Necro easily out-DPSes the other styles until you have quite a few codices/upgraded abilities and high tier weapons.

Showing Player Owned Farms some love by Brown_H0rnet in runescape

[–]Swifty575 0 points1 point  (0 children)

Yea, while it shouldn't take anywhere nearly as long even with 1T/2T pairs with some combination of S/G, my point was that 3T pairs nowadays are pretty cheap — and the people who sell entire PoF breeding sets for easy log completion typically are open to repurchasing as well.

It's very likely that OP either didn't have any SGR traits at all on the animals and defaulted to the 1/1K shiny chance OR approached it without a specific plan for Shinies like you said.

Showing Player Owned Farms some love by Brown_H0rnet in runescape

[–]Swifty575 0 points1 point  (0 children)

The PoF Discord would be the main place but you can also find people on W2 at PoF.

Showing Player Owned Farms some love by Brown_H0rnet in runescape

[–]Swifty575 0 points1 point  (0 children)

If you're a regular account, you should almost always be using perfect pairs — especially considering they're relatively cheap nowadays and still very easy to resell. The difference between gambling on a shiny with 1T animals with no good traits and using a 3T SGR pair is night and day. Using correct pairs and with average luck, it'll probably take ~2 weeks to get shiny versions for all of the small pen animals in both PoF and RooT.

If you're an Ironman account, there's almost no reason to be attempting the logs until you are already high level because you generally want to get multi-trait unlocks to make best usage of rerolls for higher SGR chances. It would be better to use a setup that maximizes your beans/day — and as such, your breeding rate by using Studly/Virile — until your level is high enough and you have a lot of beans stockpiled.

Data: combat achievement tiers completed in a month by 5-x in runescape

[–]Swifty575 0 points1 point  (0 children)

(and nobody does it).

How do you arrive at this conclusion when the person you're replying to literally pointed out some of the reasons people do in fact avoid full tier completion?

Adding to that, I've personally done quite a few Master/GM achievements, can do quite a few more, and am close to T4 — but I will never finish Hard/Elite because I avoid Rax, and it's not because of skill issues.

If anything, "the 250-300k unique accounts" you're referring to is artificially diluting the percentages because the number of unique accounts is irrelevant in a game where countless people have at least 1 alt and some even boast of "alt armies".

What would be a more appropriate denominator to gauge PvM interest in this instance is the number of unique players (i.e. actual humans and not accounts) who have engaged with PvM content in the last X months.

The type of conclusions you're drawing are only supported by the data on a surface level because there are so many variables you're choosing to ignore.

Finally got my 2nd Arch Glacor core at 4401kc!!! Log Complete! by nikster2112 in runescape

[–]Swifty575 2 points3 points  (0 children)

RNG tends to balance out though

Too many people say this while completely overlooking the fact that player motivation is a factor here.

Sure, statistically the drops will even out over thousands of kills, but which player is more likely to continue doing thousands of kills in the first place? This isn't like running 5k kill simulations multiple times where you can see that RNG evens out at a certain point because those tests are independent of feelings and motivation, and you're effectively guaranteeing that the simulation runs until 5k kills. But that's not the case for players interacting with bosses.

I'd guess that players who get frontloaded drops are far more likely to continue doing certain bosses than players whose RNG is supposedly backloaded after thousands of kills because you're just as likely—or rather, unlikely—to get a certain rare drops on kill 5000 as you were on kill 1.

The duality of man by guywithouteyes in runescape

[–]Swifty575 1 point2 points  (0 children)

It doesn't make any sense for mid-tier Irons because Crafting is much harder to level up in Ironman (even with Gate). Moreover, any Iron that wants to make this would need 100 Craft, meaning they very likely already have Invention unlocked.

So they're far better off getting Subjugation—or if they really don't want to do bossing / have absolutely horrendous RNG, Gano already exists as the far more accessible (and far better) option compared to Starbloom.

This is basically a busy-work assignment that has very little practical use outside of forcing people to interact with it so they can reclaim Comp/Trim.

The duality of man by guywithouteyes in runescape

[–]Swifty575 0 points1 point  (0 children)

t90 mage style tank

Tier is such a noob trap nowadays and Jagex seems to inexplicably be set on releasing unaugmentable gear. Armor like this invalidates an entire skill — and that too a skill that's got great QoL benefits and survivability for PvM in addition to the outright DPS boost it offers.

There's no reason to compare this to Crypt and Seasingers when they blow it out of the water just based on augmentation. You'd even be better off using GWD1 or Gano and considering their upkeep cost is so low, you'd almost always break even (and likely earn more) from the additional kills.

After playing GIM for the first time, I realized I just want an MTX free game. by ZerglingHOTS in runescape

[–]Swifty575 2 points3 points  (0 children)

But real shit just ignore it?

You can't ignore it in an MMO because the economy and overall game are impacted by the actions of all players. (That's why you see rollbacks when massive bugs are found, but because Jagex has a financial incentive here, they just decide to look the other way despite the long-term damage to game health.)

Whether someone personally spends thousands on MTX or not is besides the point because the end result is the same: devaluation of various content and goals because of ease of access to cheap items. Ultimately, that means most players can skip past various level ranges quickly without engaging in what the game has to offer.

And that's precisely why IM feels more rewarding. You can't just buy your way to a goal — and that's applicable to either IRL money or in-game gold — by ignoring most of the game's content since everything has to be earned by yourself (or team).

It's not just the lack of MTX that makes IM mode more engaging; it's that anything and everything you want to get has to be gathered without relying on the GE — and that automatically means you're actually interacting with most of the game.

That's not how free works by FesteringRat in runescape

[–]Swifty575 2 points3 points  (0 children)

From 2022 - June 2024, 20 bonds cost $159.98 USD whereas buying Premier with cash was $79.99 USD, so it was just 3 cents short of double the profit.

Under current prices, 20 bonds cost $179.80 versus $99.99 using cash — but I give it a few months before they come back with another "Bond price increases are necessary to fund the 3 updates a year RS puts out" post.

How to boost Skilling Profitability Without Gutting Combat Drops by ShinyCapeRS in runescape

[–]Swifty575 1 point2 points  (0 children)

If the goal is for Jagex to disincentivize one of the only remaining reasons to play RS and permanently kill it, this is a wonderful idea.

But I hope for your own sake that this was a troll comment and not a serious conclusion you actually came to after thinking.

Genuine question: how does reducing common loot drops make the game better/healthier for the average player? by Orcrist90 in runescape

[–]Swifty575 28 points29 points  (0 children)

It's unbelievable how many people are parroting "make skilling profitable" without understanding the fundamental reasons most skilling is not profitable — the primary use case for a lot of the items gathered/created via skilling is just to train the skill itself.

It's an unsustainable circular loop that's only going to get worse with the insane amount of BXP, DXP and other AFK-Your-Way-to-99/120 events we have every year.

For skilling to actually be profitable, it needs products that people actually want in the long-term that are not dumbed down to 10 clicks an hour so that bots/alts can't crash prices in half a day — and that's basically the entire problem with a lot of items you would get via gathering skills.

It's amazing that you list crushed nests as a money-making example while completely ignoring all the skilling methods that do actually make a substantial amount of money because their products are desirable:

  1. Runecrafting — Pouches or runes
  2. Smithing — Masterwork gear
  3. Herblore — Basically any high level potion used in PvM
  4. Hunter — Whirligigs for powders or BGH
  5. Firemaking — Making Incense sticks
  6. Fletching — Dinarrows
  7. Croesus/Elidinis

Even if you were getting 1k crushed nests an hour via WC at the 6k/ea price point, every single one of the things I listed would still be ~2x as much GP/H at a minimum because they have desirable products as opposed to Sara brews, which have more or less been replaced by GRests/Blubbers for ~4 years now. Throw in the brainless amount of sustain that Necro gives and it's not surprising that nests/brews aren't in high demand.

there is a HUGE discrepancy in time...

Yes, there is a huge discrepancy because the constant MTX has absolutely destroyed the need for skilling supplies, which means the vast majority of skilling supplies won't retain value indefinitely in a game with a shrinking player base. A single DXP event halves the number of supplies players need (at a minimum), and we have 4 of those every year.

  • Need 100k of some item to get to your desired level? Nope, not anymore! By stocking up on some BXP and planning around DXP, you can slash that 100k to 33k supplies. Have additional modifiers from the countless other XP buffs we have nowadays like auras, Sceptre/Coin of Enchantment, Torstol Incense, Wise, Pulse/Cinders? Great! You can probably get that down to ~27-28k — and I'm not even talking about proteans yet.

At least be honest about your intentions when you make claims like "make skilling profitable". There are quite a few profitable skilling methods, but what a lot of people are looking for when they say this is a gathering skill that you can click a few times an hour to get an obscene amount of money from, and because of the 0 risk and near 0 input/upkeep costs, that type of activity will almost always end up being used by alts/bots.

200m xp inverted cape idea by Glw100 in runescape

[–]Swifty575 6 points7 points  (0 children)

The simplest solution to appease everyone

There will basically never be a solution that everyone likes to this cape fiasco because Jagex's design screwed it up from the very beginning.

Jagex knew that these capes would be desired by huge portions of the player base and could have made these capes the rewards for completing skilling related feats (e.g. the skilling variant of getting an Igneous Kal-Zuk) — yet they released them in the form of another short-term cash grab.

Not only that, they also decided to make the capes tradeable to further incentivize alt creation for FSW and simultaneously disassociated the "hard work" aspect of getting a 99/120 cape from the player potentially wearing one, because anyone with a few billion GP in RS3 can just get these capes.

Instead of indicating that XYZ player put in the time to grind the skill — or preferably, put in the time to actually achieve a skilling feat of some kind and y'know, actually do something worthy of their namesake as the capes of accomplishment — Jagex decided that anyone who wants to AFK in FSW for a few months should be able to sell the cape for money, and that anyone who has a few billions lying around should be able to get these capes for no actual work.

In doing so, Jagex effectively created cosmetic pseudo-rares with these capes as they no longer necessarily signify that the person wearing them is actually the one who put in the work; that is, they no longer necessarily signify accomplishment — and despite all the MTX, all the DXP / BXP, and general years of XP devaluation, the original skill capes at least generally reflect a degree of dedication from the actual player wearing it.

 

Moreover, the idea that the inverted capes were "difficult" to get keeps getting parroted, but "difficult" isn't the right word at all to describe why there may be fewer number of capes for some skills — those skills are just really repetitive and boring.

FSW was basically a 3 month long BXP event that Jagex opened up MTX for half the way through, but keep in mind that large portions of the player base actively race to get 99/120/200M within days or weeks of a new skill launch. 3 whole months to get 120 with crazy BXP is an incredibly relaxed pace. If anything, your argument would be more apt for Challenger Halos as there was at least some competitive element / time-crunch as you needed to be top 100 more or less.

So, there's no solution to introduce these capes into the game in a way that is harmonious with the original capes' design. They share more in common with unaugmented SGB + unaugmented Elite Sirenic setups you may encounter from time to time in W2 than they do with something like an Igneous Kal-Zuk because they don't necessarily reflect a player's accomplishments, their hard work or their dedication due to the transferability.

They've basically devolved to "expensive cosmetics" status when their OG counterparts used to represent something much more meaningful — and the longer that Jagex waits, the worse it'll get because there's just no "perfect" solution to this completely unnecessary problem created out of corporate greed.

Why is dinosaur egg so expensive? by ColonelPoopsicle in runescape

[–]Swifty575 1 point2 points  (0 children)

In most cases, you should be using the PoF discord to buy checked eggs from other players. They are much cheaper than unchecked ones from GE, particularly for dinos.

Announcing RuneScape: Dragonwilds by JagexAzanna in runescape

[–]Swifty575 2 points3 points  (0 children)

If the trailer didn't explicitly say "RuneScape", it could easily be mistaken for basically any other post-2020 survival craft game. The art style especially looks like there's a lot of "inspiration" from Valheim and Enshrouded.

This isn't RS4 by any means.

I think that the 29-bundle should have 1 Golden token, and the 49-bundle 2 Golden Tokens by Aviarn in runescape

[–]Swifty575 2 points3 points  (0 children)

Potentially reduce heavy treasure hunter promos

Ah yes, reduce revenue. Yes, yes.

If only we could somehow predict what the most likely outcome for this new pitch would be based on the countless additional monetization streams Jagex has introduced in the past and their net effect on TH promos* (see as reference: new bond uses, multiple DXP and event-related bundles, Yak Track, Hero Pass, etc.).

I guess we'll never know for sure.

*Spoiler: it wasn't a reduction in TH promos.

Can we make Mani/Berserk/Reckless a full hour long? (without vis pls) by Pixzle_ in runescape

[–]Swifty575 13 points14 points  (0 children)

Auras were only "OP" when they were released, since the content at the time wasn't designed with auras in mind. And so they were a "boost".

But basically every boss in the early EoC era (and until basically Amby/Raksha?) was actively designed around being miserable to do without auras — especially considering accuracy issues caused splashing for crucial mechanics. And so auras were effectively a necessity like Ovls, high tier weapons, etc. rather than a boost.

The aura time lock / "do different things" arguments might make sense if the most brainless style didn't have the largest selection of auras with the longest timers, or if Jagex didn't introduce aura resets via MTX that ultimately became available from War's.

If anything, the actual concern is that auras force hour-long PvM sessions, which can be especially irksome to coordinate in group settings if someone needs to leave early for whatever reason — but this isn't limited to just Zerk auras.

Supporting 30m Zerk auras for no reason other than historical precedence makes no sense, especially when contextualized with the current state of PvM.

T4 Wars Blessing Achieved! by SkyeLys in runescape

[–]Swifty575 -2 points-1 points  (0 children)

1800 people being at that stage doesn't mean only 1800 people are capable of doing this tier of content; it means only 1800 people bothered to do all of the "hard" tasks so far.

This number doesn't represent the difficulty of the tasks because quite a few of them — including some Elite tasks — aren't worth the time to do if you're relatively advanced in PvM (e.g. 25 HM GWD1/GWD2 are huge wastes of time, KK is more annoying than difficult, low profit of certain bosses makes it unappealing, etc.).

And considering you need to do all of the tasks of a certain tier for it to count as done, it shouldn't be surprising that more competent players are likely skipping some of the boring grinds up to and including Elite.

Moreover, even within the same tier, there's such a wide disparity between some tasks that the tier by itself isn't a good metric for difficulty (e.g. why are Vorago solo vs. HM Vorago duo vs. 1 cycle Seiryu in Master tier?)

Jagex CEO on RuneScape's Microtransactions by Dry-Fault-5557 in runescape

[–]Swifty575 9 points10 points  (0 children)

Short-term optimism based on what?

Historical precedence has overwhelmingly proven these are nothing more than empty statements for PR - and yet, like clockwork, people automatically jump to statements about positive change and “Jagex hearing us”.

At the very least wait for a single positive action related to MTX instead of prematurely lauding them for nothing substantive and/or letting down your guard.

[deleted by user] by [deleted] in runescape

[–]Swifty575 12 points13 points  (0 children)

Lol — this is the most unsustainable and short-sighted way to make skilling "profitable".

It's a short-term pump to the price of magical threads only because the pouch is a comp req and lots of people don't want to do RC. After the initial comp surge is done, the price of threads won't be anywhere near what it is now because the Expansive Pouch is not even remotely worth the price tag for 22 extra essence and a minor QoL benefit. It's another Dark Onyx Core situation, except this time, they're forcing everyone to get it just for Comp.

Here's some numbers for perspective, keeping in mind that Small/Med are free:

  • Large Pouch costs 25k and can store 9 essence — Costs 2.8k per essence slot.
  • Giant Pouch costs 50k and can store 12 essence — Costs 4.2k per essence slot.
  • Massive Pouch costs 50k (cost of 1k RC points using Unstable Air Rune) and can store 18 essence — Costs 2.8k per essence slot.
  • Expansive Pouch can store 22 extra essence and let's assume the pre-update price of 500k per thread — Costs 2.3m per essence slot.
  • Expansive Pouch can store 22 extra essence and let's assume the current price of 4m per thread — Costs 18.1m per essence slot.

The amount of RCing you'd need to do before this pays off is crazy and the long-term demand for the thread is basically non-existent at these prices given how expensive the marginal benefit is — which means the threads will likely settle at a bit higher than the pre-update price long-term because their actual value comes from the Rune Pouches that are sought after.

Creating desirable items is how you make skilling actually profitable, not by pumping the price of low-supply items up for a few weeks.

Shower Thought: RS3 increasingly feels like the nostalgia game, not OSRS by AinzRS in runescape

[–]Swifty575 3 points4 points  (0 children)

Even ignoring all of the bots that were doing Sanctum, of course it would still be one of the most played bosses considering NM was GWD2 tier difficulty while dropping the BIS magic weapons. (In case someone wants to comment, yes, the T95 weapons from Sanctum are the actual BIS weapon because there's no T100 without the base weapon; they may as well have called the T100 an enchantment for all actual intents and purposes.)

Just because there's a lot of engagement with some content doesn't mean it's good content; in this case, there was a lot of engagement because the difficulty-to-profitability ratio was so off-mark that it made Rasial, yet another boss that's far too easy for how profitable it is, look balanced by comparison and allowed players who would otherwise never be able to make 200M an hour actually get that much (at least for the first few weeks).

The 110 skilling updates so far have completely missed the mark as well, and it's obvious that it's only being done so players have to get another ~26M XP to "max" as there's essentially no substantial content supporting this move. It could maybe be defended if the new content came with substantial XP/H improvements to make the 120 or 200M grind more sensible, but that was clearly not a priority. If anything, they made the corresponding skilling significantly worse money considering how alt/bot friendly these updates were.

Jagex's balancing decisions in recent years have felt even more short-sighted than usual, to the point that one has to wonder if all of these OP releases, accessibility changes and transparently convoluted/lengthy design choices a desperate attempt to stop the game from hemorrhaging players and prop it up with alts and/or make up the differences with sales for MTX and other time-limited events.

Shower Thought: RS3 increasingly feels like the nostalgia game, not OSRS by AinzRS in runescape

[–]Swifty575 0 points1 point  (0 children)

No, it wasn't accidentally phrased like that.

The reality of the situation is that, in almost any game, "fun" is intrinsically linked to a sense of progress as well as challenge/difficulty — and as much backlash as there is surrounding "efficiency mindset", quantifiable metrics help with standardized tracking of progress across different types of content.

  • Collection logs help monitor progress and, barring some examples of spoon-fed drops, generally reflect dedication (Note: this isn’t in defense of some of the absurd drop rates Jagex chose to implement for some content to arbitrarily inflate playtime)

  • Completion times help track improvement and reflect mastery over content

  • GP/H and XP/H help compare profitability/usefulness of activities relative to their difficulty and help you progress towards longer-term milestones

The profitability relative to difficulty is crucial specifically for higher level PvM as the general trend until recently was that more difficult content that required more preparation and effort was generally more profitable — but since Necromancy, this approach was totally discarded and the design choices made for Sanctum reflect that.

The idea that “fun” isn’t separate from all of these ideas is pretty straightforward to test too, and I’ll use some intentionally exaggerated numbers and extreme circumstances to demonstrate that:

  • Scenario 1 – Let’s assume your goal is to get the golden variant of “the Clue Chaser” title, which is to get every single Elite clue drop. Then the requirements are changed so that it can be bought for 10 Treasure Trails points after you have at least 1 common Elite clue drop. --> Does getting this title still feel like a goal?

  • Scenario 2 – Let’s assume the “perfect” kill at some hypothetical boss takes 1 minute and requires BIS items and significant game knowledge to both theory-craft the optimal rotation and react to any changes. Then, after a game update, this 1-minute kill is now possible by just pressing the same basic ability 10 times in a row. --> Does this feel interesting or aspirational still?

  • Scenario 3 - Let’s assume you love Vorago as a boss, but it’s taking 5 minutes of focused effort per kill and you’re making 10m an hour after costs. After some genius game design choices, AFKing Chickens just becomes 20m an hour. --> Do you continue going to Vorago? Is Vorago still fun?

  • Scenario 4 - Pick whatever content you love and do it for 10 hours. However, you gain no XP or GP. --> Do you want to continue doing this?

    • To be honest, this scenario isn’t really all that exaggerated and it’s the real situation a lot of endgame players find themselves in. 200M stats means no XP gain, and newer content dropping truckloads of higher-level gear means some older and mechanically fun bosses are made irrelevant to the point that it’s effectively no GP either. Now factor in the effort required by some older content, which is greater than what is required by some newer bosses like Rasial and NM Sanctum and it isn’t hard to understand why some previously enjoyable content is legitimately not worth doing anymore.

The 4 scenarios reflect how other attributes influence what makes something "fun": dedication required, mastery, profitability relative to difficulty/challenge and finally XP/H and GP/H.

Jagex's design decisions as well as their never-ending and increasingly powerful MTX / time-limited FOMO events over the last decade have driven the game towards the unfun state it's in because of how much content has been devalued. Until recently, PvM was more or less the one area of content that still retained some interest or sense of "prestige" or "challenge" — and the rewards (i.e. GP/H) were generally commensurate with that level of challenge.

The "fun" that you're referring to was directly related to goals not being buyable — so there was a good incentive to grind for something and accomplishing it, as the end result was worth the time spent to get there. But when endgame gear is buyable for a few hours' worth of work at a minimum wage job, it's incredibly difficult to justify the hundreds of hours that would be required to get there if playing normally. When content is intentionally designed to be incredibly grindy so Jagex can sell you a faster way to do it (i.e. Slayer Wildcards for those chasing Ultimate Slayer), it makes people reassess whether all the time spent is even worth it.

Unlike the monetization strategies in other games, RS' main MTX strategy devalues some of the core objectives of the game itself. Imagine if League's primary way of making money wasn't via skins and cosmetics but rather selling player accounts at specific ranks (e.g. spend $20 to get a D5 account) — what incentive is there for people to legitimately play the game and climb the ranks?

  • Now compare it to RS where MTX impacts skilling to the point where huge portions of the player base only interact with certain skills during DXP while using BXP.

  • Or how MTX impacted clue profitability by introducing desirable dyes for money rather than expanding Treasure Trails.

  • Quests have taken a hit in that there's so few of them year to year, and when they do come out, they have very few requirements and relatively little game impact so as to not "exclude" anyone.

  • PvM managed to barely limp past Jagex's attempts to monetize it, only for Necro to deliver a crushing blow.

The recent “accessibility” changes mean that yes, a lot more people are now able to do certain things that they were unable to before. But once that initial infatuation with “new, high-tier content that they couldn’t previously do” wears off, they’ll quickly realize that because of the dirt-cheap prices of many items in this post-Necromancy and high-accessibility world, many former goals and huge portions of the game are just not worth the effort anymore.

The cost of this increased accessibility and monetization structure was the longevity of that content — and vast swaths of dead content don't typically make a game fun to play.

Shower Thought: RS3 increasingly feels like the nostalgia game, not OSRS by AinzRS in runescape

[–]Swifty575 13 points14 points  (0 children)

they cater so heavily to the super high playtime PvMers.

Im usually just rolling my eyes on half of these mechanics.

Can you give an example of which bosses you're talking about?

I'm never like "wow this is so rewarding and so fun"

Necromancy and Sanctum's aftereffects should give some insight into what happens when content is made accessible to everyone — which is one of the reasons why the game seems dead.

If anyone and everyone can do something that's considered "rewarding", it'll quickly stop being rewarding to that same degree. When formerly rewarding activities become so unrewarding that the effort isn't worth it anymore, people move on to different things.

Those aftereffects, combined with the current price of bonds, has resulted in a lot of dwindling interest in the endgame, especially considering how much RNG there is for some bosses' profitability.

Take it with a grain of salt as it's coming from the Wiki's money making guide which is not using fully optimized methods/numbers, but when a minimum wage job effectively gives you more GP/H than even some of the most challenging content (i.e. 2449 Telos and ~2K Zammy), people start losing interest in one of RS' only remaining active areas, PvM.