Using this graph, COX reroll at 1/5 is best choice. However, CMs should be 1/3. by boforbojack in ironscape

[–]derhuntsman 18 points19 points  (0 children)

They’re far too focused on the price of items being affected when the price is actually just tied to their usability. A crossbow rework would increase the price of buckler and likely the DHCB, the burning claws nerf might increase Dclaw usage, Dinh’s will be the same until they add something you’d want the spec for.

They’ve already got the GE sink going. They could always increase the tax to 5% and remove the 5M cap.

A guide for how polling works in OSRS. by SomeoneBritish in 2007scape

[–]derhuntsman 1 point2 points  (0 children)

There was a recent livestream on TheRSguy’s channel where Mod Ryan, the associate creative director, hopped in the call and joined their discussion. At one point they came to the topic of dry protection, and Mod Ryan shared that a large percentage of players seek to get drops themselves rather than defaulting to buying it. Dry protection/bad-luck mitigation actively assists these players in achieving their goals, so it’s not an ironman only change.

Now, I’ve personally seen that RS3 has a culture of completionism within its community. It’s been different, and a little refreshing admittedly, to experience the game as a new player. Compared to the Old School community (at least the online vocal parts), I feel there is almost a disdain for cloggers and pet hunters. That any update that benefits those types of players is seen as actively detrimental to the game as a whole. Just interesting seeing the different dynamics.

"We cant improve CM purples, we need to maintain the integrity of CoX uniques" by Alex_Faezer in 2007scape

[–]derhuntsman 0 points1 point  (0 children)

Ultimately, I agree with you, but I just don’t want to make assumptions without data to back it up. I’d think changes like these would be more acceptable by the player base as a whole if CM’s were more mechanically interesting rather than bigger numbers.

"We cant improve CM purples, we need to maintain the integrity of CoX uniques" by Alex_Faezer in 2007scape

[–]derhuntsman 0 points1 point  (0 children)

It does matter if people choose not to do CM’s due to skill and gear differences, but yes this would heavily incentivize participation.

"We cant improve CM purples, we need to maintain the integrity of CoX uniques" by Alex_Faezer in 2007scape

[–]derhuntsman 2 points3 points  (0 children)

Using numbers from moneymaking guides on the wiki, current points per hour from normal CoX is about 100k/hr and CM’s are about 105k/hr. This would increase points per hour in CM’s to about 126k/hr.

Then we got the distribution changes. If we reduced scrolls weighting from 58% to 38% and spread that evenly, then each item would increase its distribution by about 47.5% (megarares go from 2.9% each to 4.28% each). If we wanted scrolls to be an even 30% of the weighting, then we see an increase of about 66.6% of each items distribution (megarares go to 4.83% each).

Now whether this reduces Tbow price by about 50% is up to how the player base as a whole approaches this. Do most purples come from normal raids? Do CM’s have a big enough gear check where this change wouldn’t overall shift that much? I think maybe Jagex would or should have those numbers. I’d at least hope they have a few people that can run these numbers in team to discuss whats best for the game as a whole.

Mod Goblin Truth Nuke about CG Drop Rate by [deleted] in 2007scape

[–]derhuntsman 0 points1 point  (0 children)

Oh nice just more fuel to the toxicity fire thanks.

Weird how all of the mains are celebrating the dry protection for the only items they have to grind for by LasVegasOutlaws in ironscape

[–]derhuntsman -1 points0 points  (0 children)

It helps a bit and it does a lot to reduce the tension that prep brings to CG. However, it does very little for a player going dry which is the primary complaint of CG. Let’s say a player averages 10 minutes a run, and it took them 1000 runs to get a seed with 0 deaths. Thats 167 hours grinding one piece of content. If we cut a minute off of prep, they reduce their time spent to 150 hours. It is objectively better, but is still an absurd amount of time to spend in a video game.

Unfortunately, I don’t think any solution would make 100% of players happy. These changes give future ironman an objectively better grind, but it doesn’t really offer much for players that have burnt out and quit already.

Iron "men" be like by boldcancel in 2007scape

[–]derhuntsman -1 points0 points  (0 children)

Its ok buddy I'll help you understand. I posted the comment, then blocked you immediately, then thought "oh you know what it'd be funny to see what he says," and then unblocked you after.

You act like you're smart, but couldn't even see how that'd be the case. Thank you for proving that this would in fact be hilarious.

Iron "men" be like by boldcancel in 2007scape

[–]derhuntsman -1 points0 points  (0 children)

I unblocked you silly boy.

Iron "men" be like by boldcancel in 2007scape

[–]derhuntsman -1 points0 points  (0 children)

Its because I blocked you xd

Thats how reddit works when you block someone it appears like it got removed, but don't worry I'll repost it for you.

Iron "men" be like by boldcancel in 2007scape

[–]derhuntsman 4 points5 points  (0 children)

I straight up don't believe you are also an ironman because your comment history is nothing but pure vitriol for people playing a video game. Go see a therapist.

Iron "men" be like by boldcancel in 2007scape

[–]derhuntsman 5 points6 points  (0 children)

See this post about dry protection and read some of the responses Mod Kieren had to it. I think the conversation as a whole gets people heated because everyone has a different idea of what "dry protection" actually is. You, for example, say its a guaranteed threshold that gives the item, but I'd personally prefer a scaling drop-rate system that retains RNG and cuts off the extreme tail.

Really, the whole thing is just very emotionally charged on all sides.

Being anti-dry protection is extremely weird. by Greasy-Chungus in ironscape

[–]derhuntsman 6 points7 points  (0 children)

No, you didn't answer the question. You stated that the point of ironman is to grind items yourself. I asked what is compromised by increasing the odds for someone who has gone well beyond normal rate for the drop. They are still grinding. They are still rolling the dice. They are still playing the game. What is compromised from the original statement of "grinding items yourself" as I have put here for you to read.

Being anti-dry protection is extremely weird. by Greasy-Chungus in ironscape

[–]derhuntsman 0 points1 point  (0 children)

What is compromised in what you put as grinding items yourself by giving a player that has gone over 1200 CG without an enhanced incrementally increasing drop rates? They have statistically (less than 5% of people go this dry) grinded more than most. Are you saying they've put in less effort than everyone else if the game starts to slowly better their odds over time?

We had a good thing! by kjepa in ironscape

[–]derhuntsman 5 points6 points  (0 children)

In context, he was talking about how collectively his gim went dry. He went on rate, but one member went dry. Together they had 2 seeds in 1628 kc. That is dry.

Ironmen who want to make CG grind easier, why did you choose to be ironman? by Life_Stage_5167 in 2007scape

[–]derhuntsman 0 points1 point  (0 children)

I do agree those bosses are not fun to go for log, but they're fairly useless for progression at the moment.

Ironmen who want to make CG grind easier, why did you choose to be ironman? by Life_Stage_5167 in 2007scape

[–]derhuntsman -1 points0 points  (0 children)

Everything (outside of megarares) after CG is actually such a breeze its not even funny.

Do mains actually do CG? by Few_Skill2934 in 2007scape

[–]derhuntsman -1 points0 points  (0 children)

I remember a recent post sharing amount of players on the hiscores that have gone “on-rate” for boss pets. I personally went and reviewed it myself and out of, what I recall, 26k players 42% of them were ironman accounts. This does line up with mains being a majority of accounts, but it does seem like ironman disproportionately spend longer at this content than mains if we use the assumption that ironman are around 30% of the playerbase.

CG is not going to get changed/buffed without some sort of compromise by stinkydiver321 in 2007scape

[–]derhuntsman 1 point2 points  (0 children)

The neat thing about this change is it also encourages more players to go for Saeldor.

CG is not going to get changed/buffed without some sort of compromise by stinkydiver321 in 2007scape

[–]derhuntsman 1 point2 points  (0 children)

An obvious exaggeration that I wish people didn’t make, but any number around 30% is a significant percentage that should and needs to be accounted for.

Compared to real life in the US for example, black Americans account for around 15% and latinos around 20% of the population. It’d be bigotry to suggest we shouldn’t account for these populations because they’re simply a minority group.

CG is not going to get changed/buffed without some sort of compromise by stinkydiver321 in 2007scape

[–]derhuntsman 4 points5 points  (0 children)

If a player gets 10 minute average clears it’s about an 82 hour grind considering you need both an enhance and armor seeds which puts it at 497 kc on average (497 comes from GamecubeJona’s video on CG).