This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to. 1 MoparScape Announcements / Re: Moparscape is looking for helpers« on: October 08, 2019, 07:55:28 PM »
Boys, If you are still looking for someone on a business management side of things (marketing, cashflow, whatever) hit me up. 3 Downloads / Re: [508] DavidScape 508 V7.0 ~MOST POPULAR BULBY SOURCE~ 508 Coding Tutor Included!« on: January 29, 2016, 07:04:32 PM »
lol bulby
4 Community Feedback / Re: The continual decline of activity felt throughout the forum, what do you do?« on: October 30, 2015, 06:21:49 PM »I'm not sure who it was, but as I was scrolling through the comments I saw a comparison between R-S mods and ours; I never laughed so hard in my life. The mods over there may not be 100% flawless and reliable, but they sure as hell beat the so-called mods we have here.Being a mod is hard when your admins don't let you do anything, R-S mods are just lucky that they can do whatever the want and get away with it. At this point being a mod doesn't even mean anything here, all we do is remove spambots and deal with the advertisement section, so none of us really care about it anymore and just contribute to discussions like everyone else. I've heard R-S mods will unban you for money tho, so that kinda almost makes me wish I was part of that shitfest. Not to be an advocate for r-s but that part about accepting money for unbanning people is just utter bullshit. I get you may not like the community we have over there but there's no need to spread lies. And even if someone told you should try to at least verify it. maybe the reason this community if failing is because it's so focused on what others are doing. be your own community, don't hate and degrade others because they are succeeding where you aren't 5 MoparScape Announcements / Re: I'm sorry to announce...« on: September 07, 2015, 04:43:51 PM »
People getting upset with him should really take a good hard look at themselves. He did this to try to help out this dying- no sorry, dead community and when it turns out that he has over committed himself you jump on him like wolves. Honestly, just thank him. If you want a server so bad get up and help with it. EDIT: I just had a look at thornfall, what sini is leaving to. fudge me I would be gone in a heartbeat to help develop something like that. 6 MoparScape Announcements / Re: I'm sorry to announce...« on: September 06, 2015, 09:05:08 PM »
just use pi its the best
7 General Discussion / Re: IRL pictures of you« on: September 04, 2015, 01:00:14 AM »I actually have brown hair :p And I'm not Phillip or was that some kind of joke I missedI haven't posted a picture in a really long time so thought for you sweeties I'd pose for ya. shut the fudge up ginger 8 General Discussion / Re: The fitness thread« on: August 26, 2015, 12:58:32 AM »
youve posted that photo before lol..
9 Downloads / Re: Stonefall - A RuneSource Derivative« on: August 23, 2015, 11:39:24 PM »
what happened to wc
10 Server Advertisements / Re: RareScape - 317 - The Rare-Collecting Server« on: August 23, 2015, 11:37:00 PM »
what a fudgeing dumb idea
11 General Server Discussion / Re: Apollo, one step forward and two steps back« on: August 19, 2015, 09:48:46 PM »
Good god this thread was an awesome read
12 Community Feedback / Re: Rep Return« on: July 14, 2015, 05:40:59 AM »
far out i've been here for 7 years.
13 Community Feedback / Re: The continual decline of activity felt throughout the forum, what do you do?« on: July 12, 2015, 09:24:41 PM »
all this mc talk has got me playing again
14 Community Feedback / Re: The continual decline of activity felt throughout the forum, what do you do?« on: July 08, 2015, 11:05:54 PM »
We've digressed.
15 Community Feedback / Re: Rep Return« on: July 07, 2015, 10:33:00 PM »its imaginary.5 year member :'(well some people would like to participateStiff bikkies. Going to message david just to annoy him. 16 Community Feedback / Re: The continual decline of activity felt throughout the forum, what do you do?« on: July 07, 2015, 10:30:54 PM »
This is directed at everyone who is saying how R-S is subpar quality because of who uses the forum let's be honest: It's A lot more active than here. When I first joined the rsps scene I came straight to Mopar and didn't even consider leaving. I was banned (over a misunderstanding) and it took me almost 2 years to get unbanned. During that period I joined R-S and haven't really ever considered pushing myself to become an active user of this forum again for the simple reason: There are too many fudgeing elitists here Granted, this is sort of the birthplace of our entire community, and a lot of members here have contributed to the development of the scene in major ways but just look back at the last five years of development within the community as a whole. Almost none of it has come from Mopar. As Sin said in one of the first pages R-S is a lot more user friendly (granted, it has the elitists but not to the level that they have here). There is a lot more forum and user interaction over there. I feel that this forum has become a site for old members to sand over the new ones and tell them what they did, and who they are when the new members honestly just want to try and make a game/be a part of our community. It's sad because I remember this site being so welcoming when I first joined and I just feel that we have veered of course. In regards to what can be done to push forum activity up there have been numerous ideas that would work great. Mincraft, an Official server (yeah lol.). We need something to bring us together as a community, to erase the division that is currently driving us into the darkness of a dead forum 17 Community Feedback / Re: Rep Return« on: July 07, 2015, 09:57:54 PM »5 year member :'(well some people would like to participateStiff bikkies. Date Registered: November 16, 2008, 04:36:50 pm what is this private rep you speak off 18 General Server Discussion / Re: Creating and managing an economy - A discussion« on: February 06, 2015, 06:08:33 AM »I like it. Problem with that is how would you collect the data for the database? Players who just sell through P2P interaction wouldn't be logged and the price could be driven higher or lower without us knowing. The data stored would be purely from people using the online sale system. 19 General Server Discussion / Re: Creating and managing an economy - A discussion« on: February 05, 2015, 03:20:57 PM »I've reworded this reply about 9000 times already. Basically a few years ago me and a few guys got together to create this super amazing RSPS when we thought there was still something worth doing in here. I'll not mention their names but it was a group of us who were all involved in massive RSPS beforehand and had closed them - for example when I had mines in circa 2009, others had theirs a little later or earlier and we thought it was going to be the likes of the big superpowers joining together, sitting down, putting our heads together and making an RSPS that could be unparalleled by any other. Code: [Select] Eventually the economy question came up and it took us weeks to get our heads round it. What we eventually came up with was having dynamic pricing and full control over all items in the game. This required web panels that showed the item surge/depletion etc and allowed us to manage the economy. So the more and more of an item that was pumped into the economy (E.G Flax being picked and sold to a store) the price would go down, all within a capped price range of say roughly 15gp-55gp each or something, not exact numbers. The higher demand for flax being picked, the price would rise in the in-game store. This also left a healthy bit of growth for player to player interactions too, someone could sell it at 35gp a piece if the store was set at 55 and all this kinda stuff, it sounded really cool. So that's the first part of it, dynamic pricing. I was thinking of something similar - but would perhaps a better way to maintain the pricing be similar to zybez' price guide. They average out Buy/Sell offers and the price is set from there. Doing something like that would of course open the game up to manipulation (clans who want to drive prices up place ridiculous sell offers), so that would where the amount of items in circulation comes in. It would actually be quite simple, just something to read player files for an item Id. Code: [Select] Something like the KBD dropping visages, we would make that more or less rare depending on the flow of them we'd like in the server. This allows us to control the economy in the long run. The more the players grind the more chance there is of getting a rare drop, but it requires real input from the players to get their end game goals. This was the problem that we couldn't get by in RSPS. Players in RSPS typically want to join a server, get a party hat set and turn in for the night. Controlling an economy wouldn't allow something like that and that was a big choke point. Basically you are saying that an economy that is maintained properly where top-end items are not easy to get is very hard is a turn-off for most people playing rsps?Code: [Select] Rash, I'm glad you made the thread but you seem to have the idea all wrong. The issue isn't introducing the item to the economy and setting a price.The issue is maintaining the amount of that item in circulation. If there's only one of that item in the game and was a rare drop by a boss, then that item truly is priceless unless someone wants to pay well over the odds. When a second one comes into circulation then people start bartering - X said he'd sell it for 20M, Y sells for 19M to undercut him. It's all about relating to the community, finding their feedback and editing the amount in circulation as you see fit. This is the only way to truly control the economy of a server flawlessly. Let the discussions begin ;)X 20 General Server Discussion / Creating and managing an economy - A discussion« on: February 04, 2015, 08:02:50 PM »
Just feel like this is something that most RSPS overlook, even tho it can really contribute to the quality of the game. For an economy to work you need to look at and address so many aspects, I've listed some of them below; When introducing a new item into the game there are a multitude of things to consider as a single item can completely ruin your economy. 1. How are you going to introduce said item? Jagex have used minigames/events to introduce items into the past, and have more recently (last few years) started using quests. 2. What kind of value do you want the item to have? This one here is tricky, as it requires some thought. You will need to understand how your economy is currently sitting. What kind of price is item x sitting as, as item y (item being introduced) is an upgrade on that. How many will we introduce into the game, will the item degrade -if so how long will it last. The amount of an item in the game as well as the demand for it is what really determines an items value, but they aren't the only factors. If i had a whip - 200k in the game and there are 10,000 of them there, and I introduce a premium whip of which there are 10,000 then I would be forcing the price of regular whips down. As you can see economics is a headache that no one has really grasped just yet (in the current rsps world anyway), so all discussion is really encouraged. Any ideas/something that I have left out? |
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