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Runespan

Post by 3mptylord on Tue May 01, 2012 10:10 pm

Runespan is actually pretty cool.

It sort of feels like a non-combat version of combat, similar to Hunter. The rate of experience feels a little high at the moment, but maybe I'm just not use to level 6 levels of Runecrafting with minimal effort.

My only issue is the nodes. They seem pointless. The rate at which you find a good node isn't worth the bonus experience you get for it. You're better off just camping a creature spawn. I sat at the Law Esshound the moment I turned a high enough level to cross the bridge, stopping only to do wizards (which were conveniently either always on a Law Esshound island or the parent-island of one). If a node spawned on the island, I'd harvest it: but running around looking for Nebulas, Jumpers and the green blobs was too slow and rare. My mate proposed that natures might be better experience, because we would have a better success rate: 44 every tick, rather than 54 occasionally. But we trialed it with the counter for 20 minutes and we both had near enough the same experience, and Law was worth more points.

Also, the node spawns are based entirely on how populated the world is. When I first logged on it the place was littered with them: islands with 5-6 nodes per. When it came to around midnight, I noticed that we were lucky to see 1 per island. Node training becomes even worse, because they spawn randomly. Or, I think it's random. I've also noticed that the ones which spawn seem related to the creature that's on their island. But it wasn't consistent.


Edit: Apparently the node-rate was a bug that has been fixed, although I have not logged on to confirm if the islands are back to their usual 6ish ndoes per island selves.
Edit2: Chaos Nodes seem common enough that you could just farm them, as they are wroth 62 experience.

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Re: Runespan

Post by MorbiusMonster on Tue May 01, 2012 10:34 pm

I couldn't help but feel somewhere, Jagex is going to completely change it in a few days. It felt too easy to gather experience, I conquered 3 levels in under and hour...
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Re: Runespan

Post by 3mptylord on Tue May 01, 2012 10:46 pm

Conjuration Platform sucks balls. Why thank you, I wanted time to make dinner. >_<

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Re: Runespan

Post by MorbiusMonster on Tue May 01, 2012 11:10 pm

I was wondering to myself how this would affect prices of runes. Two possible scenarios would emerge;

1. The prices of mediocre runes (such as cosmic, body, astral and chaos) would have a sharp rise. With runes such as these being made purely for experience in the past, players will no longer craft them with RuneSpan being a substitute; less runes = less demands met = higher prices.

2. The prices of higher level runes (nature, law, blood and possibly death) would have a steady decline in price. These are the runes everyone wants, but were relatively scarce because of the levels and requirements needed to craft them. With RuneSpan, players can now level up to reach the levels needed to craft them, so more can be crafted either for personal or profiteering needs. Players, in one trip, can go from 1 to 54 in a few days, eliminating the slowness of actual crafting. Easier to reach crafting requirement = drop in demand = drop in price.

I always thought RuneSpan would work well with the combat overhaul. I figured that mage was going to get a much needed rework to make it a favourable combat style again, but rune prices would soar when mage becomes more powerful. RuneSpan would mean players could reach the levels they needed for more versatile runes much more quickly and therefore craft their own instead of buying them, keeping prices of runes at a steady level.
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Re: Runespan

Post by 3mptylord on Tue May 01, 2012 11:20 pm

I think you've hit the nail on the head with both scenarios. High level runes will decrease in price, and low level runes will increase in price.

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Re: Runespan

Post by MorbiusMonster on Tue May 01, 2012 11:28 pm

People noticed the price of essence decrease, but it could sharply rise again under the scenario.
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Re: Runespan

Post by Dragon78114 on Wed May 02, 2012 1:52 pm

MorbiusMonster wrote:I was wondering to myself how this would affect prices of runes. Two possible scenarios would emerge;

1. The prices of mediocre runes (such as cosmic, body, astral and chaos) would have a sharp rise. With runes such as these being made purely for experience in the past, players will no longer craft them with RuneSpan being a substitute; less runes = less demands met = higher prices.

2. The prices of higher level runes (nature, law, blood and possibly death) would have a steady decline in price. These are the runes everyone wants, but were relatively scarce because of the levels and requirements needed to craft them. With RuneSpan, players can now level up to reach the levels needed to craft them, so more can be crafted either for personal or profiteering needs. Players, in one trip, can go from 1 to 54 in a few days, eliminating the slowness of actual crafting. Easier to reach crafting requirement = drop in demand = drop in price.

I always thought RuneSpan would work well with the combat overhaul. I figured that mage was going to get a much needed rework to make it a favourable combat style again, but rune prices would soar when mage becomes more powerful. RuneSpan would mean players could reach the levels they needed for more versatile runes much more quickly and therefore craft their own instead of buying them, keeping prices of runes at a steady level.

Well my prediction is that for high level runes' supply would increase and therefore, the price would drop as a result, but also as a result in the availability of new runes, the demand for the high level runes would increase also, leaving an ambiguous change in price, but a definite increase in amount. It all depends on how much everyone's demand for newer runes will be shifted. (Look at a supply and demand diagram).


About the price of pure essence decreasing, well the market has fallen because people chose to substitute making runes traditionally with using the Runespan. However, the price will return to normal once people have higher levels and therefore require the essence to produce runes.


....gotta love AP Econ... Smile
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Re: Runespan

Post by Duskcurse on Wed May 02, 2012 2:03 pm

Runespan left me with a bittersweet taste, it's a great way to train RC, but all rewards are members
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Re: Runespan

Post by Dragon78114 on Wed May 02, 2012 2:06 pm

well to be fair you're right, but if they allowed F2P people to create members crafting runes, that would defeat the purpose. Still, anyway, the Runespan makes it better for F2P'ers to train that godforsaken skill.
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Re: Runespan

Post by Duskcurse on Wed May 02, 2012 2:23 pm

I know, but they could have given soemthing small atleast, like, the staffs
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Re: Runespan

Post by 3mptylord on Wed May 02, 2012 2:27 pm

I take it back, nodes are great. I think it's just because I was grinding Laws, and by the time I came to see what the deal was with nodes there was the bugs.

While I'm still correct in saying Astral, Nature and Law nodes are perhaps too rare; I forgot to take into consideration the double experience. Chaos Nodes, which are in abundance now that they are spawning correctly again, give me 66 experience at a very reliable rate; laws only give me 54. So I just alternate between grinding Law Hounds for essence, and then Chaos Nodes until I'm out of essence (since essence isn't worth points).

And I'm guessing when I'm 66 and go upstairs, the Astral, Nature and Law will be more common and it'll be the death, blood and soul that are rare. So it'll probably work out fine. Smile

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Economic of Runespan

Post by MorbiusMonster on Wed May 02, 2012 10:01 pm

WARNING: This economic projection is only speculation following a chain of events. It is isn't recommended as a sound economic plan.

Phase 0 - Runespan is released, people can enjoy faster rune crafting experience, negating the time taken to reach higher levels and gathering resources.

Phase 1 - With Runespan in effect, rune prices shift. Essence has a steady constant for a while, where essence used to train is no longer broadly purchased, but essence for casual crafting increases. With Runecrafting easier to train, players stop crafting runes originally used for training, mind, body, cosmic and chaos; whilst demand for higher runes, astral, nature, law, blood and possibly death*, decreases with the levels now easily attainable through just Runespan, thus reducing the price.

Phase 2 - High level rune prices begin to decrease, meaning players will begin either stockpiling to save time or keep the runes. Should a change occur in the demand for runes, runes may vary in price. On the assumption that runes aren't in high demand with players who have high enough levels to craft them, casual traders may simply find a better solution, not for trading, but training.

Phase 3 - With runes remaining both cheap and easier to acquire in terms of experience, there may be a new wave of people training mage with their newly acquired runes. Non-combat spells and the Mage Training Arena become massively popular choices. In light of the new interest in cheap training of a combat skill, crafters can cash in with the production of elemental battle and mystic staves to speed up training.

Phase 4 - With higher level runes becoming cheaper and easier to earn crafting rights, players may start going into PvP situations using battle magic. Budget mage armour would see a stark increase as crafting mage armour isn't available outside Daemonheim. If Jagex introduces a mage training dungeon and craftable mage armour (which will derive mostly from plants like in Daemonheim), prices up on crafting supplies and in seeds and farming goods thanks to skillers trying to cash in. The Mage Training Dungeon is but one variable.

Phase 5 - With crafatable mage armour, cheap supplies of munition, PvP battle mages on the increase, places such as the Mage Arena in the Wilderness increasing in popularity, pre-emptive players may decide to stock up on range equipment to have an easy killing spree in PvP situations where too many players have stuck with mage supplied with cheap runes. Logs increase in price, dragonhide and other armours become more valuable and a new wave of players in PvP using range occurs to balance out the noob mages.

And so on.
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Re: Runespan

Post by Slayer Noir on Fri May 04, 2012 4:00 am

It would appear that the market hasn't been hit much.

I was browsing the grand exchange today and some runes have gone up ever so slightly and some have gone down ever so slightly. There's no pattern in the runes that have slightly increased and those that've slightly decreased - normal fluctuations, it seems. I think the Runespan has had no effect on them.

Pure ess seems to have taken a drop, though.
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Re: Runespan

Post by Dragon78114 on Fri May 04, 2012 1:55 pm

I mean give it a few weeks because to affect a skill like runescape, there might be a supply shock and eventually people will start making their own runes again, therefore bringing down the price.
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Re: Runespan

Post by MorbiusMonster on Fri May 04, 2012 6:20 pm

I have only just switched to a higher detail, thanks to a remarkable shift in my fps rate. I never realised how stunning the RuneSpan was when I was playing on low detail.


Last edited by MorbiusMonster on Sat May 05, 2012 6:06 am; edited 1 time in total
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Re: Runespan

Post by Duskcurse on Fri May 04, 2012 9:58 pm

^What does that means?
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Re: Runespan

Post by MorbiusMonster on Sat May 05, 2012 1:46 am

Basically, I had to turn down my detail settings because my fps was terrible. Now that it has been fixed by Jagex, I was able to turn up my graphics and saw what it properly looked like.

Jagex have really outdone themselves this time with the imagery here!
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Re: Runespan

Post by 3mptylord on Sat May 05, 2012 2:10 am

I never realised how stunning the RuneSpan was on low detai.

I think what was confusing is that you said low detail.

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Re: Runespan

Post by MorbiusMonster on Sat May 05, 2012 6:30 am

Just fixed the statement.
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Re: Runespan

Post by Dark Avorian on Sat May 05, 2012 11:25 pm

Runecrafting has never been, nor will it ever be, I'm fairly sure, the major source of runes in runescape. It takes hours upon hours to make 1000 high level runes, and few people are doing that at any given time, yet the player market devours thousands upon thousands of runes taken from other sources. (I know the hours upon hours for 1000 is hyperbole, but the point stands, there is no way the runecrafting being done on RS is even close to the majority of rune supplies)
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Re: Runespan

Post by Dark Avorian on Sat May 05, 2012 11:30 pm

For example, I suspect, although I obviously cant guarantee, that the bloodvelds located in the slayer tower provide a far greater flow of bloods into the economy than the blood altar
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Re: Runespan

Post by Dark Avorian on Sat May 05, 2012 11:33 pm

Furthermore, your predictions about the price of low level runes rising seem silly. Do you have any idea how many fire runes a fairly high leveled player trainging Slayer can get over the course of a few tasks. Throw together bloodvelds and dust devils alone produce thousands upon thousands. And those spots are occupied in almost every world by at least two slayers.
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Re: Runespan

Post by Slayer Noir on Sat May 05, 2012 11:48 pm

Dark, have you considered that often people don't bother picking up low-level runes when killing monsters?
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Re: Runespan

Post by Dark Avorian on Sun May 06, 2012 1:20 am

Yes. And yet I'm still fairly certain the flow of low level runes from monster killing far far outstrips the flow of low level runes from runecrafting. I mean, how often do you think people really craft fire runes?
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Re: Runespan

Post by Slayer Noir on Sun May 06, 2012 1:25 am

I think I crafted more through GOP than I've bothered to pick up slaying...

Then again, I don't represent the entire of RuneScape.
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Re: Runespan

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