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 Promoting slayer and summoning

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S0ul
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PostSubject: Promoting slayer and summoning   Tue Sep 02, 2014 6:18 pm

Ok we all know how boring levelling slayer or summoning can be. We also all know how much of a low profit activity it can be - you are forced to afk through most of it's tasks.

Therefore, I'm suggesting both an "drop-economy" revamp, and slayer skill upgrade.

Now what i mean by this is simple. The drop economy, as it is right now, is based off getting gwd drops, selling for a price in between alch-price and ge buy price, or high-alching it - most likely alching it, most players dont even have the means to buy said item.

Now what i suggest is making charms tradeable, but unsellable on GE, like phats, santas and so on. The advantage? Well, since you only get 1 charm per mob, and summoning takes a bucket load of charms to level, they are very high-demand, low-supply. By making them tradeable and unsellable, you both promote player interaction and economy, since we will be setting our own prices. Now who would have the most ammount of shards? Slayers.

By upgrade, what I mean is the following. As of right now, dungeoneering is inaccessible, and some items are only available to donators. But what if you got special currency from slayer tasks, allowing you to buy different tiers of dungeoneering equip?

Since there are so many slayer masters, each with their own set of tasks/task difficulty, it's not completely mad to make each tier of master tasks have a % drop chance per kill to drop a tiered 'shard' for dungeoneering equip - higher tier tasks dropping the same ammount, with higher tier armor needing more shards. No need to make this rate ridiculous, 10%-ish should do the trick.

Please leave your comments down below, all feedback appreciated Wink

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Jonah
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PostSubject: Re: Promoting slayer and summoning   Tue Sep 02, 2014 6:30 pm

I agree with this, it adds another source of income for people who want to sell charms and makes it easier for some of us to get charms to improve our summoning.

Right now slayer has really no rewards for when your points start stacking up, if the dungeoneering tier weapons were added with their own slayer point currency it gives you something to work for and makes slayer more interesting to train.

These sound like pretty good ideas to me if they are possible to finish Razz
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Soulz
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PostSubject: Re: Promoting slayer and summoning   Tue Sep 02, 2014 6:32 pm

this sounds rather nice i would think this would help the server some an make the server play as a whole better because now were communicating good cause we have played with each other but new players they talk but not as much....i must agree with you s0ul
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PostSubject: Re: Promoting slayer and summoning   Tue Sep 02, 2014 7:09 pm

I disagree with making charms tradeable only because they aren't that hard to get, and it doesn't take long to amass a large amount of them. I do however agree with the slayer idea to a point, I like the idea of using slayer to get dung equipment, but i think it should just take slayer points, and needing a certain slayer lvl to access the higher lvl slayer master shops.

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Soulz
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PostSubject: Re: Promoting slayer and summoning   Tue Sep 02, 2014 7:43 pm

what if it were to be possable to make mob's drop a random amount of charms that exceeds no more than 2 or 3 it would help some and also make the forever ending task of summoning be helped some
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