Item prices and Sherlock notes

Bear

New member
Staff member
So i have two suggestions im going to put together. Currently the only decent money maker is slayer. With prices of items being set to high alch price, not having real value, it makes it hard to generate any real profit. I know it would be a big project, but i would recommend looking at item prices and finding a happy medium, so other skills can be utilized to make money. Skilling should be a decent money maker and currently, you arent making much off anything. This is why i feel prices should be looked into.

Second is the sherlock notes. I love having them available now, but i would recommend moving them to the vote shop for 2 points each. Having them be 10 trivia points makes it feel pointless to try for them. Its hard enough getting trivia points to add up as we only get 1 per answer, and we are competing with everyone online. Having them be 2 vote points each would seem fair and also give people a good incentive to vote, as sherlock notes can be a decent way to make some passive gold, either from using them on clues or selling them on the GE.

As always, I appreciate all the hard work the team puts in, Thank you.
 
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I think considering all production skills (smithing, farming, cooking, etc.) have no shops to buy their materials and you have to gather them yourself, skilling will be an alright money maker. There's just not enough players at the moment to trade with, and no one puts their spare stuff on the GE. If there were 50 people training on 5x experience, they'd be buying mats from other people.

If everyone put all their spare mats on the GE, I would definitely have bought some by now!

I've always thought some kind of skilling material sacrifice would be valuable as a buff system to make materials more valuable, like burning 100 magic logs on a bonfire for a +10 hp boost for an hour, utilising underused resources like sacrificing 200 monkfish for an hour of +1 prayer regen per minute, or enchanting a weapon for 500 hits by adding 1000 bolt tips (e.g., they obtain the bolt special attack, +5 max hit, or just +str bonus). Could do all kinds of stuff for different bonuses, but adding it all would take quite a lot of thinking, balancing, documentation, and development time.

I agree that the raw gp gain of slayer is extremely disproportionate. GP will inflate massively, as there's nothing to spend it on or trade it for. This will create a situation where new players join, and want to buy barrows gear, but they can't because people who have been passively slaying will have 100m to dump on the only circulating Ahrim's set, etc.

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Skipping one 1 minute clue step for 10 trivia answers is absolutely wild though, you're right. Aren't they like once every 30-60 minutes?! And competed for by the entire online playerbase!
 
Have you seen some of the prices for things though? I will post some photos of item prices later when im able, the prices need to be looked into. Fetching bows/arrows/bolts isn't profitable. Fishing/cooking isn't profitable. No skilling options are profitable, only slayer.
 
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1773893347576.png1773893357765.png

and prices to buy are CRAZY high

1773893447689.png

these are just a few basic items.

then the sell prices to shop are even worse

1773893516790.png1773893547803.png
 
We will look into this, thanks for the pointers as I really think you both touch some valid points here.
 
I think considering all production skills (smithing, farming, cooking, etc.) have no shops to buy their materials and you have to gather them yourself, skilling will be an alright money maker. There's just not enough players at the moment to trade with, and no one puts their spare stuff on the GE. If there were 50 people training on 5x experience, they'd be buying mats from other people.

If everyone put all their spare mats on the GE, I would definitely have bought some by now!

I've always thought some kind of skilling material sacrifice would be valuable as a buff system to make materials more valuable, like burning 100 magic logs on a bonfire for a +10 hp boost for an hour, utilising underused resources like sacrificing 200 monkfish for an hour of +1 prayer regen per minute, or enchanting a weapon for 500 hits by adding 1000 bolt tips (e.g., they obtain the bolt special attack, +5 max hit, or just +str bonus). Could do all kinds of stuff for different bonuses, but adding it all would take quite a lot of thinking, balancing, documentation, and development time.

I agree that the raw gp gain of slayer is extremely disproportionate. GP will inflate massively, as there's nothing to spend it on or trade it for. This will create a situation where new players join, and want to buy barrows gear, but they can't because people who have been passively slaying will have 100m to dump on the only circulating Ahrim's set, etc.

-

Skipping one 1 minute clue step for 10 trivia answers is absolutely wild though, you're right. Aren't they like once every 30-60 minutes?! And competed for by the entire online playerbase!
+1

However, skilling should be more profitable. For example, thieving. Ultimately getting to 99 on 150-80x should grant you 10-15M cash to get started.
 
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