There`s an enormous pile of dusty shelves full of scrapped

There`s an enormous pile of dusty shelves full of scrapped

Nex in OSRS gold is out for just one week and we already have drops. RS3 is playing for a while and we don't get anything on drop rate. What's the difference in strategies on two games being played that are under the same roof?

The OSRS team is open, transparent and want the players to be a part of the development process both before, during, and after the launch.

RS group "Buy the membership for a year, consume our content, we publish it how we want to, when, and where we want to. Most important of all, be addicted to MTX. Yes, we recognize the bugs. The team was informed prior to, during, and even after the development. A fix is currently on the table and or shelf and will come out sometime the week after the next bank holiday."

To be fair, the RS team is capable of doing more work than they ever expect to accomplish with their current team. size, work ethic and ideology or however, you want to word it. MTX is destroying the game each day. It's difficult to argue with the 'easyscape' in the event that you get millions of free XP per day. It's killing skilling and pushing everyone towards content like clues and pvm , and making them hungry for bosses more quickly than Jagex can release, even if this is the main goal at the moment.

There's an enormous pile of dusty shelves full of scrapped ideas like more raids, weather/night/days, more regions to explore, and so on. There are like a dozen old questlines to complete. older quests that may need revamps. Half of the game needs an overhaul of the graphics of RS2 to RS3 the era, some abilities require overhauls in the near future, and just 20% of the skills go up to 120. There are vast regions, including the eastern lands, Acheron to the north and possibly another version of Zeah to the west still. There are a myriad of realms that pass through the world gate are open for exploration. There are people who want significant adjustments to things such as movement, world scales or tick system, and even modern day combat.

This version of RS tried to branch out into many directions at once, grew too big for its britches, and flails around like a chicken/ it's head cut off. Concentrating content around themes like Gods, Dragonkin, and Elder Gods is an attempt to control the situation. The massive, bulky expansion releases. The ones they were experimenting with/ back w/ menaphos and priff, but they were only cut and diced, and then trickled out.

The basic idea is that our RS team doesn't really need the input of us, however we'd like them to have it anyway. OSRS team is looking to get input from the players, so they listen to it and use it to the best of their ability.

OSRS has always been focused on giving players exactly what (think) they want. It's not the only method of development because the players aren't developers, and aren't aware of how could be accomplished and what's possible, but not feasible and so on. Henry Ford had it figured out "If you had inquired about what people wanted they would have replied with more horses."

In terms of drops, specifically the Wiki's drop rates, it has enough determination to reach a fair approximation within days, and even over a lengthy period of time. What's the point? However, when it comes down to development in general, cheap OSRS GP is primarily about making the highest amount of profit with minimal development.

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