Forum:Retesting money making guides

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Forums: Yew Grove > Retesting money making guides
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This thread was archived on 1 May 2014 by Liquidhelium.

The Quick Presets and Drag & Drop update saw the release of bank presets. They're great. They make training skills like crafting, fletching, cooking, herblore and smithing so much easier. They make grinding less stressful, and they increase the xp gains thereof.

And, as one user noted, they also render very many of our Money making guides obsolete.

So, I'm wondering what to do here. Should we start a (massive) project that would involve re-testing every single MMG based on processing resources with the use of bank presets? Or should we just leave it as it is, and write a footnote or something that tells people that the XP and money per hour rates were done without presets, and that they should expect higher numbers if they do choose to use them?

I'm leaning towards the former, and I'm guessing many of you will too. If so, there are two questions to be answered:

  1. Should we leave the old GP and XP rates in, for the users that don't use presets? I know it might not sound that useful, but we already have those numbers, so getting them won't take any effort on our part. Should we still use the data we've already gathered, instead of discarding it entirely?
  2. More importantly, who will help with such a project? I'm not suggesting that there is a lack of people who would, which there probably isn't. I'm merely reminding you that this will involve retesting loads of stuff, and we need people who are committed to doing so. I have no doubt that many would be, as I am, but this project will need to involve organisation as well. Who will do that? How? Where? Are we going to have a page where people submit their numbers at random, when they get them? If so, will we allow and encourage anonymous users to do so? If not, who will take command and tell people what they need to do? Both options have their benefits and drawbacks, and I'm not sure which one I'm in favour of.

Please discuss this below. BleüFiyaOil4 I made this 10:41, April 10, 2014 (UTC)

EDIT - Oh, and it's worthwhile to mention that all of the above applies to skill training guides. BleüFiyaOil4 I made this 14:38, April 10, 2014 (UTC)


Retest - Number one: I say we leave the old values in, but the values certainly need testing WITH presets. Money is very important. Number two: I would be willing to help with such a project. Since it's obviously a massive project, many people will have to be gathered with a good form of communication. User talk:ThePsionic.png: RS3 Inventory image of User talk:ThePsionic ThePsionic Special:Contributions/ThePsionic.png: RS3 Inventory image of Special:Contributions/ThePsionic 14:44, April 10, 2014 (UTC)

Question - Do we really need to retest them all? Just knock a few seconds off of all of them. <.< sssSp7p.pngIjLCqFF.png 01:05, April 11, 2014 (UTC)

Well, if we know what the difference is in banking then we can probably figure out a universal formula to apply to them all. cqm 10:03, 11 Apr 2014 (UTC) (UTC)
That's probably true. But the difference in banking won't be the same for all of them, as the banking times are different to start with. BleüFiyaOil4 I made this 10:07, April 11, 2014 (UTC)
Obviously you would have to time how long it takes with the new banking presets for each one if you're not able to guesstimate it. But going through and redoing the runs for every single MMG is ridiculous (and that's not even how we did it in the first place). sssSp7p.pngIjLCqFF.png 14:50, April 11, 2014 (UTC)

Oppose - You are overstating the improvement by a lot. The user you cited is greatly exaggerating. The only way we'd see a significant increase in efficiency is if every time a user banked, they were required to completely regear or was required to withdraw 8 or more items in. There is no reason to retest every guide. Bank preloads will be saving a couple clicks, nothing significant. You'll find every barely improved number is still within reasonable range of the ones presented in the guide. If you can't improve a number by more than 20%, it's a waste of time. This thread is a waste of time. MolMan 12:38, April 11, 2014 (UTC)

Oppose - We don't need a massive overhaul on the numbers, presets did not improve efficiency like that user suggested. The only major benefit was for multiple item skills where it shaved off a few seconds. This over the course of an hour may allow for a few extra inventories. For skills that are more AFK, the presets are not going to affect the xp or gp/hr. For methods such as: making unfinished potions, you could see a minor boost to the potions made per hour. I found with testing that making these was only boosted by around 100 potions per hour with max concentration. ~21 seconds to make and bank the potions with presets. This is not much different from pre-loadout times if you were fast. Like Mol said, that user grossly exaggerated the increase. If anyone is curious, you can now make up to 2,400 unfinished potions per hour if you average ~21 seconds to bank and make. (Shoyrukon (talk) 02:28, April 12, 2014 (UTC))

To follow from potions, I imagine making overloads is noticeably faster now. Quest.png Gaz Lloyd 7:^]Events!99s 21:56, April 12, 2014 (UTC)

Close - Money making guides will not be retested. --LiquidTalk 00:01, May 1, 2014 (UTC)