Wilson
said
:
Nope, you would have every skiller migrating to fishing and PVM profits would go through the roof.
It is hard to make a long-term profitable skilling method because skills are generally low risk and people can obtain the required levels relatively quickly. For moderate risk skills (RC and Hunter), the most profitable method tends to also be the most efficient, and as a result, hundreds of people use the method until 99 or beyond.
Even double natures are 25% less profitable than they were in May 2013 because over 1k people have 91+ RC now. Linking a skilling method to alchemy values will keep it viable, but at the cost of inflation if the final product is just alched/sold to stores.
Unless a new high gp/hr skilling method was released with absurd requirements (like 2277 total), Zulrah (and any future bosses with similar drop tables/mechanics) will always be superior.
People often ask for skilling to be "profitable" again, but it just isn't possible unless the method generates gold due to the alchemy value of the products.
16-Jan-2015 17:28:36
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16-Jan-2015 17:31:36
by
Mini Aurelia
Wilson
said
:
Much improvement in time? Switching from rangers to infinite is like +15, shield swap is also a big boost.
Been about 10 kills only so far but I believe my slowest was like 3:20 but that just seemed like bad luck. I use Broad bolts only, though. When the ava's update comes I'll be more up for switching to better bolts. Seem to average around 2:30 whereas before it was like 3:30. I don't know if the seers (i) is worth bringing cause atm I dropped the archer (i) cause cba to bring so many rings. Might test without later. Also I'm using F cape... not really sure if bringing a god cape would be useful, but I'll probably test that later.
16-Jan-2015 17:32:27
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16-Jan-2015 17:41:04
by
Threat
Wilson
said
:
Nope, you would have every skiller migrating to fishing and PVM profits would go through the roof.
Nope, it depends a lot on the boss. If the monsters unique drops are, well not so unique anymore (or worse it has no unique drop), and the standard drops are worth less gp\hr then its dead content. I know its hard to imagine PvM as dead content but do try harder.
"When history witnesses a great change, Razgriz reveals itself... first, as a dark demon. As a demon, it uses its power to rain death upon the land, and then it dies. However, after a period of slumber, Razgriz returns, this time, as a great hero"
16-Jan-2015 17:36:24
- Last edited on
16-Jan-2015 17:37:27
by
Norne
Its a matter of skilling requiring little input or skill to execute therefore low barrier of entry while PVMing has many barriers. You have to look no further than the HLF to see just how many people who refuse to PVM even to get their comp back. Even the best of skilling methods like rcing muds or hunting grenwalls in RS3 isn't going to compete with high-end bossing. Its like you expect a job at McDonalds to earn more than someone with a specialty job. You could raise the minimum wage but that would cause wages across the board to also rise.
Mini Aurelia
said
:
Wilson
said
:
Nope, you would have every skiller migrating to fishing and PVM profits would go through the roof.
It is hard to make a long-term profitable skilling method because skills are generally low risk and people can obtain the required levels relatively quickly.
...
Unless a new high gp/hr skilling method was released with absurd requirements (like 2277 total), Zulrah (and any future bosses with similar drop tables/mechanics) will always be superior.
People often ask for skilling to be "profitable" again, but it just isn't possible unless the method generates gold due to the alchemy value of the products.
I had a really really similar discussion to this
here
before.
I think (one of) the fundamental problem with skilling lies in the fact that by training a skill to 99, you produce far more of an item than you would ever personally need. Each person who trains crafting for example produces enough dragonhide armour alone to supply pretty much the entire rs population.
Flasks are an example of Jagex trying to address that issue, by adding both a daily cap and creating a requirement made up of not just 1 but 2 skills (like your example of a 2277 total requirement). Flasks worked because they were a consumable, but daily caps wouldn't be applicable to most things.
There's also a lack of really engaging content with skilling. At least a boss like Zulrah keeps you on your toes, but AFKing fishing or running back and forth between a bank and the nature altar repeatedly is hardly that. I think the best gp and xp/hour for skills should be stuff like fishing trawler, or MTA which actually have some level of depth.