In any case, you should not be concerned for their well - being. They should have to attempt better to keep you playing, Should you decide that they're not doing good enough and depart with
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. They are a company, not individuals; and companies are designed to make money.This is a partly true description of why people bot. It has nothing. Runescape is the only game (besides EVE online) which I have seen with a botting problem. Every other match has discovered a way to design around bots, but Runescape has failed to solve that problem.You still do not comprehend there are better ways to do this than low drop prices. I prefer the"test of skill" alternative, but I understand why you wouldn't like that, since you have none.
Here's a simple solution that I have seen implemented into matches with fantastic sucess, without making the match a mess such as Runescape. First: Boost the fall rate. In this manner, anyone skilled enough to defeat the boss (and therefore prove they deserve the reward) has got the reward. 2: make the thing un-tradable. Funny how that is. Almost like Runescape doesn't do that due to some other ulterior motive; like, say, making artificial scarcity to inflate the thing's worth.I'm pleased to hear you want alternatives to relying on RNGesus to get loot. Here is a few I have seen work better than Runescape's method, as well as to.
Meaningful development. Make it that if I have components, I will craft anything. And I always get no matter what I am doing, SOME parts. By way of example, there's a 1/1000 chance that I can find a sword. But every time I get 1-3 scales. If I gather 100 scales, then the blade can be crafted by me. Some managers in Runescape clearly already do so; I want to see it in some kind for each and every boss, other than simply golden farming.Tying drops to achievements: It's simple. You get something, Should something is completed by you. This doesn't include doing something X times, but it might consist of doing everything in a set. For instance,"bring me the four different orbs and I'll grant you this team." The items are non-tradable.
Mastery of game mechanics: Similar to accomplishments, this might require the player demonstrate a profound comprehension of the game mechanics to acquire something to
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. This could take the kind of a difficult boss, having to do something economically as possible, an exploration puzzle or another skill check ( I do not imply an in-game ability, I suggest a genuine mechanical skill). This is good because any"milling" you may need to do is rewarding, as it is really just coaching. Lock things behind a time wall, that will open in a future date that is real life. Functionally the same as grinding, except you can do something else while waiting.