Once you've found the Cheap OSRS Gold you want, make sure it has not decreased in value daily or even monthly. If it's dropped in price since 180 days ago and continues to do so, it is likely to decrease in price unless it's a particular type of item I will be discussing in the next section. As I have lost a lot of money on items that have fallen by more than 4% over the last seven days, I'll never buy them.
Special Items (Usually not listed on the top 100). There are some unique items like certain kinds of fish and ores. They do not diminish at a rapid rate, so they will not be included on the list of top 100. This is where merchant clans earn the majority of their money. They will spend about an hour looking up the prices of items that were famous for soaring from the bottom in three days.
This can be done by one of two methods either by searching the web for these items (I personally will give a brief list to those interested) or use a program designed to find the best merchandise to buy for the week. (I have seen one. It's on my laptop, since it's homemade). These products can be very hard to find, even though most of them are necessities like food as well as "skilling". Here's a list of best items to merchandize for short periods of time. Invite your friends to participate to assist you in increasing the price by buying additional of the same product.
Here's my top 10 list of merch partner who I sell my products to... I'm only giving this information away as I'm done with runningescape merchanting as I'm more focused on spending my money on developing skills. All the best! Good Luck to everyone! (Oh and I am sorry if I posted this in the wrong place and move it to the right place if you must)
I cannot really speak much about the female vocal. I'm really at a loss about what could be behind the doors, perhaps someone associated with Zaros? I just hope it's an interesting person and that there's a reason to it. Kill, fight, and stab." Update
I am praying that the boss uses the random Dungeon Generator. AS for collaboration, why not use an element where the player is disabled one player while another needs to remove them, it's the simplest way. In reality, if they use a random dungeon generator it would need to have a maximum level for each of the challenges, so that you won't have to deal with problems in dung, when half of the dungeon gets cut off due to a single door.
I think that the idea of disabling is a great idea and would tie in well with the idea that we need collaboration. It could be possible to take To'kash's deep freeze attack and focus on one person only. It could also last for an extended time period before it would melt (not infinite, though so even if you're trapped by yourself, there's a chance to escape). This would make it more difficult for players to work together.
I envision tougher bosses getting many Dung-style bosses, with nothing that you can do to win. Although some bosses are less effective than others (Lexicus is one example) I think that varying the methods required to take down bosses can make for more exciting boss battles.
Jagex and the dangers of A Half-Assed Wildy
With all the excitement about the revival of wilderness in the game, I'll examine what this would mean to the game. How the new mechanics of the last few years would interact with "the wild" and the potential problems this could create.
Let's first talk about wilderness boundaries. Prior to 07 there was no safe zone. The most basic wilderness design has zones of safety. These zones could be argued to be permanent, but they can disrupt the current battles. It is promoted to hop into a safe zone and it is also a focus for on fighting these areas.
In addition, it defeats the purpose. The issue is whether we'll see a new wilderness design within BH worlds, or the old one. This raises another issue that is the current activity in the wilderness that were not present before. Do they stay or go, and what effect could this have.
Personally, I'm in favour of moving all minigames (Clan Wars FOG, Clan Wars and sealing off Deamonhiem) to a various locations, but the most difficult part is the 3 quests. Defender of Varrock, as well as the Summer questline each have substantial portions in the wild. I believe that if the quests are to remain, it is recommended to complete the quest. What is this referring to? You are completely on your own once you get to the RS 2007 Fire Cape start point, or when you enter the wilds in the Defender of Varrack story. This could alter the quest little, but it shouldn't affect it too much.