What is the importance of RuneScape gold the the core gameplay of a skill in relation to updates for auxiliary features (e.g. Artisan's Workshop)? What should be the ratio of profit between Bossing/Slayer, Gathering skills and Manufacturing capabilities?
Is it acceptable that a skill be costly to level but profitable at cap? What is the driving economic factor? How do we protect it? Do we need to? What should we do to control the economy and how can we promote an open market? What are the virtues we want to promote through making these markets profitable (e.g. time, effort, skills (e.g. time, effort, skill) (e.g. time, effort, skill, loyalty) in this way at all?
What should be the optimal balance between the availability and efficiency between the gear that comes that is derived from skills and equipment that comes from drops? Is it logical for the drop table's value to decline? If yes, what's the fall in drop table values? Is it acceptable that low-level materials become less useful and less valuable? Are there other skilling methods that could be employed to keep the skill fresh? Do you think it is essential to safeguard the advantages that the athlete worked so hard for?
Are benefits the player has recently received for free necessary to be protected? Is it more important for older content to be protected than more recent content? Do you think better content is more valuable than less valuable content? If it enhances the quality of other material, is it okay to create content that is not worth your time? Is it better to have two viable, but mediocre options, or one awesome option and one terrible option?
In the next few weeks do steel bars be a lucrative source? Or are their prices going down in the future? Because of the trade cap of 3k, I was considering mining the iron since I could do it fairly quickly but then purchase the coal from G.E and then smelt it, sell it on G.E and then repeat. Is this going to cheap OSRS gold be a failure?