That was, before the first of Jagex's hugely unpopular changes came, and the game's downturn - in the eyes of many - started.
The'Grand Exchange' was used This Website
as a means for players to exchange more readily - albeit less straight - with one another via a type of auction-house-slash-stock-market. In the past, purchasing a new pair of armour or a fresh weapon required a participant to park themselves at one of the game's unofficial'trading hub' towns and arduously type out the line"Selling 145k lobsters" for hours on end until enough deals could be struck to unburden the participant of their excess shellfish. With the execution of the Grand Exchange, a participant could look for a product to buy, or list all of the items they wished to market for the pre-established market price, or another customized value. Many criticised the objectively helpful update as the'passing of free trade', but the worst thing was to follow along.
Whilst Jagex were pleased to allow overpowered items run amok there was one glaring issue which they would not stick - and rightfully so: so-called real-world trading; that is, the trade of real money for in-game items. In late 2007, Jagex removed the entire idea of'free' trade in the game - meaning that all transactions must be fair in the view of this Grand Exchange, with a very restricted margin for imbalance. This meant that the rewards for PvP proved hugely neutered - since formerly the successful player would keep 100 percent of the spoils, the maximum value that could be dropped by a defeated combatant was seriously confined to prevent illegal trades. No longer could a player lend their friend a sum of money to help get their account started; nor could a player winning a PvP duel pocket over a couple million coins - than the hundreds of millions that were often put at stake. To say this upgrade was very unpopular is a huge understatement, and it was the conclusion that finally led to several diehard fans stopping the game just months following the membership base passed one million. The conclusion was reversed just under four decades after in early 2011, but by that point the damage had long been completed. The active playerbase plummeted, and also the match which had in its summit seen concurrent online-players from the hundreds of thousands was facing a mass exodus. This wasn't the passing of RuneScape, nevertheless; nor was it the death of this game's unique quality. By this stage, the game had seen 130 quests introduced - most of best websites to buy runescape gold
that composed with the same tongue-in-cheek humour and occasional pop-culture references which lent some undeniable charm to the game and kept gamers interested, one seven-quest narrative even ended up spanning nearly 13 years.