Would a scaling drop rate work to maintain the value of items in game?

I think a more reactive way to calculate drop chances for rare items would be based off of boss kill count across the entire day/week.

Let’s say Zulrah has the 1/1,024 drop chance for the Tanzanite fang.

Let’s assume Jagex tracks ever time the boss is killed in game. If the kill count is more this week than last week, nerf the drop chance for the fang. Same goes for the opposite, if less people are killing it, buff the drop chance.

This helps keep stability while not looking at the number of players in the game, but the amount a boss is being farmed.

This may help ensure bosses maintain a certain profitability threshold, until the player base determines something isn’t worth doing.

Increasing the drop chance of the fang from 1/1k to 1/1.5k would have some impact on the gp/hr while also keeping the amount of blowpipes in the market at a designated threshold.

Think about this:

The TBow is extremely rare and in medium/high demand by top pvm’ers currently. But CoX is also very popular for a money maker for top pvm’ers. So at the current point, the most amount of bows entering the game is at a sorta peak (less now than when CoX was first released).

When/if Raids 3 comes out; I would assume the TBow will be in very high demand, but many top pvm’ers will be moving to Raids 3, creating really high demand for the item.

Because fewer people will be doing CoX, and more people will want the bow, the price will go up.

To keep the price fairly consistent, changing the drop rate based on the amount of times the boss/raid is completed could stabilize the prize.

BUT: this sorta just manipulates the market, for good or bad, I can’t say.

/r/2007scape Thread