Runescape overall fell dramatically after that

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My hypothesis was that Runescape quality fell because of Dungeoneering. The 25th skill was supposed boost revenue and rs07 fire cape player numbers. Dungeoneering did not increase Runescape's player count and failed to bring in the money required. Then later in 2010, Insight Venture Partners (majority owner of Jagex) is likely to have slammed Jagex in the absence of new players joining Runescape. The wall was a fly watching the IVP/Jagex 2010 meeting.

Representatives of Insight Venture Partner to Jagex We held this meeting concerning Jagex's liquidity. We thought that the update of April 2010, to "dungeoneering" could increase your market share within the market for gamers. But your cash flow has not improved in the same way you had led us to believe in April of this year. You had the chance. We're taking it on our own.

Additionally, Runescape overall fell dramatically after that, so numerous items Jagex introduced were geared not at changing Runescape, but easy cash grabs: Additional Bonus XP weekends. Removal of the Trade Limit and return to the old Wilderness [without fixing the bot issue first... which led to massive botting at dragons, all trees with high levels, all ores, all zones for fish, slayers, Sorceress' Garden, and so on.] (February 1st 2011,).

Get an Ornate Katana and a 90-day Runescape account (June 20, 2011). Jagex Loyalty Programme - June 28, 2011, Refer-a friend program, earn a 10% experience boost for one week. (August 18 2011) I now wish that dungeoneering had saved Runescape in the same way Jagex had aspired to bring a new era in Runescape gameplay... Had the 25th skill brought more people into Runescape perhaps those folks at Insight Venture Partners would have gone on to leave Runescape to its own devices.

Fly on the wall listening in during that fateful IVP/Jagex 2010 meeting - Representatives from Insight Venture Partners to the representatives of Jagex: We called this meeting to buy rs 3 gold discuss Jagex's cash flow.

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