No grotesque guardians changes Maybe next week :'(
No grotesque guardians changes Maybe next week :'(
In yesterday's Reddit Q&A Mod Arcane said:
We've had a lot going on with Darkmeyer and Death so unfortunately it's [Grotesque Guardians changes] not been able to come out as quick as we may have liked.
Rest assured it is coming, eventually. It's not going to be another winter 2017 deal i promise.
Really hope this rolls out smoothly, great job team
Here's hoping. And if not, well, we took the game offline in order to best prepare ourselves for any reactionary action he'll have to take!
Why is selp getting nerfed? The learning curve and attention required does not warrant such a low rate over other top agility imo. Its hard to do constant 100% success runs a regular person gets the same xp as ardy probably.
The XP from running through and getting no loot has been slightly reduced but you will see an increase in xp/hr if you are looting and going for marks/rewards.
Also, as stated, those are the benchmark times we decided to balance the XP/HR around and it is absolutely possible to get quicker floor completions (and hence XP/Hr) than we've stated.
I assume that this also includes the updates to gauntlet as well?
Yep. Anything that passed the poll but hasn't yet been released, will be being worked on still.
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A slight nerf to people ignoring the loot and going for top xp-rates but a fairly significant buff to the xp for people who were looting coffins and seeing sub-par rates
Try actually reading it. It's an xp buff if you are looting, and only a slight nerf if you aren't, still leaving it well above the rates described in the poll blog.
Not to mention they also made looting runs faster than they were due to the lockpick buff, and more profitable due to not needing level 7 enchant with the hallowed focus.
Edit: deleted comment was something like "lol sepulchre nerf ded content"
Yep, the speeding up looting with the tools should hopefully have a notable impact on xp-rates as you invest more time into the activity and actually make them feel like more worthwhile upgrades!
I voted no to hallowed sepulchre because I knew it’d be yet another dead content Agility course.
Got to love having another wasted content developing time, that could’ve been used elsewhere
You are perfectly entitled to your opinion and this is why we have a voting system in the game to gauge player interest in the content we are pitching.
It's always going to be the case that we can never please everyone with any update and there are going to be people who would rather we spent time doing something else, however, I have seen a lot more praise for the course than against it and it is certainly not 'dead content' as it is considered to be more profitable and more xp/hr than rooftops once you've learned it.
At the very least I hope that we can release some content in the future that you deem to be worth the development time :)
Buffing the loot is great but why nerf those who are going for xp? Don't hurt players who want the most xp they are sacrificing loot.
It's only a slight nerf and I wouldn't read into the nerfing of the xp-rates and instead look at our quoted xp-rates and what we consider to be a good goal time to aim for.
None of those times quoted in the blog are that unreachable for someone who puts the time in to learn the content and those xp-rates are still significantly better than rooftops (for floors 3,4 and 5)
So I just tried dying at corp in a near max setup. The fee was 330k. That's somewhat punishing but not terribly so. Just makes me want to avoid dying now. The perk I really like is the "loot all items" option to instantly pick up all items from your grave. Huge quality of life improvement at the cost of a mild death fee. Overall mixed feelings about the update but I can live with it.
Edit: Update to my findings, right clicking and selecting "Loot Gravestone" will automatically pay the fee and return all items to you without having to enter the interface. Very cool. Second edit; Gravestone appearing on all worlds is very nice. Dying without knowing what world I was on used to be my biggest fear.
I'm glad you're somewhat liking the changes. We wanted to restore an element of "risk" to the game, but in a convenient manner.
That didn't age well... Enables cheating/scamming in Duel Arena if you haven't seen woox's clip yet.
It was hotfixed in moments, it's regrettable, but resolved very quickly.
Curious how extensive the new profanity filter will be towards languages that aren't english.
We aren't going to be sharing lists, but some other languages have been considered. Particularly since the system also affects the localised versions of RS3.
this is what im worried about, having shit censored even though you didnt say anything bad is annoying af
We've tried to take this into account.
I just dont belive a filter is a good solution. People that try to insult will find a way around it and people who dont mean to insult get filtered for no reason. make a clear statement on what is and isnt allowed. Show the players that their reports actually lead to action beeing taken agenst the reported accounts. Let us be able to trust the report button again, because at the moment...we just dont.
The filter isn't the only solution. We'll be adjusting our moderation priorities too. A filter + more rigorous enforcement of the abuse report function is how we're beginning to tackle toxicity.
Adding a filter is pretty sad.
If you don’t want to see bad words turn your filter on. By default the filter is on.
You'll still see some bad words. As it stands, people could say your Reddit name in-game.
Players will be able to swear and to express themselves, but we earnestly believe there are words and phrases which have no place in Old School.
It's unfortunate if you disagree, but the content change is coming.
With the extra focus on moderation power, why is the filter necessary?
We do not want those words in-game, nor them to be targeted at our players. A filter and more moderation can complement eachother.
is the slurs ban update already live?
also why did it take you guys so long to finally do this? It seems like words like this cause harm to players yet you were still okay with it for the longest time, I'd like to know the thought process behind delaying it for so long
It'll be live next week hopefully, it's in testing.
We began the investigation into updating the filter a couple of months ago, but I'll admit, it was low among our priorities. Recent events have rightly seen the work reprioritised.
As for the implementation taking so long. Not many people at the studio are familiar with how it works. We had to re-learn how it works. We had to consider things like it deploying on both RS and OSRS, as well as how it'd affect localised versions of the game.
Not a big fan of the filter change. I dont care what words are being said, I turned the filter off because Im an adult and can handle seeing bad words. This is some slippery slope bullshit.
I'm hoping that, as an adult, you can also handle seeing some ***** in the chat too.
I still love selp and I think its the best thing to happen to agility and will prefer this.
Those benchmarks are based on average players average times or what? How many failed traps are there? Because at the lowest floor its ~30 second cost alone.
I guess I'm just shit, theres no way im getting 75k/h even when just going for the last coffin. But I suppose thats more my problem.
It's hard to say how much skill is required as it's not really a measurable thing and I can't really use myself as a benchmark because I've got more practice than the player we're balancing around.
Generally I got rough estimates from other members of the team and did runs myself where I did not use any tick-perfect movements, generally didn't make more than 1 mistake on floors 3,4 and 2 mistakes were allowed on floor 5 and then just used that to base the times and I tried to consider the average time regardless of where you spawn into the floors rotation and which route you get given.
So it's not an exact science but hopefully this helps to explain. Mistakes are still very vague because failing at the start of the final trap on floor 5 can cost 4-5 seconds but failing at the end is significantly more
Have words like f**k, dick, etc been censored? That would seem a bit much considering the player base is made up on adults. Is assume it would mainly be slurs etc?
You can still say those words, lots more too. We don't want to stop swearing or cursing. The focus is on discriminatory, targeted language.
Is the filter even active? Everyone still spamming the gamer word and the pile of sticks word and it’s not censored, or are these words not filtered?
The changes will be active in early July, they're still in testing.
What is the point of having Sepulchre available pre 82 agility if rooftop agility can out pace the xp rates at those levels?
Assuming you hit the times we quoted in the blog you will be getting more xp rates than rooftops even if you are looting after todays changes and you can even exceed the rates we've quoted in the blog if you are better than the times we quoted.
It should be balanced around giving up loot to achieve higher xp though...
Now it's just 1 method that's worse than choosing between the checks and balances of the previous methods. It went from balanced to wasting time looting.
This is the actual reverse of how balancing anything should be done. You've reduced the viability of alternative methods and players are completely unrewarded for speedrunning a timed course with PBs.
It amazes me that it takes this many discussions and this much time to figure out such a simple and fair concept. There will always be community that will stroke developer ego beyond common sense, they're detrimental to reasonable discussion. Sepulch should be reverted to release at the very least.
Giving up xp to loot, completing faster runs to gain xp and miss loot = Perfection.
I am not sure why you think that you still don't get better xp from missing out loot. You can still vastly exceed rooftop xp rates and looting xp rates if you skip the coffins, all I did was make the gap between them smaller but the faster you can do runs the bigger that gap gets anyway
Can you though? The blog quotes 56.8k xp/h for the average player w/o looting at 72 agility. Anybody can get similar or higher xp/h on the Seers course. It just seems the extra effort required for the Sepulchre is not significantly rewarded pre-floor 4.
That's competitive with the seers course with the kandarin diary reward and I was able to get quite comfortably above 60k with the current balancing in testing which is better rates than ardy course at 72 if you get really good at it.
It's not that we don't get better xp, it's that the margin between the two shouldn't be diminished to this extent.
The content is becoming one dimensional and under performing for players under 92. Everything about the Sepulch rates on release made drastically more sense than how it's been updated.
Just to be clear, you’re not wrong. There’s just more left to be desired as far as changes.
It's absolutely fair feedback that the gap between the two could have been made far too small and we are open to feedback over the coming weeks however I will disagree with how it was on release.
Players were getting quite obscene agility rates far exceeding rooftops if they didn't loot and we getting much less than rooftops with looting. The reason we added additional XP for the treasure encounters was so that we had a variable we can use to tune them against each other.
We naturally will continue to monitor the feedback and xp-rates over the coming weeks but I do believe that this is a step in the right direction.