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An uninstanced boss?! No arbitrary slayer requirements?! An incentive to grind dangerous mobs (i.e. not crabs or crab equivalents) outside of slayer tasks?! Mid level content?! The old, brown, cave tile set?! Earnestly, well done Jagex! This is the first update in ages that feels like it plausibly could have come out in 2007.

It's small, certainly, but it's still nice to see something that reverses the trend towards "Slayer-and-Achievement-Diary-Scape"; excited to see more of this sort of thing in the future.

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about 5 years ago - /u/Mod_West - Direct link

Thanks! Channeling that old school vibe is always my number 1 rule :) Had great fun working with Mod Husky on this, his knowledge of the more intricate aspects of the game is far better than mine, which is why the boss is so great!

I don’t shout about it (because I haven’t posted in a year...) but an early design was initially teased a year ago here. I should probably look into teasing a few more of my map designs there, but the last one I created ballooned out to be 3x the size of Forthos... so we’ll see :P

about 5 years ago - /u/JagexHusky - Direct link

Thanks! :D

about 5 years ago - /u/JagexHusky - Direct link

Originally posted by cartesiancategory

I respectfully disagree.

I think having more bosses in a non-instanced multi (like Sarachnis/GWD) is a good idea, but having requirements gives people incentive to actually do other things in the game. It also limits players so that they can feel they earned the right to enter the boss lair. In a lot of other video games, you need do a lot of things before you finally get to see the boss (and correspondingly fewer things if the boss is lower-levelled, but nothing is ever free-reign). GWD does this well with the KC system, and so does CoX with the layout (at least for solos). I expected the miniquest to be required for Sarachnis and somehow tie into being able to see the boss for the first time, but they did away with it for some reason. The story could have easily been rewritten to mention Sarachnis as this big scary thing in the tomes, and maybe they could have done something like have Logosia hand you a battered key that she found in return for you adding to the knowledge of the Arceuus library with the three tomes. The key would open the lair permanently. There are so many possibilities!

Adding miniquests/skills makes for a more integrated experience with the rest of the game and I think it adds value. If you disagree, please feel free to explain why. I'm interested in hearing why some have the opposing viewpoint.

The original design had it as a requirement to complete the "In Search of Knowledge" miniquest before being able to gain access to the boss room.

While I agree that locking content behind such things makes for a more integrated experience, I received the following feedback from the rest of the team which changed my mind. "It makes sense for the tasks which the player is required to do are reasonable and in line with what you're unlocking, it should feel 'real' and nor arbitrary".

The lore behind the temple isn't entirely connected to the existence of the boss and the fact that the player can see the boss but is prevented from accessing it because they haven't returned the tomes to the library doesn't make sense and because Sarachnis is supposed to be a boss which helps teach mid-level players about basics of boss mechanics it doesn't make sense for them to only be able to learn that after doing a mundane, rng dependent task they could get bored of and stop doing.

While I could've thought of another requirement to lock the boss behind I couldn't think of one that made sense and that mid-level players would find fun to do. It's also worth noting that just getting the level requirement to fight it is a soft-lock to the content and that the player still has to be at a place in the game where they have to have travelled to Zeah first.