almost 2 years ago - /u/JagexLight - Direct link

Welcome gamers! How are you all doing!
To bring you even closer to the development team, we'd like to invite you to our AMA on the New Skill Pitches!

You might have questions about some of our concepts or the process of adding a new skill in general. Use the next few hours to submit your questions for us and we'll try to answer as best as we can.

To manage expectations, please remember we are very early in the process of design so we won't have answers on every detail. Nevertheless, we will try as it's important for us to make you feel as close to the dev team on this journey as possible.

We'll be active until the end of the working day today, so we'll answer for the next 3-4 hours.

Please keep your questions relating to the New Skill rather than General Q's. You can submit questions for General Q&A's when we do plan a General Q&A livestream - likely in a few weeks' time. Depending on your feedback for this AMA this may open up more opportunities to do more in the future :)

Ask away!

External link →
almost 2 years ago - /u/JagexLight - Direct link

Welcome gamers! How are you all doing!
To bring you even closer to the development team, we'd like to invite you to our AMA on the New Skill Pitches!

You might have questions about some of our concepts or the process of adding a new skill in general. Use the next few hours to submit your questions for us and we'll try to answer as best as we can.

To manage expectations, please remember we are very early in the process of design so we won't have answers on every detail. Nevertheless, we will try as it's important for us to make you feel as close to the dev team on this journey as possible.

We'll be active until the end of the working day today, so we'll answer for the next 3-4 hours.

Please keep your questions relating to the New Skill rather than General Q's. You can submit questions for General Q&A's when we do plan a General Q&A livestream - likely in a few weeks' time. Depending on your feedback for this AMA this may open up more opportunities to do more in the future :)

Ask away!

External link →
almost 2 years ago - /u/Mod_Curse - Direct link

Originally posted by Xeppeling

If Sailing passes, can you add the song Sailing by Christopher Cross to the game

Would you not rather have Sea Shanty 3?

almost 2 years ago - /u/Mod_Kieren - Direct link

Originally posted by ShynyMagikarp

How do the jmods feel about the levels of response and participation, the views on the videos, or views in the streams, on the skill pitches so far? For me it's been so fast I can hardly keep up, and I felt this has all happened and developed so fast. I'm not sure if I'm in the majority or the minority.

It's been amazing to see the level of engagement honestly. Shows the level of interest in this project and how important it is to you all that we get it right.

But yeah, there's loads!! It's almost impossible to read every post/comment etc. Certainly not a bad thing though :)

almost 2 years ago - /u/JagexLight - Direct link

Originally posted by PetiteSatanist

Was there a 4th skill pitch you had in mind?

Hey there! We discussed many options and ultimately combined all the 'good' ideas into the ones that we had. We discussed all the Community suggested pitches and tried to incorporate the positive elements into each of our concepts. The one community-suggested pitch that stood out above all the rest was 'Exploration' and it told us clearly that players really desired to reach and unlock new areas.

The Shamanism pitch I guess was the wildest concept of the three. That one underwent loads of changes as we found out more from players during community consultation. We wanted to make something that was familiar (Production & Gathering) but also be interesting enough to catch peoples' attention!

almost 2 years ago - /u/JagexLight - Direct link

Originally posted by Gidejong

Will you share the questions before releasing the poll ingame?

We've done that in the blog! You can check it out here although we may be removing Question #3 as we're about to hit our limit on survey responses :D

almost 2 years ago - /u/Mod_Kieren - Direct link

Originally posted by fitmedcook

What mechanical skill level are u roughly aiming for when it comes to the best xp/hr methods?

E.g. sailing - floor 5 sepulchre

Shamanism - foraging for supplies like 3t mining/1.5t woodcutting

A lot of the "newer" skilling methods are either minigames (gotr, foundry) or focused more on spamclicking (aerial fishing). I'd hope the rhythm aspect of old skilling methods wont be neglected

Honestly I know it feels like a copout at this stage... but we don't know! Refinement is the next stage for whichever skill moves forward after the poll. We'll be having more conversations with the community on what you would all want. This will help us make these kind of decisions.

We would definitely want to offer variety and interesting mechanics for the new gathering elements of shamanism. Some could me more traditional, some something new. They'd probably not be like gotr/foundry, but that's not to say a 'minigame' couldn't be part of the skill too.

almost 2 years ago - /u/JagexLight - Direct link

Originally posted by Old-Bread-8967

Will sailing be instanced? /s

No it's an open world expansion :P (responding to the easy ones first)

almost 2 years ago - /u/Mod_Kieren - Direct link

Originally posted by RSHeavy

Will the skills plan to introduce any items of a higher tier than we currently have in the current skills?

Ex: sailing introducing new fishing gear/rod with higher success rates?

Entirely possible! I certainly like the idea of having some items of higher tier coming from skilling content and not just PvM too. This presents a real opportunity to do that well.

That said, nothing's locked in or fleshed out yet.

almost 2 years ago - /u/Mod_Kieren - Direct link

Originally posted by Mean-Ad-8512

With sailing we will be able to explore the vast ocean. Discover new island and maybe even new continents but what about underwater? Will we discover the lost city under water, Atlanta? Maybe this could be a epic raid, where we could battle for the real trident of the seas!

Would be a total shame not to do any new underwater areas. Think it is fair to say we'd be looking at stuff like that!

almost 2 years ago - /u/JagexLight - Direct link

Originally posted by Robberblob

I love the skill idea and thematic of Shamanism. However, I feel that Mysticism or Ritualism seems to be a better name. Would you consider changing the name from Shamanism?

The general feeling here from the team is yes, everything is on the table to be changed during refinement. If Shamanism was the concept players wanted most, but the community has an issue with the name - we would absolutely consider changing it. I don't doubt that.

The interesting part to remember is a name is tied to a thematic - Mod Husky talked about this a bit during the pre-recording here. If players really like the thematic of the Spirit Realm does the word Mysticism or Ritualism work? If so, great.

During community consultation we recocmmended to the dev team that the name has to be straightforward, easy to understand and simple. Whilst Shamanism is certainly a bit different and may not be easy to understand, it was the best word we could come up with to describe the thematic. And when you google it, it does seem to fit. Although feels a bit strange

Speaking from personal experience I really didn't vibe with the name at first. After a few weeks hearing it I am pretty OK with it. Generally we don't want to spend hours on the name unless it was something the community wants us to refine - during refinement we would likely consider it on the table to be changed.

almost 2 years ago - /u/Mod_Kieren - Direct link

Originally posted by DemonicBug

How has the atmosphere been in the office regarding the addition of a new skill? Additionally, what have some of the internal meetings about adding a new skill been like?

A mixture of excitement and nerves. It genuinely feels thrilling to be in the sessions and the amount of passion everyone is showing for the project internally is great to see.

There's often long discussions on every detail you can imagine as people have different views. When talking about how we'd do this upcoming poll, we were sketching options out on whiteboards justifying the pros/cons of each way of tackling etc.

The nerves is a big part for sure, so much energy has gone into it you never know until the blog goes live, the announcement comes on stream or whatever how it'll be received! We've been over the moon so far really. The response in December to the summit and original poll was amazing.

almost 2 years ago - /u/Mod_Curse - Direct link

Originally posted by Investedd

Please explain to the community that taming is not gonna be like summoning. Taming seems to be losing massively because of hate directed unfairly at it from summoning and taming has the potential to do everything sailing can but through animals instead... if taming doesnt go through, which inevitably it wont, because of said hate towards it, but if it doesnt, can you guys PLEASE think about possibly adding functionality to pets we already have? Make them useful, and have a purpose? Maybe add more pets into the game even if the skill isnt passed and/or add small pet benefits or skill trees baked into hunter or something? Runescape desperately has always wanted and imo needed to have pets and companions baked more into its core functionality, and i dont think im alone in this.

Reading into the skill should also show that Taming is not "like" summoning. It's hard to escape similarities as each of these skills have the concept of a creature following you however that is purely a reward of the skill.

The core method of how you obtain creatures, what they can do, how they interact with the game world around them and the benefits that they could provide is wildly different to taking some materials, a pouch, some shards and charms to an obelisk and creating a temporary familiar with a specific ability. I understand that It's difficult to move away from that and ultimately it just requires a bit of open-mindedness to how different this skill could be.

In regards to the functionality to existing pets, I'd be curious as to what you would like added to them if they ever got an overhaul. There's plenty of things that they "could" do, but it'd feel pretty harsh gating something very useful behind some big RNG.

I can't see taming in its current form being able to be simply baked into a skill like hunter. There are definitely aspects that could fit in to that skill, for new hunting methods, and potentially even companionship but it would be a very big change to traditional hunter. That's not to say it could never happen though.

almost 2 years ago - /u/Mod_Curse - Direct link

Originally posted by Shurtugal929

Do you think there will be any interest to work the new skill into already existing the Chambers of Xeric? Every skill except runecrafting and smithing has a use within the raid. Granted some skills (Fishing, cooking, hunter) are present but...not ever used.

I don't think we'd look to retroactively shoehorn a new skill into content like Chambers of Xeric. If there were core areas of the existing game that felt like they would benefit from having some content added in relating to a new skill then the option is definitely there, however I think ultimately it's better to leave content like that alone unless we were going to do an overhaul of the entire game. We could definitely utilize a new skill for future content though!

almost 2 years ago - /u/Mod_Kieren - Direct link

Originally posted by lPatrick

In Shamanism, how is collecting "untradable components from your kills, like Giant Bone Marrow, Hellhound Blood" not just charm collecting - the worst aspect of Summoning?

Also, "Spiritual Components from special nodes called Disturbed Sites", is that similar to energy harvesting in Divination and other traditional harvesting skills? The skill's rewards are interesting but I'm not sure on the training

First thing I'll say is it isn't fully designed or fleshed out and it's totally flexible based on feedback through refinement too.

Some points on Shamanism gathering:

  • We are keen to add diversity to the gathering methods Shamanism would have. Some being directly new and unique methods, some could tie into existing creatures, including hunter.

  • We are also well aware of the charm issue summoning had, we do not want this to be the same. We don't want people who've got 99 hunter/slayer already to feel like they need to do more to train shamanism for example. We'll make sure it's not the case!

  • We have some options in what is tradeable, what's untradeable. How vital are these resources to shamanism training? How exactly do you obtain "hellhound blood" - it could be very different to merely killing them and looting something. All still keeping in mind players have said they don't want the skill to be buyable.

The tl;dr is we'll not make it anything like charms & we're aware of the issues players had with charms. The community will have opportunities to help shape it as we go too!

almost 2 years ago - /u/JagexLight - Direct link

Originally posted by RoyalCrumpet93

Is there any scope to move forward on parts of a skill without incorporating others? For example, the idea of Shamanism is compelling and could fit into OSRS, but the idea of “augments” to items feels out of place.

Perhaps being able to cast rituals out of combat which offer small passive effects could be a new direction and fits better thematically?

Great question! Refinement stage means everything is on the table to be discussed with the community. We mentioned in the pre-recorded Q&A that augments may be completely removed from the skill if players preferred it that way.

A lot of players vibe with the thematic but may not see augments as a reward space. It's important to keep in mind that you're voting on top-level concepts - the augment side of things would be something we'd consult heavily with players on, and if most players want us to remove it, we absolutely can. We can also look at augments just touching skilling or experiment with them in a different way. The devs had some ideas about spellcrafting as a reward space potentially where you craft a new item from shamanism, and that item contains an existing spell which you can hold on your character. That opens up a load of potential opportunities for players which could be fun and doesn't necessarily mean flat power increases

almost 2 years ago - /u/Mod_Kieren - Direct link

Originally posted by anygoats

If sailing doesn't make it to the new game as a skill, would any of the ideas of ocean expansion be considered for additions regardless?

I ask for a couple of reasons - 1) because I really love the reward and conceptual ideas you've suggested so far and I think there's a lot of potential here. 2) because I struggle to reconcile those ideas with a trainable skill. I feel like the ideal to me involves those ideas in the game but as a core mechanic (eg charter ships, minigames where appropriate or new areas)

I know that the lack of detail on skill training is intentional but right now I also cannot really see that I'd enjoy 13m xp in any of the suggested methods or feel like they were entirely suitable for the game

The short answer is yes. We can look at ocean updates in the future - but realistically the skill is best chance of doing that any time soon.

I do believe the skill can make an ocean expansion far stronger too giving it a unique opportunity to tie into the depth of systems and sense of a progression only a skill can really offer.

The feedback on being a "trainable skill" is noted, we are confident we'll design something strong here and you and everyone else would have chance to shape that in refinement if sailing moves forward.

almost 2 years ago - /u/Mod_Kieren - Direct link

Originally posted by Gleareal

Will there be any existing content, such as quests and/or methods, that will be modified as a result of any new skill added? For example, canoe down the river giving sailing exp, or Nature Spirit giving Shamanism exp?

I feel particularly uneasy about upping requirements on existing content to include the new skill (even where it makes sense).

That leaves scope for many players to have the quest complete but not have the new requirement.

If players are particularly keen though, I'm sure we'd remain open to it.

edit: There'll certainly be scope in future quests :) We're also a big fan of each skill coming with a small intro quest too to form a strong starting point for any of them.

almost 2 years ago - /u/JagexLight - Direct link

Originally posted by malorane

Would you all consider a new equipment slot for shamanism like a totem? Could be a spot for skilling or combat buffs

Everything is on the table during refinement, at present our design doesn't offer this but we'll be sure to keep community suggestions in mind if it was the one that proceeded through! The main thing we've done is kept things super open-ended because we don't want to sink too much dev time into the top-level concepts and instead let the community decide on what they want. Skilling augments are potentially a middle-ground where players aren't as cautious in comparison to Combat related augments

almost 2 years ago - /u/Mod_West - Direct link

Originally posted by NinjaGamer1337

What colours are the skill capes going to be? If that hasn't been decided, what are your personal wishes for the skillcape? Give me your colour combos!

Imo: Shamanism should be a pale green and a pale purple. Taming should be red and gold. Sailing Blue and Brown or Blue and White

We've actually not thought too much about it! Last time we lead with a cape design which in hindsight was perhaps a bit too forward... I think it will ultimately come down to whichever is chosen and we'd probably want a colour combo that hasn't been see before. Blue and brown works really well for Sailing, Shamanism and Taming are perhaps a little more abstract. A yellow base would be nice as that would be quite unique, although quite loud. Quite fond of a dark grey myself, but not sure which that would be most suited for.

almost 2 years ago - /u/JagexLight - Direct link

Originally posted by Necroeric420

What happens if the Skills fail the poll after all this process? or is that impossible? This is relevant due to the quality of the skills you guys are offering

Mod Ayiza created an 'explainer' video back in December & mentioned it on the Winter Summit but the TLDR is that we can go back at any stage of the process before a skill is locked in at a 70/30 vote. Once it's locked in - if at all - we will continue to work with players during a beta and beyond on fine details. We want a skill that works for you and makes you excited.

Depending on your feedback at ANY stage before locking it in we may go back to Community Consultation and/or presenting entirely new pitches based on your feedback. We hope that we've been able to offer you something that appeals. If your favourite pitch hasn't made it through after the skill pitches poll (the one that starts tomorrow) we can still incorporate lots of feedback into the design.

almost 2 years ago - /u/JagexLight - Direct link

Originally posted by afryeguy22

Why was the community suggestion for the milking skill not included in the poll

Missed opportunity.

almost 2 years ago - /u/JagexLight - Direct link

Originally posted by JagexLight

Missed opportunity.

Milking the blood of a hellhound maybe? Shamanism update?

almost 2 years ago - /u/Mod_Kieren - Direct link

Originally posted by M0ff3l

Why was Raids 4 mentioned as part of the sailing section in the FAQ post? Don't you think this is a bit unfair to the other skills?

We could easily do a raid that is based off any of the 3 pitches to be honest - a raid in the spirit realm! Underwater or on a mysterious island? Or what if there's a raid you had to complete alongside your tamed creature who knows?

To your question, it certainly wasn't to give sailing an unfair advantage, it was more that it's an easy example to get the imagination going of what you could potentially find at sea.

almost 2 years ago - /u/JagexLight - Direct link

Originally posted by Bucky640

What do JMods feel about the new skill going to 120?

General feeling is no from the team after I asked. The reason is that going to 120 doesn't feel Old School, especially for only a single skill and not others

almost 2 years ago - /u/JagexLight - Direct link

Originally posted by Feeling_Jaded

Can't we just add all 3 skills in?

You can vote that you liked all three skills in the multiple choice question as that will really help us in the long term understand community appetite

almost 2 years ago - /u/Mod_Curse - Direct link

Originally posted by Silly_Professor_1872

Would sailing take a considerable longer time to develop compared to the other two skills?

It ultimately depends on how much content is included in the skills. There are complex aspects to all of them but at this point I can't confidently confirm that would be the case.

almost 2 years ago - /u/Mod_Kieren - Direct link

Originally posted by nutty1122

Will players get to vote on experiance rates, as this is something that interests me a lot! I would love the skill to be anywhere between runecraft and agility EXP HR wise, what are your thoughts on this?

The community will definitely get a chance to input on this kinda question. For us it'll depend what the actual activities end up looking like, feeling like to play - the level of intensity, the level of profit you may/may not expect and so on from any given method.

We'll be utilising betas and further consultation as we go to help shape stuff :)

almost 2 years ago - /u/JagexLight - Direct link

Originally posted by Billy-Bryant

Firstly, great job on all three skills. Even if the community doesn't end up going for them, i'm sure we all see the potential and the effort put in to making sure they could be a good fit.

My question is on Sailing: I would be worried that a lot of content would be directly locked behind Sailing including new areas of the map, is the idea that players would be able to sail nearly everywhere at lvl 1 (but perhaps slower, or unable to take shortcuts etc) or is the idea that you can go further out to sea with ship upgrades that you unlock at certain milestones.

If the latter, what would you comment be on concerns that this could lock more content behind a skill than perhaps anything else the game has seen.

If we don't lock content behind Sailing it feels a bit boring and not viable to train. During community consultation we got the impression that the community wanted some pieces of content/areas to explore which were locked behind the skill. The existing map is also locked off in some ways through quests and other requirements.

Sailing isn't supposed to be Agility on Water so we're trying not to treat it as such. We're instead looking to create content on water and make you feel good about training the skill so you can venture into deeper and more dangerous areas. The idea of having lands that have never been stepped on and feeling good about your ability to traverse more territory seemed quite appealing from what we can see. I would hope that we could keep content exciting enough and enjoyable enough to train so that it would feel great when you get there. :D

almost 2 years ago - /u/JagexLight - Direct link

Originally posted by Agustinb14

Would the spirit realm be like the upside down from stranger things?

From the wonderful Art team...

We'd gone quite psychedelic in our first experiments into the spirit realm, which have since been reigned in but it will certainly be something 'other worldly'. Probably not quite as grim and dark as the Upside Down in stranger things.

It would be nice to perhaps explore the spirit world itself having multiple biomes for lack of a better word , to give it different emotional vibes . We imagine upside down is a bit much, but having the contrast between a happy spirit realm and a sad/darker one would be cool.

Once we have a better spec of what happens there during refinement we'll have a better idea of what we're designing for. Deffo can't go wrong with a emotionally versatile setup!

Hope this helps!

almost 2 years ago - /u/Mod_Curse - Direct link

Originally posted by Agustinb14

Would the spirit realm be like the upside down from stranger things?

Sort of.... but also not really. There could be things to do within the spirit realm that have impacts on the regular game world, but I don't see it working exactly the same personally. We'll have to see if it makes it to refinement though!

almost 2 years ago - /u/Mod_Kieren - Direct link

Originally posted by Regular_Imagination7

it seems the team loves adding quests to unlock things so; what is the purpose of having an actual quest to unlock for the skill vs just a cut scene/dialog? i can start fishing anywhere theres shrimp

It gives us a chance to intro the skill, a small bit of tutorial and kick off the narrative background to it too.

It doesn't necessarily have to be a requirement! Nor is an "intro quest" something we're locked in on doing at this early stage

almost 2 years ago - /u/JagexLight - Direct link

Originally posted by MathText

Why was bard not a consideration?

We considered it and had at least one question for Bard in the survey we sent out, which 44,000 players completed. It wasn't popular enough in the survey to warrant us recommending we re-visit/pitch it as a new skill.

almost 2 years ago - /u/Mod_Kieren - Direct link

Originally posted by Gloriouscal9001

Firstly I'd like to thank all of the mods for the passion and level of consideration you're putting into this. I think it's a really exciting time for the game.

My question is: What considerations are you planning to take to ensure that the chosen skill stays true to the original spirit, lore and graphical style of Old School RuneScape?

The first thing we did was focus on "design pillars". Essentially these are the keystones of the project, no matter what skill we do, it should meet these criteria.

  1. Is a healthy addition that is deeply rooted in the game
  2. Provides meaningful progression
  3. Appeals to a variety of player types
  4. Is enjoyable to train

We did it first because you're entirely right with that problem. It has to fit into the game, not feel out of place. It should feel like it was always meant to be there!

There's a lot more info in the first blog we did on this found here :)

almost 2 years ago - /u/JagexLight - Direct link

Originally posted by Last-Philosopher8398

is there a possibility a new skill doesn't get added if the poll results repeatedly show players don't want any of them?

Yep that's definitely a possibility - not one we want of course so we'd have to make a call as to where dev resource is best served. We're hoping that by working with the community super early on we can make something you want and we're open to your feedback every step of the way

almost 2 years ago - /u/JagexLight - Direct link

Originally posted by aeeiku

With sailing, what would happen if you logged out in the middle of the sea?

We joked about this one and said you'd end up in Davy Jones' locker but we honestly don't know at this stage. This one seems like more of a technical question that we'd work on if Sailing was the pitch that came out as most positive in the poll

almost 2 years ago - /u/Mod_Kieren - Direct link

Originally posted by Warwick_God

Can you trim my rune chest plate?

Yes, trade it over, once it's traded you have to press alt+f4. After that, I'll trade you back the trimmed version.

almost 2 years ago - /u/Mod_Kieren - Direct link

Originally posted by Paperaxe

For the spirit realm from shamanism will that include wilderness areas?

It may do! We don't know exactly yet but we really think the spirit realm is a strong part of the skill and want to lean into what that could offer.

Both from the perspective of a place to gather unique resources for shamanism but also as a place to unlock and house new content.

almost 2 years ago - /u/JagexLight - Direct link

Originally posted by moopsh

Love that you’re doing this AMA, and so appreciative of the community engagement with these skill pitches.

I have a question for each of my top 2: Shamanism and Sailing.

Shamanism: Have you spent much time brainstorming the spirit realm and how it might function? I personally can’t get A Link to the Past out of my head, and would love to hear what sort of existing inspiration you might be drawing from with this concept! Side question: would we be able to see ‘ghosts’ or outlines of nearby players who are currently in the opposite realm from us? Would help reduce player dispersion!

Sailing: On the topic of player dispersion, my biggest concern with Sailing is that we’re doubling the game geography, which means spreading out our players much further than today. Has the team thought at all about how to keep the game from feeling empty with so many players moving to the ocean to train existing skills? In a similar vain, I’m concerned that Sailing will bring many other skills IN, but won’t spread OUT to what exists today.

Thanks again for your time and effort on all of these skills so far!!

Cool reference. Elena understood it and explained it to me (A Link to the Past). :D

OK so first one about Shamanism. The reality is that we've had to stop ourselves from over-designing a lot of these concepts. It's something we'd love to hash out further if it was the concept you all wanted most as a community. For me personally I have played a bit of Horizon Forbidden West. In that game you have a device which sits on your ear and it allows you to see stuff which isn't there. You can see footsteps and it acts as a really cool guidance tool to progress the game so I am excited to see what we can do with the over-arching concept of Shamanism. I love the idea of having a way to tap into both realities - I'm VERY curious to see whaa we could do!

The sailing Q's. Realistically we wouldn't give access to the entire Sea straight off the bat and as you improve your Sailing level you can access more dangerous areas. I don't think that we should *ever* be overly cautious about expanding the world as it's one of the #1 things that players want from content/new skill (new areas to explore). Our goal with any piece of content is to bring up more activity to the game and a new skill would be super hype overall for the playerbase. People might be out at sea for the majority of time on release but it'll eventually settle imo

almost 2 years ago - /u/JagexLight - Direct link

Originally posted by Shoop_de_Yoop

There has been lots of focus on what skill the community wants, which we all appreciate, but not much talk about what the jagex team wants to get from a skill.

Which skill do you think would have the healthiest impact on the game? For example, would sailing help create an easier format for expanding the RuneScape map further without risking breaking existing areas? Would taming help create a way to correct longtime design issues that don't have a clear solve? Would shamanism add another layer of item sink to help prop up the value of skilling items?

Thanks!

We generally think all three concepts are solid otherwise we wouldn't have pitched it! I think a lot of this is personal preference, we're players too and we have different opinions. Ultimately we want a skill that the community is happy with and excited about. This is an expansion for our game and we want players to be excited about the future of OSRS. Bit of a cop-out answer but all three pitches have great elements to them. I don't think it's possible to have a skill tick *every* box

almost 2 years ago - /u/JagexLight - Direct link

Originally posted by levian_durai

I know you guys have said that you can vote saying you like multiple skills, but ultimately only one can pass.

I personally think Shamanism looks the best immediately, but that sailing has the most potential to add to the world - it will just take a long time to implement.

Would it be possible to have a poll that isn't years away to ask about sailing, if it doesn't pass this round?

If something doesn't pass to refinement but proves really popular there's absolutely no reason why we can't revisit it, if it's something the community wants

almost 2 years ago - /u/JagexLight - Direct link

Originally posted by secret759

It feels like most of the initial useful feedback on the skills has already been gathered, what with the survey, multiple discord chats and livestreams. What sort of feedback do you most want to see at this stage?

Mostly just looking to answer any lingering questions before the poll tomorrow. Refinement will depend on which skill goes through

almost 2 years ago - /u/JagexLight - Direct link

Originally posted by SevenEightFour

I'm sorry, but a "limit on survey responses" does not seem like a very good reason not to run a survey. Presumably this limit can be increased by paying the survey company, and presumably Jagex can afford to do so. The surveys are by far the best ways to collect this feedback, as they are the only form of feedback not to have responses influenced by the social pressure of the social media platforms where you otherwise collect feedback.

The survey is still there in the blog post we're just worried about the impact of 40k responses on an older survey that has already been taken by 10k people when we're already close to hitting a cap. We'll run more surveys once we know what skill we're refining (which is actually where we need the feedback most).

almost 2 years ago - /u/Mod_Kieren - Direct link

Originally posted by ito_

Hi there,

A newer OSRS player here (Oct 2022) that quit RS3 back in 2019 because it was becoming too much to keep up with the ever-expanding skilling meta.

If shamanism passes and augments, boosts and buffs get added into the game, what makes it so that we won't have another case like in RS3 where you have to pay attention to 8 different mechanics and boosts, which makes it so you have to grind before you can start your actual skilling grind?

I know nothing is set in stone until the refinement stage, but as I see it the meta for both PvM and Skilling would be changed considerably if buffs and boosts are being added left and right to most skills in OSRS.

A very valid point and we're cognisant of this too. We feel if we go too far down that route OSRS would lose some of its identity.

Essentially that is to say, we'll try and strike the right balance between meaningful rewards and not adding an exhausting burden to other skills.

We can design this to suit :) This depends on how these buffs/boosts take place, what exactly is augmentable? Are they permanent? Temporary? How complex is the system to get them? Just exactly what do they impact? We don't know the absolute answers on these things yet.

Like with everything OSRS, we're keen to get powercreep right and at a level the community is happy with. All of this will be kept in mind throughout refinement regardless of which skill moves forward!

almost 2 years ago - /u/JagexLight - Direct link

Originally posted by Bucky640

I love the idea of Shamaning introducing augmentations. Could these be focused towards skilling gear to reduce people’s fears about power creep?

This seems to have been left intentionally very vague, but that seems to have just drummed up anxiety in the community.

If this was the one concept that went through to refinement, we'll have a conversation with the community about where the augments should be in the game and what they should affect. Totally understand the anxiety around it. We've left it open-ended so that the community can decide

almost 2 years ago - /u/JagexLight - Direct link

Originally posted by SorbetAny289

If something like Shamanism passes. Is the spirit realm going to be separate from other realms? Just trying to see how it'd interact with like the Mahjarrat and such. Would any quests retroactively have certain skill reqs?

Hey there!
- Spirit Realm is not going to be instanced but we don't know what it looks like yet, so we have no idea if it's an overlay or separate area.
- Kieren said no to retroactive skill reqs on our recent Q&A.

almost 2 years ago - /u/Mod_Kieren - Direct link

Originally posted by Gamer_2k4

I really encourage you to look into using outputs from other skills, like Farming and Hunter, as inputs for Shamanism. It's a great chance to finally make use of things like white lilies, and creating completely new nodes just seems to miss a major opportunity for content integration and revival.

I think it'll be both :) Existing underutilised resources and some new stuff.

almost 2 years ago - /u/JagexLight - Direct link

Originally posted by Blue_Dew

Assuming a perfect scenario, is there an ETA on when a new skill will be fully released?

The full launch of any new skill wouldn't be in 2023. Release depends on what skill it is and what players determine during refinement. :) We know that it's important to get this right, and we need to take the appropriate time to provide great content for players to enjoy on release. It's very possible we could have a playable Beta in 2023 if we managed to 'lock in' a Skill within the next 3-4 months but that's being very optimistic

almost 2 years ago - /u/JagexLight - Direct link

Originally posted by ArrgsVsZuk

Will the name of Shamanism be changed or was your internal decision finalised already? I’ve seen many people suggest a dislike for it already.

Similar Q answered here

almost 2 years ago - /u/JagexLight - Direct link

Originally posted by ashlaked1

I know this might be nitpicky, but if shamanism is chosen, could we please have poll about changing the name of it?

Similar Q answered here

almost 2 years ago - /u/JagexLight - Direct link

Originally posted by UIMHolo

Hey Light!

First off, congratulations for the successful launch of a widely well received skill poll. I think all three concepts are awesome!

My question for the team: Will all three skills be able to be trained by a level 3 skiller? Ironman skillers?

Thanks for the AMA and to the team for how much communication there’s been on the skills.

There are aspects to it which could be completely friendly to Lvl 3s but there may be content that's much harder or gated off. A bit of content for each skill will be accessible but like with other skills it may become problematic to access all of it, e.g Monster hunting in the Sea could give Combat XP. We'll probably think more about it in refinement! <3

almost 2 years ago - /u/Mod_Kieren - Direct link

Originally posted by Jacobizreal

Serious Question. Is there a point to ask questions about Shamanism or Taming? It seems like Jagex really wants Sailing and heavily favors it in their posts and discussions. (Not saying it’s on purpose).

100% there is reason to ask questions, we believe in all 3. Each has huge potential and we're genuinely happy with whichever goes forward.

Perhaps its just because it is easy to present "omg imagine all the stuff you can do at sea!!" so it seems that way. We're only human!

almost 2 years ago - /u/Mod_Kieren - Direct link

Originally posted by WastingEXP

Hopefully this isn't too much into refinement, but how intense is the team willing to go with augment/perk scape? Does the team have an upper limit in mind or just "if the community wants it" vibes?

You're right in that the community will obviously help shape it through refinement and beyond.

That said we're very aware of not wanting to take it too far. There's a balance to strike. It is an interesting reward space but we don't want to add a heavy cognitive burden on what is currently fairly straightforward.

almost 2 years ago - /u/JagexLight - Direct link

Originally posted by spirit_vice

When the skills move forward into refinement will there be any thought about how well the skill will function for ultimate ironman?

This is primarily about shamanism with most of the components being untradeable (and presumably not stackable?) I am worried that it might be extremely tedious for UIM to train with lots of back and forth between different sources of components. The closest comparison that currently exists is herblore, but at least one of the components (herbs) are easily stackable, which makes it much less tedious than it would be if you had to fill half of your inventory with two unstackable components.

I know it is a small community, but I am curious nonetheless. Regardless of the answer I am sure an effective training method will be found, just wondering if you put any thought into it when designing the content.

Thanks for all your hard work communicating details around the pitches, can't wait to finally have a new skill added to the game.

At this point it's too early to say what will be stackable or not within any of the skills as we're not sure which skill is going to be refined and haven't dedicated lots of design time into it. We have pledged to work with the community on the 'nitty gritty' parts of the skill so this could be potentially revisited then. I'd say vote on your favourite concept and keep us in the loop to your feedback every step of the way!

almost 2 years ago - /u/Mod_Curse - Direct link

Originally posted by Loki_the_Smokey

I’m voting no to everything because you specifically annoy me.

Same

almost 2 years ago - /u/Mod_Curse - Direct link

Originally posted by TheEpicZay

If sailing gets in, will we finally be able to hear sea shanty 3?

Maybe!

almost 2 years ago - /u/Mod_Curse - Direct link

Originally posted by Hagendaz1337

If sailing passes can we expect group content maybe in the form of making a crew of your friends, like 5 players maximum. Experience gained could be based on participation to prevent people from paying others to train sailing for them.

This is definitely one for further down the line in refinement, however I love the idea personally, and would absolutely love to see some group content on the sea

almost 2 years ago - /u/JagexLight - Direct link

Originally posted by Dankest_of_Meme

First and foremost thank you all for the amazing job you’ve all done. All the pitches look quite fun.

In regards to taming what sort of emergent gameplay could a player expect to see? A lot of focus has been put on the training of our new friends and I was curious about how procuring them could potentially function.

Assuming you're asking how you obtain them (procuring), we talked a bit in the blog about toys/lassos/food to obtain these creatures which could have nice tie-ins to other skills. You might have to go to a new area where you track the creatures (tieing in to Hunter), or there might be events between you and the creature where something happens where you need to react or find it different food/toys etc. :D

almost 2 years ago - /u/JagexLight - Direct link

Originally posted by XVUltima

Was Summoning ever considered?

We asked a load of questions about other skills in the community consultation survey and found out players had mixed opinions on Summoning but they liked animal companions as a principle. So we came up with Taming! I think Kieren put it well in the Discord Stages Q&A when he said OSRS deserves it's own skill and not something necessarily that is mostly copied from RS3.

almost 2 years ago - /u/JagexLight - Direct link

Originally posted by DrYoshiyahu

Are there any elements of these skills you haven't seen much discussion about that you think the community needs to be talking about more? Anything you think we may have neglected to talk or ask you about?

It's been hard to get people on board with all the possibilities of Taming as a skill. And would've really liked to see more discussion about that. People got really excited about the sea/spirit realm as new areas to explore but there are possibilities of new areas associated with Taming which maybe we haven't done enough to talk about. We wanted to keep things quite open ended on our end but it would've been great to discuss that. We emphasised a lot that pet abilities are completely up to refinement and I think maybe it spooked a lot of players who compared it to Summoning

almost 2 years ago - /u/JagexLight - Direct link

Originally posted by Howl106

Is there a possibility to have all three?

i understand its more work, but it could be spread out

I'd love a future in which we had multiple new skills but I think the key thing for us is to firstly prioritise ensuring the first new skill is a success. It's no small feat. If it goes well it could open up a ton of possibilities to explore more in future

almost 2 years ago - /u/JagexLight - Direct link

Originally posted by Raisoshi

From the skilling blog:

Our third pitch presents a solution to this problem, incorporating the item sink into the reward space rather than the training method.

It wasn't clear to me what kind of item sink is happening in the reward space for Shamanism, care to clarify?

Check out the pre-recorded Q&A for a quick answerto this as Elena explained it quite well here how it could work (2:06:52)

almost 2 years ago - /u/JagexLight - Direct link

Originally posted by Astatos159

How would you rank the 3 pitches in regards to difficulty to implement?

From a dev POV:

Easiest = Shamanism
Middle = Taming
Hardest = Sailing (so many expectations/player suggested demands)

But on the flip side you may also end up in a situation where the reward space for Shamanism is more difficult to balance and could take longer to implement depending on what the community prefers. So it's anyone's guess really and we'll know more about scope once we know which concept you all prefer

almost 2 years ago - /u/JagexLight - Direct link

Originally posted by AlternativeAge2

Did you consider polling Question #2 as a ranked voting question?

For people who don't know what this is:https://en.wikipedia.org/wiki/Ranked_votingTl;Dr you vote by putting them in order. After round one the least popular one gets removed (if no >50% majority) and the votes get redistributed. This way a vote for the 'losing' party is not a lost vote.

We don't have the ability to do a ranked vote in our current polling system unfortunately - hoping the current approach is OK in lieu of that!

almost 2 years ago - /u/JagexLight - Direct link

Originally posted by Rickard58

How many attempts at refinement will the first skill get if continuously voted against?

We don't know at this stage but we're aware of this as a possibility and we'll definitely keep a close eye on feedback throughout. Hopefully players can continue to work with us and tell us their constructive opinions so we can avoid proposing something that players don't want! This process only works if we work together on it

almost 2 years ago - /u/JagexLight - Direct link

Originally posted by cyanblur

I think if Shamanism moves forwards the next hot debate would be over whether or not to include the gear augments, but is there any point without the augments? Do you think you can assuage the community, or do you have back up ideas to make training the skill still worth while without the augments?

We think it's a cool reward space but it could stand on its own. I think some players would find it less worthwhile to train so we'd invite players during refinement to talk about this with us. Spirit realm is quite appealing and could be more of an emphasis if augments were not popular

almost 2 years ago - /u/JagexLight - Direct link

Originally posted by HyperFire12

For shamanism, will the augmentation be permanent or temporary (like Crystal armour charges)?

Up to community to decide (refinement)

almost 2 years ago - /u/Mod_Kieren - Direct link

Originally posted by Frewantle

Would there be a possibility for another new skill (possibly one that has already been pitched) to be introduced later on down the road? I love the idea of a constant evolving and growing game, and the idea of 1 new skill is already exciting but thinking about the future of the game is fun!

Depends on how the first goes really! I certainly hope we can do more skills beyond this one if the community is keen to keep em coming.

almost 2 years ago - /u/JagexLight - Direct link

Originally posted by No_Employer_1763

Does staff use A.I. to generate ideas and concepts to pitch to the playerbase and/or eachother?

We used the community consultation survey for the basis of a lot of our design but when we looked at how to explain concepts we found the AI art tool quite useful, especially when we made early presentations for NDA Players etc. We also tried using it to come up with alternative names for our wildcard Shamanism pitch

almost 2 years ago - /u/JagexLight - Direct link

Originally posted by samiltun

Does a new skill HAVE to be added to the game?

If it does not pass a 70/30 lock in poll it won’t be added to the game. We hope that we can work with players to come up with an idea that excites you and genuinely creates an expansion to OSRS which players love

almost 2 years ago - /u/JagexLight - Direct link

Originally posted by TrumpeterSwann

In another reply, you wrote (emphasis mine)

A lot of players vibe with the theme, but may not see augments as a reward space. It's important to keep in mind that you're voting on top-level concepts - the augment side of things would be something we'd consult heavily with players on, and if most players want us to remove it, we absolutely can.

I wish I could make the playerbase read and re-read this. How do jmods deal with players bringing preconceived notions to the voting booth which are just flat wrong? I feel like y'all have hammered this home over and over and yet I see the same questions being asked, still.

"I love the idea of shamanism but I don't like the potential for power creep or being forced to grind it before other skills" == you like shamanism and should vote for it to go into refinement

"I love the idea of bonding with a permanent companion but I don't want to clutter the overworld" == you like taming and should vote for it to go into refinement

"I love the idea of setting sail but I don't really understand how the skill would be trained" == you like sailing and should vote for it to go into refinement

I mean... right? It's crazy to hear players describe how much they love the idea or the aesthetic of one pitch before listing a bunch of assumptions a priori which, somehow, lead them to conclude that they won't be voting for it. Lack of imagination is a bad reason to exclude a pitch. If a player can't conceptualize what a skill might be like in its final state... well good! Because that is not the point! Those are things jmods want to workshop with the playerbase!

Maybe I'm way off base. I'd love to hear if y'all have any thoughts about this sort of thing in the context of the new skill development process.

I think that’s one area where we admit Taming has suffered because we haven’t given enough for players to imagine about. It’s definitely a learning process. I wasn’t around when we polled skills in the past but a huge issue with previous skill proposals was that players weren’t bought in enough and didn’t get to influence the skills early on. Hoping we can change that by getting the community involved right from the start now.

almost 2 years ago - /u/JagexLight - Direct link

Originally posted by Jacobizreal

As a person who loves having Tames/Companions in every possible game I play, I am one of the few who will vote for Taming. I think based on data and response, we all expect taming to get the least amount of votes. Would there ever be a way to incorporate this later or does a low vote mean it’s DOA

If it doesn’t get enough support as a skill, we wouldn’t proceed with it further. Players don’t want us to continue pushing something that they haven’t voted for (which is clear from the Account Builds stuff earlier in the year). I don’t personally see it fitting into Hunter or Farming either so not sure on that

almost 2 years ago - /u/JagexLight - Direct link

Originally posted by Bisto_Boy

What are the lore ideas of the "spirit realm"?

It’s really open ended right now. With our new polling approach we want to figure this out during refinement and even beyond. It’s promising to see such a desire for Shamanism to expand on lore I’ve seen lots of people mention Guthrie which is cool. The great thing about skills is they can grow indefinitely and can have content for years to come after release.

almost 2 years ago - /u/JagexLight - Direct link

Originally posted by Emperorerror

For Sailing, one of my concerns is that most of the theoretical rewards seem tied to training other skills -- e.g. finding a fishing spot, finding a boss location, etc. What are some of your ideas for how to give Sailing some intrinsic rewards?

Reward space discussed at 49:20 in our Pre-Record here for Sailing. I’ve seen a lot of players say that the reward space for Sailing is perhaps less scary than say augmenting fear from Shamanism which may be a good thing depending on what kind of player you are. At the end of the day we know that Rewards need to feel worthwhile. During refinement we can figure this out more if it’s the pitch most players like

almost 2 years ago - /u/JagexLight - Direct link

Originally posted by DrYoshiyahu

Will you consider changing old content to bring it more in line with the gameplay expectations of the new skill? I'm especially thinking about all the different sailing elements in old quests that may seem rather out of place with the existence of a Sailing skill. 🤔

EDIT: Or for example, the use of birds of prey in the Hunter skill which could very easily give Taming XP.

It’s possible but we would rather add something than take something away. Meaning if we ever changed old content we likely wouldn’t add a new requirement or make it more difficult to do, instead adding Qol. An example was given during a Q&A where Kieren/Ayiza mentioned tapping into the spirit realm to unlock a door etc which might progress your quest faster.

almost 2 years ago - /u/JagexLight - Direct link

Originally posted by sknilegap

What do you guys think you can do to make Sailing not feel like Slayer but for all skills?

That's my only holdup on that skill right now is that it may not have enough unique ideas of gaining experience within itself. Love all 3 concepts though and wont be mad if any of them win at this stage.

I’m not a developer so I can’t really answer it from a design perspective. But knowing that Elena and Husky are working on the project should be reassuring in a sense. They both created Guardians of the Rift which is really well liked in the community. Husky in particular created the Hallowed Sepulchre. These devs truly know what they’re doing and how to make a skill fun and rewarding. The dream with Sailing is to make the entire ocean into playable fun content which will just provide more areas to explore. We don’t mind comparisons to Slayer because it’s one of the most liked skills but it won’t just be about sea monster hunting as there will be tons of activities to do at sea and areas to explore

almost 2 years ago - /u/JagexLight - Direct link

Originally posted by Cpt_Falconator

Hey there!

We're there any discussions or intentions to lock any of the skills behind stat requirements on other skills?

Invention from RS3 as an example?

Generally speaking, a day one release where you’re training a different skill in order to train a new one just feels bad. On the other hand, we also see the community wants the new skill to integrate well with existing skills. For example hunter with Shamanism. So we have a task to make under-utilised skills feel more rewarding whilst also making it so you can enjoy levelling the skill on release. Difficult to know at this stage but our preference is for everyone to be able to train the skill

almost 2 years ago - /u/JagexLight - Direct link

Originally posted by Lootcifer-RT

Shamanism feels like a great opportunity to introduce an item sink into the game (similar to invention). Being able to break items into components can make basically every drop feel like it has some value (resources, clue scroll items, gear...). This is especially true for dupe rare drops, where a player wouldnt necessarily feel like they missed out when rolling the same item twice.

Have you considered adding this as a core part of shamanism? If not, are you open to pitching that idea to the community, should shamanism pass?

Early designs did consider this but it’s difficult to make a skill non buyable and also a good item sink, instead we might consider putting the item sink into the reward space of the skill. Elena talked about this on the pre-recorded Q&A a bit!

almost 2 years ago - /u/JagexLight - Direct link

Originally posted by Dlieuu

What are your thoughts on the skill Inscription?

Love some aspects of it, in general I think the community said one of the main draws of a new skill should be to unlock or to explore new areas of the game which I don’t think the inscription pitch necessarily had.

almost 2 years ago - /u/JagexLight - Direct link

Originally posted by mesa176750

How would you describe the difference between a skill and a minigame? (One of the biggest criticisms of sailing is that it looks like a mini-game)

It needs to not be confined in one area of the game, have an integration with existing skills and areas and offer a reason to train it. I’d love to know what aspects of the updated sailing pitch felt mini game-y and hear more from the community about this topic. We tried our best to avoid this with all 3 pitches

almost 2 years ago - /u/JagexLight - Direct link

Originally posted by Selesia_read_it

Question regarding polling methodology: How are you trying to counteract strategically voting, not for your favourite, but against your least favourite?

How are you trying to counteract strategically voting, not for your favourite, but against your least favourite? by voting for one of those two other ones instead, to not make the other one win. (going with your second favourite instead of your favourite)

Spoiler alert: personally, I would like Taming most, and I'd rather not have sailing and am mildly positive to shamanism and I'm extremely tempted to vote shamanism, as to not have sailing happen.

It’s not something we can avoid unfortunately as we aren’t there with you when you vote! All we can do is be transparent and communicate with the community. I see the community as partners in this and so hopefully no matter what the outcome we can work together to make the best skill. We have taken steps to say in our comms that this doesn’t have to be OSRS’s only skill if more than one is popular. Our current approach will ask you what you think about all three pitches so that we can make a better decision on which is the concept which is widely accepted/liked