Players can now store the Infernal or crystal pickaxes in the Enchanted Valley S.T.A.S.H. unit.
A small typo here it should be axes.
Players can now store the Infernal or crystal pickaxes in the Enchanted Valley S.T.A.S.H. unit.
A small typo here it should be axes.
This has now been fixed!
no poll for restoring the blisterwood xp rates?
We are planning to poll the blisterwood xp rates in the near future.
When are these gauntlet changes ever going to come? It's been a whole month.
We'd like to release all the gauntlet changes at once. Some of the changes are still awaiting QA testing and once they've passed we can look at releasing it in a batch as soon as possible.
This hypothetical tomb raider makes a few mistakes, but never runs out of time, and only collects treasure on the most valuable floors.
Does that mean THE most valuable floors, or just the most valuable floors a player has access to?
It would be the most valueable floor the player has access to. For example if you have unlocked floor 4 the rates will be balanced around the player looting only floor 4, completing it and doing it again. I am aware that you can get more marks/hr likely by looting floor 3+4 or only doing the prayer/magic encounters because they're quicker but that substantially complicates the issue from a balancing perspective.
I can't really balance it around no loot, only looting 4, only looting 3 and 4, only looting floors 2,3 and 4, looting all floors. I am kind of expecting that if a player is looting more than just the last floor they have access to for the increased marks/hr then they should expect to get lower rates than are quoted by us. That trade off has to exist and the player making choices about how much xp/reward they get is a core part of the minigame.
The goal when balancing is to at least have it so you gain more xp/hr than rooftops looting the last floor you can and then you'll naturally get more xp when not looting anything but trying to keep the two closer together than they have been previously by giving bonus agility experience when traversing the obstacle leading to coffins in order to offset the xp/hr lost while looting.
Sorry this is longer than I thought it'd be but I hope it makes sense!
No monkey backpacks?
Monkey backpacks are currently being worked on by QA and are likely to come in the coming weeks.
Just done another 2 runs, have not passed a single portal obstacle (to the coffin yet), submitted a bug report.
This should be fixed. Let us know if you still run into any issues.
Re: Sepulchre
The Sepulchre actually made Agility engaging and fun. All other courses are the definition of mindless. Sepulchre offers high xp in exchange for high effort and attention. It should be a lot higher xp than rooftops. With blisterwoods nerfed and blood furies selling for next to nothing, Darkmeyer is essentially all dead content already except for Sepulchre. Please be careful - it's already disappointing that you needlessly removed Blisterwoods which didn't even usurp with other methods, and now casually mention you may further lower Sepulchre rates.
We never stated that we'd lower them. What I'm actually hoping to do (focusing on floors 3,4 and 5 only)
Is to increase the amount of xp/hr for people who are looting are currently getting while bringing down the xp/hr of people who are not looting and establishing a benchmark as to what we consider the player's skill level we are going to balance it around that's what that statement was trying to say at least.
At the very least I am of the opinion that if you are bad at the sepulchre, failing traps a lot and not learning it then it should be worse than rooftops. This content has a learning curve and once you get over it you definitely see the benefits of taking the time to learn it!
What was the logic behind locking the acorn behind many hours of Hallowed Sepulchre, whilst all other pet re-colours can be bought and applied straight away?
I came up with the idea of the squirrel recolour purely because I wanted people to have something to spend their hallowed marks on if they enjoyed the content and wanted to keep doing it after buying the tools and dark graceful.
I personally like when we can have fitting content have a cosmetic override as opposed to just handing it out for free but I also understand that there are a lot of cool recolours and ideas we just don't have the time to create indepth content for
Shit xp for the amount of adderall level effort required to do it. Rooftops are nearly as good and AFK enough to watch movies while you do it.
I for sure don't want osrs to take the rs3 method and give out agility xp for clicking dummies or literally just RUNNING, but that doesn't mean agility needs to stay the worst skill in the game with the fewest 99s. The concept of the skill is so great and has to much potential but the implementation is awful.
To give you an idea of how bad the skill is, over HALF of the people with 99 agility are MAXED.
This is why I'm hoping the timed benchmarks we give for balancing next week will help.
This content has a learning curve and it's pretty terrible compared to rooftops before you get past it and it's pretty amazing afterwards. Also it was balanced xp wise around players not looting, hence the quick fix this week so that each treasure encounter gives a bonus 100 agility xp and we'll be looking to review and fine-tune all the xp values over the next week or so with the end result hopefully being that looters aren't so heavily punished in terms of xp
Is there any chance of separating the marks from the other loot, perhaps giving them when you complete a floor within the time limit instead? I really like the way sepulchre is balanced with the option of trading xp/hour for financial reward, but currently you're forced into picking gp over xp if you want to get the untradeable rewards, would be great to be able to separate the two.
No, I'm afraid I don't like the idea of just giving the marks for completing the floors. If you want the rewards it makes sense to raid the coffins inside the encounter, that's the entire thematic.
The section in the blog details that we'd like the xp/hr someone looting and someone not looting gets be closer than it currently is because I agree you feel very over punished in the XP loss for looting, hence the change this week go award 100 additional agility xp per encounter and the exact numbers will be reviewed in the coming weeks
Man this random change to the Fire Statues has really thrown off a lot of muscle memory and timing i'd built up based on the animations / sounds. Was it that requested??
Sorry about that, I had to re-write the entire system just to prevent the fact that the animations weren't in sync with what was happening to the player, invisible fires, lagged fires etc. and that meant that the specific timings of the flames had to be slightly changed too.
It messed with me for around 2-3 runs in internal testing before I got used to it but after that it actually felt much nicer and more intuitive to me than before.
Apologies for not getting it right in the first time regardless
Fire timing is different now and it makes it necessary to relearn several obstacles. Was this intended? Southern floor four sword trap in particular is different now, but also for any fire path where you have only a single tick of clearance to run through the whole thing, the animation doesn't line up with when you would have to click before the update.edit: Just saw your comment u/JagexHusky replying to another player. You're right it's not that hard to learn. Sorry! Still love HS <3333
Haha no problem, hopefully no more scuffed flames plaguing my dreams now!
Thanks for the loading screen fix btw. Quite literally a life saver :p
No problem! Was actually an easier fix than I thought it would be which is nice :)
Thanks for the same generic reply to me for the 3rd time, still ignoring the issue.
Literally not ignoring the issue as the comment I made and the statement of the blog said we're going to adjust it next week.
If you feel like the changes after we make them are not good enough for the content then you are entitled to provide said feedback like any other player.
If you are still not getting the xp-rates which we are quoting then perhaps the timed benchmarks we provide will indicate any improvements you can maket. This content shouldn't be rewarding to players who are not good at it.
I completely understand and agree with the idea of sacrificing xp/hour to get the tradable rewards like the ring, strange lockpicks, alchs etc but I guess I feel that the marks, which only buy untradables, shouldn't be tightly coupled to getting the tradable rewards and sacrificing xp.
Just wanted to mention that this is some of the most enjoyable old school content I've played in a really long time, never thought I'd be itching to finish work to train agility, so thank you for that and please keep doing what you do.
No problem! Glad you're enjoying the content.
We may just have to agree to disagree on the untradeable reward thing but at the very least after this weeks and next weeks changes you should see yourself getting more xp/hr than previously while grinding out those marks