Original Post — Direct link
3 months ago - /u/Mod_Kieren - Direct link

Originally posted by Vet_Leeber

As we have with most releases of late, we opted for a more cautious loot table than an overly generous one - this has worked well for us (and the health of the game) and is something we'll continue to do

How in the world did Fever Spiders and Zombie Pirates release in the state they came out in, if this is the case?

The plans posted seem like good ones. Better to wait a couple of days and make a good change, than a bad reactionary one.


Thank you for posting this as a separate post, it wasn't very clear that the blog had been updated before.

It might be a good idea to post big blog updates like this as a followup blog, instead of as an edit to the original, for the sake of visibility.

Honest answers to these questions... Fever spiders - didn't get the oversight and feedback they needed. It was overly powerful and slipped through the cracks internally. In hindsight, yeah that was silly, it just didn't get the same attention naturally that a new boss/major pvm addition would.

Zombie pirates - mostly because the intention was for it to be as powerful as it was. In light of the PvP risk that was meant to keep it in check. It absolutely does appear absurd for a low level no req creature to drop high amounts but by being in the wilderness in the location it was we were hopeful that it'd be okay. Sadly we were wrong of course and we were too slow in addressing it.

I'm personally keen to talk about drop table design at some point on stream and talk about some of the guidelines and principles we stick to on em. Maybe on a stream at some point! It's not exactly a new problem, we've been tweaking drop tables post launch for a decade now - and I imagine that will continue but hopefully we can be closer to what they should be at launch in future.

3 months ago - /u/Mod_Kieren - Direct link

Originally posted by FinnishForce

I agree but OSRS team needs to understand why individual mods are being targeted.
I think the reason is that they haven't sufficiently answered to worries about drop tables and why all grinds are so long nowadays, and because a certain individual mod has talked about it in the past, all feedback is targeted back to him.

They need to make a blog post about drop tables and grind lengths that has the whole team behind it and not one single person.

I do want to go on stream at some point and talk about drop table design, the principles and guidelines that feed into it.

This is no ones individual agenda - this is something we agree on as a team and discuss. It is not factually accurate or fair to pin the blame on any individual. If you want to pin it on anyone, pin it on me, it is my job to ensure the design team get these things right.

Now I'm gonna braindump some thoughts on drop tables...

The grind lengths is a valid concern, something we've been talking about lately as a topic similar to "power creep"... "grind creep". That is that for something to be valuable enough for its power in comparison to alternatives, it needs to take longer to obtain. Now that is a statement that warrants discussion in of itself - but it is something we've been talking about as we recognize the feedback that's been stated repeatedly over a number of releases now.

The big challenge I think we have for drop table design is dealing with these two different perspectives:

  • Ironmen and Cloggers - they have a far more vested interest in time to "complete" the content or obtain the specific drop themselves.
  • Mains - generally focused more on GP/Hr. Getting a drop is helpful to that of course and what you're hoping for but isn't the be all and end all.

Taking that further, if we're introducing a new "niche" item like the Bone Claws - I say niche in that they're not the new best spec weapon. Economically we want that item to sit at a reasonable 'price progression' point. DDS is cheap, D claws are expensive, ideally this sits somewhere between the two. This is essentially the progression ladder for mains.

However - because it is niche, it doesn't have some universal level of demand. Tons of players already have dragon claws and may not want a pair of these. Long term if we wanted these to sit at for example 20m, we need to ensure the supply and demand levels of these is appropriate. With niche items that's going to mean supply ought to be smaller for this value and that is to say it should be rarer - or that TD's shouldn't be quite so desireable to kill for other reasons.

This is in direct conflict with the alternative perspective, that the item is niche and thus should be easier to attain than an item that is more powerful. This is naturally how an ironman progresses. The problem is now flipped on its head, if the item is fairly common because its not particularly powerful, on the GE it is likely to have a huge supply compared to demand and be relatively worthless.

3 months ago - /u/Mod_Kieren - Direct link

Originally posted by Vet_Leeber

Appreciate getting a response here.

When you do the stream, I hope there's some touching on the decision to simultaneously increase the health by 50% and quintuple the claws' rarity, I'd be curious to see the reasoning behind it.

I don't really have anything constructive to reply with, so I'll just leave you and the whole team with well wishes for getting things cleaned up in the coming weeks. Don't take the obnoxious amount of aggressive responses in the sub too personally.


On a mostly unrelated note, the Elite Black Knights drop table is pretty neat. Stacks of lower value alchables instead of single larger ones does a decent job of balancing out the extra focus required for the weapon swaps, and it's a bit of a novel idea to require a bunch of alching instead of just once per drop. If they were slightly less tanky I'd probably kill them at times as an Iron.

Honestly, the game tormented demons are releasing into today is vastly different to the one they did in 2008. The comparison really does highlight the differences in grind lengths and so on OSRS has today.

I mean look at dragon claws themselves - they are a pretty rare item in Chambers of Xeric. The hours to obtain a pair are vastly more than 2008. I'm not necessarily going to defend and say that its right that that is the case, but we're not dealing with like for like situations.

Appreciate the optics of it though and it does paint a picture of the scale of difference. It's noted that many people have gripes with the 'grind creep' we've had.

3 months ago - /u/Mod_Kieren - Direct link

Originally posted by Falchion_Punch

Just going to give this bit some extra emphasis:

While we're here though, a request! Please stop targeting or singling out individual developers while providing your feedback. In many cases, the developers being targeted aren't heavily involved with the content that you're criticising. In all cases, loot mechanics and tables are passed around the team and reviewed - we succeed as a team and we fail as a team. We're more than happy for you to be critical of our work as a team, but the repeated targeting of individual team members needs to stop.

In the last few weeks, we've recently seen a whole lot of insults, accusations and harassment being thrown at individual JMods, in addition to lots of misinformation attributing some drop tables to JMods that weren't involved with them, or weren't even at Jagex when it was released.

You are welcome to voice feedback on updates - we just ask that you do it in a constructive manner. Criticize the content, rather than attacking individuals. Personal attacks don't foster a healthy relationship between the developers and our community, and won't be tolerated here.

To add to this, 99.9% of people are absolutely fantastic and give constructive feedback, maybe a tad emotional too at times but it's all well intentioned.

Sadly with this kind of thing all it takes is a couple of people to go too far targeting certain individuals and not only is it often factually incorrect but it's obviously totally over the line. If someone is keen to pin it on anyone, pin it on me, it's ultimately my responsibility to ensure the design team are putting out the very best work.