I really like the runecrafting content. Maybe this could help open more ways to train runecrafting in the future? The skill is so bad to train. It would be nice to have more viable ways to train it after 77rc.
I really like the runecrafting content. Maybe this could help open more ways to train runecrafting in the future? The skill is so bad to train. It would be nice to have more viable ways to train it after 77rc.
I agree, I'm really interested to hear everyones thoughts on this idea of swapping the time spent running to an altar, with another activity, in this case, combat. But could be anything really.
This all seems good to me. The bolt pouch was always a very odd item and clunky, glad to see it is given some love. The XP for the activities seems very conservative but understandably so since it is F2P. Just unfortunate that members wont have much use for the content at all.
You mentioned that the content is being released in April and that there are updates coming in March to keep us going -- does that mean there is nothing coming in February?
Hopefully newer member accounts with some fishing and cooking levels will find the prayer useful. Even though members have other ways to train prayer, they still aren't the nicest.
Got some broken closing paragraph html stuff in the hammer section.
Great additions to F2P though!
All sorted now, thanks for the spot Gimche <3
Would this not be the perfect opportunity to introduce an Ice Giant boss? As was mentioned on a recent QnA, the giant bosses right now are far too time intensive to access so this would be a great place to add a new f2p boss which is either repeatable or at least much quicker to earn keys for.
I do have some ideas for a follow up quest once this one is out... the halls below ice mountain run quite deep
In the poll it states that the Chaos Core drops will be free-to-play. Yet making Chaos Runes is p2p content.
Looks interesting besides.
That should say they're only in members, since yeah you're right Chaos Runes are P2P only, the golems will only be available for members.
It says that the Bannite Mace will be positioned slightly below the Rune Scimitar, but it has +4 str over the rune scim? and only +2 less att bonus
The stats shown aren't final, they'll be subject to playtesting. But the end game mace will be below a Rune Scimitar in stats
The mace should have a small prayer bonus so itβs inline with all the other Maces
We'd want to keep it in line with other maces, so we can add a prayer bonus :)
Ancient Relic is already the name of a revenants drop, so this new item's name may want changing slightly?
Ancient relics more the umbrella naming we have for the relics, they'll have more specific names based on what they are :)
Wait, there's an inconsistency.
You're saying that the Golem Cores will be untradeable, but you're allowing F2P players to get Chaos Cores, which they will not be able to use since Chaos Talisman/Tiara is a members-only item.
Are you planning to allow F2P to craft Chaos runes, or is this an oversight from the team ?
Sorry, that was an error in the blog, Chaos cores and golems will be only available to members.
Will the chaos golem (monster) be a members only monster unique to the dungeon or only its core drop?
If possible can the chaos golem also be a f2p monster minus its core drop?
The Chaos Golem will be in a members only area, since chaos runes are members only.
I like the quests, not so the new skilling methods.
The blog talks about " teases the type of content that members get to enjoy", while at the same time concentrates a bunch of different skilling activities in a small part of the world is not a good way IMO to show the players how massive runescape is. Also having no change in scenery seems like a good way to lose players not gain them.
If the different groups of activities went to different parts of the F2P world that would make it better.
The problem we tried to solve here is that, Runescape is huge, with so much to do and see, for new players its overwhelming. By having this dungeon with the activities so close together. We can introduce new players to these new mechanics that are often used in members content. So the jump from f2p to members isn't so big, to bridge the gap is a good way to describe it.
untradeable equippable hammer for skilling finalllyyyyyyy thank you! :)
the new content sounds super cute and fun for f2p and early game.
I'll definitely stop by to pick up my untradeable hammer :)
<3
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The ground shakes... drums, drums in the deep...
I'm a bit skeptical of tying skilling rates, let alone RC rates to combat DPS. The proposed rates say roughly 40 cores per hour and each golem drops a core, which puts each level 70 mob at taking 1.5 minutes to kill.
Is this gated via an animation or limited spawns? Vorkath or Hydra take usually only a little longer at 2 or so minute to kill. What's the plan for balancing between the huge gap in members endgame gear DPS vs the target F2P endgame gear DPS?
It'll be subject to balancing, the golems will be quite tanky, the experience rates won't be stellar since you're making quite early tier runes. The current plan is that golems won't always drop their core, since they can potentially take damage during combat, making them unusable.
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Due to its how AFK it will be in comparison to current prayer training methods, I think it's quite reasonable for it to be low to start.
Is the hammer an offhand by the way? This would be amazing to work well with the Amy's saw and for use in MLM with pickaxe to encourage people to hammer the struts
An interesting thought, one worth discussing with the team for sure.
Seems fair enough, golems sound like a naturally tanky enemy. So is the aim of 40 cores per hour the highest possible or just a baseline for the target audience of f2p players? (maybe 50/60 or so combat stats, the classic full rune set etc).
I think as a ball park for f2p its a good place to start from. Natually, if someone comes in with top tier pvm gear, they'll blast through the golems, but the runecrafting experience they'll be getting won't make it worth doing for them. Compared to higher leveled ones.
The only flaw in the early rune tiers discussion is the xp by rune tier doesn't scale that much. What is it like 5 xp per air run and 10 for deaths? According to the blog body runes are at 7.5xp which is middle of the pack.
The cores offer the same experience per rune they make as the rune currently offers. So a mind core would be 5.5 * 10 for example, if we went with 10 runes per core. The idea being you can build up these cores over an hour and run these to an altar, rather than running the same amount of essence to an altar.
Do we have to offer the fish or could we just drop them after cooking?
You have to offer them up at the altar for your prayer exp
But you can choose not to right? In other words if you don't want prayer xp, you can just drop them and go back to fishing?
Sure, if you wanted to.
This is my biggest gripe with this update proposal. I'm not opposed to creative alternative training options for runecrafting but just lazily making it combat. I don't know it feels a little too straight line. Slayer good, Runecraft bad, what if runecraft was slayer. It's a trend I don't want to encourage.
I think the whole 'runecraft bad' thing is overblown and couched in the reddit community identity to a point that it comes off as a bigger issue than it is.
We're not looking to make combat the new runecrafting meta, yes runecrafting is slightly overblown, but that doesn't change the early game training methods, with are painfully slow and very off putting. This is a new method which lets new players level their combat and helps them bank some runes and get some levels.
We went with combat in this proposal because it made sense, I'm really excited to explore other ways we could combine runecrafting with other activities, to reduce to dead time of running back and forth from a altar.
I think that's an awful idea. Running to an altar is runecrafting. Why does it make sense to be training combat instead but be getting runecrafting xp? That's like saying I like the idea of getting fishing xp from chopping trees.
You're still running to an altar, offering an item up and receiving runes, but instead of doing that for an hour. You can do another activity for an hour and still receive the same, if not slightly lower experience rates.
A very nice proposal but please, please, please work on the design of this dungeon.
Make it fit the Old School aesthetic. I find it hard to get excited for updates when I know how out of place they'll appear.
The pressure plate and top of the door is prime example. It's so complicated, take out half the lines and just stick to simple designs. Over the top complicated designs just look plastic and the tessellation effects are so overdone and don't even look good.
The golems look very awesome in concept, but all I can see are the tessellating triangles and I know how that'll translate to the game. Everywhere. I feel like Mason in Black Ops seeing numbers. Just make them simple.
There are golems/earth creatures in the game, take inspiration from their designs.
Finally, the absolute epitome of the ugly tessellating designs that is in every single piece of new content, the Bannite Mace ... Chris, it doesn't need every single panel on the item a different colour, it just looks horrible. It's similar to the ugly design of Viggora's Chainmace.
You can do better than just having every panel of an item, everywhere there's a vector or joint, a different colour. Make it flatter, use the flatness to your strengths. Keep the Old School aesthetic. Complicated doesn't mean good.
I love the proposal. The whole idea is great, but I'm so caught up on knowing how unOldschool the design will be that I can't get excited for it.
I know it's not as big a deal to everyone else, my previous posts about design in the game barely gained any traction. I'm trying to be constructive with my criticisms, please don't take this as mindless hate.
Hey u/LewisIsFail, thanks for the feedback! I wanted to jump on and respond myself as the sole Concept Artist on OSRS.
I'll start, as this is my first post, by stating my intentions and goals for concept art within Old School, and then I'll follow on with the more specifics after.
I want to reassure you all that it is my personal mission to preserve and honour the game's look, and I'll speak for the rest of the graphics team in saying we go through endless rounds of feedback and discussion to make sure all assets that progress into the game sit well within the overall art style. Now, as a caveat to that, this being one of the oldest IP's in the gaming world, once all assets are laid out and scrutinized, there isn't a single quantifiable art style beyond 'low-poly'. Literally all other maxims are violated by one asset or another. So the task is a deceptively complex one once you get thigh deep in it. Nonetheless! We wade on. To conclude the topic of design maxims, I will say that one has prevailed among the team; 'This is not RS3, this is Oldschool.' Every time that flashes through my head, it's accompanied by Gnomechild, the crocodiles in Kharidian and the rune full helm. (Probably due to my early experiences of the game back in'05)
Everyone will have their own visual flashes of what it's all about, and I'd love to hear what you all herald as the keystone assets for oldschools look and feel. Oldschool has never had a dedicated concept artist, but now it does, and I'd like to take that as an opportunity to really nail down the age old debate, 'what exactly IS the oldschool aesthetic for the entire playerbase?'. It's a mammoth question, but I want you all to know that we do really care about it.
Now! With that said and done, onto the specifics.
Pressure plate is too detailed - I agree! Good point there, I'll reign in the complexity in future. The 3D Artists do a great job of filtering down information to what's applicable, but ideally the concepts nail that balance right out the gate.
The tessellating triangles! This is a meaty one and I'm really glad to get some feedback on it. Here's the challenge with this specific brief; everything is made of rock. How do you visually say 'this is rocky' when you only have flat vertex colours? In this instance I've experimented with a more liberal use of noise in the vertex colours to hint at the rough surface of a rock. I think there's a certain level of success there, but I also agree that too much is unappealing to the eye. the assets the 3D artist's are producing so far I feel strike a good balance here, but I'll be sure to scrutinize the final product with this feedback in mind.
I wont be able to provide in depth responses like this all the time, but I wanted to reach out and reassure you all that I'm here and I'm listening.
If you want to reach out to me, your best bet is via twitter. I'll stick around for bit here if you or anyone else has any questions, and furthermore I'll be chilling on the livestream later at 5pm to talk about Below Ice Montain.
Much love,
Grub