Old School Runescape

Old School Runescape Dev Tracker




24 Apr

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Just want to jump in and say it's been awesome to see the engagement back and forth as we've done iteration after iteration. To me this is one of the things that really makes OSRS special. It makes sure we tweak, adjustments, compromises and ultimately do something as aligned with what the community want as much as possible. Ideally we'd be as spot on first iteration, but if we aren't it's amazing that we can do this and find better solutions.

I know we haven't addressed quite EVERYTHING we could do with such a project, but it's not quite feasible for us to get to every problem be it minor or major in one go! We're doing what we can now and in future it's good to know there's scope for further improvement.

These sort of tweaks - buffs/nerfs and such are always so hard to do. There's so much emotional investment from everyone and so many views to consider. Personally happy with the amount of positive change we've managed to talk about across these blogs and I'm looki...

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Originally posted by xHentiny

The main issue is when is when is the next time we'll get a chance to discuss all these changes? Project Rebalance seems like the perfect time time hit the nail on the head with all these major balance changes now rather than waiting another 1-2 years for more changes.

There's so much more we can, want to, and will do, but we do not have the resource to include any more at the moment. The additional points we're seeing raised (as Goblin mentioned we already knew about most of them too) will surface when there is availability in the roadmap for them.

The team can only work on so much at once, and we're already at capacity with what we've included within Project Rebalance as a whole so far (especially with adding Run Energy changes back into the mix). Whilst this is definitely a perfect time to hit everything at once if resource wasn't a concern, the reality is we do have to consider how much we're able to deliver and how soon we're able to deliver it.

I hope players feel like we've been doing a pretty good job so far of delivering meaningful updates in addition to the staple content releases you've come to expect, so I don't imagine we'll be sitting on making further changes for years. That being said, it's important that we don't ...

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Originally posted by Gunnarrrrrrr

u/JagexGoblin any thoughts on my proposed suggestion to item weight rebalance as a means of opening up new reward opportunities through already in game mechanics related to item weight?

Haven't chatted about it with the team, I saw it and thought it was neat but also worried a little about it adding an extra layer of complexity or feeling 'bad' in cases where you might be punished for not just bringing your outright BiS to stuff.

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Apologies for this one, easy to miss stuff going back through the 'old' copy and trying to get everything up-to-date - should be correct now!

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Originally posted by powahplay_

Why is Ahrim's still in the same tier of improvements as Infinity even though its 30 levels higher?

Think it's largely because the only current separator is their accuracy/defenses and they still occupy different spaces. Ahrim's is still the same improvement over Infinity, but we steer clear of issues like widening gaps between builds and homogenising PvP further. Also if somebody really wants to grind out full Infinity at the MTA then they still get something worth using, and only a few nightmares to go along with it.

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Originally posted by CerberusDoctrine

The occult necklace is the gift that keeps on causing massive headaches I see

We feel the headaches are worth it for the long-term benefit, and we'd rather be talking about them and iterating on things than just shooting in the dark!

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Originally posted by [deleted]

[deleted]

We're still very much working through the chargescape stuff in the background, the post from Kieren (which I presume is what sparked this) featuring Rice's fab proposal was more intended as a casual info-gathering preliminary conversation than committing to making imminent changes - when we have something more concrete then we'll absolutely surface that stuff in a more 'official' capacity!

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Originally posted by Frafabowa

Any chance the Blue Moon Spear could get adjusted to 4-tick melee attacks? It's really not important at all but it could be a nice upgrade for some ironman progression paths - it would help make Perilous Moons more of a path to start Tombs of Amascut, and it would still be a lot worse than the Zamorakian hasta, especially on account of no offhand slot. The other bladed staffs are 4t, I don't see what it'd be hurting.

Think it's a little 'fresh' for this project but I'll raise it as a feedback point with the team and see how they feel about it, though I can't promise any outcomes or responses!

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Originally posted by jacobcmi

Can we get a voidwaker animation update instead? A shame it's a copy paste

Mod Hend is actually working on some miscellaneous animation stuff for their Game Jam, I think a fair few people have requested a look at the Voidwaker - think it could benefit from something a little flashier for sure (though the purple lightning is still sick imo)

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Originally posted by [deleted]

Question. If you could pick a magical weakness for goblins, which element would you choose?

Whichever element blogposts are

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Originally posted by SesVerona

Are you considering any further changes to the elder maul or are you happy with the proposed changes?

Consensus among the team for now is that we'd like to see what the feedback is like once people actually get around to using it in a bunch of spots and treating it as post-release feedback much like we would with 'new' gear.

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Originally posted by crodr014

When will the toa changes happen? I don’t want to learn how to bug baba to try 450 or 500 raids lol

Alongside the other stuff, which is hopefully on the books for May!

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Originally posted by xHentiny

Oh boy back again for part 3 (Italics = Partially addressed):

 

General

  • Ghrazi Rapier, Blade of Saeldor and Inquisitor's Mace need a stat buff to be a meaningful upgrade over the Tentacle Whip
  • CoX/CM purple rates should be improved (too long to obtain uniques compared to ToA/ToB, plus Ancestral/Augury being buffed and vital to mage progression, Elder Maul being buffed to a worthwhile megarare)
  • Chromium ingots (remove them from the game or only require 1 per ring, they undermine the whole reason for the vestige drop mechanic)
  • Imbued Heart droprate is too rare for such a vital piece of magic progression
  • All 3 Cerberus boots should be worthwhile upgrades over their predecessor -- (Primordial Boots are barely an upgrade over Dragon Boots, Pegasian Boots need some ranged strength)
  • Tonalztics of Ralos have almost no use cases and are in need of a buff
  • Justiciar set cou...
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Partly touched on this towards the end of the update - we know there are other things people want to see thrown into the mix, but we don't want to get into a loop of 'getting there' with what we've got and then adding 'just a few' more things, winding up in and endless feedback loop where the information becomes harder to keep on top of and we run into even more blog fatigue (which is something we're growing increasingly conscious of at the moment).

I actually think I have a copy of this list (which I'm grateful for you putting together, in case it's not clear!) in my notes to discuss once the dust settles a little in terms of things that might make more sense as more ad hoc changes, or just in a manner that doesn't tie up the devs working on the current list to the point that it pushes other updates down the road further.

EDIT: Editing to include a ...

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Originally posted by Dee-Colon

Announcing no voidwaker nerf right after setting this subreddit on fire with the kebbit nerf is gonna give some people whiplash

Whiplash extends to me too, but we'll be talking internally about today's update (particularly the Kebbit changes) likely tomorrow to get a clearer sense of what we want to come back with. For now though, gotta get this one out and try to juggle the two!

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Originally posted by GladSecretary1534

Will elder maul spec be guaranteed on tekton? It’s not mentioned in the blog unless I missed it

Yeah it will be, should've been the case during beta but wasn't included in error on our end.

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Originally posted by PapaC95

Is there an issue with large meat and fur pouches now? I don’t think they’re fully emptying into the bank. Also, I’m not getting moonlight antelope antlers each time I dismantle the trap.

Team are looking into an issue where 'Open' meat/fur pouches can't deposit directly (though 'Closed' ones are working correctly). Have passed on the Moonlight Antelopes issue for investigation.

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Originally posted by [deleted]

[deleted]

It's usually just to check that the team at large are on-board and nobody raises any weird unforeseen issues or complexities in the existing code etc.

We document a lot of suggestions like this onto a big spreadsheet and go through them every Monday, some stuff gets backlogged for QoL polls, other stuff gets assigned out as a 'trivial' fix (the kind of thing you're likely to see in the 'Other Changes' section). More than likely something like this is an easy 'Yes', but it's important to make sure the wider team are at least aware and have an opportunity to raise issues, rather than just surprising devs every week with updates that they might have x/y/z issue with.

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Originally posted by xInnocent

/u/JagexGoblin Hey, when you guys made meat not be able to be withdrawn from the pouch outside of banks for obvious reasons you made charging the whistles a bit more annoying as they won't take meat from the pouch or use noted meat.

Could you allow us to withdraw meat from the pouch next to the NPC that charges our whistle or let us unnote items on the NPC with gp similar to Phials for example?

Looking forward to Game Jam!

Mentioned this to the team and they seem keen on this, so should be easy enough to make it happen with next update.

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Originally posted by GreenApples69420

Can you guys showcase the new elder maul spec on stream? Hoping for an epic one. Or at least let us have the animation in the beta worlds.

Also, could it get 25% strength/damage added to it? Or more accuracy :)

I think an animation is being worked on for it, so hopefully it's something we're able to show off and see how people feel about it!