Old School Runescape

Old School Runescape Dev Tracker




17 Jun

Comment

Originally posted by cjjt8

Proposed requirements for halberd?

82 Attack and a can-do attitude!

Comment

Originally posted by Shruikken

The level requirements really highlight how unbalanced high level content is in certain skills in regards to progression, especially for irons, for example antivenoms.

As the years go by it definitely starts to crop up more and more, expecting to have a lot more chats about Crafting/Herblore reqs following even just the early stages of this conversation so far (and the survey responses)

Comment

Originally posted by Taylor1308

Make sure that the Noxious Halberd spec doesn't stack. I just know that someone on release is gonna self poison, spec, and fountain non-stop to get a 1 hit 1 kill on a boss somehow

Would be curious to see if this would even be particularly effective? To self-poison and get back to what you're fighting often enough with enough Poison Severity for the Spec to be worth using, you'd probably be better off just hitting the boss

Comment

Originally posted by Enpera

Will the small ones also have a 92 slayer requirement?

Think the Slayer requirement extends to 'Araxytes', with Araxxor being an option. Similar to Kraken/Cave Kraken or Thermy/Smokies!

Comment

Originally posted by Ketchupboi

The halberd looks really cool, would love for it to replace/surpass chally.

This shouldn't be the case, Chally is still a super strong SpecDPS finisher - they serve different purposes entirely, and I think the team might be hesitant to create a Spec stronger than Chally's because it is insanely strong.

Comment

Originally posted by LieV2

Will the halberd, like others, have a str only option?

Will the boots remain without a requirement? I hope so!

Halberds as a weapon-class always have the Strength-only Aggressive option, this one's no different!

Boots currently have no requirement beyond owning them in the first place!

Comment

Originally posted by 33_pyro

slug boss when

Honestly would love to see a continuation of the Temple Knights' storyline that culminates in something cool like this

Comment

Originally posted by Phantomonium

Tanking venom until it hits 20 just so you can have a small damagea/accuracy boost sounds like it will never be worth it. Even if Arraxor has a mechanic that quickly stacks venom you would still just anti-venom making the special useless.

Think this is totally fine, it's mostly there as a thematic 'nice to have' spec but the weapon's not intended to be used as a Spec weapon and by the time you're realistically unlocking this then you'll likely have better options for SpecDPS (or maybe even def reduction)!

Comment

Originally posted by Leading_Math_4955

I get the idea but surely its just a case of having the mobs that also count to the tasks be the option for people who dont want to take on the boss? similar to hydras or hellhounds?

That's also the case here too - a handful of 2x2 Araxytes in multi if you get a task but don't fancy doing the boss itself, but I don't feel like the approach taken here has to be mutually exclusive with an alternative (might make for a neat Vbow task or barrage task if you're using alts to dance/stack)


14 Jun


13 Jun

Comment

wish i made it mandatory to pick up the flier/potion/rotten tomato if you really failed badly tbh

Comment

Originally posted by Potential-Maybe-6570

And?

Because It is to test how the mobile only UI works on mobile and players thoughts on that. Having it enabled on Desktop doesn't serve any purpose.

Comment

Originally posted by Potential-Maybe-6570

MAKE THE BETA WORLDS FOR EVERYONE NOT JUST MOBILE FFS

It's a Mobile UI Beta.


12 Jun

Comment

Fix coming :)

Comment

Originally posted by kajiggers123

This is super exciting, Are there any plans for an extended logout timer or even just an idle notification?

Had a discussion today about idle notifiers, it's on the list of things to do! It's not an immediate priority, but we know it's high value

Comment

Originally posted by undeadlegi0n

@Jagex_Gecko Do you know if the new UI will also have a black border or variable edge line to reduce fat hand syndrome when doing skilling?

Is Entity Interactions and NPC equivalent to menu entry swap?

Side question. Does the Beta version also have a increased player + NPC limit? I notice when I'm "afking" ardy knights that sometimes I can't see him but I can interact with him because there are so many people at the spot.

I see your failed tag and I raise you an answer. The setting you are looking for is called deadzone adjuster. We have made some tweaks to this to try and make it available on more devices than before. Please have a search for that in the settings menu and see if that helps at all. The variable line edge, I'm less sure on what you'd want here so feel free to explain a little bit. (My assumption is that you want a slightly bigger hitbox)

Is Entity Interactions and NPC equivalent to menu entry swap?
No, Menu Entry Swapper is on the list and on the way.

Does the Beta version also have a increased player + NPC limit?
Also no.


11 Jun

Comment

Originally posted by mojo7125

Any chance a feature could be made to edit ground items overlay to a tile, kind of like tap to drop, so I can edit drops I don’t want to see on the fly while in combat. It’s kind of annoying to get away from combat, toggle it on, hide or highlight the item, and go back into settings to toggle it off before going back to what I was doing.

This is a hotkey coming with this beta - I think it is going to achieve what you're looking for from what you've described. I could be misinterpreting but give it a go and leave feedback if not

Comment

Originally posted by trueSEVERY

You are severely underestimating the demand for Portrait mode I feel, and I highly encourage including a question dedicated to this in the survey so that you can gauge just how many people would use this.

To clarify explicitly, I'm not saying we'll never come to it. But it is a very large project to officially support Portait mode across the entire game and we feel like there are higher value, more widely wanted features to prioritise.

We're aware that there is some desire for it but, ultimately, the only way we'd get that info is by surveying/polling. I imagine that is something we would do if we decide to move towards consistent Mobile QoL work in the future to help us understand what to prioritise

Comment

Originally posted by Cool_of_a_Took

Good stuff! Tile markers on mobile is huge. Menu entry swapper would definitely be next on my list.

Is quest helper something we might see on mobile one day, or is the team against that?

I don't know if we'd ever do an official quest helper, but with out Plugin API in the works, there's nothing to say someone else won't make one there. As for Menu Entry, it's coming.

Comment

Originally posted by mrflyinghigh

Will any exp, loot acquired in any beta, transition to main game after beta?

No, just treat the Beta as an open playground to test the features.