Old School Runescape

Old School Runescape Dev Tracker



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Hey!

I missed a lot of last week due to illness, but the COX blog is dropping tomorrow. The Colosseum blog was finished and ready on 21/09, due to release on Tuesday (26/09), but after a somewhat last minute call we felt some of the rewards being pitched weren't the right fit at all. We've got some new designs ready and a blog more or less done, but while the devs working on Colosseum (and me) are working on Game Jam projects, we'll likely be publishing it during the week commencing 16th October (16/10).

I know some people were likely expecting this because I think I'd said in a reply somewhere that it'd be coming on that Tuesday, but with design changes and unclear timelines in those initial stages coupled with some key team members being OOO, we weren't sure exactly when we'd be best to publish and make sure the team were all in agreement. Apologies for the delay on this one, stuff like this tends to be the reason we're a little careful with specifying dates for...

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hi there, we had a meeting today to discuss shooting stars, it's unfortunately clashed with game jam so just working out time/resources. an initial quick fix was made because the script running to determine whether or not people get clues is expensive from a server pov and actually contributes more than people might expect to lag. it's an initial measure so i'd expect more changes to come once we've reviewed options & feedback from the recent survey.


29 Sep

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If you have a list or an example account I can have a quick look


27 Sep

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Originally posted by Marcus_Kruger

Wish I would have thought of that earlier, it's now lost in the game ticks of time!

This should now be resolved!

Sorry for the issue, I'm praying on behalf of you for good RNG on the second +5 boost!

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Originally posted by HoundNZ_2022

I'm confused by this - The 3-tick teleport delay in the single-way Wilderness Boss lairs now only applies if you have recently attacked the bosses.

Did you change the delay from entering the room or something? I thought the current system was that when you entered the room, that was when the 3t delay happened.

So the delay was designed to match exactly how it works in the revenant caves. For reference, it is any time, as long as you're in the cave and have recently been in PvM combat.

However. It used to take effect "the moment you entered the room" because the bit of code that should have restricted to after combat wasn't in the right set of brackets. This is now fixed.
It was never exclusively "when entering the room", I think that is just an unfortunate wording that kind of stuck and I didn't pick up on when reviewing the newspost.

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Originally posted by BawsYannis

/u/JagexLight Any clarification on why Astrals seem to be the only rune that's being offered from this method at 4x the shop price while other runes are somewhat at their shop price? It would make more sense to offer them in the Twisted Extract tier, even that is paying a premium over the shop, but atleast it makes more sense.

Heya, I asked the devs about this. This is an intentional thing as the devs ideally wanted to balance it around the tier of the runes rather than their price. We can see why players may be not happy with that as the shop prices for Astrals are very low. In terms of making changes we are happy to monitor feedback. Generally we think the balancing is at an OK place as we think players don't need a tonne of astrals anyway. We see astrals on par with deaths etc. The Scar Essence Mine is an alternative to the shop, it may not completely eliminate shops all together, so players wanting to save money can still use shops if they want to.

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Originally posted by HoundNZ_2022

I'm confused by this - The 3-tick teleport delay in the single-way Wilderness Boss lairs now only applies if you have recently attacked the bosses.

Did you change the delay from entering the room or something? I thought the current system was that when you entered the room, that was when the 3t delay happened.

It used to be 3t delay when you enter the room, but following last week's feedback that players felt this change should "behave like the rev caves", the delay was changed to now when you recently attack the bosses. Does this help?

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Originally posted by TakinShots

So will shooting stars still fall in every world or just in designated worlds now?

The blog is proposing that we'd have them fall in designated Star worlds only, by having more than one star world we'd hope that players would spread out more. Again would like to reassure the community that if you are not happy with this we can look at other suggestions as the team would love to keep the positive sentiment regarding stars but also deal with the valid issue of lag from the servers.

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    on News - Thread - Direct
This week’s update takes us to the depths of the Scar Essence Mine!

26 Sep

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Originally posted by FreeRoaming28

I'm having the same issue. Logging into a mobile beta world will restart the client and load the default world.

Ah, that one's a slightly different issue, but thankfully I have got a solution for you! Just unchecking the default world option should stop you getting caught up in this loop and let you onto the beta world just fine. Sorry for the inconvenience!

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Originally posted by Inner-Foundation-998

Excited to try this out but is there any general interest from the dev team in making a portrait version of mobile? If so, is there a general timeline we could follow for this? Cheers and thank you all for consideration around your mobile player base.

I mean honestly, I absolutely would love to do portrait mode. It'd have to be a separate project to this though and it's a serious amount of work to do it properly. We would want to give proper portrait mode layout to the UI - we couldn't support placing the current UI into portrait in the official build, though I've no issue if players want to force that with Android.

We do recognize that players like to do a lot of low intensity content on mobile that it'd lend to quite well.

Unfortunately it isn't something we're going to do in the immediate future - but I am not ruling it out, we've had conversations about it, we think there is reason to do it, just nothing formally planned yet.

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Originally posted by ItsZainBoi

Choosing the beta world just freezes my game

It may seem unresponsive, but just give it a moment - it's just downloading a new cache for the game and does take a little bit, with less feedback to show that it's actually doing anything that we might like.

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Hey all, some players are unable to log-in after today's maintenance. Game worlds will be rebooted in 15 mins to allow all players to log back in. A 15-minute timer will be sent out imminently.

Expected downtime: 20 mins max

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We're back to give you a proper in-depth look at the potential new UI for mobile!

25 Sep

F

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I have sent you an inbox message regarding this.

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Originally posted by 2-2-7-7

will bring in fewer logs into the game which is a massive benefit for players in terms of the time you'll spend chopping.

I wish we'd let woodcutting be better at bringing logs into the game since that's literally its entire purpose

disappointing to see we're doubling down on it being a quest/diary requirement skill and pushing faster xp instead of giving skilling an actual purpose

It's definitely a fair point, although the axe was polled to give more experience and fewer logs, which ultimately passed. I think the Skilling economy as a whole needs to be looked it.

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Originally posted by aryastarkia

The rations are the issue. You shouldn't need to world hop 80 times for every hour you want to wood cut. This has been raised since before we were going to have a beta to test it. Pretty disappointed in the result here

That would only be if you're going for Raw Meat from a shop, which is exactly why we expanded creating Rations to allow Fish too.




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