Old School Runescape

Old School Runescape Dev Tracker




27 Feb

Comment

Originally posted by YourSmileIsFlawless

What happened to wilderness only clues from the gamejam?

Still in the backlog, just a much bigger project than is feasible to complete alongside the other work - aim of these changes is to fit in alongside Undead Pirates and not overscope heavily!

Comment

He is being punished by Saradomin for his not totally Monkly travel ambitions. He is cursed to look like this and be ridiculed by the other Entranan Monks :(

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Originally posted by kaibabi

1v1 MMR based game mode in ferox would be a great way for people to get into NH

This is sort of what Emir's Arena wants to be, but it needs a whole lot of love to get to that vision, other tricky part is making it rewarding enough for people to deem it worth their time (since reward is the primary motivator for near-enough any OSRS player to do anything in OSRS) while also not being so rewarding (or sufficiently ring-fenced) that players aren't incentivised to instead just artificially force certain outcomes. Tricky balance!

Comment

Originally posted by roosterkun

the rates in question assume you're wholly uninterrupted,

Why are you ignoring the portion of their comment that points out the possibility for bots to instantly log? An interruption for them is mere seconds while they hop.

The first sentence in my reply was addressing the comment around instantly logging, in that it shouldn't really be doable because skeletons should keep people in combat and thus logged in. Moreover, 'This loot embiggens (real word) with every lap you complete without logging out or leaving the area.' means logging/hopping resets your streak and worsens your loot gains for a while while you build them back up. It's more than mere seconds, it sets them back ages if they've already built up a streak.

Comment

Originally posted by InitialSquirrel9941

Also maybe my hot take of the day but you're only a loot pinata if you let yourself be one

aka get good? :p

It's good to hear it wont all be focused on loot pinata mechanics though.

My biggest gripe has always been how the wildy clashes with ironman playstyles - not getting loot from anti-pking, the greater impact of losing gear etc. I will give it a crack bringing a bit more risk to fight back though as you do make it seem fun. Probably I'm just a bit bitter from being bonked in my monks robes at calvarion so often over the last week :D

Absolutely not 'get good' but more, 'get comfortable'! I'm not good at PvP at all, still regularly get Abyssal Daggers, Staff of the Deads etc. with one or two well-timed Vengeance procs on my GIM, then just use another account to take the key off the GIM and use the money for raid splits!

Similar with our recent wildy boss sessions, 5-10 of us squadded up, all ready to just freeze anybody who comes in, not risking a whole lot, just chatting and having a good time.

Less about 'getting good' imo and more about being willing to engage with what the Wilderness is and leaning into the MMO of it all for me at least. It wasn't intended as shade and I'm sorry if it read that way, but I more meant that if you go into the Wilderness with a mindset of 'I'm just a loot pinata, if somebody gets on me I'll just let myself die' then that cycle's never going to change innit. If the mindset becomes 'People think I'm a loot pinata, if I get better at tanking I might be abl...

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Comment

Originally posted by Every-Natural7278

the wildy agility course buff is a great idea! there should be reward shop of cool cosmetic items too and perhaps even some perks while in the wilderness and skilling etc

Also, why not add monsters to lower levels of the wilderness with good drops to attract more people there? For example varrock multi wild, hill giants etc these areas can be revived, (f2p too).

On the point around 'monsters to lower levels' - we're open to it! This is the lowest we've gone in a pretty long time, we could go lower but it's tricky because the risk is extremely low, so it's hard to make things properly rewarding and not underwhelming, unless you just wham them in a cave (which we'd maybe like to try doing a little less of)

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Originally posted by VriffTech

If we're going to continue to make the Bandit's camp impossible to not be dogpiled in by Bandits, can we please move Rennard somewhere that is more accessible for those that rolled him there u/JagexGoblin? Right now it's already incredibly hard to talk to him and complete the dialogue. None of the others are nearly this bad, and it sounds like it's going to get worse.

Will make sure the team keep it in mind!

Comment

Originally posted by zethnon

I think what maybe isn't clear in my original comment is that the odds are still overwhelmingly in your favour if you're a regular main account with Piety/Rigour/Augury vs. a Zerker using Chivalry.

Yes, you're right but then again why is the zerker trying to use a zerker to get advantage over a type of player that has piety, If he chose to be a zerker in the first place. Then he should have a specific account in specific brackets to kill the specific people he is hunting. I'll smash a pure If I have defense and defense gear, is that unfair? No. He chose to be a pure.

By that train of logic, We should give Ironmen tons of free stuff since even though we chose to limit ourselves, main's odds are still onverwhelmingly in their favour. They can GE'scape anything that we have to spend hours going through, but let's ignore the fact that I chose to limit myself and give me advantages mains have, I know we're just talking about a prayer that isn'...

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In response to your first paragraph, the point is namely that in PvP Worlds and most Wilderness content then you're not necessarily trying to 'gain an advantage' over somebody using Piety, it's likely your only option. The odds are still overwhelmingly stacked in the favour of somebody with higher defence, better gear, better prayers, but it adjusts those odds slightly to make them feel like less of a foregone conclusion, while also condensing multiple prayers into one to make these builds (which are easier to put together & tend to risk less, making them good jumping off points for newer PKers) easier to pilot.

I'm not really sure I agree with your second paragraph - the game continues to change, evolve and grow by incorporating updates to content, some of these updates serve some portions of the community better than others. I don't think the point around Irons/mains is really the same - if we wanted to keep on that line of argument, 'You knew exactly wh...

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Comment

Originally posted by TurkeyPhat

I think you meant 60 prayer? Not defence?

you are very right, that is a crazy typo to have made, ty for spotting

Comment

Originally posted by Apex_Redditor3000

PK activity increases and the rate should balance itself out

Seriously need to re-think the reward structure for the course. Heavily nerf or even remove all $$$ rewards and drastically increase the xp per hour. Pkers will still exist and the course might actually be good even with the constant harassment (like chaos altar prayer training).

As it is now, it's going to be infested with pkers to the point where it's not worth it. And even if they're not killing you, fighting back/switching worlds constantly completely tanks the xp/h.

For wilderness content to be used, it needs to provide an absolute massive benefit to the "prey". The pker needs almost no incentive because they will be there in droves even if their potential rewards are minimal. Again, see chaos altar prayer training. The chaos altar sees tons of pker traffic, despite the fact that their biggest loot potential is like 100k worth of dbones.

As it is...

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Conversely though - if the course is better XP/hr than Sepulchre, do you not anticipate the total opposite complaint around players feeling forced to go out there in order to engage with it. With XP being the primary reward (rather than just competitive with other options), what incentive is there for anybody to PK there in the first place?

If it's solely to interrupt peoples' Agility gains then sure, but if there's no profit there for PKers to encourage other PKers to come along, you're left untouched getting the crazy XP/hr on a low intensity course, and then whenever somebody does come along it winds up being frustrating because 'I don't even have anything! I'm just training!'. The Chaos Altar is slightly different, because aside from XP/hr it's also half the cost (so your effective 'profit' is whatever the cost of all the bones you can use in an hour is).

By targeting rewards systems towards 'competitive XP/hr, strong GP/hr' the aim is to capture the c...

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Comment

Originally posted by InitialSquirrel9941

Maybe it's just me but constant baiting pvmers and skillers into the wilderness to be loot pinatas for pvpers is just frustrating for everyone except the pker. The wilderness is already stacked with some of the best mid-game bosses, and by far the best gp for slayer. Does it really need to be bis for multiple skilling activities as well?

Why not focus more content on pker vs pker, y'know actual pvp. Imagine something like Gurubashi's arena from wow being added in and having pker's fight for cash/pvp rewards. Put the onus on pker's for once and have some actual fair fights.

Ultimately think a healthy dose of changes to the 'base layer' of Wilderness food chains and more 'separate' PvP a la LMS, PvPA, Clan Wars, Soul Wars, Castle Wars etc. is important. As it stands, not many players interact with any of this content in the first place, spreading stuff out and giving people new options for moneymaking while on one grind or another, while also incentivising some more PKing activity is something that still interests us - PKers are a huge lapsed audience for us and have historically been interested in Wilderness PvP, so it's in our interest to try and win some of them back while also trying to bring some Wilderness methods into 2024 by improving stuff that's not been looked at in a decade.

Would still be very keen to explore more arena-based stuff, mind you. Things like Sarnie's Team Rumble GameJam, or expanding on PvP Arena to incorporate small groups/seasons etc.

Also maybe my hot take of the day but you're onl...

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Comment

Originally posted by Frodoinc

Can we also get more moss giants with these changes (maybe hill and fire too, but those areas are quite small) - those 3 tasks could be improved and they have a small number of NPCs

More than happy to pass these on as feedback!

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Originally posted by Bill_Wanna_Kill

Doesn't that apply to restricted account builds then?
Just get a few extra combat lvls and you can get it.

Think that just changes the whole core of those builds though, think the team's thinking is similar to those types of builds being able to use things like Turmoil, Anguish and Torment back in the day if they were willing to gain a bunch of Prayer levels for Curses. Still having to trade-off combat levels and engage with Prayer, but not gated by Defence, and thus still able to enjoy what they enjoy about their restriction (glass cannon, high-pressure).

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Originally posted by SidTheSperm

Just to clarify because it’s not 100% clear in the blog - will chivalry, obtained through the new scroll, remove the defense requirement?

Yes, if you obtain the scroll as a drop or through trading and use the scroll, you're able to use Chivalry so long as you have 60 Defence Prayer.

Comment

Originally posted by Laifus23

Can you take a look at bloodvelds in the wilderness? Usually they are just an insta skip since there are only a few of them in the wildy gwd cave.

Can for sure raise it as a feedback point, think the majority of these changes are intended to be 'small stuff that's easy for devs to do to release either alongside or shortly after Undead Pirates'. Adding bloodvelds to the caves would require some Art time to map down an extra room and is a little beyond the scope of what we're aiming for here. Here's hoping they're able to find the time in the future though because it is a pretty 'meh' task, especially considering you can't get Superiors down there :(

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Originally posted by isteppeople

Did the team consider lowering the prayer requirement of chivalry to line up more accurately with its in game usefulness? Like 57 prayer or something?

I don't think we're interested in adjusting the Prayer requirement at this stage - if you want the extra power then it's still completely justifiable to expect you to earn extra Combat levels.

Comment

Originally posted by reb1995

Stop trying to fix things not broken. Ruining the charm of the game.

Then vote no!

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Originally posted by reb1995

Preferable to who?

Certainly not me. One off mechanics are annoying and confusing.

Totally get it, what I'm driving at is to consider then 'is it preferable to blanket a logout delay across the entire Wilderness' which is likely unpopular for other reasons, or 'is it preferable to just not have one at all, and then run into the issues with potential abuse that others have mentioned'. What would you propose - pick one of those two, make an exception, or something else? (Not having a go btw, am genuinely curious, hope that comes through over text!)

Comment

Originally posted by zethnon

I think it's time to start adding a bit extra counter play for those hunted instead of weapons for the hunters, which all Wilderness content really is.

Every single Wilderness content is a bait for people to get Pk'd, and I woulnd't mind vote yes for some of these If the other party would get a bit of love. No way I'm going to vote yes for a tool for pkers to kill my accounts easier. Didn't I decide to be an Ironman and therefore shouldn't I live up with the decision I made? You decided to be a zerker. though luck! Level up that defense if you want to get that prayer.

I think what maybe isn't clear in my original comment is that the odds are still overwhelmingly in your favour if you're a regular main account with Piety/Rigour/Augury vs. a Zerker using Chivalry. If your sole focus is tanking, leaving Augury on and chewing through brews still gives you a huge advantage over a Zerk who might be sporting Chivalry.

Adding to this that at most Wilderness content, owing to the Wilderness level it's in, the majority of the people getting on you are going to be accounts who are already using Piety/Rigour/Augury (unless you're also a really low-level account). I'm not sure this will really prove that impactful for people who only engage with the Wilderness for PvM-y bits as they already have been (revs, WBR)!