Old School Runescape

Old School Runescape Dev Tracker




19 Mar

Comment

Originally posted by xcoatsyx

Can you be a smuggler and the Gielinor feds come after you? Alternatively the British Navy?

STOP THERE CRIMINAL SCUM! YOU VIOLATED NAUTICAL LAW!

In all seriousness, you can attempt to smuggle :)

Comment

Originally posted by tengo_unchained

Very excited for the hands on experience!

Is there anything that we should specifically expect to be different between the alpha and the final product?

I’m sure various art, animations, etc. will change, but I’m curious if there is anything that will make the alpha easier/more approachable but likely will not be in the final product?

To put it another way - what should I not waste my time submitting feedback on, if anything?

The vast majority of the build we are providing is fair game for feedback! We want to go in to this looking for feedback on whatever shenanigans you get up to on the high seas.

If it springs to mind as something you would like to leave feedback on, we'd encourage you to do so. There's a strong chance at least one other person is having the same thought and we can't even discuss feedback if we don't receive it. If you like something we did that you think might be onboarding for the Alpha experience but it improved your experience, we might remove the onboarding mechanic but we might be able to use the lessons learned from it to improve Sailing for launch.

I've said a lot when the TL;DR is: Don't feel like you're wasting your time giving feedback on anything. Hopefully that helps and you can enjoy your first stint as Cap'n

Comment

Daily events like this are not part of modern OSRS design rules, so at the very least not in that form.

Comment

Originally posted by JigL-SquirM

THANK YOU MAYLEA!! Your reply got me in the right direction. I recently made some changes in the "developer options" that changed how auto-rotate behaved. After completely disabling developer options, I am now logging in without a problem! Guess I got a little carried away when trying to make the app run in the background... (Broken in Android 15).

Funnily enough, I made these changes in the dev options about 2 weeks ago, never caused a problem until I was fully logged out. THANKS AGAIN

Wohoo! I'm glad that helped in some fashion! Happy Scaping! :D

Comment

Take this with a pinch of salt as you might be having a different problem, this said it might help someone else so I thought I'd mention it.

I have had issues logging in on the mobile client before, and the one thing that was causing it to get stuck in this login loop was if the way the device displayed web pages was in a different screen orientation to that of the game. (Like your screen doesn't auto-rotate and is in portrait mode while the game forces landscape, or it does auto-rotate and you made it rotate by waving the device at some point through the process). I also had issues trying to log in while in split-screen mode, for similar reasons.

Now to go through the log in process, I put my device in landscape, game in full screen and I leave it on the table until the login is done. That has worked for me.

Comment

Originally posted by JagexGoblin

Have got a huge reply written up to this that I can't send for some reason, please hold!

Hello again list guy!

Features/Qs

  • Unsure of specific plans for DHW, we spoke about it closer to release but it fell a little down the pecking order. Could be a target for the Summer Sweep-Up or a future rebalancing change, equally might be something that's effectively made stronger with more effective EleWeakness rollouts (e.g. giving Olm an Earth weakness for example), perhaps coupled with other stuff (perhaps faster spell attack rate vs. dragons)
  • Was pretty sure I asked for this to be addressed in the newspost, but those items listed function differently to most and cannot be made chargeable from the bank without significant rewrites.
  • Will ask Mod Rice if this is an oversight or limitation, if it's an oversight then will see if it's doable.
  • Will raise to the team to update the world list for GOTR on 425.
  • I think we might have w...
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Think it might've been a comment length thing, followin' up:

Poll

Note that of all the sections this is one that I kinda have the least ability to commit to most of the time, particularly...

  • Corp group loot - huge change, not an insignificant one given the sheer hours put into a largely flex/cosmetic grind for a lot of players. I know not everybody wants to hear 'this devalues my X' but respecting the time people have invested is and always will be something we're keen on. Obviously Kieren's addressed it in the past and is definitely interested in something but it's a task to figure out exactly what without overly deviating.
  • Can raise this as a suggestion similar to other shortcuts from last week.
  • Can equally raise some buildable grapple stashes or some kind of upgradeable permanent grappling hook.
  • Not keen to make changes to existing skillcapes and open the floodgates for discourse on 'this skill's cape has better p...
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Comment

Originally posted by xHentiny

Hi, it's the list guy again, I promise this is the last one I do for a while (maybe). I went through the past 2 weeks of comments, some more recent suggestion posts and stuff I remember being popular a while ago.


  • Feature/Question: The Dragon Hunter Wand is very lacklustre currently, is there any plans to buff it or add an upgrade/attachment to it in the future

  • Feature: Bone Staff, Chronicle, Skull Sceptre (i), and Ring of the Elements haven't been made chargeable via the bank

  • Feature: Allow charging items from the bank when items have no charges

  • Feature: Revert World 425 back to a Guardians of the Rift world, it was active before leagues and nobody uses World 534

  • Feature: Expand the 'Make-X for darts and bolts' toggle-able option to work with all fletchable ammunition types (javelins, arrows and headless arrows)

  • Feature: GE Box sets for Perilous Moons armour

  • F...

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Have got a huge reply written up to this that I can't send for some reason, please hold!

Hello again list guy!

Features/Qs

  • Unsure of specific plans for DHW, we spoke about it closer to release but it fell a little down the pecking order. Could be a target for the Summer Sweep-Up or a future rebalancing change, equally might be something that's effectively made stronger with more effective EleWeakness rollouts (e.g. giving Olm an Earth weakness for example), perhaps coupled with other stuff (perhaps faster spell attack rate vs. dragons)
  • Was pretty sure I asked for this to be addressed in the newspost, but those items listed function differently to most and cannot be made chargeable from the bank without significant rewrites.
  • Will ask Mod Rice if this is an oversight or limitation, if it's an oversight then will see if it's doable.
  • Will raise to the team to update the world list for GOTR on 425.
  • I think we might have w...
Read more
Comment

~~ Sailing ~~

Comment

Originally posted by Spineweilder

what made them inert though? 👀

A refactor that was only partially done it seems.

Comment

Looks like the snails have been made inert since 2023.

I will look into bringing the snails back to their former glory.

Post
    on News - Thread - Direct
Just a few small Quality of Life changes this week as we prepare for the launch of tomorrow's Sailing Alpha!

18 Mar

Comment

Originally posted by Pharphuf7nik

Perhaps a silly question, but will runetek (or whatever the new rendering thing is) make it less of a problem? I know Yama is slated to release months before the new rendery doohicky, but perhaps for a later set? 🤔

Unfortunately not. We had to retain the render order system for player characters even in the new runetek renderer due to the sheer volume of player kits that would need fixing. I'm hopeful we'll find a solution for this in the future, but currently we don't have it on the roadmap.

Comment

Remain a huge fan of the concept but self admittedly we've struggled to design ideas that we think genuinely work - with continued room to expand into several more alignment sets.

It's one thing for us to design 2 or 3, but realistically this system benefits by getting to 7 or 8 as in the image.

The question is how do you get the balance right and create meaningful different use cases for the sets? Does it become tedious as just another thing to switch based on your activity?

Skilling prayers are a popular idea but how do we do it so it's not just a case of now bring prayer potions (and potentially max prayer bonus) to every skilling activity with just another thing to manage.

I don't think we're closed off to ever contemplating this again but for the forseeable we aren't revisiting this, though perhaps someone will have an S tier suggestion of genuinely balanced and well thought out ideas. There's lots of awesome ideas amongst the ...

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Comment

Originally posted by LampIsFun

No idea if youll respond to this being that im here so late, but im a bit curious after reading all this feedback. Did you guys ask the RS3 team for opinions from any of the devs who have worked on new skill implementation on how to go about adding a new skill or just generally things to keep in mind while designing one?

We had a few talks with them early on just to kind of dig into what worked and what didn't. Naturally some of the learnings don't transfer across both games but just from a design perspective it's always great to get input as to what worked and what didn't especially from a team that had gone through this process multiple times.

Comment

Pretty sick, I'm a fan of bringing chainmail into BIS too

Edit: seems like we'd have some serious tech constraints doing this in 3D due to how chainmail works with render order. 😮‍💨


17 Mar

Comment

Originally posted by Environmental_Box748

I feel bad for Elena…. She is going to be the fall person when sailing fails. It’s obvious when new skill being implemented is only being pushed by one mod. If this was a slam dunk then all the mods would be clamoring to talk about it. Rip mod elena

You couldn't be more wrong. Everyone working on Sailing is so incredibly passionate and pouring their heart and soul into it. If Sailing goes down we're all going down with the ship. (But I'm confident it's going to be amazing)

Comment

Originally posted by 2007Scape_HotTakes

Not sure you'll check back here but maybe you can address a concern I have regarding the Alpha -> Release

My understanding is that within the game industry "Alpha" is generally pre-beta and focuses more on the core concept / mechanics working properly and subject to internal tests only. Whereas "Beta" is when the core mechanics work, and the only thing left to do is add additional flavor and polish to said game/skill/whatever.

It just seems weird that yall can expect to go from a "seeing if core mechanics work" build to full release in less than a year.

So my question: - Is this truly an "alpha" build? Or is this a "beta" build that y'all initially mislabeled as alpha by accident, but have kept as "alpha" to avoid communication confusion with the player base?

Honestly, we don't do alphas. So we don't have the best frame for what an alpha should be at an industry standard but from my perspective I believe this to be more of a full vertical slice of 1-30 sailing. It's pretty polished as far as art animations and with rough balancing and the only content missing is crewmates and combat which we'd like to cook for a bit longer before showing players.