Old School Runescape

Old School Runescape Dev Tracker




29 Jun

Comment

Originally posted by big_sage

Update?:)

It passed the first round of QA testing! Hoping for this Thursday as long as it passes the second round of testing but if not then it will be pushed back a week.


28 Jun

Comment

Originally posted by ThiccMule

Cool. Next time, reply to something worth replying to with a reply that's worth reading. Thanks.

so anger

Comment

Originally posted by Springstof

I think they fit better on the fremmy helms, because they are less complex designs. On these helmets they seem a bit too much. The helmets are already quite spiky by themselves. "There is a limit to how many spikes a helm should have," as the wise and famous Benjamin Franklin once said.

I did take that into consideration - the helmets with horns have considerably smaller central spikes. Either way, I'm going to play around with the size of the horns to make them less extreme. The consensus seems to be that the KQ helm's antennae don't have the same issue as the horns do so if I make them subtler it'll probably have a similar effect.


27 Jun


26 Jun

Comment

Originally posted by BIG_MEATY_SHIT

Honestly I love the big ass horns. Reminds me back to the days when berserker helm was bis

Thought I'd compare them

and I'm surprised how large those fremmy helm horns are! It's weird considering the most recurring complaint is the size of the horns :/

Comment

Originally posted by Subtle_Tact

mod west loves monster hunter and keeps trying to push that art style in osrs.

I've played a bit of Monster Hunter, sure... like 9 years ago, so I wouldn't say it's a favorite of mine at all. The idea was from a popular player suggestion from last year that was influenced by the release of the Hydra slayer helm with the Kebos Lowlands (which was also a player suggestion, come to think of it)

I'll be making changes based on feedback, so if there are elements you don't like, please share :D

Comment

This was an issue with a previous hotfix 30 minutes ago but has now been patched. I've updated the blog change list with timestamps and changes to reflect the fixes.

Comment

Aware and it's being looked into now thanks for flagging :) Will edit this message when it's fixed.

Edit: This should now be fixed.


25 Jun

Comment

Originally posted by TAYLQR

It's not that we don't get better xp, it's that the margin between the two shouldn't be diminished to this extent.

The content is becoming one dimensional and under performing for players under 92. Everything about the Sepulch rates on release made drastically more sense than how it's been updated.

Just to be clear, you’re not wrong. There’s just more left to be desired as far as changes.

It's absolutely fair feedback that the gap between the two could have been made far too small and we are open to feedback over the coming weeks however I will disagree with how it was on release.

Players were getting quite obscene agility rates far exceeding rooftops if they didn't loot and we getting much less than rooftops with looting. The reason we added additional XP for the treasure encounters was so that we had a variable we can use to tune them against each other.

We naturally will continue to monitor the feedback and xp-rates over the coming weeks but I do believe that this is a step in the right direction.

Comment

Originally posted by corvooooo

Could you tell us what is the storage limit?

It's 120

Comment

Originally posted by SomeFuckTookSquidlet

Can you though? The blog quotes 56.8k xp/h for the average player w/o looting at 72 agility. Anybody can get similar or higher xp/h on the Seers course. It just seems the extra effort required for the Sepulchre is not significantly rewarded pre-floor 4.

That's competitive with the seers course with the kandarin diary reward and I was able to get quite comfortably above 60k with the current balancing in testing which is better rates than ardy course at 72 if you get really good at it.

Comment

Originally posted by TAYLQR

It should be balanced around giving up loot to achieve higher xp though...

Now it's just 1 method that's worse than choosing between the checks and balances of the previous methods. It went from balanced to wasting time looting.

This is the actual reverse of how balancing anything should be done. You've reduced the viability of alternative methods and players are completely unrewarded for speedrunning a timed course with PBs.

It amazes me that it takes this many discussions and this much time to figure out such a simple and fair concept. There will always be community that will stroke developer ego beyond common sense, they're detrimental to reasonable discussion. Sepulch should be reverted to release at the very least.

Giving up xp to loot, completing faster runs to gain xp and miss loot = Perfection.

I am not sure why you think that you still don't get better xp from missing out loot. You can still vastly exceed rooftop xp rates and looting xp rates if you skip the coffins, all I did was make the gap between them smaller but the faster you can do runs the bigger that gap gets anyway

Comment

Originally posted by danielito19

If they don't patch this I'm going to have so many free slots

I don't expect us to patch it. It's something we discussed prior to the update.

We could change our approach should there be a need to.

Do be careful of the storage limit though!