Old School Runescape

Old School Runescape Dev Tracker




12 Jun

Comment

Originally posted by Breffest

They used the inconsistencies to show the inconsistencies

DING DING DING DING!!!

Comment

Originally posted by -_-BanditGirl-_-

Ignore the words and simply look at the colors of the lines. If you can't tell based on that, then read the descriptions which say exactly what they're circling. I thought it was pretty funny that they scuffed that up under the "inconsistent art" critique.

:D

Comment

Originally posted by lucun

Honestly thought it was intentional to be inconsistent.

Exactly right, good catch ;)

Comment

Originally posted by ASuricate

Hey Husky,

Thanks for the reply here - and the elaboration how much slightly really is. Also I do not see myself looting 3 coffins on 5 consistently (obviously there are players that are really good at this, Just my point from an average skilled player). And in the end its still a lot of hours for a petrecolor as others have already pointed out (compared to Phoenix, tangleroot, etc. - Ive only accumulated like 1.6k in 70 full runs) Any plans on the tools? Grapple and enchantment one seem to be quite useless in my eyes right now (grapple as explained above and if you use the highest enchant it almost never fails anyway) Loving the content and appreciate the responsiveness from you, so dont take the critique as harsh as it might have come across :)

The purpose of the recolour that I wanted a reward which people could work towards if they enjoyed the content and would cost a lot of marks for them to work towards, since it was optional a pet recolour really did fit the bill. I don't have any plans to reduce the price on it but the marks/hr should still be slightly increased from this update since looting 2 chests on floor 4 is much more reasonable.

As for the tools, i agree they are a bit underwhelming but I'm not sure if I want to make not using them worse? Will consider it, had a lot of changes I wanted to prioritise this week :)

No problem! I'm glad you're enjoying it and I never take critique harshly as long as people aren't just being rude for the sake of being rude haha

Comment

Originally posted by Little_Red_Demonhood

I don't understand why you've reduced the number of marks given to specifically inconvenience players doing the much higher skill requirement content.

Comment

Originally posted by TehStuzz

Kinda dissapointed they nerfed the xp rates for Sepulchre. I was training agility to 82 so I could do the fourth floor, and the best way to do so was already rooftops...

The xp-rates are still much higher than rooftops, if you do the maths what you were previously getting has only been nerfed by around 5% which isn't a lot of xp/hr.

We'll continue to monitor the content and make further adjustments as we see fit.

Comment

Originally posted by ASuricate

I like most of the sepulchre changes, but I'm Not sure about this one: You will now receive slightly more Hallowed Marks on Floors 1, 2, and 3, but slightly fewer on Floors 4 and 5 and from the Grand Coffin.

The first part is fine for me, so it becomes more attractive to lower leveled agility players, but why punish the people going for full runs? You basically only loot 5 and maybe 4 on full runs.. seems a bit harsh as it takes already quite long to just obtain some recolours.

Also what I kind of miss is a buff to some of the tools - I think the grapple should guarantee you not to fail to be worth it, otherwise I don't see it to be worth the investment.

Emphasis on the word slightly

We made it so you can loot 3 chests on floor 5 and I basically doubled the marks from the grand coffin all on the first day. Now we're giving another chest on floor 4 the content is already higher marks/hr than I originally balanced.

In reality it's gone from 3-8 on floor 5 (average of 5.5 marks) to 4-6 (average of 5) and 8-11 from grand chest down to 8-10. These are very small changes. All in all it's around 2 less marks per run than you were seeing previously (5-8 runs/hr depending on skill makes that 10-16 less per hour) but instead you now have another chest you can loot which yields on average 4.5 marks/run so it should still be more marks/hr than before if you're full looting.

For full disclosure here are what the marks have changed to:

Floor 2 : From 1-3 (2 average) to 2-3 (2.5 average)

Floor 3 : From 2-4 (3 average) to 3-5 (4 average)

Floor 4 : From 3-7 (5 averag...

Read more
Comment

Originally posted by Nadirin

Wait, so they lowered the XP drops per floor? What? Am I missing something here?

This should only really have an impact on players doing floors 4 and 5 however floor 3 was still slightly overtuned.

Overall it's around a 7% xp/hr nerf at the top end and only around 3% xp at the lower end.

Bare in mind we made a host of other changes to the content which should also have an impact on making some things slightly easier to compensate.

Remember this is just week 1 feedback. I'll continue to keep an eye on the content over the coming weeks and continue to make changes until I feel like it's in the right place

Comment

Originally posted by crustyteats

Two design critiques:

LMS lobby: Do not give it floors. Make it separate 3 enclosures like it currently is, that way people can easily see if there are enough players to start a comp game, or if it makes more sense to play casual instead without having to go up ladders so see how many people are there.

Ferox Bridges: They may look nice, but get rid of the bridge. It is a natural choke point. I am willing to bet money people will use the bridges to set up multi/dd lures which will turn noobs away from the PVP content there. Or at least make them and the surrounding area singles.

Also I'm not sure about having a wilderness spawn, hopefully that doesn't make it easier to rag in the wilderness if the pking hot spots change.

Thanks for the concerns, to answer the lobby being split. We initially wanted it to be one floor, you can see all, but the amount of space that would take up would mean the enclave would have a much larger footprint, which isn't what we wanted, so a nice compromise is having it split to 3 and to have the UI updated to show which game mode is busy :)

Comment

Didn't think we'd see one of these already, huge gratz.


11 Jun

Comment

Originally posted by IAmJimmyBuffet

Damn, that is foul.

How dare those filthy English misuse their language :P

Comment

Originally posted by W-Virginia

For the absolute love of Jesus Christ. IF you add a new LMS map REMOVE ALL ladders going upstairs to another floor or underground. There are far too many bots and boosters who simply hide in random buildings and try to afk to top 5. It slows down the game’s immensely when people are hiding and you have to essentially find them or wait till they die by fog or finally come running in. Also please remove the ability to go upstairs in the existing map regardless of if your account is in combat or not. There’s literally zero purpose to allowing players to hide.

I'll be sure to keep this in mind! I've always preferred raised areas in PvP minigames to behave like the castle wars walls so you can still see and interact with the other players. It is a shame to lock off access to the upper floors but on the other hand it means I can make use of them as scenery a lot better :D

Comment

Originally posted by noideawhatoput2

Are you guys aiming for the next league to be open around Nov/Dec like TL? Or would it be some time next year?

The aim is this year. That's all I'll say so far

Comment

I still use the graphics program Paint just for the thrill of it

Comment

Originally posted by [deleted]

[deleted]

10:30am BST (5:30 ET)

Comment

Originally posted by rahtid_

"Remove High Risk worlds, replace with Very High Risk worlds: We'd still like to proceed with this. It's possible that it might happen alongside the release of the Wilderness Hub (see below)."

Would this mean worlds like 365 are being swapped out for another world where you lose all your items?

If that is the case, please keep in mind that many people use world 365 because of the stability of the world, and I'm sure a large majority are not PvPers. Removing one of your best worlds, that is used heavily by even people in the US because of it's consistency, in favour of a super high risk would probably not work well.

Also taking into account that a lot of people that are PvMing aren't using protect item anyways, which is why it's not a compromise to use that world. Please consider leaving 365 untouched, and possibly adding another world.

So if we were to keep 365 untouched (but remove the High Risk flag), and assign the Very High Risk flag to another world, you'd be okay with the change?