Awesome to hear! Glad you're now enjoying it, I agree the tilt is real while learning but once you get it it's super fun
Awesome to hear! Glad you're now enjoying it, I agree the tilt is real while learning but once you get it it's super fun
Hmm, why would pbs be reset for a bug that makes times worse?
Times for floor 5 were actually better than obtainable, sorry for the inconvenience!
We made it so more than one treasure encounter is active however we can't make more than one of them lootable until a coldfix is in place. I've added that change to the next week's update section of the blog. Hope that helps clarify!
Certain coffins are empty now and cant be looted? Seems different people have different empty ones lol
Correct. We have made multiple treasure encounters to be active so you can pick the one you prefer to do but you can currently only loot one per floor. We will make multiple coffins lootable in the next update as that requires a coldfix. I'll update the blog so it's more clear.
Thanks!
Been seeing a lot of negativity but I know the learning curve is putting people off, glad people are finding it fun!
First focus is fixing the playability issues such as the randomness of the treasure encounters not being as interesting as we thought, teleports feeling far too annoying and bolts being too small/hard to see. As you can see by the hotfixes we've just put out!
Some of these will come next week with very very minor tweaks to some specific traps. Only after we're happy with the difficulty of the content will we look to review the xp/hr of the activity
Haha you're welcome!
So some of the coffins that were locked before, you can get to them but can't loot them. https://i.imgur.com/D5bNwzp.png
We have made multiple treasure encounters to be active so you can pick the one you prefer to do but you can currently only loot one per floor. We will make multiple coffins lootable in the next update as that requires a coldfix.
Edit: Made it more clear
The deeper you go the higher % I assume?
Also when reworking the darts can you take into consideration to remove the shadow underneath them as at some angels it makes it very confusing on what row they are.
Yeah higher % on later floors.
I think the shadow helps personally but we'll consider it
Any update on the “tail” of the arrows getting reworked? It’s frustrating when you get hit by an invisible tail when the arrow is several tiles ahead of you.
We plan to slightly reduce the hit box of those arrows next week but we'd like some more time playing around with it to see how it feels so we didn't push it out for a hotfix now.
Also we want to see how it looks/feels with the new models too
quick question, do all chest have a % to roll on the high-tier coffin loot table?
Yes
Just a suggestion: when the hotfix goes live, can it be announced in a new post rather than added onto this one, just to make sure it isn't missed?
Not a problem at all! I'll edit the blog once it goes live to say they have been hotfixed today rather than will be hotfixed today.
Edit: I've now updated the blog as the hotfixes are now live.
Vyre robe top have a visual bug when players run, the shoulders go out of adjustment.
Mod Gee is aware and has the outfit graphic bugs added to her list of things to fix. Hoping for next week but depending on how hard it is to fix and test it may be slightly longer.
Any estimate when we can expect the hotfixes today?
In the next hour hopefully as QA finish the last of the testing.
Anything been mentioned regarding the blood fury Acorn? Cheers
The blood fury is still being discussed however since we released it the way it's been polled we need to discuss any changes with caution so it may take time.
Read moreTheres a huge imbalance currently between the diffuclty of the content and the rewards you get in terms of xp/gp. Im sure Jagex are aware, but in order for high difficulty content to get played lots, the players need to feel rewarded for their time, either in terms of xp rates, gold/item gain or a little of both. The xp rates seem to be marginally better than rooftops, for exponentially more effort required, so the xp rates rewarding players for their time and effort arent there, which means the content needs to have high rewards to get people to want to play it. Oh most the items are priced at over 40 hours of playtime based off your best marks/hr rates, and they only work in the minigame and have no use outside of the minigame, or are a recolor that is ridiculously high priced in terms of time to get compared to other equivalent recolors. So neither the xp rates nor the rewards are high enough to counterbalance the difficulty and time required, so whats the point.
T...
Yeah it was released intentionally like that with the assumption players would get significantly better rates than us.
Although I'd like to fix the actual playability issues first such as bolt hit boxes, bolt sizes and teleportation pads being too annoying before looking at the difficulty vs reward ratio.
I appreciate the feedback though!