Old School Runescape

Old School Runescape Dev Tracker




27 Feb

Comment

My personal account is in the same boat. Made using a Uni email address (I left Uni years ago). Just change your linked/registered (they're the same thing) to an active email (like Gmail), and you'll be fine. Your login email won't ever change.

Comment

Originally posted by FloppableCat

Would it be possible to implement the GPU rasteriser from the mobile release of OSRS in the default desktop client? I'm wondering if that would aid with some of the performance issues with some of the larger and more detailed areas being introduced to the game as of late.

I'm of the understanding it isn't as simple as just moving it over to the desktop version, but you're correct, it would certainly be a massive help with frame-rate. I personally thought we would have had it by now but I believe it's trapped behind something else atm, likely the work being done for Clans and GIM. It's certainly on the table in the future, but until then it would be best to build environments within our min-specs. (and honestly, the more we can optimise, the more we can do anyway)

Comment

Next week's game update the birthday event will be removed.

Comment

Your items shouldn't disappear, regardless of membership, I'm certain something else has happened. Have you submitted a bug report? You can do that via right-clicking/long-pressing the Report button.

Comment

Originally posted by Aurarus

Here's an album of some puzzle ideas

/u/JagexHusky

I'd like to know what you think of them :)

Will be adding more onto it. Timing puzzles are okay but they can be quite generic/ tedious, so I think puzzles that could also have high apm or logic would be neat. I'll try to come up with a few ideas for it but idk if having items in a player's inventory could be a limitation

Those are some pretty cool concepts! I especially like the rotating statues idea.

We do already have 5 traps designed and going through the development process but if some of them don't feel right or don't work out or if we want to add a 6th trap I may look to these for some inspiration

Comment

Originally posted by SilverLugia1992

Do any other skill levels effect your success? I know there's magic and construction challenges from the poll blog, so does having high magic and construction levels increase your success in passing through those?

Yeah we want your levels in those skills to translate to a higher success rate from their skilling challenges

Comment

Originally posted by gorre_rex

Is this going to be a huge stamina sink? Can you consider putting amylase crystals in the shop in exchange for hallowed marks?

Staminas will certainly be useful in this mini-game to keep running, if you're lucky enough to get a ring of endurance it will reduce the amount of staminas you need to have in your inventory to do it.

I really don't want to add any way to get Amylase crystals from this as they feel very connected to the rooftop content. I really like the balance that if more people start doing the Sepulchre (which would be awesome) then the price of amylase will increase which will make rooftops more lucrative creating a nice balance between the two activities

Comment

Originally posted by tnuggetlad

Is there somewhere I can watch this? Or a TLDR? Sounds super interesting

There is a youtube video out for the entire Developer Q&A, the Hallowed Sepulchre showcase is after the initial announcements. Here is the link go check it out! https://www.youtube.com/watch?v=HgoRsiR4bi4

Comment

Originally posted by DADtheMaggot

I’m really not a fan of investing the Hallowed Marks to increase your efficiency.

Since we haven’t seen any numbers (that I’m aware of) it’s hard to say when it would/wouldn’t be worth it, but it strikes me as an infuriating process (similar to getting the magic watering can for the sole purpose of making tithe farm easier on your way to the farming outfit).

I would love if we could somehow tie it into some other content, or maybe just make the efficiency upgrades something random or level-based (depending on other skills). I don’t have much solution to offer unfortunately, just my two cents :)

Thanks for the feedback!

I agree that we need to make sure we get the numbers right, I have seen more people in favour with the Hallowed Mark system than against it but it's expected that we can't please everyone. When it comes to gauging how effective the upgrades are we can only playtest it ourselves and then listen to post-release feedback hopefully the tools will feel worth it to get without being mandatory to do the content

Comment

Originally posted by SlpWlkn

I like everything about this. Skill checks for loot should be non-combat though. It was mentioned that magic platforms or ranging grapples could be used to get to the loot. This would make the zone 100% not profitable for some accounts who want to keep their combat stats at a certain level or for those who don't want to train combat at all. And if you don't play on a main to supply your pure or skiller with gp, then this gp versus xp method would be really useful.

Possible alternatives:

Clear rubble for a mining skill check.

Burn down an obstacle using firemaking.

Puzzle or safe doors that require thieving levels.

Construct a bridge... using construction.

Harvest some kind of overgrown plant wall using farming.

Lay a trap for a large creature blocking your path using hunter.

Thanks for the feedback!

Those are some pretty cool skilling challenges. I didn't want to overload it with using as many different skills as possible but we do have constructing/repairing a bridge using construction as one of them currently!

Comment

Originally posted by sophieinthecity

1) definitely. I hope moving forward skilling content in general will have an interactive alternative alongside the usual AFK method.

2) they seem great! I like the idea of timing based mechanics in osrs as they help become more used to the tick system.

3) seems great

4) I think a mix of both decent chunks of damage and time loss are best

5) great compromise, seems consistent with other content in the game

6) I like the idea of choosing before you start the next floor

7) this seems to be a great way to implement "BIS" gear that doesn't make other content irrelevant

8) I like the idea thematically however I think it will get boring after a while. maybe if there was a different theme for each floor while sticking to the holy crypt idea. for example one floor could have plants growing in the cracks of the crypt, while the other could have water, fountains and stuff like that, and to keep it thematic maybe the deeper you go into t...

Read more

Thanks for the feedback and I'm glad you like the design.

We definitely want you to instantly be able to tell which floor you are on. Right now I have a very clear picture of what floor 1 looks like and what floor 5 looks like and I'd want to ensure that we do the same for floors 2-4

Comment

Originally posted by rRMTmjrppnj78hFH

Currently watching the youtube video of it.

Up to the point you said you wanted to play with verticality, I think it'd be cool to slide down a slant at least once. /u/JagexHusky

I have faith in Mod Wests ability to make use of the vertical levels of each floor, we could definitely have a sliding slope to move down to some lower levels instead of just a jump down :)

Comment

Originally posted by LoyalServantOfBRD

I think interactive agility would be great. As for difficulty and style, I think two things would make the content repeatable and fun:

Randomness - design obstacles that give some prompt that require different responses. Such as: flame wall telegraphs and you have x ticks to jump forward, vs boulder telegraphs and you have x ticks to jump to the side. The obstacles need to always change so you don’t just do the same thing over and over. Using this to push players through different layouts could also affect the speed of a lap, giving an RNG based variability that would encourage repeat attempts. If on a timer, these should not be able to push a player over the threshold if they don’t make too many mistakes.

Timing - to scale difficulty, it should be scaled similar to PVM content - you have fewer ticks to react on more difficult floors. The combo traps in succession would be super fun to learn, such as if you had a 12 tick variable obstacle and it required close to t...

Read more

Thanks for taking the time to write up feedback! I generally agree with what you've said here, we want it to feel random and with each path having different trap combinations we hope to achieve that.

Currently we have a system where each trap is coded to be T1, T2 or T3 in difficulty with speed of the thing you have to dodge increasing with each tier aswell as the amount of warning you have being reduced, lower level floors are predominantly T1/T2 traps and higher level floors are T2/T3 traps.

I've seen more support for the items than against them, the plan isn't to reduce the risk vs reward but instead to make doing the treasure opportunities more consistent... which means you may try to loot 1 or 2 more things in the Crypt which then could make you fail haha. The items shouldn't just make you be able to mess up and still be able to easily claim all the loot

Comment

Originally posted by kastevekk163

on interactive agility

Good idea. Agility has effectively been reduced to a "remember where to click on the screen while watching netflix" skill so this really needs to reflect the amount of effort you put in. This type of content should be the meta.

on trap mechanics

Looks good. Maybe a couple more overall?

combination traps

makes sense for the later floors, but I don't think these should be too tight. If you have to get it tick perfect to get it right while dodging multiple traps, that might be too much.

penalty being time loss

Good. This'll encourage learning it properly while weighing risk vs reward. If you have a couple mistakes early on, you'll end at floor 3 instead of potentially 4.

on sacrificing loot for high xp/hour

Sounds good. It should be higher xp/h than agility c...

Read more

Thanks for the feedback! Glad you like the concept.

We currently have plans for the 3 trap types shown on stream aswell as 2 others which have not been developed yet. Hopefully that is enough traps. Once we develop it if we feel like 5 is too stale we may consider developing a 6th

I've replied about XP/hr to a few other comments not but generally I agree with you in premise but not with the exact numbers. We want it to be worth doing for those who want a more click intensive training activity than rooftops and we won't know the exact rates until we playtest it.

Comment

Originally posted by Klonoa123

  1. Yes I think it does, interactive content is more engaging, but overall it's the best because it gives a range of options for you to choose from. Currently we have very afk agility training but none that you need to pay attention for, so the choice is nice and will appeal to more players.
  2. All great, would love a couple more, maybe such as a swinging pendulum system (Maybe both along and across the path at higher levels?)
  3. I like this, makes it harder further down, and increases the chances of messing up so you need to concentrate rather than at a place like pyramid plunder where all floors are the same despite level differences.
  4. Good.
  5. Very tough, I think there should be a base level of loot for reaching a certain number of floors but the option of looting increases this drastically. Perhaps the base could be 5-10% of what you would get from the maximum looting potential.
  6. Incredible, don't change this.
  7. Good. Don't think thes...
Read more

Thanks, I'm glad you like the content!

The Sepulchre will definitely be clearable without the Hallowed tools but they will just speed up doing the treasure opportunities and make them less RNG.

We have some ideas to show part of the corruption coming in and then being cleansed by the Hallowed nature of the crypt, keep your eyes peeled!

Comment

Originally posted by superfire444

What are your thoughts on interactive Agility content in general? Do you feel like it has a place in the game?

Yes as long as it doesn't make other agility content obsolete.

Did you like the mechanics of the three different traps we showed off? (Moving Flame Patterns, Dodging Projectiles and the Rolling Boulder)

They looked fantastic.

What do you think of the idea of combination traps to make the later floors more difficult?

Good idea! It should still be do-able though.

What are your thoughts on the penalty system where you will lose time from your clock instead of taking large amounts of damage?

Depends how the reward system is set up. You obviously need to be punished for failing an obstacle. I think you guys know best wether that's time or damage. If it's damage it should definitely be balanced for every HP-level an...

Read more

Thanks for the feedback and I'm glad you liked the concept!

"High XP/Hr" is intentionally vague because although I have an idea for how difficult it should be on floor 5 we won't know for sure until we get through it and we want players to feel rewarded for the effort they put in to this activity.

For example, if it is only 10% more XP/Hr but the player is concentrating intently for a full hour then more than likely players will just go back to rooftop courses. If it's 100% more XP/Hr then everyone will do it and leave rooftops regardless, there's a balance there we'd like to hit but I don't want it to be excessive, Agility shouldn't suddenly be an insanely fast skill to train because of this update.

As fishshow221 said the area where Darkmeyer sits used to be land where the Icyene lived, this Crypt is where their people were buried and since it is holy ground the Vampyres haven't been able to go in and raid them, that's where adventurters such as yourself c...

Read more
Comment

Originally posted by Retributw

The initial work shown was awesome, but I have some questions/suggestions:

  1. Do these subsidiary challenges grant xp in their respective skill i.e. prayer

  2. Can the items used in the sepulchre be used outside for functions like the hammer for con/Smith and light for FM/lightsource similar to the bruma torcha and dwh at bandos. Additionally, the grapple should be allowed to be used outside as well, maybe even being a requirement to use a possible barrows shortcut from Darkmeyer

  3. (SUGGESTION) Tomb guardians/icylene for the sepulchre maybe on the higher tiers you can combine these mechanics to defeat a small npc that's guarding that treasure room

  4. obviously the art isn't flushed out enough, but since the lower tiers have been raised I'd like to see those parts more ran down, I don't recall if you mentioned that would be the case, you may have.

  5. Pet, while the chance to get a squirrel is higher than other courses...

Read more

Thanks, I'm glad you liked it! As for your questions:

  1. Yeah the idea is that you will receive some XP in those skills for the challenges but over the course of an hour doing the Sepulchre it will add up to be token XP in those skills probably no more than 1-2k XP/hr for them which is fine because all the skills chosen are generally very fast skills to train.

  2. It's not planned to make them work for all of the other skills but I can look into it if we have time. It would be straightforward to make the hammer work for construction training in general for example but not to substitute a hammer everywhere you could use a hammer in-game.

  3. Thanks for the suggestion! Not spoiling anything about mechanics in future floors :)

  4. Yeah we definitely want the colour scheme to be more faded and for the first 2 floors specifically to look like an adventurer has come before you and raided the tombs in the past but the further down you go t...

Read more