Old School Runescape

Old School Runescape Dev Tracker




27 Feb

Comment

Originally posted by sloth-says-what

The concept of using marks to help make future runs easier, is fantastic, and I think future (Skilling) content should try to develop this. The best parallel currently in game is using MLM nuggets to help expand the paysack or getting access to the upper level.

Building efficiency early for future tasks is peak OSRS imo (Like unlocking proper teleports to do farm runs quicker, or completing diaries for the minor QoL buffs).

One thing I might've missed, are these efficiency items tradable? Non-tradable feels more osrs, but I know devs prefer making things tradable for the sake of selling them.

P.S. It'd be pretty interesting to take this concept and apply it to gauntlet to make it more appealing. Just minor QoL updates based on completions (or a point system developed, doesn't matter). Like having more consistency with T3 upgrades, additional time, faster resource gathering by a tick etc.

Thanks! I'm glad you like the concept I am also a big fan of investing in an activity to make it better.

The efficiency items are not going to be tradeable, nothing from that shop is but the Strange Old Lockpick and the Ring of Endurance will be tradeable since they are from a loot table when searching the coffins in the activity itself.

I don't think there are any plans to change the core design of the gauntlet with unlocks but we can certainly keep that in mind for future content if players like the idea!

Comment

Originally posted by acoolguy93

My thoughts:

  • What are your thoughts on interactive Agility content in general? Do you feel like it has a place in the game?
    • This would be a welcome addition.
  • Did you like the mechanics of the three different traps we showed off? (Moving Flame Patterns, Dodging Projectiles and the Rolling Boulder)
    • I like them and the combination traps
  • What do you think of the idea of combination traps to make the later floors more difficult?
    • Its great
  • What are your thoughts on the penalty system where you will lose time from your clock instead of taking large amounts of damage?
    • I think this is good idea.
  • What do you think about the balance between going for high XP/hr and choosing to sacrifice that XP for loot?
    • Not a big fan of this change simply because the rewards won't really be worth the loss in XP/hr and I do think it should offer both. My worry is if ...
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Hey, thanks for taking the time to give some feedback!

Regarding XP/hr vs loot, the idea is that you are rolling for a chance at the hallowed marks which unlock Cosmetic rewards and various items which make getting hallowed marks faster. It's certainly not going to live up to the GP/Hr of pvm content but think of it more like doing PP, lots of time you get some loot over time but then you have a chance to get the Ring of Endurance which will hopefully hold some value.

The idea is that the unlocks aren't going to provide more agility XP/Hr than if you ignored the treasure opportunities but if you do want to go for treasure you can pick up the unlocks and over time the gap between the XP lost going for the treasure will become less as you will be able to get access to the treasure more consistently

Comment

Originally posted by Just-My-Opinion-Dude

Hi Mod Husky, thanks for showcasing the WIP Hallowed Sepulchre today. To answer your questions:

  1. I love the idea of interactive agility, agility is a pretty bland skill in it's current form so it's great to see some different styles of agility content being worked on. It absolutely has a place in game.

  2. Sure, they seemed pretty cool.

  3. Combining the traps is a cool idea. I think they will have to be synced together well though, I don't like the idea of having to wait for 30 seconds to get three traps to sync up in a certain way before I can even attempt to get across them.

  4. I like the penalty system, I think losing time rather than health thematically fits agility.

  5. I like having to choose between going for max xp and going for loot, although I think the xp gained from choosing not to go for the loot will have to be substantially higher to make it a worthwhile option. I assume the xp/h will increase dependi...

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

Answering your questions: 5. Yeah we want the XP from each floor to be significantly higher than the last one as an incentive to try and push as high as you can and not just repeatedly do floors 1-3. I agree that it should be the best XP/Hr in the game but we specifically haven't given rates because we don't know what will feel right until we play it ourselves. It depends entirely on how click intensive it ends up being and how difficulty the traps are to do. If the XP is only marginally better for a significantly higher amount of effort then no one will do it, if the XP is significantly better but the traps aren't actually all that hard then it's too OP. We have to strike that balance right and we won't be able to until we're playing the content ourselves.

  1. We have two thoughts for the timer and we're not sure which one to go with yet. Either you get a flat say 15 minutes to complete all floors and th...
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Comment

Originally posted by 5150-5150

Just wanted to say:

Mod Husky, MVP

<3

Comment

Originally posted by the1general

Hello Husky! Jebrim here. Loving what I’m seeing!

I like the traps, although I do think I might miss the fact that there are no actual obstacles to click to interact with. A big thing you did right here was design new types of traps/obstacles that we haven’t had to encounter yet in Agility. Existing courses have just reused the same old obstacles.

You made it so the fires couldn’t be run through by skipping a tile, but did you also do the same for the projectiles? There’s certainly two different philosophies behind this. You could block these so that it’s more realistic or you could allow people to try to time it properly to run through them. A problem I see with the latter is that it’s basically a 50% chance even if someone were to just click to run to the end and hope they get it. It’d be way too easy.

I hope the fires aren’t just going to be easy traps that just require a bunch of sitting still waiting for the next one ahead of you to disappear. Continual...

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Hi Jebrim, thanks for the feedback and I'm glad you are happy with what you are seeing!

There will still be some obstacles to interact with such as the grapples you pointed out aswell as when the player is required to advance up or down a level (vertically) within a floor in the Sepulchre but none of the 5 traps we have planned will involve clicking on obstacles at specific timings at this stage in the design.

Yeah I forgot to show it on stream but the plan is that you won't be able to run through the projectiles either. That one is a bit trickier because the player is teleporting 2 tiles while running and the projectiles are teleporting 2-3 tiles at a time so we need to simulate what we consider to be "fair collision" i.e. if you walk on a tile that the projectile was on before it has finished moving to the next one then you will get hit. Proper collision is next to impossible in our game but we'll do our best so that it at least feels like you don't feel like you ...

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Comment

Originally posted by dreadwraith8d

Risk vs Reward is fine, but if it's like PP where you can fail looting Urns 5+ times in a row I won't bother doing this.

edit: I worded this poorly, more so I meant that if it's possible to fail obstacles and be punished by getting no xp because you get unlucky, I think this will be dead content.

Each of the treasure opportunities will have different behaviours for you failing and I don't want to go into details yet but it will scale on your level in the skill required for the challenge and I don't want it to be too high RNG. If you fail 5 times in a row it's going to be very rare.

The purpose of the hallowed tools in the reward shop is to reduce the fail-rate of the obstacles so hopefully as you level your skills and obtain these tools you'll notice a big difference in the amount of times you fail. Hope this makes sense

Comment

Originally posted by Thermald

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

Yes. Anything to mix it up.

What do you think about the balance between going for high XP/hr and choosing to sacrifice that XP for loot?

I think the trade off could be larger

We haven't really decided the trade-off in how much xp you lose by going for treasure compared to completing the course and I don't think we can until we plug some numbers in, playtest it and review it until we feel like it's right. I do agree that you need to notice yourself getting less XP for getting loot in general though

Comment

Originally posted by nostealyplease

Here's an abstract suggestion for good agility content:

Use agility training to teach the player how to play better with the tile/tick mechanics in OSRS

Walking/running around in OSRS is weird, and that makes it fun. In any other game, the Sotetseg puzzle would be an absolute joke, but in OSRS it's an interesting challenge. One mechanic you could use to implement something like that would be floor that shows where you're currently standing and where you just left. Something like wet shoes that show footprints that quickly fade after you leave the tile. Because animations are almost a tick behind, it's confusing to a lot of players when they see their dude running towards a tile, and it turns out they've actually been standing on that tile the whole time.

Edit: Speaking of which, you mentioned on the stream how running actually teleports you two tiles, skipping the middle tile, but that's not something a lot of players realize. A lot of them ...

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Thanks for the feedback! I don't think I want to go for a tick perfect pattern until at least floors 4 and 5 and even then I still want every obstacle to give at least 1-2 ticks of warning as to what it's going to do (depending on the floor and difficulty of the trap).

It needs to feel intuitive and the player needs to feel like they can practice it until they get it right. I really want to prevent teleport running for any obstacle which punishes the player by setting them back and reducing their time and I feel like the route I've gone down is a very different route to what you are suggesting where I instead embrace and teach that functionality. I'm not sure how I'd accomplish both goals at the same time.

Comment

Originally posted by Sc2_PuGGy

  1. I think interactive agility has a place in the game, but similar to other methods that require more attention (3-ticking, volcanic mine, etc.), I think the xp/hr needs to mirror that. If I have to pay mass attention for little to no benefit, most people will likely rather just run the same course over and over because it's very easy.

  2. Yes, they look good.

  3. As someone who would be able to hit the last floor, I think it the difficulty is most likely fine as long as I can consistently make it to the end once I learn the process.

  4. Nice to not have to carry mass healing items and being ultimately limited by that.

  5. Makes sense as long as the max xp/hr definitely reflects that. If the max xp/hr is only a couple thousand more than ardy (I am speaking about 92+ floors), then I am afraid it would be dead content besides grabbing dark graceful... personally, Id rather it be the meta.

  6. Great idea, as long as ...

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Thanks for the feedback. I think balancing the reward to the effort is the hardest part to be honest. On one hand if it's only 5% better than rooftops but requires an hour or full concentration it's dead content. If it's 100% better then it's overpowered and speeding up a skill to an extent it doesn't need to be sped up. Finding the balance between the two will only really be possible once we have finished developing the content and get to playtest it ourselves and on top of that we have to consider how much exp each treasure encounter is going to cost the player.

Comment

Originally posted by madpigeons

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

I like how you showed how the obstacles are tied together to feel like one long challenge. I think it could be fun if the reward for the difficulty was balanced.

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

I think they are kind of basic but that can be a good thing. It would be cool to see something like the sotetseg maze as a puzzle to give players a way to practice it outside of ToB. Another idea is having a ghost that follows you extremely slowly and insta kills you when it finally reaches you, like the ghost in Spelunky where if you take too long exploring it forces you to move faster, giving you the looming threat feeling so you're less inclined to stand still for long periods of time.

...
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Thanks for the feedback and I'm glad you like the design! The difficulty vs reward element is definitely going to be the factor that makes this content hit or miss for most players and we won't have a fair judge of either until later on in development. I don't know how difficult my theorized traps are until I implement them and try them myself.

Don't worry, Mod West is working on this project so there'll be plenty of easter eggs, some of which I'm sure won't be found for a while :)


26 Feb

Comment

Originally posted by theatlantis_rs

Thank you Sween. It usually isn't a big problem because no one sabotages 24/7 besides this person and another one (who currently has stopped). So changing it isn't necessary, just take proper action against those who do it on the extreme level. Also, maybe Lanthus (the NPC in middle of Castle Wars lobby) could be typing something like "Sabotaging games is against the rules, please avoid doing so" every 7 minutes?

It's possible that action alone is a good enough deterrent - but if it persists then I'm keen to explore some content solutions.

I'm not so sure with Lanthus' messaging - I'd be very surprised if the person responsible didn't know that what they are doing is wrong, and that an in-game message would change their outlook.

Comment

Originally posted by theatlantis_rs

We'll make sure we check again in the morning. We should be better at handling this type of griefing.

Punishment aside, I'm curious - do you think there are any content changes we can make to stop this type of thing within Castle Wars, but without negatively affecting the gameplay?

EDIT: I've had a few replies mention limiting barricades. It sounds good in theory, but I'd need to learn about the competitive Castle Wars community and how it'd impact their games before we hurry into something like that.

Comment

Originally posted by ILikeSugarCookies

Make Castle Wars a member game again. If he has to pay $5 every time he wants to come back I doubt it'll last long.

W334 is a Members' world. It'd need another type of content change.

Comment

Originally posted by [deleted]

[deleted]

Given how long I spent optimising the grand library, I’d rather we didn’t repeat that! While each level uses multiple floors it doesn’t quite use them to the same extent the library did. I’ll keep an eye on the FPS throughout development :)

Comment

Originally posted by emeldavi_dota

Random extra idea: put another copy of the giant bosses in the giant dungeon on Zeah.

Pros: increased value to zeah locked irons

Cons: devalues varrock sewers?

It would seem strange from a lore perspective but if we can find a way around that and it passes a poll, I don’t see why not.

If we are to do another twisted league, having a way to use those key drops would be nice.

Comment

We discussed a player's idea to implement some sort of in-game scouting system. Perhaps that's it?

Comment

Originally posted by AssassinAragorn

Oh my God I love this so much

Glad you like it :)

Comment

Originally posted by Aurarus

/u/Mod_West

Meant to share earlier but heard from a few places people find the place a bit too bright/ cartoony

We tend to stay away from textures as they’re used so sparingly around the game and our control over them is incredibly limited :/ there are other ways we could break up the blank space but I believe the arena was kept quite clean purposely due to simplicity. If it was too detailed it would detract from the fight itself.