Old School Runescape

Old School Runescape Dev Tracker




07 Jun

Comment

Originally posted by FlavoredMonsterMale

At mid level yea, but they said high level can expect to make more as well. You already know how Jagex is with not knowing actual rates in the game. Wish they'd put actually expected numbers in the blog posts tbh. (or at least a rough idea)

Gold per hour will not compete with methods such as Zulrah/Vorkath/CoX/ToB for higher level players :)

Comment

Originally posted by killgore755

Looks great. Gives me a very similar feeling/vibe to taverly dungeon. If that's what you were going for you absolutely nailed it.

I definitely wanted to capture that Taverly Dungeon vibe when working with Mod West's design.


06 Jun

Comment

Originally posted by juayd

Anything you in particular are a fan of? That way at least one person will like it haha!

Rose but mainly because I'm a fan of sweet wine!

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Originally posted by juayd

Fantastic, expect something soon!

I look forward to sharing it with the others!

Comment

Originally posted by juayd

Would the offices accept a bottle of wine as a parcel? :)

Absolutely!

Comment

Originally posted by juayd

As the manager of a wine merchants I would love to show you something new.

Ooo!

Comment

It's on the combat screen as it informs you about what category your current weapon is. Any attack style changes or autocast changes will affect other weapons in the same category. Therefore being on the combat style interface makes sense.

I personally wanted it below the weapon name, but players didn't like that it moved the special attack button 10 pixels down, so it had to go at the bottom.

Comment

Originally posted by meesrs

This update does actually make sense.

How does it make sense to be the case on ALL max cape variants though? a max infernal/fire cape is EXACTLY the same as a regular infernal/fire cape in terms of stats, so it should be treated like that.

Please read my comment above. It literally does, except when you are above 20 wilderness in which case the person with the cape still loses it as they normally would but the pker gets an extra reward.

Comment

Originally posted by meesrs

Before this update, players with a Max cape killed in deep Wilderness dropped 11,880 GP and nothing in lower Wilderness. This has been raised to 569,250 GP (25% of the Max cape's cost - 2.2M). This change affects all variants of the Max cape.

So it's now pointless to pk with a fire/infernal max cape? Since regular fcape/inf costs 50/100k to repair, and now if you use max variant itll be 2,2m? what kind of bullshit is that lmao, great way to fix PvP /s

Before, if you PK'd with an infernal max cape, fire max cape or assembler max cape below 20 wilderness you would receive a broken version and have to repair it while the pker would a portion of the repair cost as part of their loot. This functionality has been left untouched.

What I did change was make it so that when you get pk'd with any of the max capes above 20 wilderness you lose the cape and the pker gets 25% of the max capes value. This includes the 3 mentioned above and is consistent with how you would lose your fire/infernal capes and assembler when you take them above 20 wilderness previously. All we did is reward the pker for killing someone in a max cape varient.

Roq's tweet here explains it here ...

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Yes, this will work :)

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Forget Kul Tiras I guess... See ya later Proudmoore's!


05 Jun

Comment

Originally posted by Vilifiedlol

I bet he installed this just to make this joke

yes

Comment

Originally posted by NoShakabrah

Mmm... mmmm... k

Are you my wife?