Old School Runescape

Old School Runescape Dev Tracker




Yesterday

Comment

Originally posted by traevyn

Thanks for the update! I’m always blown away by how levelheaded and chill your team is in the face of the band of absolutely screeching baboons this community is sometimes.

For me honestly I'm pretty immune to it, I just try and see through the emotion and what's really going on, what's annoying people, what do they actually want to change and why?

I mean to me this example is easy, it's already something we want to do, it's just about when and how!

Comment

As others have said, we were never going to bin doing run energy improvements - merely that we couldnt fit it in immediately as it will take more time & likely want a beta to make sure we're getting it right.

We've noted the weight of feedback though, we know it is what people want so we will change plans. We'll do what we can to prioritise it and bring it forward - we're working out where it can fit as I write this. It won't necessarily release at the same time as the other changes but shouldn't be far away either. Full confirmation on this & other tweaks will come in the next blog update.

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Hey u/sigge00

Unfortunately, the advice you've received from others is correct, with a Jagex account, there is no manual way to recover it.

Jagex accounts were created with increased account security in mind, and as part of this approach, we acted on player feedback to remove the old account recovery system due to concerns about historic data compromise from other websites being used by hijackers.

While we appreciate your RuneScape character(s) are your main focus here, this ultimately is something you will need to contact your email provider about (as the service has been stopped, I would recommend reaching out to the ISP directly) regarding accessibility to your email address and subsequently your Jagex Account.

I understand that this is frustrating, but there's ...

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Comment

Hey u/osrsacid

Only accounts that have been upgraded to a Jagex Account are accessible via the launcher, so if you're trying to login using a legacy method (either email or username), you will instead need to use the RuneScape launcher which can be downloaded here.

However, if you do have a Jagex Account and the email or password is incorrect you will need to do the following:

- If your password is incorrect you can reset it using the instructions found ...

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RuneFest tickets are now available to purchase!
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We’re hopping into spring with an egg-citing Easter event!

26 Mar

Comment

Originally posted by Mak_33

Probably because no one likes it.

I think that's more down to the prayer drain aspect - you're damned if you do and damned if you don't. Lose HP or prayer. Both suck.

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Originally posted by doyouguyssellpaint

Is this project rebalance or project minimum effort bandaid? Cuz you might want to stop calling it project rebalance and start calling it what it is.

There's a LOT more to this project than just these Skilling related changes - next week we'll be talking about entirely different topics. We've had to be selective on how much time/resource we commit to each topic, but we feel like the complete set of changes will have a much better impact overall than focusing just on Skilling.

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Originally posted by Rexkat

Wait... You responded to people asking for buffs to agility by... nerfing the proposed buffs to agility?? What?

Project Rebalance was never about straight up buffing Agility XP by significant amounts. As we said in this updated blog, our aim is to make Agility more rewarding and varied to progress through, not just faster. This means that our efforts are concentrated on giving players a wider variety of entertaining and XP-efficient training options.

We do know that many of you want to see Agility reworked in some form, and I imagine it'll only be a matter of time when we look to focus on that, but we need a solid foundation to work off and there are some big improvements that can be made before then (while we have the time and resource to tackle something like this rebalance).

Comment

Originally posted by MisterPulaski

Why no mention of having agility level actually impact run energy depletion rate or carry weight? Was looking forward to this after it was previously proposed.

It feels absurd to have the same endurance at lvl 1 compared to 99. A lot of players’ problem with agility xp rates is that the skill simply isn’t rewarding enough for the long grind.

We realise that we aren't able to deliver something that complex as part of this rebalancing project, but it was considered at the start and the team already have a solid proposal for how it'd be reworked. I imagine we'll be sharing news on that sometime, just no longer part of this particular project.

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Hey all, I'm taking over this one for a while as Goblin is on holiday so bear with me as I'm not as close to the project as he was!

We spent a lot of time going over your feedback and the survey results to come up with these changes, so hopefully they resonate with how you were all feeling and we can move forward with some positive changes to various skills :)

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We've got some updates following your feedback on our first Project Rebalance blog!

25 Mar

Comment

Been tons of positivity around this and it's great to see. We're trying to make the regular QoL Polls more narrowly focused on individual themes (CoX improvements last year, MTA here). The goal being to create change that feels a bit more meaningful. In the past we've been quite broad like "a set of pvm improvements" but that can mean 1 tiny thing to this content, 2 tiny things to another. Whilst CoX today feels meaningfully better than before that poll.

That won't mean we stop doing other things too but do expect more of this kind of approach.

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Originally posted by BocciaChoc

A general rule of thumb we think about is that it's controversial to change top end meta.

Am I losing my mind? the top end meta is paying for runners but that has no impact for 99.9% of the playerbase, I hate when you guys add something fun and nerf it because such a small portion of players cried about it.

edit: apologies, I'm being a little much, I'm just frustrated having my gameplay impacted by such few players with such niche and expensive methods.

I think that's fair! We'll get the xp rate right such that its appropriate for players doing it normally. We just needed to do something in the meantime.

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Originally posted by PMMeJoshGordonPics

If someone wants to spend an absolute fortune for RC xp, it should just be okay.

We agree but even then there's levels to that. Is 200k xp/hr okay? Yes sure.

Is 5m xp/hr okay just cause it costs a bomb? I'd very much think no myself. Which implies there's a line somewhere in the middle.

The game is really about player achievements, we don't want to undermine player achievements by suddenly allowing people to get something far far faster than before (for the same cost as running at lava runes). i.e. pre update: 28m gp/hr for 280k xp/hr at lavas, post update: 28m gp/hr for 400k xp/hr at sunfires. Things do get faster over time but that's a hell of a jump.

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Originally posted by TheArzonite

When designing new content, how much thought is given to potential emergent gameplay such as essence running, alting etc.? I feel like with essence running already being as prevalent as it is with the hlc, I'd imagine it'd atleast be a side consideration.

It's certainly easier to forget to think about in that it isn't inherent to the content itself. That said I think this is more a case of Varlamore is huge - there's a ton of content that was important for us to get right so the small scale new RC method just doesn't get the same attention in feedback from playtests and so on. That's totally on us for what it is worth to remember these things in future.

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Originally posted by GodBjorn

Thanks so much for the reply. It's nice to know that the team is taking the feedback serious. I can also understand that a 40% buff to the existing meta was a bit much.

What about instead of limiting trading itself, we limit the amount of trades in a specific timeframe? So for example, a max of 1 trade per 8 seconds. This way you guys could control how strong essence running would be at certain places while not devaluing XP for us regular runecrafters.

This way (almost) everybody wins.

Artificially "no interaction with these new altars within x seconds of a trade" is totally possible too. It's just weird and there's no in game explanation for it really but the game is full of stuff like that. Both yours and this solution can be applied case by case too (leaving it permitted at other altars).

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Think the feedback in this thread is fair about us being overly attached to existing meta. A general rule of thumb we think about is that it's controversial to change top end meta. We've seen that go wrong on many occasions and so there's a natural aversion to doing so. Perhaps we're a bit too conservative sometimes (though many will disagree with that too). I'll be keeping this feedback in mind personally to maybe second guess our assumptions more often.

Ultimately we were uncomfortable with how strong the method was, I don't know how accurate these numbers were for sure but apparently ~400k+xp/hr. A pretty substantial buff over the current top method (lava rune running is 280k xp/hr according to the wiki). Ignoring the requirements for lava runes, I think its reasonable to feel a 40+% buff to the top rate isn't okay.

The immediate response was to quickly address that by adjusting xp to be delivered per essence like most RC as the simplest method to fixing...

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