Old School Runescape

Old School Runescape Dev Tracker




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Just wanted to share something I'll be adding into the blog for more transparency:

Let's give you any example of how this would work:

  • Player is slaying Dagganoths in the Catacombs
  • Player's AFK timer hits 10 minutes, Dagganoths are no longer Aggresive
  • Player drinks a Potion of Goading
  • The player's AFK timer is reset and for the next 6 minutes, every few seconds the effect of the potion attempts to find a mob who's SW tile lies within the 8x8 radius of the player and automatically aggros them onto the player.

For unaggressive enemies like Dust Devils the secondary effect of the potion will attract any NPCs within that range towards you.

We expect this potion to be effective against most attackable NPCs, but will be exploring any areas (such as inside Raids, or against certain Bosses), where the effect should be negated.

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Originally posted by TheIsaia

When listening to the SaeBae cast I was wondering where the aggro pot went! good change!

Hope you enjoyed it fam :)

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Originally posted by Requiem_for_you

Aggro pots seems interesting. Can they for example work on Jad healers? but looking forward to them either way

The thoughts atm are just standard enemies, so unsure where Healers fall on that, but one to raise with the team!

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Originally posted by WishIWasFlaccid

Just want to mention that I really like the approach y'all have taken this year with the more frequent communication. In years past, players would get frustrated by lack of updates and questioning what was happening. That's definitely not the case now - thank you and team!

Appreciate the feedback fam! It's definately something we've been trying to do more so, especially in the CM team.

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Originally posted by Dvst_TV

  • "The Reagents Pouch will now function like the Herb Sack and be able to hold up to 30 of each secondary. We will be limiting where you can use this item."

Can we get more info on this? I'd rather have a worse but intuitive item than one that feels arbitrarily limited. Unless this is just another one of those things were someone finds a way to use this in the inferno for more supplies.

Edit: I kept reading and got my answer.

Yeah, we're looking at the biggest offenders I believe and will go that approach by limiting your use of that there, but if that changes, we'll let you know in the follow-up blog.

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Originally posted by harperj

Will the balancing stages/blog be before or after the poll? Can see that having a major impact on how I'd vote on the content

The Herblore Activity has already passed the poll in our original Winter Summit poll. This will be polling the rewards so you'll get a more transparent view after we've polled the rewards and had time to test and the showcase them to you all.

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You may have accidentally used a client that captured login or authenticator details. There are dodgy variations of Runelite that appear on Google from time to time, for example.

I'd recommend adding a new authenticator to e-mail and your game account. Change the passwords, remove any linked accounts etc.

I can see you've appealed, so it'll be a matter of time before support take a look.

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After looking over your reward ideas we're back to give you a look at Varlamore’s upcoming Herblore Activity!

Yesterday

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Just want to jump in and say it's been awesome to see the engagement back and forth as we've done iteration after iteration. To me this is one of the things that really makes OSRS special. It makes sure we tweak, adjustments, compromises and ultimately do something as aligned with what the community want as much as possible. Ideally we'd be as spot on first iteration, but if we aren't it's amazing that we can do this and find better solutions.

I know we haven't addressed quite EVERYTHING we could do with such a project, but it's not quite feasible for us to get to every problem be it minor or major in one go! We're doing what we can now and in future it's good to know there's scope for further improvement.

These sort of tweaks - buffs/nerfs and such are always so hard to do. There's so much emotional investment from everyone and so many views to consider. Personally happy with the amount of positive change we've managed to talk about across these blogs and I'm looki...

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Originally posted by xHentiny

The main issue is when is when is the next time we'll get a chance to discuss all these changes? Project Rebalance seems like the perfect time time hit the nail on the head with all these major balance changes now rather than waiting another 1-2 years for more changes.

There's so much more we can, want to, and will do, but we do not have the resource to include any more at the moment. The additional points we're seeing raised (as Goblin mentioned we already knew about most of them too) will surface when there is availability in the roadmap for them.

The team can only work on so much at once, and we're already at capacity with what we've included within Project Rebalance as a whole so far (especially with adding Run Energy changes back into the mix). Whilst this is definitely a perfect time to hit everything at once if resource wasn't a concern, the reality is we do have to consider how much we're able to deliver and how soon we're able to deliver it.

I hope players feel like we've been doing a pretty good job so far of delivering meaningful updates in addition to the staple content releases you've come to expect, so I don't imagine we'll be sitting on making further changes for years. That being said, it's important that we don't ...

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Originally posted by Gunnarrrrrrr

u/JagexGoblin any thoughts on my proposed suggestion to item weight rebalance as a means of opening up new reward opportunities through already in game mechanics related to item weight?

Haven't chatted about it with the team, I saw it and thought it was neat but also worried a little about it adding an extra layer of complexity or feeling 'bad' in cases where you might be punished for not just bringing your outright BiS to stuff.

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Apologies for this one, easy to miss stuff going back through the 'old' copy and trying to get everything up-to-date - should be correct now!

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Originally posted by powahplay_

Why is Ahrim's still in the same tier of improvements as Infinity even though its 30 levels higher?

Think it's largely because the only current separator is their accuracy/defenses and they still occupy different spaces. Ahrim's is still the same improvement over Infinity, but we steer clear of issues like widening gaps between builds and homogenising PvP further. Also if somebody really wants to grind out full Infinity at the MTA then they still get something worth using, and only a few nightmares to go along with it.

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Originally posted by CerberusDoctrine

The occult necklace is the gift that keeps on causing massive headaches I see

We feel the headaches are worth it for the long-term benefit, and we'd rather be talking about them and iterating on things than just shooting in the dark!

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Originally posted by [deleted]

[deleted]

We're still very much working through the chargescape stuff in the background, the post from Kieren (which I presume is what sparked this) featuring Rice's fab proposal was more intended as a casual info-gathering preliminary conversation than committing to making imminent changes - when we have something more concrete then we'll absolutely surface that stuff in a more 'official' capacity!

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Originally posted by Frafabowa

Any chance the Blue Moon Spear could get adjusted to 4-tick melee attacks? It's really not important at all but it could be a nice upgrade for some ironman progression paths - it would help make Perilous Moons more of a path to start Tombs of Amascut, and it would still be a lot worse than the Zamorakian hasta, especially on account of no offhand slot. The other bladed staffs are 4t, I don't see what it'd be hurting.

Think it's a little 'fresh' for this project but I'll raise it as a feedback point with the team and see how they feel about it, though I can't promise any outcomes or responses!

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Originally posted by jacobcmi

Can we get a voidwaker animation update instead? A shame it's a copy paste

Mod Hend is actually working on some miscellaneous animation stuff for their Game Jam, I think a fair few people have requested a look at the Voidwaker - think it could benefit from something a little flashier for sure (though the purple lightning is still sick imo)

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Originally posted by [deleted]

Question. If you could pick a magical weakness for goblins, which element would you choose?

Whichever element blogposts are