Original Post — Direct link

Title, basically.

A livestream happened this week where the first concrete details of the W&F 110 update were offered. And while there’s been some discussion about disappointing names of things in the update, one thing I haven’t seen discussed enough is that there reportedly isn’t plans to rework either skill to be more like M&S.

If that is truly what’s planned: please just delay the update. Woodcutting seems to be in a generally okay place (tree respawn timers may need to be looked at for instancing, though). But Fletching drastically needs to be reworked. At minimum, a level 50 bow should require level 50 Fletching. At best case, we shouldn’t be creating 10s of thousands per bow type to level up.

M&S as a template is right there. Please reference it!

Edit: based on the comments here it seems there’s mixed support for a full M&S style rework, but strong support for at least rebalancing bow production to require a similar level to Fletch as they do to wield. So I guess what I’m really asking for in this post are teak, mahogany, and Acadia bows… and then level changes for most of the existing ones.

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2 months ago - /u/JagexBreezy - Direct link

I have been summoned, hello and good evening!

This week's stream was just a little something I hit up Yuey about cause I wanted to show some behind-the-scenes of development of 110 Mining & Smithing because i like sharing the inner workings and showing off concepts and ideas and how they evolved, which players (including myself) always love seeing from games.

At the end of the stream i wanted to tease some 110 WC & Fletching details because why not build a little hype and tease folk. Now, i'm cautious of sharing too many details in tid-bits in different times and places because ideally most of the info would come in a more consistent manner e.g. an RCE blog (coming soon™!) but i thought it's worth addressing some of the things mentioned in this thread :)

I'll start by saying it's very important NOT to underestimate the amount of time full skill reworks take and what you're actually asking for in reality. M&S rework took ~18 months to develop (but actually longer if you were around for the first iterations of it before it became "unfinished business"). Archaeology and Necromancy also took around the same time yet those were new skills. You also need to consider that M&S are tied closely to each other and not to too much else, but WC&F are more inherintly tied to Firemaking and Construction too, as well as even Farming so a rework could go out of control really quickly. As others have also mentioned, it's probably best not to directly copy M&S' mechanics as the skills should have their own identity (but a gathering skill's a gathering skill and all that...)

That being said, with 110 WC & Fletching there will be tweaked Woodcutting and Fletching mechanics for the new Eternal Magic tree and ranged weapons.

WC will have a timer for Eternal Trees, quite similar to how OSRS did their tree-timers with Forestry, and there will also be a "call to action" mechanic like how Arch has the time sprite mechanic, Mining has rockertunities, and even safecracking has its flashing. Fletching will have an upgrading system for the Eternal shortbow and crossbow, with these tweaked mechanics themed to suit the skills accordingly.

We've also done some QoL and consistency changes for Eternal/primal ranged items too so you'll make 75 bolt tips from a primal bar instead of 50 like existing ones (matching arrowheads) and you also fletch primal arrows and bolts in the exact same way, only difference being what you tip the headless shafts with - arrow head or bolt tip! Other things include making the same amount of ammunition per action for arrows and bolts, rather than 15 arrows and 10 bolts like it is now. We've also looked at what QoL or changes we could do to (new) bird's nests, for example. All of these additions and tweaks are only for the new Eternal "tier".

However, while that is the case... in essence i've designed it in a way for it to be a framework for which we could apply to the rest of both the skills in a future rework/refresh update should players like what we're doing with 110WC&F. If that is the case, then that's great and we go from there but if not then we've learned something but either way we're building towards an ideal. FWIW I do fully expect if we ever do a rework/refresh that we'd still make some tweaks to the above but it's a good starting point.

Because we have OCD and dislike certain inconsistencies, Mod Stu and I also used the last GameJam to work on Fletching re-tiering to make things more consistent and make sense, and we're both going to continue that work in the next GameJam next month. Maybe we can use that time as an opportunity to talk more about what we're doing with it :).

This, as well as the tweaked mechanics for 110WC&F and some other behind-the-scenes stuff we've discussed and done are ways in which we're kinda pseudo-working towards an eventual rework - in other words doing some of the thinking, design, and even dev work now to give us a head start later. (though i still don't want it to seem like reworks aren't huge undertakings :P). Last year's Grove update came with some WC changes as well which essentially acted as the part 1 for this all.

I hope this covers the concerns mentioned in this thread! I know it's hard to have a conversation without all the details but there will be more, and more detailed, information when the RCE drops but hopefully you get the gist of what it is we're striving for.

Thanks all :D

2 months ago - /u/JagexBreezy - Direct link

Originally posted by RS4When

That's a lot of info, thank you for sharing and obviously you're passionate about your work and it means a great deal for long term players.

One question that came immediately to mind, why would player dislike getting more bolts per bar for the other tiers? or a timer to trees no matter the tier? If I misunderstood and you implied that its not just a simple patch and would require more dev time, then fair enough, it doesn't belong in this update.

More than happy to! Ragnarok's valkyrie queen was whooping my ass so i needed to take a break :P

and yeah it's the "not just a simple patch" part :)

2 months ago - /u/JagexBreezy - Direct link

Originally posted by Least_Park1355

Gna does do that

She's dead now

2 months ago - /u/JagexBreezy - Direct link

Originally posted by Japanese_Squirrel

Thanks for the info!

I have a smaller proposal then.

Being able to create a full inventory, 28 of most unstrung bows (and so on) in just 50 seconds is weird for modern game standards.

If you see this to be an issue, then perhaps a simple solution is to re-evaluate the length of time it takes to make a single bow and adjust everything else to match it? For example by a factor of 28. If we changed it so a single unstrung bow now takes 50 seconds to create, then you can also make log gather rates x28 slower, exp gained by x28 and so on, making production time more "weighty and realistic". Do a 28:1 rate conversion for existing logs when the update is released and update current GE prices of logs by x28.

Catch my drift?

I'm sure most people would love to see production rates be matched more closely to smithing.

Reminder to anyone reading that multiplying by 28 is just my example.

That's precisely what i'm referring to with the tweaked mechanics part - "Fletching will have an upgrading system for the Eternal shortbow and crossbow" :D