over 1 year ago - RuneScape - Direct link

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3s hello and welcome back to jagex hq uh
7s today i'm joined by mods timbo and jack
8s we're gonna be talking about game design
10s the concept of efficiency and the dead
12s content problem within runescape or if
14s it is even a problem hello i'm martimbo
17s principal game designer and balancer for
18s runescape
20s i'm not jack i'm uh as of recently the
22s lead designer on runescape i think when
24s we're talking about you know pleasing
26s the runescape player base it's obviously
27s a very difficult daunting task and it's
29s a task that hasn't really been broken
31s down necessarily where i don't think
33s there's a ton of insight external to you
35s know what the actual process is and how
37s you actually you know get say the ex
38s periods that you potentially land on or
41s uh you know what considerations you make
42s to prior content when you're making new
44s content so the the first thing i want to
45s touch on was xp rates so there's
48s obviously you know the issue of
50s balancing around players who only care
52s for the best rates imaginable and then
55s you've also got you know level brackets
56s and trying to fit in a game with you
58s know varied training methods all the way
60s up and uh i wanted to ask sort of what
62s goes into that balancing point so it
64s depends what we're balancing for
65s obviously um so if we are looking at a
68s mid-level update where we've
69s specifically targeted
70s hey we want to do when we update this
72s level 70 to 79 then we will focus on
74s those exp numbers very very very heavily
77s we have um
78s spreadsheets that we have there are
80s spreadsheets uh well my spreadsheets i
82s guess uh we have internally that sort of
84s uh show exp rates for all different
86s skills uh more specifically production
88s skills there is production and gathering
90s skills because they're easier to break
91s down on a spreadsheet than something
93s like uh in combat um so we have the
96s numbers we have the different boost
97s available we have keep adding updating
99s those boosts as well uh making sure that
101s we we we get accurate numbers for those
103s sorts of things and have it all down on
104s paper um so if we're doing an update
106s like that we will refer to the
108s spreadsheet and we'll look at these
109s numbers and be like okay cool what is
111s the best xp rate from 79
113s for example if we look at i don't know
115s let's look at menopause um look at
117s profiting
118s agility i'd say jelly 77 is probably the
120s best experience and they'll be like okay
121s so we want to design it from 79 what is
124s xp rate how much better do you want the
126s experience to be um so we would say like
128s there are other requirements on the
130s update if there are requirements like
131s quest requirements or other external
134s requirements aren't agility related then
136s we would probably boost xp rates up so
138s if there was a huge grand master quest
140s on top and as a requirement for that
141s update we'd like to boost the xb numbers
143s by 10 20 something along those lines so
145s yeah there are a bunch of high level
146s objectives for the update overall um and
148s then the the developers go away and they
150s say well we want to add to that so for
153s the headset oasis they were like we want
154s to add a bunch of the peel stuff which
156s the honey will add a bit of agility you
158s want to add the uh the drain stuff and
160s that's that's all great and they come
161s back to us and that's fine in terms of
163s balancing and what the design vision for
164s that is um we look at what number we
167s look at a good gap
169s to fill so like uh we have um there's we
172s have tons of data in the game as well so
174s we know what level everyone is at we can
176s see break off points for certain levels
178s as well so like um people stop doing uh
180s for a common example would be stop
182s people stop uh doing prayer at 92.
184s people don't go above 92. that's a
186s surprise to me um there are obviously
188s there are breakpoints in 95 as well and
190s very very rare to see anyone between 96
192s to 99 at 96 to 98 let's just say sorry
195s uh they either stop at 95 and then last
197s they're done because they've got the
198s tunnel and stuff or they go to 99 to get
200s the skill cape and then the next two
202s prayers are 99 as well so you have
203s access to all of this data so you've got
205s all of the
206s and your job i guess so you're looking
208s for gaps where people are maybe not
211s training across certain points and then
212s that would be a potential target for an
214s update yeah so the either the high level
216s design aims or the developer comes back
217s and they say hey i want to do a
219s digitally update um i don't know where
221s that generally
222s is but i know i want it to be a
223s relatively high level
224s but it's not the best thing in the game
226s so we're like okay cool so we look at
228s from level 60 to level 19 you say are
230s there any gaps here are there any are
232s there any gaps in people playing the
233s game like um are there quest
235s requirements that people are struggling
236s to get to um are there are they just
238s drop off points so people stop people
240s like to stop at every 10 levels so
241s people stop at 70 80 90 just because
243s it's a nice round now
245s yeah you get the capes as well if you
247s get got always to 1780 um so like can we
249s push them beyond that can we push them
251s from 70 to 74 like is there a good
253s reason enough to do that are there
254s questions things like that as well so
256s that that factors into sort of like what
257s level we go for um when we choose an
260s update like that um sometimes we do go
262s explicitly say like so when we did the
264s uh fishing hub and what it's called now
266s the actual real name of the fishing hub
268s deepsea fishing yeah yeah of course um
269s dc fishing's when we see fishing we
271s explicitly wanted to go for the very top
272s end um so we released sailfish released
275s um fishing frenzy and that's something
276s with with the top end in mind we didn't
278s have a gap to fill that's so interesting
280s i think that's very insightful as well
282s because
283s i don't think this is something that is
284s discussed frequently or even at all with
286s regard to the actual process and i think
288s at times as as players sometimes you'll
290s see something and you won't understand
292s just by looking at it the logic behind
294s it like i don't i don't have access to
296s that data i don't see that there's a gap
297s here it's like oh why is this mid-level
298s method coming out it's something that
299s you can say a lot i think a lot of
300s high-level players they see like oh 65
303s this is garbage like why why release an
305s update 65 when i am not 65. i'm 99 i'm
308s going to do this isn't for me so it's
309s not just not just there not you know
311s everyone they know is nineteen exactly
312s all their friends not any on the climax
313s 99 the whole game is like
315s is max level apparently it's like why so
318s why why do that but of course they're
320s not we have a ton of players who who are
323s casual players we have a lot of players
324s who struggle to level certain skills we
326s have players who just don't like certain
327s methods so like maybe they do enjoy hats
329s oasis heads weights is very slightly
331s different to other training methods
332s around this level um not massively
334s because agility's agility but like um
336s it's very slightly different it's very
337s it's been more interesting it's a little
338s bit different so we look for those
340s factors as well
342s um but yeah i think players just see
344s dead content they're like oh this is
345s this is dead chronicles irrelevant to me
347s but there are a lot of factors into why
348s we do certain things i think just the
350s level of care that is put into you know
352s finding these exact kind of level gaps
354s and just the amount of analysis that's
356s actually conducted i think is really
358s interesting because you're absolutely
359s right that so often i will hear oh this
361s is dead content because it doesn't
362s pertain to me or this isn't the best xp
364s rate so it doesn't pertain to me um
366s follow-up question related to that if a
368s reward has a great use outside of a
371s training method is that factored into
373s the xp so would you drop the xp on a
376s method i mean an extreme example would
378s be masterwork of course or trim master
379s work where you get no exp for it but i
381s think in a less extreme case um let's
383s say the new arrows that just came out
385s after the extinction quest yeah are the
387s xp rates balanced around the fact that
390s they're also very useful and sought
391s after and powerful or does it not really
393s matter is it separate this is a
394s fletching update and then it's a pvm
396s thing after that they play a factor um
400s many many moons ago a room fest i we
402s talked about a five-year skilling plan
404s and we discussed there was a there's a
406s almost like a trifecta of different
408s factors when it comes to selling update
410s so there's terms of experience there's
411s terms of output so reward whether that
414s not that's not exclusively xp that's um
416s how useful is it to pvm um how much
418s money can i make from it um all that
420s sort of stuff and af ability and those
422s those are trifected that have effects on
424s each other so
425s um one thing cannot be super good
428s experience and also be super good fk and
430s also produce a
432s crapload of of reward that's that's not
435s what we're looking to do anymore these
437s days so if it's really afk able it's
439s probably got decent experience rates but
441s not but not on the top end and it
443s probably doesn't give you a very good
444s reward it probably gives you a reward
446s which is you sort to that skill or it's
448s a lower level but it's not going to be a
450s good reward for the for the general
453s things and also equally there could be a
454s really good reward that gives a lot of
456s experience a lot of um a lot of outside
458s use in pvm or in terms of uh gold
460s produced but it probably has low fk and
463s uh and is probably low experience rate
465s at the same time
466s okay there's um there's a specific
468s example i can give about on the master
469s of karma that you mentioned perfect that
471s one
472s even more so than like you're absolutely
474s right to say that like we don't want to
476s design things such that they're the best
477s method for every purpose
479s when it comes to the economy
481s actually those factors can't directly
483s contradict each other because the more
484s accessible something i mean like
485s obviously right the more afk able
486s something is the less profitable it is
488s because the more of that thing is being
490s is being poured into the economy and the
492s prices drop um
494s likewise if something is a very good xp
495s rate people will be doing it so if it
497s produces something as a side effect
499s um
500s then that thing will not be worth it'll
502s probably be out value if it's a good xp
503s rate that produces something that thing
505s will probably be out value um depending
507s on the context obviously so with
508s masterwork armor that was specifically
510s designed to give i think it gives like
511s one experience is it zero well it's zero
513s it gives one i think it's something like
515s that no it could it could give a token
516s amount it wouldn't really matter and
517s people look at it and they say well this
518s is this is the hardest most difficult
520s thing to smith in the game why doesn't
521s it give good smithing to me and the
522s answer is it's specifically intended to
524s not be a training method
526s because everything about masterwork
527s armor is intended to make it something
528s that you
529s smith for profit now actually in
532s practice that didn't work out that well
533s because people made it for themselves
534s because it wasn't intended to be used
536s this way but people found it really
537s rewarding to actually just do it
538s themselves so as far as i can see people
540s tend to make their own masterwork armor
542s rather than trade it it trades decent
544s the trade's okay but it's not it was not
545s it was intended to be like an exciting
547s market for smith's and i don't feel like
549s it's really accomplished that but that's
551s why it doesn't get xp because
553s you want it to retain its value yeah if
555s it was a really good if it was really
556s good xp people would be making yeah
557s there would be thousands of sets just
559s exactly
560s related to what you kind of spoke on
563s earlier with regard to you want to look
565s at the x periods how rewarding it is and
566s then how active it is how afk it is um i
569s want to talk about a recent update which
571s is crosses
573s and specifically the hunter skill
575s uh so basically the meta for hunter now
578s from level 40 all the way to 99
581s is to enter a crosses instance as a solo
584s and just do the hunter node and then
585s teleport out and repeat it and that has
587s completely from an xp standpoint
589s that has taken out every other relevant
591s hunter method in the game it's faster
593s than big game hunter because it scales
594s all the way up with your level so at the
596s end game xp rates it's over one and a
598s half million just base raw xp
600s so i guess that's a method it's not
603s super afk but it's also not terribly
604s active it's not as active as big game
606s hunter it's not rewarding at all but the
608s xp rates are
610s absolutely nuts to the point of more
612s likely than not kind of eliminating most
615s other methods in the game so would that
617s be considered like a a flawed product as
620s a result of that
622s i would definitely say it's not
624s intentional not that we're going to nerf
625s it please don't worry about that yeah no
627s no plans in there right now
629s it's definitely an intentional thing it
631s reminds me a lot of uh you may remember
633s years and years ago engineering fishing
635s and enjoying that of course um again a
638s very unintentional method where players
639s would dive into c2 and they would fish
641s everything on in on on the on the floor
644s and would cut everything and then leave
645s because that was the most efficient way
647s to do those methods that again that
648s wasn't intentional but again it does
650s play into some of the factors we talked
652s about like um it's high xp it's high
654s effort um i think the closest thing is
656s probably not as high as would perhaps
658s like although i guess you could
660s technically fail and and zonk out it is
662s hard to do it's hard to do but
664s technically you could technically do it
665s but it gives a very little very little
667s reward in terms of um money in terms of
670s um like there's no you don't get the
671s loot from process because you're not
672s gonna yeah
678s whereas other hunter methods are
679s chompers there are railing jumpers there
681s are totals there are other things they
683s provide you different levels of afk
685s ability but also different levels of the
686s reward as well so i think it's not an
688s ideal place i think of the xp rate
691s wasn't as dominating as it was like i
693s think hundreds of one to forty's
694s dominated by um
696s it's uh tropical whitetails i believe
698s right to a certain place he used to be
699s vines people for a long time just
700s hunting rabbits um christ um but yeah
703s that was an unintentional thing that
704s wasn't meant to be due um i think that
707s it's it plays into the trifecta thing
709s we're talking about it's definitely not
710s in the right place and that is
712s definitely too strong it's it feels that
715s one that one's an interesting example
716s because it feels wrong right yes like if
718s we designed a method with that amount of
720s effort and that amount of rate it might
722s be a good design i think what the reason
724s it feels wrong on crosses is because it
726s feels like you're playing the content
727s wrong or like it feels like you're
728s exploiting the contents yeah in advance
730s it definitely does it also feels like
732s the fact that it doesn't change all the
734s way up from 40 to all the way to 99 and
736s it is the best xp method every single
738s level through that i think is an aspect
740s that feels wrong it feels kind of but
742s the cheating or explaining but i mean
744s the example that brings to mind for me
745s there would be runespan which similarly
747s yeah effectively replaced an entire
749s scale and that was also unintentional
751s and we nerfed it and then we reverted
753s the nerf because actually
755s there was there was a lot of outcry over
756s it and and
757s although some people disagree i think
759s the general feeling is that is that the
760s skill is in a healthier place okay so
762s actually to that tune take me through
764s what happened with runespan the story is
766s is is fairly straightforward in the
767s sense of like it went out i think that i
770s don't know if it was an error in the
771s balancing or just something unforeseen
774s that does happen sometimes let's goals
776s and those nodes were like like 50 too
779s good and they didn't disappear as fast
781s as they were as they were intended
783s so those nodes appeared too often
786s right okay yeah and because they were
788s they were supposed to be uh like
790s distraction effectively from stifling
792s from
793s what they're called now uh are they
794s asteroids and hounds and yeah the hounds
796s and the others you're supposed to you're
798s cycling from them and occasionally a
800s node would show up and you'd be like oh
802s cool i can do this no because i'm in the
803s right out level and i'm going to get the
805s cool runes from it um but what ended up
807s happening was that you were just
809s constantly on these nodes all the time
811s and as we later on found out players
813s would just hunt for these nodes rather
815s than sit around and wait for them so
816s it's supposed to be a
817s uh a distraction
819s um but what ended up happening was that
821s that was the main method players and
822s doing because that's where the bonus xp
824s was applied because it was a distraction
826s it wasn't best all the time so therefore
827s you got more experience
829s um as a result but people were like
830s players like now i'm gonna it's gonna go
832s to these three islands and just hop all
833s the time and make sure i get all the uh
835s the juicy knows that i can um but yeah i
838s mean the
839s runespan was supposed to be an
840s alternative training method room
841s crafting at the time i was preventable
843s release was was a nightmare it wasn't
845s very profitable it wasn't very
846s interesting it wasn't very good we have
848s since then introduced a lot of different
850s methods to runecrafting to the point
852s where
852s uh
853s rinspan is no longer the method people
855s do even if you're afk you might as well
858s just do normal runes because you're
859s going to get um more xp and more money
862s um just running them half as efficiently
863s as someone else
865s yeah i mean rune crafting i think
866s runespan is still the meta for the early
868s levels but as soon as you can supervise
870s you yeah as soon as you can you can do a
871s biscuit crafting it's good gp it's good
873s xp it's yeah it's difficult
876s a lot more engaged yeah green crafting
877s at this point i think is
879s i mean without getting into room costs
880s and that stuff because that's a very
882s very different uh last project i was
883s directly involved with
885s room costs or making sure making rooms
887s valuable okay there's a project myself
889s and what deg worked on in 2013 2014
892s called the roon value project
894s um because runes won't went with
896s anything
897s a lot of players wouldn't know this a
899s long time ago runes were worthless so
901s myself and my dad we that's when we made
903s um
904s uh room versus the facebook machine yeah
906s um so we we made a reason to runs to be
909s consumed and we created a product that
911s was probably too versatile but is very
913s very useful and very valuable and also
915s limited by supply as well you can only
917s get x amount a day um that is very
920s intentionally in that way so that it's a
922s limited supply so more players have to
924s go engage with it and then if more
926s players engage with it there's more
927s runes getting sunk out of the game and
929s therefore more useful with wax but also
930s we removed whatever runes from a lot of
932s drop tables you might remember like
934s ironically now fire giants don't drop
935s fire runes anymore like that sort of
937s thing but we we didn't we did that at
939s the time um we took a lot of soul ruins
941s off as well even though solar wasn't out
944s um seoul
945s ruins became more valuable and there's
946s been been a recent
947s uh problem for us yeah there's a new
949s solar in crisis now yeah which we we try
952s to um uh
953s we tried to fix recently with making
955s more soar range from salt uh yes i
957s remember teasing deg for years
958s afterwards i was going to add fire runes
960s to drop tables again yeah i can't
962s remember how many there was some
963s specific number of fire runes i said i
964s was going to add to everything's dropped
965s over like a million or something myself
967s my yeah my myself and more deck we had a
968s celebration from firearms 800 gp
971s because they had gone from five mission
973s accomplishments they've gone from five
974s gp to 100 gpa like we did it but players
977s weren't annoyed like i think i don't
979s know if you're personal experience i
980s mean either my personal beliefs players
982s weren't annoyed that we did that i think
983s players want light runes and rune
985s crafting to be worthwhile uh viswax was
987s a very useful uh reward it did a whole
990s bunch of things it kind of fixed auras a
992s little bit by resetting cooldowns um it
995s was a cool mini game that spawned a
996s bunch of fcs and like a lot of community
998s interaction and getting the right runes
1000s per day there was a personal rune as
1001s well but um there was what room is it
1003s today what room is it this week that
1005s sort of thing and it touched a lot of
1006s other things like it did divine
1007s locations it did
1009s loads of other bunch of stuff so we
1010s managed to create a cool update out of
1013s an economy-focused design it's
1014s interesting actually in the context of
1015s this topic because in a sense runes were
1017s dead content yes yeah yeah and but then
1019s but then and the whole room crafting
1021s skill itself was useless because it just
1022s made a product that wasn't working yeah
1025s i think it would have been okay if it
1026s was just a handful of old items it
1027s didn't matter it'd be fine but because
1029s there was an entire skill focused around
1030s those items yeah it felt it was a very
1032s lean update it was just myself and modeg
1035s we spent six weeks on it i think i mean
1038s there's a lot of uh
1040s analysis and things like making sure we
1041s got all the drop tables um for like so
1043s where do fire runs come from oh there's
1045s a load of them come from these these
1047s specific cases we took them off there um
1050s our players going to do rune crafting
1051s after this hopefully um we ended up
1054s doing a couple more crafting updates in
1056s the future like uh there's the we had
1058s the different pouches and things as well
1060s um
1061s the the huge pouch and things like that
1062s afterwards which helped a lot as well
1064s but yeah um so related related to that i
1067s think that's a super interesting insight
1069s too to get into
1070s yeah the perfect example of something
1072s that was dead content that was kind of
1074s brought back um
1076s viswax i know it's like a big
1077s contentious balancing topic even even
1080s now and it's not so much for main
1081s accounts
1083s but specifically for iron man and i
1084s wanted to kind of segue through that and
1087s kind of discuss that a little bit and
1088s talk about sort of what
1090s amount of effort or time goes into
1092s specifically balancing around iron man
1094s because i know when iron mode initially
1095s was released i believe the whole point
1098s was kind of to not balance around it and
1099s if it was going to be super hard that
1101s was the point and i think the mentality
1103s is probably if you look at recent drop
1104s tables has probably shifted but
1106s specifically on viswax um that is now a
1109s time gate for for a lot of players where
1111s there's only so much viswax you can get
1113s it's not limited by your runes it's just
1115s there's a daily limit of a hundred a day
1116s and i've seen a ton of like proposed oh
1119s let iron man make different amounts of
1120s is or let an untradeable amount of his
1122s cost extra runes or or whatever else is
1125s that something that has you know made it
1126s to your to your radar at any point
1129s it has um the entire topic of balancing
1132s ironman is
1133s genuinely we don't
1135s um
1136s we do consider i men are considered and
1138s we have a lot of internal people who
1139s play iron mn and they speak up for the
1141s iman themselves and like say hey
1144s what could we do different for iron man
1145s this isn't such a i don't swear there's
1147s such a huge grind for them um
1150s in terms of viswax it's a very difficult
1153s decision because this wax solely relies
1155s on the very limited amount of supply
1156s that comes to the game because of
1158s tradable commodity
1159s yes ironmen could get access to more
1162s viswax
1164s there are that's untradable but what
1165s about other players does that make it
1166s unfair that they they can get why don't
1168s normal players get a hundred extra on
1170s tradable facebooks per day and if
1171s regular players did that'll completely
1173s screw the economy of viswax that like
1175s that's a hundred extra supply of
1177s viswacks that doesn't need to be
1178s purchased from the green exchange that's
1180s not coming from a different player i
1181s mean like there's huge repercussions for
1182s the economy of runes and viswacks as a
1185s result so this the part of the reason
1188s why we haven't done that and
1189s specifically for ironman um
1192s normally the iron man problem comes down
1194s to economy issues so like um i know that
1196s uh
1198s when we when i was designing archaeology
1200s we were talking about iron man and
1201s archaeology and um because the whole
1203s premise of archaeology is that
1205s you can i mean numbers are probably
1206s different now but the original balancing
1208s was you've got five unfinished projects
1210s an hour from from excavating you could
1212s only you only excavate enough materials
1214s to finish three every five so if you
1216s wanted to if you want to get the extra
1218s two projects finished in that hour you
1220s had to buy materials now of course for
1222s ironman that they don't get to buy those
1223s materials like iron man are just stuck
1225s at their six percent xp rate all the
1227s time because they're iron man we decided
1229s and we decided that for the overall
1231s health of the game in terms of the
1232s economy and the skill design for
1234s arcology that was fine i mean i meant
1237s listening to this i'm probably like
1238s that's not fine and screaming at me
1239s right now i had to do the exact same
1240s thing with mining and smithing that that
1242s it's unintuitive from an ironman
1243s perspective that the amount of ore you
1245s gather when mining and the amount of oil
1247s you consume when smithing don't match
1250s but if they did match
1251s all would be pointless yeah like all
1253s would be meaningless it might as well
1255s just be untradable because or not exist
1257s like if you know you level your mining
1259s skill and don't generate any or when you
1260s level your smith's gonna don't use any
1261s ore comes out equally right yeah then it
1263s has to be smithing has to need more
1266s than mining consumes to get to 99.
1268s because maxing is such a basic part of
1270s our game's meta yeah of course but if i
1272s max both skills i need to need more or
1275s otherwise mining wouldn't but it's worth
1276s mentioning that need to exist material
1278s caches and archaeology stem from this
1280s conversation that we had so material
1281s caches exist for iron men they didn't
1283s exist in the original design oh okay um
1286s i mean like maybe that's my problem as a
1287s designer but they didn't exist in the
1289s original design and we were we play
1291s tested it and we thought about it like
1293s what happened well why can't i why can't
1296s i go get um like blood of august why
1298s can't i go get that specific material
1300s and it's like well no the intention was
1301s that you have to go to these places and
1303s the way they're balancing works out
1304s probably doesn't work in in actuality
1306s but
1307s every hotspot has a favored material so
1310s there's a 40 chance of orcas on this on
1313s this on this hot spot but another hot
1314s spot that has orcus is totally 20 the
1317s intention was that you went out into the
1318s world and did regular archaeology and
1320s got those materials at the same time and
1322s the materials you didn't need you sold
1324s or you banked or you kept or whatever
1326s but was he also getting additional
1327s projects which meant higher deficit of
1329s experience um and then there was like
1332s what about iron man this sounds like a
1333s horrible ironman experience if i'm
1334s missing like five blood of walkers
1337s yeah having to have a one in five chance
1339s of getting a blood orchestra yeah it
1340s sounds like it sounds like a nightmare
1342s and i'm just collecting more and more
1343s projects something that came up in the
1344s play session was it felt bad to get more
1346s projects yeah while i'm collecting
1348s materials for the project i've got and i
1350s get another project and even though you
1352s could just throw it away right but yeah
1353s you wouldn't want to feels bad
1356s you spent 20 minutes you'd rather it was
1357s another material so like it stemmed from
1359s that conversation about what about iron
1361s how does it feel for iron man and that's
1362s where materials caches came where
1363s terraces came from if we added in an
1365s iron man exception for this wax it would
1367s just it would set a precedent that would
1369s prompt people to want iron man
1370s exceptions for everything else maybe
1371s maybe you could say oh viswax is
1373s actually 10 times worse than the next
1374s bad problem maybe
1376s but then the net people would
1377s immediately start looking at the next
1378s problem and say will you fix this right
1379s why are you facing this
1380s uh and suddenly iron man would have
1382s dozens of exceptions for all sorts of
1384s different pieces of content
1385s to an extent wouldn't be iron man
1387s anymore i mean i think
1388s i feel like it wouldn't be iron man
1389s anymore iron man i mean i think i think
1391s that's that's almost a discussion itself
1393s is like what makes iron man mode iron
1395s mode because the i mean the idea when
1398s iron man first came out was like you
1400s stand alone it was very much it was
1401s supposed to be a solo only game mode
1403s that was very very tough um correct me
1405s if i'm wrong there no no but uh it has
1407s you know very much shifted now to it's a
1409s casual game mode for a lot of players
1412s i guess
1412s a little bit it doesn't necessarily that
1414s it was intended to be difficult but we
1416s just sort of assumed it would be
1417s difficult yeah because participating in
1418s the economy is such a big part of what
1419s runescape is
1421s the idea that you didn't have access to
1422s that resource sounded hard like that's
1425s that's demanding i think that makes a
1427s certain amount of sense that you can't
1428s necessarily balance for both i would say
1430s though too in my own personal experience
1432s the updates that are economically good
1435s also can work out very well for ironman
1437s so i i think you you can potentially hit
1440s both depending on how it works so these
1442s very like robust drop tables on the
1444s elder gallery's loots um that were done
1446s i believe predominantly by mod sponge i
1448s think a lot of them hit many of the
1450s items that iron men
1451s felt they didn't want to have to go
1453s after and collect they're an endgame pvm
1455s or they should not be picking cave night
1457s shades sure but but also that that helps
1459s regular players as well yes it does like
1461s like that's that's an instance where
1462s that both players can benefit like a
1464s regular player doesn't really care if
1465s they get kidnapped like well i could
1466s have just traded for it bro but like
1469s it's nice it's a nice drop but for iron
1471s man it's a huge it's a huge boon for
1473s that it's a massive time save for for
1475s iron man yeah but like in those
1476s instances that's fine when when both
1478s both parties can benefit well when
1480s normal players don't care
1482s yeah
1484s yeah absolutely
1488s they do think about these things i know
1489s that much shogun um does a lot that did
1492s a lot to drop people now to gobble
1493s dungeon as well and he was thinking
1494s about what to drop which is a difficult
1496s problem in itself a whole conversation
1498s as well um but also try and ensure that
1501s different types of players are involved
1502s in that sort of thing as well at the
1503s same time yeah yeah i mean anytime we
1505s can if if the design makes it better for
1508s iron man and regular players yeah we
1510s would do that yeah it's only when
1511s there's a trade-off between the needs of
1513s iron men and the needs of regular
1514s players if there's a problem so there's
1515s no intentionality to like keep iron man
1517s mode hard necessarily it's more just not
1520s hot enough right yeah okay so there's no
1522s we don't need to go out of our way no
1523s i'm just going to do that relating to
1525s drop tables if we could talk about elder
1527s godwars and in particular the impact the
1530s elder godwin's engine has had on
1532s uh the early game
1534s because
1535s in the past even if you made an account
1537s i made an account three years ago
1538s hardcore from scratch and i made a new
1540s one three weeks ago and much of the
1543s early game from a few years ago is
1545s completely skipped over by elder godwars
1547s um so you've got for example crosses
1550s drops such a ridiculous amount of charms
1552s and so does the arch graysor that
1553s there's no need to even really pick up
1554s charms from anything else throughout
1556s your your adventure and you're gonna
1558s have enough to finish to finish
1559s summoning um same thing with commons
1561s early game um iron man or even main
1564s account it's hard to come by like raw gp
1566s you can use uh whether it's alcohols or
1568s whatever else and now the the meta has
1571s very strongly shifted to you can do zero
1573s mechanic arch glasor you can
1576s do crosses even in a 50 mass and you
1579s will make millions of raw gp every
1580s single hour and that allows you to
1582s really jump start the early game and fly
1584s to those early levels so my question
1586s kind of pertaining to that is was that
1588s intentional to get people onto the new
1590s content and fast tracking the early game
1593s um or was it more just as a result of
1595s the you know the balancing that happened
1598s with regard to those uh those bosses and
1600s it's sort of an unintended um mechanic
1603s i think it's a little bit of both well i
1604s wouldn't say it was unintended um
1607s so our philosophy the last couple of
1608s years has been something we call
1610s internally progressive balancing okay um
1612s so progressive balancing is where we
1615s sort of like
1616s don't take into account older companies
1618s of content as much as we're used to so
1620s you might remember uh um when we release
1623s like an example by in six in my mind is
1625s chaotic claws
1626s like um we we held up the price of
1629s dragon claws by requiring it as a as a
1632s piece of uh equipment to make chaotic
1634s claws and we've that we did we have done
1636s that a ton throughout the game that used
1638s to be our philosophy was making sure
1640s that all content wasn't devalued in any
1642s way as best as we as we possibly could i
1644s mean in my jack's example during the
1646s minus 15 update um he made sure that
1648s next arnold was still viable and still
1650s useful and still had a place
1652s i think the value of a next kill went up
1653s after the money
1655s exactly despite massively nerfing the
1657s rune drops yeah um and that was that was
1659s as a result of us trying to uphold old
1661s pieces of content um we have shifted
1663s from that mentality to making sure that
1666s all content exists as a legacy you can
1668s go back and play it and it still has its
1671s niches and still viabilities but it's
1673s not there to be held up anymore by okay
1676s um it's not like
1678s that content has been and gone it had
1680s its place it had its time much like the
1682s much great vhs tapes it had its place in
1684s its time cds as well they had their time
1687s there's no point in trying to uphold
1688s these older pieces of content um
1691s any longer and i think that's just the
1692s case without the gobbles dungeon out of
1694s goals dungeon we tried to make sure that
1696s it was a the best place to get money and
1698s it was worthwhile modern players time
1701s and uh the specific drops that were on
1703s it were carefully selected to make sure
1705s that we did out node some older older
1707s pieces of content and all the different
1709s methods um
1711s to what extent i think is the there's
1713s the other side of that coin where um
1716s it's probably a little bit too far for a
1719s for a low-level player because
1721s things like uh no uh no mechanic
1723s upglasor was intended to be a pvm
1726s learning mechanic and not a
1729s charm farming or just making money
1732s raw gp and best charm farming of all
1734s time it wasn't intended to be that
1737s that method but what the design
1738s intention was to out-mode older pieces
1740s of content and for the new content to be
1743s uh way more profitable and way more
1744s worthwhile than older pieces of content
1746s you mentioned that that happened in the
1747s last couple years was there anything
1749s that brought on that sort of that sort
1751s of change because i don't know like yeah
1753s masterwork is a great example it you
1754s know requires you to you know it's sort
1756s of like the defender grind if you want
1758s to get a tier 90 defender you need to go
1759s back through the warriors guild get the
1761s dragon and then you'll get the 270 and
1763s then you get the tier 80 from next and
1764s then you can go to california after that
1766s and i think it's it's kind of a it's
1767s just kind of a holistic judgment that
1769s gradually over time that building
1771s building requirements on top of other
1772s requirements just gets creakier and
1773s creakier
1774s and and and stranger and stranger and
1776s we're still maintaining old content
1778s because that old content is you know the
1779s amount of content in the game
1781s increases and if all of that content is
1783s still farmed and and
1785s and viable then suddenly we have to
1786s worry about the balancing of not five
1788s bosses but yeah 50 bosses i think it's
1790s just the sheer practicality of holding
1792s 21 years worth of content exactly um
1795s just makes incredibly difficult to
1796s design anything in the game um like
1800s how do you design something that is both
1802s wanted by by modern players but also is
1805s upheld up holding older pieces of
1806s content so hey there's we're going to
1808s release a new level 90 pickaxe but it
1811s now requires the pickaxe of song of song
1813s on earth and
1814s like a dragon pickaxe and a gilded
1816s dragon pickaxe and also you have to go
1818s do like a thousand hours of lava flow
1819s mine like it's a little ridiculous it
1821s just becomes
1822s just becomes ridiculous at that point so
1824s you have to say like well no we want
1826s players to play in the new content we
1827s want players playing good content um
1830s so make sure that the new content does
1832s out mode and out surpass the piece of
1834s his content so make sure that players
1835s are playing the best piece content that
1836s we're releasing because arrow goals
1838s dungeon i think is some of the best
1839s content we've released for a long long
1840s time
1841s um and we don't mind that people are
1843s going to three rather than two like
1845s that's good exactly okay
1848s it's worth saying it does depend on the
1849s content though like this philosophy yes
1851s like with mining and smithing there's a
1853s big controversial update
1855s like it made a lot of changes that were
1856s controversial right salvage was
1857s controversial changing the values of all
1859s the ruins controversial stone spirits
1861s were controversial like there was a lot
1862s there especially related to the topic of
1864s drop tables there was a potential for
1866s that but we were very worried on launch
1867s about there was going to be a disaster
1869s and and so we made this we made sort of
1872s um
1873s what's the right word and we made very
1875s cautious decisions of like well since
1877s we're worried about this update
1879s let's make sure that we're paying
1880s careful attention to next let's make
1881s sure that we're paying careful attention
1882s to all these other older pieces of
1884s content like you get the example of the
1885s pickaxe right it still requires you to
1887s go do all these old things because we
1888s didn't want mining and smithing to be
1890s the runespan effectively of like
1892s everyone just sits in the art center's
1893s guild and no one ever leaves and none of
1894s them like there's like 20 years of
1896s mining smithing content we didn't want
1898s to just make it all redundant overnight
1899s it would have been a hell of a lot less
1900s work if we just ignored it all and just
1901s like turned it all off or balanced it so
1903s it was irrelevant but we wanted it to
1905s still feel like mining and smithing
1908s whereas without the god was we were a
1909s lot more confident in the update like
1911s this is great this is amazing content
1912s it's really really good we don't mind
1914s that it makes some older content
1915s redundant because actually we've got all
1917s this amazing yeah you suppose you'd
1918s rather people play the new stuff as good
1920s and as up-to-date as opposed to like
1922s they're awesome we'll do this like the
1924s zuck capes require the killing yes they
1926s do so like we there there are some
1928s places where we still do this when it
1929s makes sense for the progression that we
1931s did have a conversation where zuck capes
1933s were tradable um we had a conversation
1935s where zucchinis didn't require killing
1937s games as well yeah you'd be just you
1938s defeated zuck and yeah you've got the
1940s cave but we came to the conclusion that
1942s no we we like the idea that there's all
1944s the content you go through the the the
1946s elder grind the elder killing on the
1948s elder
1949s um the
1951s you know all the pieces of content you
1952s go through chad you go through um hara
1954s ken and you go to zuck like it felt a
1956s nice piece of aggression for that for
1957s that slot for that cape and we will
1960s uphold those certain things where we
1961s think is worthwhile and and adds to the
1963s content rather than i think
1965s in my like personal opinion that's a
1966s really good example of it done pretty
1968s much perfectly because it thematically
1969s makes sense and it also makes a lot of
1972s sense when you're looking at lapsed
1973s players or players that have had to do
1974s this past grind and they don't want
1975s something they've done in the past to be
1976s completely it's prestigious right that's
1978s the thing yeah like
1980s it's prestigious content though it's not
1981s just like oh i went i happened to get a
1983s dragon pickaxe drop luckily from the
1985s battlefield the cow's battlefield it's a
1987s piece of producer's content like i i've
1989s killed dad i've killed harukin and now
1990s i'm now i've killed zuck like it's a
1992s progression of the fight kill if i kill
1994s hits differently like to say barrows
1996s yeah or god was one like it's
1998s prestigious in a way that those those
2000s other content kind of just aren't yeah
2001s yeah no i i would totally agree with
2003s that i think personally
2005s yeah there's a line i am more on team i
2008s think i'm more on team elder godwars was
2010s good
2011s but for whatever reason it still sits
2013s strangely with me that a lot of the
2014s early game is is kind of made obviously
2016s i know a lot of players feel the same
2017s way about maybe like a mini game like
2019s trouble brewing that has kind of kind of
2020s died off and i wonder if it's mostly a
2022s nostalgia thing because i've made a ton
2024s of accounts and i've played through
2025s these things in the past and it's kind
2026s of strange to see oh no one will ever go
2028s do that thing that i you know spend a
2030s lot of time doing i remember he's doing
2032s and i wonder if it's a lot of that
2033s because i think logically speaking for a
2035s new player that's way better get them
2037s playing the brand new stuff that just
2038s came out that is up to date but i think
2040s yeah sometimes it can uh i think it can
2042s rub some people the wrong way i mean you
2044s you alluded you alluded to with your
2045s closest um hunter example earlier that
2047s like i think there probably is a line
2049s where like as you said we want we want
2051s people to do the new content we don't
2052s mind if the people who were doing god
2053s wars 2 are now doing gold wars 3. that's
2055s that's good if people are only doing
2057s gold wars 3 for the entire game that's
2059s yeah that's a little too far actually is
2061s that's not intended and that's not what
2062s we would want it doesn't necessarily
2065s mean that it's
2066s a big enough problem to nerf it
2068s so like there's there's a delica balance
2070s of like of like it's too good
2072s and ideally we wouldn't necessarily have
2074s chosen to do it that way in the first
2075s place but perhaps changing it now does
2077s more harm than good yeah
2079s um so that doesn't necessarily just
2080s because we say oh maybe we wouldn't have
2082s done that in an ideal world doesn't mean
2083s we necessarily
2084s think it's a good idea to change it now
2087s i think a good follow-up to that you're
2089s you know alluding to
2091s an amount of time that is acceptable to
2093s you know make a change to something or
2094s nerf to something um there have been
2096s some recent examples where things get
2098s nerfed well after release and it's you
2100s know not nearly as well received the
2102s first question is like why wasn't that
2104s done right away because i've now
2106s invested in this item or this whatever i
2107s think a good example of that was
2108s probably greater ricochet um if there
2111s was any kind of involvement in that
2112s where it was nerfed many many months
2114s after release and
2115s i think the nerf
2117s objectively was very well done i think
2119s it was a perfect nerf that actually was
2121s a buff to a number of players as well
2122s and i thought the balancing on it was
2124s fantastic and made it a better more
2126s unique ability but it was still not well
2128s received and to you guys is that just an
2130s example of like this was just done a
2132s little bit later than it should have
2135s i think there are a lot of factors in
2137s play when it comes to when something
2139s should be nerfed
2140s we do a lot of um we in the past i'm
2143s guilty of it we've done a lot of
2144s knee-jerk reaction nerfs to pieces of
2146s content and knee-jerk knee-jerk reaction
2148s buffs to content as well which we've
2150s come later to regret and it's to the
2152s point where
2153s well we we we've already changed it we
2155s can't change it again or it's been too
2158s long for us to change it so we won't
2159s change it at all and then there are
2161s other factors of like for the
2163s ricocheting with the fixture changes
2166s it was more finding the right solution
2169s and that's a different factor we're
2170s finding the right solution so we know we
2172s needed to change it but we had a lot of
2174s internal discussion with the comic
2176s council but with the developers that
2178s made it with players who just play the
2179s game and aren't involved in those things
2181s they're like
2182s how like what does this change sound
2183s like what does this change like i'm
2184s making sure we get the numbers right and
2186s the the feeling of the the change right
2189s was for the greater ricochet example
2190s that's the reason why it took so long
2192s for that to get changed should it have
2193s been changed sooner sure i mean i think
2195s an idea well in a perfect world yeah and
2196s you know what it wouldn't have gone out
2197s like that uh it would have gone out as
2199s the way it is right now but we're not in
2201s a perfect world and it wouldn't have
2202s taken as long um but
2205s with those things it does take long and
2206s then there are other pieces of content
2208s that's just been in the game for so long
2209s it's like um
2210s i can't think of any specific examples
2211s but dry girls is the obvious one that
2213s comes to mind for me oh god yeah i spent
2214s some time trying to figure out what to
2216s do with the
2218s too high availability of dry goals oh
2220s yeah i couldn't get i couldn't yeah i
2221s couldn't get any consensus on an
2223s agreement and by the time there was any
2225s will to do anything about it there were
2226s just so many of them in the economy
2227s exactly that even if we'd nerfed the
2228s drop table it wouldn't matter so there
2229s was a push like two nerf the drop table
2231s at the time because they were coming in
2232s too quickly
2234s we realized fairly quickly that there
2236s was a problem but there wasn't a
2238s consensus on whether or not it was
2240s should be i mean you kind of alluded to
2241s it right like it might be like let's say
2243s there's like a two week window right
2244s like it's just like arbitrary there's
2247s kind of a two week window where it's
2248s like well this only just launched you
2250s might expect some fluctuation maybe
2252s there might be a buff or a nerf within
2253s that window after two weeks it's
2254s starting to feel permanent and then at
2256s that point we're kind of like if we
2258s change it now
2260s this starts to disrupt like it's
2261s disruptive it's starting to people have
2263s become accustomed to it working in this
2264s way it's become an established part of
2265s the game if we buff or nerf it now
2267s that's actually a change rather than a
2269s fix and then so then that time we say oh
2271s okay maybe we don't need to do that then
2272s because at that point there's a cost to
2274s the players right we don't want to
2276s change things at that point so then you
2277s know another week goes past another
2279s month goes past another month because no
2280s actually this is really a problem like
2282s we thought maybe we could not change it
2284s but we do really need to change it so
2286s but now the change would better be
2288s really good because we can't change it
2289s and then change it again
2291s worst thing than changing grika way too
2292s late would have been having to change it
2294s five months out and then again ten
2296s months yeah exactly yeah and there's an
2298s example of
2299s when i talk about our failures but
2301s there's example of this with dark light
2302s yeah um dark light
2304s had been changed four times five times
2307s since release i think now and i know
2309s that uh mod rowley hates me
2313s for the update but we spent many many
2315s many months working on dark light i
2317s think dark light isn't an okay place now
2319s um it certainly wasn't for a long time
2322s it was either too good it was too bad it
2323s was too good it was too bad um where it
2325s is now is in a decent place um
2328s but yeah that's not ideal you don't if
2330s we apply if we applied that process to a
2332s drop
2333s into a rare drought if we applied that
2335s process to something that was directly
2336s valuable to the economy that would be
2338s that would be horrible you'd be like oh
2340s drago is worth nothing now dragon what
2342s that's that's where the pan excel one's
2343s meme comes from right yeah yeah every
2345s time we talk about anything with
2347s balancing that's the other i mean it
2348s plays out you know the players want us
2349s to be more open about stuff and we we
2352s basically would prefer to just talk
2353s openly about everything but if we talk
2355s about like i'm sure some of the stuff
2356s we've said now is going to have some
2358s people like buying or selling something
2360s because everything we say yes yeah yeah
2362s of course
2363s the interesting thing about dry goals
2364s right was the death of coinshare
2368s the uh
2369s i don't know if you remember the release
2370s of kk
2371s uh i was not an eoc user at that point i
2374s um yeah i was not but like um
2376s dry goals was supposed to be a very
2378s valuable drop it was supposed to be very
2379s rare players weren't supposed to kill kk
2381s as often as they know they're doing and
2383s this this i this is forever indelible in
2385s my brain because it's seared in because
2387s i made such a huge mistake i was a very
2389s fairly early
2390s fairly junior balance at the time um but
2393s dry goals were worth 500 million gp
2395s and of course the way coin show works oh
2397s with the ge system yeah so of course
2399s where coin share drops um it drops the
2401s the market value of the of the or coin
2403s shares the market value of the item
2405s and of course we all know the g doesn't
2407s update very often yes so as as more and
2410s more draggles would come into the game
2411s the way the coin share system worked was
2413s that um it used to put in maybe this is
2416s maybe people don't even know how this
2417s works the coin share system used to
2418s inject the item onto the grand exchange
2420s with no no player seller um so the money
2422s goes out to the to the players that item
2424s is on the ground exchange that is listed
2426s for market price yes and of course if an
2429s item is over supplied and dropping in
2431s value
2432s no one never actually sell but the money
2434s is already the money the money is in the
2436s economy the item is selling for mid
2437s price which no one's buying for because
2439s they're paying like 10 of the market
2440s value
2441s so it falls to
2443s to me at the balance of the time to
2445s having to forcefully update the grand
2446s exchange prices to try and be as
2448s accurate as they can but i don't like
2450s doing that because it causes panic with
2452s merchants and nips and things like that
2453s so
2454s for for a very long time there was a dry
2457s goal wall i used to call it internally
2460s of just hundreds of dry goals never
2461s being sold the money already in the
2463s economy and it was like this is
2464s unsustainable this this we cannot
2468s because the money isn't being injected
2469s the money's not trading hands the money
2470s is not going from player to being
2472s generated it's just being generated by
2473s the game um and i think the current coin
2476s ship the current shardshare system
2478s isn't perfect because shards don't trade
2480s as often as the as they should
2482s um but it's definitely a hell of a lot
2484s better than what we had in this in the
2485s old system do you think there are still
2487s drag wars on the ge at 500 mil or do
2489s they
2490s just
2492s manually i either purged them all okay
2494s so that money just got generated and no
2496s dragon was actually going to the game
2497s good for the economy or they did get or
2499s they did eventually get sold when uh the
2501s price was was was adjusted the right
2503s correct price
2504s okay wow that's uh
2506s not something not something i was aware
2508s of but i'm sure that's what people are
2509s working my biggest my biggest failure um
2512s i mean yeah i mean it makes perfect
2514s sense how it could happen it's just tied
2515s to g values and i know you've even as
2518s recently as this month been updating ge
2519s values is that correct yeah try to
2521s because a lot of the other goddess ones
2523s and without getting too far into the
2526s grand exchange system and what's going
2527s on there uh is it a situation where the
2531s grand exchange system itself potentially
2532s needs an overhaul to better adapt to
2535s changing prices yeah so
2538s the grand exchange updates itself every
2540s eight to 24 hours
2542s um it's a completely random number um
2544s various flex people know when their
2546s exchange changes um but between eight
2548s and 24 hours it exchanges but it
2549s requires a certain number of trades for
2552s the item's price to be changed so one of
2554s the reasons why you see very low volume
2555s items um like rest and things like that
2558s on tradable uh tradable res don't really
2560s move in price if they're not already max
2561s cash yes um because there's not enough
2564s of them being traded and if they're not
2565s traded the system doesn't update
2567s so when it goes to update it goes have i
2569s sold x number of items no okay well
2572s we're still the same
2575s even if it is being even if it is being
2576s traded in reasonable values for his
2578s items so untreatable
2580s tradable rares only trade like what one
2582s said once a week or a couple of times a
2584s week that's not enough for a regular
2586s item to update um so i think i think
2588s this it doesn't need updating anything
2590s like that it's not controversial take um
2593s it's getting updated which is the
2594s problem it would be nice if it was a
2595s system that updated um based on category
2597s so it if it was a tradable rare update
2600s with every sale potentially um if it was
2603s more like a high level item like the uh
2605s staff armadillo then maybe that would
2607s trade like every like x number of times
2609s maybe if it was uh
2611s uh like
2613s a potential percentage of trades you
2615s know like yeah it would be nice
2617s if there's a if it's a little more fluid
2618s than you know what seems to be designed
2620s for like runes and food that is you know
2622s traded all the time yeah that definitely
2624s works out for those items it's it's
2625s tricky because yeah it's because to
2627s handle those low volume items just
2629s the back end the back end systems and
2630s the front end interfaces would just need
2632s to work completely differently to the
2633s way that they do what you want is to see
2635s all of the trades right yeah of course
2637s what is this actually trading what was
2638s the last one or the last 10 bottoms
2641s yeah um but that would require the whole
2643s g system to be redone which which i
2645s would love to see happen but it's a huge
2647s project yeah
2649s okay well i think one one other i mean
2652s not to get too far into the into the
2653s grand exchange stuff um
2655s some of the items that were recently
2656s updated in terms of prices were the
2658s fractions of arnold pieces i believe
2659s because they were set at like 300k um
2663s kind of a two-parter first part how much
2665s thought is put into the default base
2667s prices of some of these items because
2669s sometimes on on launch like a lane sword
2671s for example i believe came in at half a
2673s billion coins which yeah seemed fairly
2675s you know could end up there but then
2677s you've got the the fasoa pieces which
2678s this is the strongest weapon in the game
2680s and a third of it is worth 200k
2682s um is it just like an arbitrary number
2684s because the ge should adjust it at some
2686s point or
2687s is it like an actually considered thing
2689s um
2691s most of the time it's a considered thing
2693s um sometimes a value is placed on it
2695s because the value is placed on it when
2697s we're testing and that value doesn't get
2699s changed okay um i think that's likely
2701s what happened with the fraction stuff
2702s armadale pieces um there was a default
2704s value placed on it which is 300k and
2706s that wasn't updated as a result
2709s it wasn't a date before launch um but
2711s like you said with the length sword we
2713s do
2713s can sit we try to consider what this
2716s item would be worth on release not
2718s necessarily where it's going to end up
2720s because um obviously we don't know where
2722s but like normally uh i am brand new
2724s items are uh
2726s inflated on release um so try and make
2728s sure we get the right item
2731s uh so we so the way we we in those
2734s meetings we say like okay so what is it
2736s it's a 105 sword do we have any
2738s comparisons to that like the answer is
2740s no because and there are no there are no
2742s two no five zombies so what is our
2744s comparison what's t92 is t9 t-90s so
2746s like how much are they worth how much do
2748s we think these how much is the value
2750s from t92 to 95 worth um what is the
2753s rarity of these items like are they
2755s rarer or less rare than these current
2756s exams how difficult is the boss
2758s all these things should actually should
2761s play into the factor of the initial cost
2764s of the item um like the kk example i
2766s gave earlier um we priced the drivers to
2768s find a million because we thought well
2770s that's how much they should be worth the
2772s difficulty with the boss rarity of the
2774s drops which ended up being right um how
2776s useful they are over other items and
2777s that sort of thing so that's that's what
2779s should go into the pricing of an item um
2781s sometimes we get it wrong just doesn't
2782s sometimes yeah uh but again sometimes uh
2785s it's one of those things that just falls
2786s through the cracks when terms of
2787s development there's kind of a sentiment
2788s in the player base sometimes with items
2790s where they're tentative to purchase
2792s things because if it's really really
2794s strong and really good and they want it
2796s they're worried it's gonna get nerfed
2798s eight months after release and i
2800s personally would argue that's pretty
2802s valid i think that's happened a number
2803s of times you've got twitter
2805s you've got you know and i think a recent
2807s example you've got the fractured staff
2808s of armadale is extremely strong it is
2810s game-breakingly strong it has not been
2812s rebalanced yet but i think there are a
2814s number of players that definitely hold
2815s that kind of sentiment or or fear that
2818s they're going to put all this money into
2819s something or spend a lot of time work
2820s for something and then the parameters of
2822s it are going to be changed and i guess
2824s the the question there is
2827s how do you go about in the future um you
2830s know changing the sentiment in in the
2832s player base and how do you how do you go
2834s about getting the right nerfs and the
2836s right balances either within you know a
2838s short period of time or better yet how
2840s do you release items
2842s especially you know with relation to pvm
2844s that are you know going to
2847s stay the way that they're initially
2848s released and sort of build back the the
2849s trust of the player base it's a very
2851s difficult question to answer because i
2852s don't
2853s i don't want to come out and say we will
2855s never nerf i am and i am ever again my f
2858s has been released because that's not
2859s feasible though of course not so i think
2861s there will forever be this this concern
2863s and i think it's a valid concern to some
2866s degree um
2868s that is that it will be there i think
2870s what we can do is to try and make sure
2872s that we think about
2873s exactly what the impact of this of items
2876s any items pvm or whatever items in the
2878s future has on the economy on the meta on
2881s players behaviors and those sorts of
2882s things to try and make sure that we
2884s don't have to nerf it in the future um
2886s i think one of the concerns that a lot a
2888s lot of people players have and maybe we
2890s have internally is that we release
2892s things we if this concern is hanging
2894s over players heads we just release
2896s things that are too weak
2898s and because if things are too weak then
2900s only the price is going to go up and
2901s that's not necessarily a bad thing for
2902s players but i think releasing weak items
2905s is just yeah that's less exciting as
2906s well yeah it's less exciting but also
2908s less damaging to your bank account right
2910s yes i mean it's worth saying it still
2911s creates a massive economic uncertainty
2913s because if we release something's weak
2914s people can spend people are going to
2915s spam by them and then exactly i mean
2917s it's going to be
2918s the grimoire was what the ritual shard
2920s was and then people just spam bought
2922s them because there's no way they keep it
2924s like this and then now it's a high value
2925s item yeah
2927s but like that i'd argue that it's almost
2929s worse
2930s um because then there's never going to
2932s be a cool new drop because it's always
2934s going to be weaker it's so it's going to
2935s be very marginally better than something
2937s you did released before and it's like
2939s why do i even bother going for it and
2940s that point the content is kind of in
2942s danger of being useful
2944s and danger of being played because it's
2945s like well if if you literally need
2947s someone on reddit to give you a
2949s spreadsheet of this is going to give you
2950s 0.1 dps increase well how much is a 0.1
2953s dps increase worth most people nothing
2955s probably yeah probably worth not a lot
2956s and it's phrased very specific
2959s top-end players who are gonna be like
2960s well i want this one percent point one
2962s percent dps increase for like phase four
2965s of soul like it's a very specific new
2966s situation so like we need to release
2968s items that are better than the previous
2970s items or have a niche i just say and
2973s then the previous items but i don't
2974s think that concern is ever going to go
2976s away i think
2978s i think
2979s we've tried to
2981s really have a lot of impact in thought
2983s items and
2984s uh
2985s not nerf them down the line um
2989s it's never going to be perfect i think
2990s that's that's
2991s that's just the truth of it and that
2993s fear is always going to be there but um
2996s it's something that we are actively
2998s trying to fix and make sure that
3000s in the future hopefully there is a
3002s future in like what one two three years
3004s ago
3005s where it's like players can go out
3007s confident and get this new drop and use
3009s it and be like okay this is balanced
3011s it's strong it's balanced perfect it's
3012s exactly where it should be
3014s and i don't have to worry about his
3015s price ever devaluing yeah so i guess
3016s plenty is just knocking out of the park
3018s on the first go and i guess plan b i
3020s think the best option for an item let's
3021s say gricko that was you know performing
3024s in a way that wasn't
3025s maybe good for the game
3026s um when you are performing that nerf
3028s like you said it's take the time that is
3030s needed to actually
3031s implement that nerf in a good way that
3033s isn't that significant and i think even
3035s though people were very upset about the
3036s greco-nerf when you looked at the actual
3038s numbers of it it was done in such a way
3040s that it is still it still has the same
3043s you know level of power compared to
3044s other ranged abilities it is still the
3046s strongest you know basic ability for
3048s that combat style in the game it's not
3050s like it was nerfed dramatically to the
3051s ground i think that's something that can
3053s help too is just having that faith that
3055s yeah if this does get nerfed it's gonna
3056s get nerfed in a way that it is still
3058s good and it is still fun and it is still
3059s useful just possibly in a way that
3060s breaks the game a little bit less yeah
3062s exactly
3063s cool
3064s okay well i think that's all the time we
3065s have thank you all so much everyone for
3066s tuning in um once again mods tempo mod
3069s jack thank you so much for joining me
3070s and we'll see you in the next one