Original Post — Direct link

I feel like we've gotten really used to jagex using this as an excuse for leaving underwhelming content in a disappointing state.

T92 armours (especially sirenic and tect) have marginal boost over t90 and maybe 5% over tank armour which is widely becoming meta with animate dead?

"Well, adding passives now to esirence/etect limits the reward space where we could make you grind out and elite elder patch of the gods to add the passive"

Can we combine elite outfits into one mega elite outfit after we go through the trouble of acquiring them all? Or at least address the underpowered ones? (wc outfit still bis at the HUNTER minigame/training "method big game hunter" btw)

"Fixing/combining the skilling outfits limits reward space for future skilling content"

Split Arch powers into combat/skilling/etc utility?

well if we make it too easy to have t4 luck then we cant just tack it onto something else when we run out of ideas

I'm sure we could all thing of other times this comes up.

Why does this feel lazy? It comes off as "yeah we just dont [feel confident in our ability]/[dont want to put the work in] to find a way to make relevant future content if we address the problems without it being a new reward"

The weird part is, I feel this does the opposite of "limiting reward space". If you have a leaky ship, it doesn't make sense to invest in other parts of the ship until you fix the leaks. By leaving these pain points in you are limiting yourself to either

  1. Ignoring them forever (which I'd hope they see as bad)

  2. Ensuring youre locking yourself into fixing the pain point as an update (which is... limiting reward spaces? )

Like, I'm not crazy am I? They want to avoid limiting reward spaces by limiting reward spaces to fix current problems. Where the alternative is to just address the problems in ninja strikes / modernizations and leave themselves more open to a wider variety of reward spaces?

External link →
about 2 years ago - /u/JagexJack - Direct link

lazy

What you're drawing attention to here is another of the pitfalls of trying to have more open communication - a dev gives an abridged answer to what was probably quite a long (hours, days, weeks) design discussion and conclusion, and gets insulted for it.

To be clear it's fine to disagree or ask for further clarification. "You said it limits reward space, but couldn't you just do X instead?" That's a question which prompts the developer to share more information about what they meant. Open discussion is great - it might be that actually what you propose hadn't occurred to the developer and you just made the game better, or it might be that there's a lot more to it than you realised and they didn't have time to explain hours and hours of discussion and decision making in an off the cuff but well intentioned attempt to answer a question.

EDIT: removed me reeeeing

about 2 years ago - /u/JagexJack - Direct link

Originally posted by Oniichanplsstop

I think the problem most people have in both games is that it feels like you sit on rewards until you need them for rainy days rather than just releasing them when they're ready.

Dream of Iaia was bad on launch. The xp was buffed, Amulet of Salamancy was finally added, and vigour passive was thrown on top.

That vigour passive came out of nowhere on a rainy day instead of from an actual content release, that it felt like you were just sitting on it until you needed to and could've released it any time instead.

The same thing happens on OSRS as well, ie Nex only dropping Torva so they could save Pernix and Virtus for a rainy day, and they even had to use the Pernix set already to replace Masori armor's initial design, so it's not like it's an RS3 specific issue either.

More communication in regards to how you want to handle upgrades, powercreep, etc, would go a long way. Because at some points, you release massive amounts of powercreep when there's no need for it, and others you refuse to do so claiming we already have too much powercreep to justify adding more for existing content.

Yeah that's definitely something I'm conscious of. Sounds like a good topic for a future livestream. The vigor passive was something that sponge had implemented for a future update (zamorak I think) so it wasn't being "saved" exactly.

about 2 years ago - /u/JagexJack - Direct link

Originally posted by ocd4life

I dislike how clunky gameplay that would benefit from changes are used as a chance to create 'reward space' for content, instead of just fixing the issue for everyone.

Who wants to grinding out 100 hours content to get to a point where the game doesn't feel bad to play? The core of FSW is basically to rush people through some of the early game frustrating nonsense rather than actually fix it.

Adren stalling is a thing that comes to mind. Pointlessly tedious thing that just caused frustration. A kind of patch item, the adren urn, was locked behind a holiday event and then a really rare drop and finally as a trade off for other actual buffs with archeology relic. Now we have the puzzle box to stall adren but that is quest locked and still requires an inventory slot. Why couldn't we just have adren drain removed as a combat feature or toggled in the settings instead of years clunky work arounds.

Passive vigour - enough said.

Snipe - feels bad to use, nightmare gloves are an attempt to improve it but are kind of meh. The ability could just have been changed. If it ever does get changed it will no doubt be some end game drop that costs billions to unlock. Hell they even patched 3 tick snipe which actually made it feel OK to use.

I'm not sure 'lazy' is a fair way to describe things though. However it does feel as though sometimes the game suffers from small updates and QOL changes being held back so they can be used later as a 'reward' for something when there are no other ideas.

This is something that's a big design priority for me - it's something we've gotten wrong in both directions in the past - i.e. fixes that could have been good rewards have been shipped "free" as QOL and fixes that are really necessary for the base health of the game have been locked behind demanding requirements. That said I don't necessarily agree with some specific complaints - passive adren for example is something that makes no difference whatsoever at low levels of play and doesn't need to be baseline.

about 2 years ago - /u/JagexJack - Direct link

Originally posted by Tetramoore

There also seems to be a trend of rewards being primarily focused on raising the dps and skill ceiling rather than trying to raise the floor. I'm not saying there should never be updates pushing that envelope, but if you look at the astronomical difference between the average pvmer and those in the truly top percent the amount of dps and damage mitigation difference they have is tremendous. Especially if you compare it to any other mmorpg, where the best aren't putting out multiple times the amount of damage as the average skilled player, but 10-20% more. It would be really nice if some updates were directed at closing that gap, because the bigger it is the more it actually limits design space, because the gap between payers and the dps expectations become unmanageably dynamic where it's simply impossible to cover it all.

I agree with the underlying problem you're outlining but I'm not sure rewards are the right way to handle this - any new feature or mechanic or item or ability can be used by the top end as much as the bottom end, probably more effectively.

about 2 years ago - /u/JagexJack - Direct link

Originally posted by Tetramoore

Fully agree, at least when it comes to boss drops as that creates a scarcity problem that only really helps those of us with a ton of resources (I.E. FSOA, BOTLG, Vestments). Perhaps there's space in quest unlocks? Though it might just be an overhaul type fix is needed. Either way, it's fantastic to know it's on your radar at least! Keep up the amazing work!

I'm not completely sure what sort of effect you're imagining as a "gap closer" - do you mean something like a less skillcap-reliant alternative item which has lower performance but still higher performance than current options?

about 2 years ago - /u/JagexJack - Direct link

Originally posted by the_summer_soldier

To be fair he did say it feels lazy, he didn’t actually say that devs were being lazy. And phrasing it as a question as to why it feels lazy I think helps convey that he thinks fixing up friction points should be done more often as qol updates and less as future rewards (which is debatable as to the proper mixture and honestly likely just a case by case decision). Though by the same token if anyone does take offense to this wording it is good to air such grievances. And despite any wording it would change my personal opinion that I don’t think any of the devs are lazy (I would require substantial proof for that and I doubt I’d ever be in such a position to have any proof either way).

This comment feels like a lazy cop-out.

See I didn't say you were lazy, I just said your comment feels lazy. ;)

To be fair I overreact to the word "lazy" because it's used so often and it's usually so wildly inaccurate - like think about the stereotypes of the problems in the games industry. It's not that devs are lazing around doing nothing - it's that they're working unpaid overtime and never get to see their families. I've seen people come up with all sorts of explanations of what they "meant" when they said lazy, but ultimately lazy is an inherently personal attribution to what is likely quite a complex issue, or possibly not actually an issue at all.

For a while on discord I was spamming the title screen from the L word every time someone said it, and then I eventually resorting to just reeeeeing. I instinctively did that in my first reply to this thread but then I realised that for people who weren't used to the in-joke it might come across very weird.

about 2 years ago - /u/JagexJack - Direct link

Originally posted by StanTheManBaratheon

While it's obviously gross to personally insult the devs - particularly when they are going out of their way to communicate - I don't like the mantra of "People being rude drives us to not be communicative".

Especially since, as /u/the_summer_soldier said, I think you're reading what the OP said more personally than it was intended in context.

Folks in the community can 100% suck, but you punish the entire playerbase by retreating and, frankly, it leads to a worse product. Path of Exile has been on a ~2 year run of largely retreating from the community they've decried as toxic and simultaneously (and not coincidentally, I suspect) increasingly out-of-touch and poor content updates.

Dunno, comments like this make it seem like communication can be held for ransom because of a couple community scumbags, and that helps no one.

I don't mean to describe it as some sort of threat or deal or ultimatum - the reason I keep bringing it up is because people often ask "why aren't devs responding?" and I'm doing my best to explain why. There's no conscious mass decision going on here, it's just a lot of individuals each making the right choice for them. When things happen there are usually causal factors, and a big part of my job is recognising them and doing my best to combat them - mostly in a game design context, but the exact same logic applies to internal company organisation and community interaction.

Nothing in your comment is wrong, but it kind of fails to recognise that the people involved are humans with lives and mental health and stuff like that. The game absolutely would be better if every mod was constantly on here (and other forums) chatting with players, gathering feedback, feeling a sense of personal obligation to the community - but such activity comes with a high cost when a significant part of the community feel that either any staff member is a legitimate target for any grievance they have, or that the right way to express their concerns is by making that staff member's day worse on purpose.

Like you say "you're reading too much into it" and this is in general a bit of a meme in online communication. Maybe I am. Part of the issue with online communication is that certain tropes and memes become embedded in conventional ways of saying things - we all watch streamers who make their living on being at least a little bit outrageous and overly opinionated and when you're saturated in that world and those are your role models, stuff which is obviously way over the line for normal social interaction can start to seem perfectly normal. Even worse, there are a lot of people who don't have a solid grasp on normal social interaction in the first place - the sort of person who starts harassing the staff in a shop because of some imagined slight. Neither of those factors makes a particular expression okay.

It's become a bit of a culture war point to say something along the lines of "grow thicker skin" or "if you can't handle the internet maybe don't be on it?" and that's kinda the point - if people make an environment unpleasant to be in, you always have the choice to not subject yourself to it and for your own mental health that's often going to be the correct choice.

Ultimately the internet has become a bit of a sh*tty social environment (not that it was ever spectacular) and rather than just accept that and not interact, I'd prefer to push back on it to the meagre extent that I am able to. As I said on the livestream, I want to be here interacting, and I'm sure a lot of my colleagues do too, but I'm not going to spend my Sunday doing that if it's more hassle than it's worth.

about 2 years ago - /u/JagexJack - Direct link

Originally posted by ProofJournalist

Do you think it would help if mods were trained to be assertive in calling out rudeness while still addressing pertinent concerns that may be raised? Or would that be counter-productive?

Possibly yeah. "Social media resilience training" is something that's been bouncing around internally for a bit. Honestly I think it might be slightly the wrong angle (not that the training is a bad idea) - ultimately you want the devs to be intrinsically motivated to engage with the community because it's fun for them to do so. I share the concerns of some players that it's not good to exist only in a hugbox echo chamber where everyone praises you - ultimately negative feedback is important for us to learn to do better. However, there's a pretty big line between "negative feedback" and "reading this feedback made me want to take a week off to seriously consider whether game development is worth it" and that does happen fairly frequently. Some players aren't very good at walking that line. Faced with that, of course devs will withdraw to smaller discord communities or just not interact with the community at all.

about 2 years ago - /u/JagexJack - Direct link

Originally posted by TheOnlyTB

i think one of the most important things to note about what OP was hinting at and you might have missed is that there's large community support behind certain things such as an elite outfit combination (combine all elite outfits into 1) for the sole purpose of not having to justify 45 bank slots and 10 different presets to enable the use of them all. This is a QOL thing rather than a power creep.

what u/Oniichanplsstop mentioned about holding off on potential ideas when they are needed.
Adding them down the line when no one cares about them anymore because the players have already existed so long with the understanding that jagex are out of touch with the community just makes players infuriated because problems in the game are never addressed when they are actual problems.

yes the outfits aren't gamebreaking, but there are other problems like dungeoneering bugs that are gamebreaking but for years we just get responses of "this feedback isn't structured constructively enough for us" and blame the community for being toxic instead of addressing the issue that obviously negatively impacts them.

I don't think at this point it's fair to put the sole blame on the playerbase for their fed up attitudes towards jagex when they feel as a customer they aren't actually getting the support they need with their gamebreaking bugs or contentions, even if it's a minimum of recognition that their feedback has been heard.

I agree completely about the skilling outfits, and it's something I'm investigating for the medium term. I wouldn't not fix something that matters just because I don't like the tone of a reddit thread.

I think there's an interesting design discussion to be had with the community on the role of loadouts within RS and to what extent that's core to RS's identity. Completely personally, I hate having to switch gear for every activity, but the idea that you start at the bank by selecting the right outfit for the task at hand seems like a core part of RS's identity to me.