Original Post — Direct link

Inspiration: Jagex Q&A they said:

"We need to balance it between the time/money spent and the level of Yak Track."

Well, here you go.

I. Philosophy:

Jagex really has no direction with yak track, thats why they havent fixed any of the stupidly broken tasks (4th iteration btw). So I'm proposing they move forward with the philosophy of:

"Tasks should have more of an impact on what the player is doing and less of an impact on how they do it."

Tasks should be more general, and some skills could really benefit from a scaling point system based on resource gathered/used. I'll explain what I mean by this in some of the skill descriptions, but they already do this for clue scrolls.

II. Tasks

Agility - Complete Laps

-Completing one lap Anachronia should count for at least 8-10 "laps" of progress

-Other courses are pretty balanced. 100+ laps for a task seems a bit excessive though. 60-90 seems more appropriate.

Archaeology - Screen soil

There's no reason that some tasks should be more restrictive about the soil getting screened. People can camp any of the sites to 120, why exclude the soil from "lower level" digsites with some of these tasks? Each site has a gathering spot for arch 116+ so these tasks are pointlessly restrictive. Also make soil processed by the auto-sifter count.

Other arch tasks: Let tetras count for restored artifacts, other than that, no complaints. Weird how this is the only skill with "gain xp"

Combat- Kill monsters

These I like due to the amount of freedom it gives. A little too easy maybe? Could be "gain combat xp"

Cooking

Ok. Could use maybe 20-30% lower numbers. Seems to cap at "sharks or above" which is good.

Construction

One of the worst offenders(see linked post above). Could be as simple as reworking it to "Train construction using X number of planks Teak+". I honestly cant believe how terribly its balanced on the fourth f*cking iteration of yak track.

Crafting

Seems more reasonable for it to cap out on black dragonhide, rather than royal, and should be "Use leather" rather than "craft items". (For example, chaps count as 2 progress, bodies 3, shields 4). Add jewelery and gem cutting as other options (capping at dragonstone).

Divination

Honestly these are so quick that they could be easily 3-4x as high. Not that I want them to be as long as every other task, but if I'm being objective these really are a little too easy.

Dungeoneering

Have smalls give 1 progress, mediums give 2-3, larges give 5-6 progress. Cap at "occult or warped" rather than "warped" only for high level player.

Farming

Probably make it "gain farming xp" rather than harvests. Same note as divination in regards to being too easy

Fishing

Ok

Firemaking

Cap at "Magic or above", make driftwood count as extra progress (4?) due to the process it takes to get them + are untradable.

Fletching

Allow arrow/bolt fletching, capping at rune. 15x arrows or 10x bolts = 1 progress.

Herblore

Cap at "extreme attack or above" (level 88, first extreme combat potion).

Hunter

No tasks right now, but make BGH count as 10-15 progress if this appears in a yak track.

Invention

Not a good skill for yak tracks

Mining

Pretty balanced

Prayer

Fine

Runecrafting

Cap at bloods. Make souls count for 4-6 progress each

Slayer

Kill creatures on task, rather than number of tasks completed. Completing a task should give an additional progress equal to 2-3 times the base slayer points (not counting streak bonuses) to encourage using your best available master. Killing a boss for a reaper could count as 3 progress and get a bonus of 5x the reaper points for finishing a reaper.

Smithing

Cap both smelting and smithing at "bane" and change "make bane or higher items" to "use bane or higher bars" for smithing tasks. Keep tasks that involve using bars to from 1/3rd to 1/2 the numbers of "smelting" tasks.

Summoning

Cut the numbers in half, these can get really expensive. Cap at "swamp titans or above"

Thieving

Fine

Woodcutting

Cap at "magic or above", make yews count 2, magic and bamboo 3, elders and golden bamboo 5

Clue Scrolls

Again, they already use the "extra progress for the more difficult version of this task" system. Not sure why its not more widespread.

Skill and kill

Some things with very separated xp drops dont get counted very well(like bossing). Maybe just give 1 progress every interval instead of requiring an xp drop in that interval. Some people will just afk and do nothing for these but honestly, their loss. Help out the people actually playing the game. Could be simple as changing this to "Gain x XP or stay logged in for x minutes"

III. Feedback

So what do you guys think? Did I miss anything? Am I worse at balance than jagex? (Jagex wont reply to this thread 🦀🦀🦀🦀🦀🦀)

External link →
about 4 years ago - /u/JagexCamel - Direct link

Hey, thanks for the suggestions. I actually just had a meeting where I pitched some changes to the yak track and some of your suggestions were amongst the points raised. Further discussions are needed to see what we can get done in time for the next track but some positive changes are being made :D

about 4 years ago - /u/JagexCamel - Direct link

Originally posted by ImRubic

I feel really skeptical about this. I'm sure Jmods have the right intention but the end result does not reflect that. Jagex does not communicate why it is designed in a certain manner or why things don't change. And they refuse to change the most obvious things when asked. Either someone higher up is preventing these changes or you guys are too lazy to implement it.

We've had:

  • 7 Treasure Hunter Prestige list events.
  • 1 Runepass
  • 4 Yak Tracks

That means you've had 12 tries to get it right and you still don't even come close. We are still getting tasks which requires hundreds of millions of gp, or multiple hours worth of time to complete a single task. This means the core design is to buy skips, which is not the core design of a pass system in most other games. There's no resemblance or acknowledgement from Jagex of why other games Pass systems work and why theirs fail.

OP's suggestions have good intentions but they don't fix the underlying problem as to why Jagex's pass systems are terrible. I've explained my thoughts here: https://www.reddit.com/r/runescape/comments/j26j5e/tldw_495_jmod_qa/g73ss6n/

I actually saw your post after we had written up the pitch presentation and the points raised were pretty similar. I personally don't engage in Yak Track's because the tasks pull me away from what I actually want to do in the game. I really like the Skill n Kill tasks and having every 'Task A' be along those lines is where I'd personally like to see the track go with 'Task B' as a faster but more specific alternative.

I also like the idea of changing the tasks to 'Gain xp' so there is more freedom on what can be done rather than having set tasks based on your level. This should hopefully solve the issue of various requested training methods not advancing the track such as arc skilling, cleansing crystals, overload batches, pawnbrokers etc (all of which ive put in a job for).

The reactions from todays meeting seemed positive so hopefully another discussion can be had soon to decide what we can commit to for the final track of the year :)

about 4 years ago - /u/JagexCamel - Direct link

Originally posted by PM_ME_YOUR_KATARINA

Thank you for the reply, I really hope that we do see these changes make it in.

I have already put in jobs for the following suggestions to name a few: -Arc skilling (wobblegongs etc) -Anachronia agility course to advance per section -Construction tasks

I've also written down some other stuff to investigate such as the farming skillcape :)

about 4 years ago - /u/JagexCamel - Direct link

Originally posted by ImRubic

I think the core design of the Yak Track needs to change to resemble other games' pass systems and why they work.

"Tasks should have more of an impact on what the player is doing and less of an impact on how they do it."

If this is the philosophy we are going for then there should be a 'skill n kill' feature which lets you progress through the entire pass (at a slower rate) without needing to do a single task. In addition, tasks should not be locked to a single tier. There should be more freedom as to when you can do a task.

This is essentially the type of change I want personally. Task A - skill n kill - Do anything for 2 hours Task B - Get fletching Xp - roughly 1 hour Using the above as 'rough' examples.

about 4 years ago - /u/JagexCamel - Direct link

Originally posted by will_holmes

On dungeoneering, I'd highlight that it's built into the skill that you are supposed to continue clearing all floors even at high levels, so it doesn't make much sense to cap off lower level floors, except maybe Frozen, since many people skip them with tokens.

I used this as an example today. Complete 50 floors at occult means either completing alot more floors than 50 or sacrifising optimal xp. I liked OPs suggestion to base progress on floor size.

about 4 years ago - /u/JagexCamel - Direct link

Originally posted by [deleted]

[deleted]

Already read this and even quoted some of the post/comments in the pitch :)

about 4 years ago - /u/JagexCamel - Direct link

Originally posted by ImRubic

Can you ensure no tasks (not matter which side) is a force skip. And by that I mean nothing costs hundreds of millions of gp, or more gp than the value of a skip via a bond.

I'll be looking at the costs of all buyables such as summoning and construction and highlighting all the standout tasks.