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Seriously, woodcutting and fletching could really use some love lately. The skills remind me of the same issues that mining and smithing used to have. The products are nonsensical with unbalanced level requirements. Not to mention mining and archeology getting tier 90 skilling tools while woodcutting is chilling with max crystal tool and isn’t even integrated with smithing metals like pickaxes and mattocks are.

It just makes sense, take the step at this point and put effort in to elevate the skill and balance them to modern standards.

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

Originally posted by azovbattalioncrimes

they said a few weeks ago that it took two years or something to do the update with four devs and it's like... ok, anyone with knowledge into game development or project management would suspect there's deeply something wrong happening there [which, there's a lot of stuff from ex employees about upper management] considering how much the update actually added whether with under the hook systems or in regards to items, environmental rocks, etc.

As I say often, the time consuming part wasn't developing the new systems and content - we had a basic version of that up and ready for external playtesting within a few months. What was time consuming was reworking 20 years of rewards that plugged deeply into the old systems, as well as carefully balancing the economic impacts since M&S were so deeply embedded into PVM drop tables.

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

Originally posted by DatShokotan

Surely this is not as big of a problem considering that ranged only has one type of craftable armor per tier and 3 types of weapons per tier? (bows, crossbows, thrown items). One could say you actually knocked out the most complicated one to rework of the combat triangle.

Melee had too many types of redundant equipment gumming up each tier which made it nasty to work with. Also I am of the opinion that you could’ve just reduced this mess by getting rid of redundant weapons with the update and making each tier only have a few weapons instead of carrying over everything. For example each low tier melee did not need to have a sword, long sword, scimitar, battle axe, 2h, claws, spears, halberds, mace, etc etc etc. It would’ve been smart to use that M&S rework as an opportunity to shave off most of them and follow it up with some statement to appease the community. Would’ve given you much less redundancies to worry about. (And yes, some weapon types are woven into quests and those could’ve been narrowed down too).

The lesson from the M&S should have been to use that as precedent to make it more efficient to work on the range and mage variant, rather than to just say f**k it and leave it 1/3 done.

It wasn't melee that was the issue - as you say a lot of it was redundant and we hugely simplified things by standardising e.g. helmets, shields and legs. We got a few complaints about "laziness" by not including every weapon type in the new tiers but I think most people recognised they were redundant.

The issue was the rewards for mining and smithing themselves - all the little quest rewards and reward shop rewards and things which have accumulated over the years.

This list: https://docs.google.com/document/d/1YTW--SnG2me00FHY3QjoNx_wQ8oJuQmuClpQ1tDeDc4/edit?usp=sharing

and this list: https://docs.google.com/document/d/1NnwEJRM3XV-3yG4bn3CT-1RrKt0HyR-NecOKM4QEs7M/edit?usp=sharing