Original Post — Direct link

Twitch | RCE: Future Skilling Content


Design - 110 Mining and Smithing

Lead Designer - Mod Breezy | Mining - Mod Stu | Smithing - Mod Mickey

Production Timeline:

  • [Pre-production - mid April] → [Production - early May] → [RCE - early August] → [Post-update - Current]

 

110 Skilling

Core Objective: Pushing the next frontier of Runescape, what's beyond 99.

  • Give players new rewards, new goals, new achievements, and new lore.
  • We also want to deliver on the frequency of these update.

 

Why 110?

Jagex can deliver a better frequency of content by focusing on 1 tier of content rather than 2 tiers. Additionally it allows Jagex to address other aspects of each skill alongside the update.

 

Mining/Smithing

  • The Mining & Smithing rework set a good foundation with clear systems/mechanics.
    • Continue the consistent design (every 10 levels is a new tier of ore/gear).

 

  • The Pickaxe of Life and Death went through several different iterations.
    • We may share the design docs on socials.
  • There's no current plans to add more mining sites for new ores, not until 120 M&S.
  • Make-X smithing were huge desires but without prioritizing it over other things it could have been left out.

 

Feedback

We will take on board concerns/issues we faced going forward to make other level 110 updates go smoother.

  • There were challenges with increasing the level cap as some content wasn't intended to go above 99.
    • (Xp tables that go above 99 default to 0, Proteans, Croesus, etc).
  • Parallel objectives were unintentional be well received (Ex. Making the pickaxe whilst completing the lore book).
    • We will keep this in mind for more skills.
  • We shall wait and see if the other Dungeoneering gear receives an update.

 

What's Next?

Other skills, have their own identity and challenges, and how we approach it could be different.

  • 110 Woodcutting/Fletching is next.
    • Feedback collection is still live.
    • There's a big ask for re-tiering.

 


 

Mining/Smithing Update Topics

Primal Gear

The core intention is that primal gear is for training the skill. This wasn't meant to be a PvM/combat update. However, feedback is important and it is something we will talk about. We also need to consider how melee gear and specifically tank armour fit into everything.

  • Choosing primal gear for the new tier made sense as it is iconic.
    • Primal Warhammer - Unfortunately didn't make it in despite interest.

 

Masterwork 2H Sword

The sword is an end reward to smithing which is an accessible weapon you can make. It wasn't a PvM update, and we ran out of time to add an active/passive effect.

  • The creation process was based on how smiths actually make swords.

 

Lore - Boric's Book of Metal

The goal was to allow players acquire pages virtually rather than have them take up an inventory space. In retrospect this may have been a mistake, but it isn't a priority to change it and access through the bookshelf. However the concern will be kept in mind for future updates.

 

Stone Spirits

Every time we look at stone spirits we always ask whether a proposed solutions addresses the core issue (economy/drop sources). We'd like to look at their influx into the economy and control their flow to be better balanced.

For primal stone spirits we looked at their low frequency/low quantity drops compared to previous stone spirits, and based on the feedback/data we get, work from there with how we may address other stone spirits.

 

Shooting Stars

The need to hotfix shooting stars is making us insure we account for these issues in advance, whilst still delivering these content updates frequently.

  • Metallic meteorite fragment: Base chance [1/1,500] - Every swing decreases the denominator by 1.
  • Mod Luma's game jam project is looking to address shooting stars.
External link →
3 months ago - /u/Jagex_Stu - Direct link

Thank you very much for taking the time and effort to summarise Tuesday's livestream, Rubic!

You've provided an excellent summary of the ethos and objectives behind 110 skills.

(It was Tuesday, right? It's been the kind of release week where Tuesday feels a lifetime ago. We've got a big list of tasty 110 M&S patch notes in Monday's news post for you, though.)

3 months ago - /u/Jagex_Stu - Direct link

Originally posted by Jeroenm20

Was lvl 107 when the update came out. Immediatly did the reqs for the new L&D pick and now i am lvl 108. Except for the book, i have done everything and the content is already dead for me.

Hope next updates will at least give viable content till 110.

Have you created the masterwork 2h sword? I'm hoping to finish mine this weekend.

3 months ago - /u/Jagex_Stu - Direct link

Originally posted by Ncamon

I can understand the difficulties. I am curious, why is there no 1-handed primal weapon even when the 2-handed is there?

Frankly it's a matter of scoping to time and resource - there's a lot we could do, but what can we do in the time we have?

The roadmap determines roughly when projects need to release and how many will simultaneously be in flight, all with their own prioritised needs.

Working back from there, crunching the time estimate numbers and looking at what we could efficiently produce and prioritising what was truly necessary for the update, models and materials for a 1h primal weapon were at the bottom of the list and had to be cut for time, to ensure priority character art requests like the primal armour, masterwork weapon and both types of pickaxes were included.

3 months ago - /u/JagexBreezy - Direct link

Thanks for the write up Rubic!

3 months ago - /u/JagexBreezy - Direct link

Originally posted by Phantasys44

Bruh ran out of time for a passive? How about giving EZK a passive first?

Mickey misspoke a bit here as we never intended to add a passive or spec to the Sword, as we detailed in our blog way back in May.

Since Monday's release we've been discussing the feedback on the sword and Primal equipment (and everything else) and what desires there are from players. Mod Jack spoke a bit about it on the livestream yesterday during the skilling section.

Baseline is we'd love to look at things like the melee M&S armours as a whole, not just Primal, as any changes we'd intend to make for that would propogate throughout the entire skill (or start at a certain tier like level 70) for consistency reasons. It's worth stating though that these sorts of changes would most likely be their own update, one under the purview of the combat team.

Similarly, we've discussed the feedback on Masterwork weapons and what's to be expected of the updates, and been looking at ways to deliver on the desires here too. Once we're more concrete on 110 Woodcutting & Fletching soon, hopefully we can discuss it more.

3 months ago - /u/Jagex_Stu - Direct link

Originally posted by JagexBreezy

Mickey misspoke a bit here as we never intended to add a passive or spec to the Sword, as we detailed in our blog way back in May.

Since Monday's release we've been discussing the feedback on the sword and Primal equipment (and everything else) and what desires there are from players. Mod Jack spoke a bit about it on the livestream yesterday during the skilling section.

Baseline is we'd love to look at things like the melee M&S armours as a whole, not just Primal, as any changes we'd intend to make for that would propogate throughout the entire skill (or start at a certain tier like level 70) for consistency reasons. It's worth stating though that these sorts of changes would most likely be their own update, one under the purview of the combat team.

Similarly, we've discussed the feedback on Masterwork weapons and what's to be expected of the updates, and been looking at ways to deliver on the desires here too. Once we're more concrete on 110 Woodcutting & Fletching soon, hopefully we can discuss it more.

<3

I'm definitely more of a skilling/questing-oriented player than a combat player, but to me, the core principle of consistent tiering (level 100 resources to gather = level 100 to smith = level 100 to wear/wield = level 100 stats, fully upgraded) for craftable equipment is really important. Some of that isn't entirely achievable until wear/wield requirement skills are above 99, of course, but we can tweak that retroactively when the time comes.

There's a lot of other levers we can pull on - augmentation, degradability, power vs tank, survivability features, specs and passives, etc - to differentiate bossing and skilling combat equipment, and likely other players would prioritise those as distinguishing factors.

But to me, numbers lining up makes my brain happy, and makes the whole process of setting goals for levelling easier to digest and work towards.

3 months ago - /u/JagexBreezy - Direct link

Originally posted by Legal_Evil

For primal stone spirits we looked at their low frequency/low quantity drops compared to previous stone spirits, and based on the feedback/data we get, work from there with how we may address other stone spirits.

Stone spirit drops of other metals need to be drop less frequently in pvm drop tables like primal ones are.

This is something i’d like to look at in the background, without the intention of buffing or nerfing anything specifically. Just overall reducing the frequency and quantities from various sources, maybe in some cases outright removing/replacing them.

3 months ago - /u/Jagex_Stu - Direct link

Originally posted by UrsaTengu

Hi Stu, thanks for your insights. Whilst I agree that 1h weapons weren't truly necessary for the update, it does leave primal as the only "core" equipment tier not to have options for both 2h and dual wield playstyles.

The seemingly tight timescales for these updates already concern me. Looking at fletching, you currently need level 90 to make a t60 bow. The roadmap states that one of the goals of the upcoming skilling updates is to allow players to create "higher tier" weapons for each of the original combat styles. I'm assuming this isn't referring to t70, but it would also be odd for the tier to jump from t60 to t90 with no gap in between. The logical conclusion from this (to me at least) is that some existing levels would need to be rebalanced (similarly to M&S). This is turn may necessitate that new bows from existing woodcutting tiers (i.e. teak, acadia and mahogany) be added to fill the new gaps. Suddenly, this is starting to sound like a mini-rework...

I suppose that what I'm getting at is that whilst it's great we will be getting frequent skilling updates, it's not great if their only objective is to add content at the top end of the skills and not address any other issues with said skills.

Yeah, the seemingly tight timescales worry me too! Thankfully it's our job to worry about it. ;)

But it's important to keep up the roadmap release cadence and deliver on our promises, and it's very easy to feature-creep projects into time-consuming reworks, if we don't keep a firm hand on the rudder.

So I understand the necessity for having a clearly defined minimum viable product focused on feeding insatiable highly-engaged high level players.

For what it's worth, the importance of re-tiering Fletching's current core equipment is something we've heard emphasised a lot from players, something Mod Jack keeps trying to squeeze into the schedule, and something I personally care about a great deal.

Unfortunately, for a lot of players, skill reworks are seen as healthy but aren't seen as an acceptable substitute for new skilling content.

So the 110 updates prioritise delivering (for 1-2 skills) a level 100 band of skilling content and increasing the level cap to 110, keeping things lean to get that to you in no more than a few months, to attempt to meet that need for regular beats of moar skilling content.

And though re-tiering is by default out of scope for 110 updates, Breezy, Jack and I started a Fletching re-tier (the mini-rework you described) in May's gamejam, and 2024's final gamejam is currently scheduled shortly after 110 Woodcutting & Fletching releases, where I'm hoping to continue with a Fletching re-tier for future consideration.