Original Post — Direct link

I am of the opinion that Jagex has been doing a good job of communicating their vision and future plans for the game. Just off the top of my head, I can reasonably confidently say that Jagex

  • is focused more on keeping current players engaged, rather than appealing to new players
  • is designing content for a variety of playstyles
  • wants to make changes to the game with input from the community
  • wants to ensure the game can prosper for years to come
  • hates ironmen (xd)

A lot of this comes through in Mod Jack's streams, which I have found very enlightening. I think the game is in great hands with Mod Jack at the helm, along with the other Jmods. I'm not going to pretend that they never make mistakes, but they are taking the game in a good direction in my opinion. Regarding a few specifics:

  • Ring of Death: way over-nerfed, but post-rework it completely broke the game. I think improving it should be a pretty high priority, but it's better to be left in this state than in the its previous game-breaking state
  • Animate dead & FSOA nerfs: these haven't even come into the game yet, and they're working with the community to make reasonable changes. The proposed change to animate dead mainly affects typeless damage. I think some tweaking of this change is necessary, but a number of typeless hits are very high damage, which animate dead doesn't do much for currently anyway. The FSOA needs a change because it scales too hard with crit chance. I don't think it particularly needs a nerf in terms of power (maybe blood barrage?) but it definitely needs a change mechanically - otherwise any crit chance buffs added to the game will disproportionately affect magic/FSOA.
  • Zamorak (& Bad Luck Mitigation): p7 need some tweaks; it's a little too much of a difficulty jump, particularly in solo. But it's ok that bad luck mitigation is tied to 100% enrage, it's a good motivator to push enrage instead of just camping 50/99%

At any rate, I mostly just wanted to say that the various Jmods have been doing a good job of communicating their thought processes to us - much more than they had in prior years - and, at least for me, it has made me more confident about the future of Runescape than I have been in the past (~5 years ago).

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over 1 year ago - /u/JagexJack - Direct link

Originally posted by esunei

hates ironmen (xd)

I've talked to over a dozen irons who genuinely think this of mod Jack and I don't blame them. His blasé take of "f**k iron concerns, from wanting to shoot bows all the way to wanting to own a dark onyx core" just comes across as really short sighted and a bit mean-spirited, just like the average /r/runescape take on irons. We're paying customers as well. We're here to have fun playing the video game, just the same as others. Making content that favors rampant alt-scaping/bots and updates that hurt self-sufficiency like Garden of Kharid does not impress irons.

Being the most charitable possible he comes off as indifferent about the mode. And reading between the lines a little, looking at the last two years of updates, maybe tainting that perception with all the upvoted "f**k ironmen" posting from the community and its tribalism, it's easy to make the jump to assuming he's very negative towards the mode.

I didn't set our current ironman policy and to my knowledge I've never made a consciously pro- or anti-ironman decision. The policy, as I understand it as agreed when the mode was implemented is "we do not account for the existence of ironmen when making design decisions, they play the game as is". In principle I'm open to changing that policy, I'm just being honest about what it currently is, and it does exist for a practical reason.

The issue for me comes, and this applies to any subcommunity of the game, certainly not just ironmen, when the demands of one subcommunity come at the expense of another, or even the game as a whole. A lot of ironman concerns in particular conflict with any desire to improve the health of skilling, trading and the player economy beyond "higher level PVMers sell items to lower level PVMers".

It may be that there's a way to make this work for everyone, and if there is then I'm completely open to it. I'm also not completely convinced that the skiller/trading economy can be saved, but I'm not willing to give up on it yet.

This week's design livestream isn't explicitly about ironmen, but I'll be using it as one of the example topics when I talk about player concerns that don't seem to get enough attention and we don't seem to take into account enough in our updates.

over 1 year ago - /u/JagexJack - Direct link

Originally posted by esunei

Some of your comments in recent videos did come off as having a stance on the mode, with things like "[for Irons] Dinarrows aren't worth making; they're designed that way on purpose". In the same breath you also mention dark onyx cores along with this pvm supply, though core droprate is now buffed. Many would argue pvm supply availability that combat is balanced around shouldn't have the same logic applied as a chase drop with very small, fringe benefits.

There's definitely a way to make this work for everyone, though the balance isn't easy to strike. When things are low output, very afk stuff with huge time costs (golden roses, most consumable arrow steps) this is content designed for afk skillers. It's okay for this to exist, but when entire combat style is balanced around huge time sinks as a recurring cost, it becomes untenable for self-sustaining players and alts/bots fill in for the mainscape economy. Golden Roses are a great example of this where this is doing very little to service actual skillers vs. alts/bots. It sucks that those players get update priority over irons.

Meanwhile if it's a high output (relative to self-use cost), high intensity activity like runecrafting, it feels so much better for self-sufficient players. Do one hour of runecrafting, be able to shoot FSoA for ~8 hours or so. The activity is actually more profitable for mains than afk dinarrows, only in the ballpark of the least afk step (Eggsperimentation), even in spite of the bots, probably because it's near impossible to runecraft on multiple accounts at once.

A lot of the more recent supply-based updates have been anti-iron, even if it's unconciously. Garden of Kharid adds a lot of time to extract your herbs from bosses, and I like farm runs more than most. And you get less herbs doing it in many cases. Nerfing supplies from croesus hurts irons more than anything, and I had over 1k KC at the boss at the time of the nerf so I'm hardly the most affected by it. Bloodwood runs being about 2/3 as lucrative as before, same deal, mains are largely using arrows.

Well that's what I mean about not deciding the policy - I talked about ironmen because I was asked about them, but within the context of the updates in question they were designed with that policy in mind.

Your point about active skilling is an interesting one, but I think you're writing off passive content too readily - a huge number of players engage with the game in this way, and while you're right that content like that is vulnerable to mass alts and similar, that doesn't mean we can just abandon that play type.