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Vod | Activity Pets Newspost | TL;DW 462 - 120 Herblore Q&A


  • More info of the Storm Guard Citadel, it will likely be the end of next week.
  • DXPW: The timer will NOT count down while in the Lobby. | Ranch Out of Time will not receive Double XP.

MTX

Timeline

  • Nov. 25th - Premier Pass Event
  • Nov. 26th/27th - Experimental TH promotion
  • Dec. 1st - Advent Calendar

Premier Pass/Yak Track

Newspost

  • Nov. 25th - Jan. 5th (6 Weeks)
  • 2 tracks (free/premium) progress by completing challenges. Each have rewards.
    • Players can pay to advance without needing to do challenges.
  • Premium track costs 2 Bonds. (Current and New Premier Club members access it for free.)
  • Rewards - Consumables & 33 Cosmetics = 4 Pets, 3 Outfits, 6 Animations, 15 Weapon overrides.
  • Available to everyone including ironman.
  • Premier Club members will get free access to the premium tracks that occur through the year.

Development

  • Pitched in June/July | Production began in August | Planned for October but delayed to finish polishing it.
  • Was not meant to be a Halloween event, it was just meant to have a Halloween theme.

Treasure Hunter Promotions

A way we hope will foreground some of the things we've been saying about reducing RNG and providing more transparency as to the types of prize you'll be getting.

  • Starting Nov. 26th/27th there will be a new experimental TH promotion.
  • Theme: Alice has gone away and left her wares unattended no chests just a class case.
  • All prizes that you see can be claimed, the order in which they drop is still random. So if you have 10 keys you'll get all the items you see in front of you, at which point the table resets. Each time you take a new item the oddment refresh cost will go down.
  • Hearts of Ice don't currently play a role with this trial.

Core Experience Team

Our goal is to get players to play with each other and to continue to grow the number of users coming into the game. To insure that we need to streamline and modernize the game so it remains relevant and that its ready for the future.

Smooth Movement

  • Upcoming initiative spoken about at Runefest, planned by the end of the year/early next year.
  • The characters won't immediately pivot, there's a smoother feel to the animation.
    • No need to change the animation, it's done on the engine side.
  • It doesn't affect the core-gameplay.
  • Demo/gameplay next week's stream and a Blog in the next couple of weeks.

Other Projects

Things we and players really want. We don't want to make an experience that's too different than what we have now while at the same time making it feel good.

  • We need to test to make sure changes have a positive impact on the game, and beta test to make sure there are no issues.
  • Outlining/Silhouetting - Make it obvious what can be interacted with.
    • Quests on mobile are especially tricky due to not having a mouse-over so this would help.
  • Canopy thing - See through objects like trees.
  • Client side prediction & Tick Improvements.

Mobile - Early Access

  • Goal: Get it out to as many of our members as possible.
  • We also want feedback on how new players react to it so we can make improvements.
    • Area test are testing in Finland because data shows Runescape has a big brand awareness there.
    • When we do go into other territory we will let you know.
  • IOS is still being worked on but it's a platform limitation. Google has more flexibility to deliver a build in a closed beta.
  • In IOS we are going to do something more creative to get as many players into a build as possible.
    • We are thinking on how we can execute on that hopefully sooner rather than later.
  • Full commercial launch sometime next year will include IOS. New info in the new year.

Ranch Out of Time & 120 Farming

  • Release Date: Nov. 25th
  • Grace Period: It has been extended from 6 months to coincide Archaeology's grace period (so around July).
    • Certain achievement grace periods also follow this.
  • Period of post-release to do look at more feedback and implement stuff and fix bugs.

Ranch Out of time

  • Travel: Teleport via a Magical Tree on the West coat of Anacronia
    or via the Farming Guild.
  • NPCs: Prehistoric Potterington
    , Dog (collection log), 3 Collectors
    • Aniphi (gnome) - Frog collector
  • Pens: 1 Small, 1 Medium, 2 Large, 1 Breeding.
  • Other: Seasonaliser

Shop

Farm Upgrades

Beans Name Beans Name Beans Name
100 Small dinosaur pen deed 300 Bank Chest 6,000 Multiple trait boost (small)
500 Medium dinosaur pen deed 200 Farm Totem 9,000 Multiple trait boost (medium)
1,000 Large dinosaur pen deed I 3,000 Noted produce 12,000 Multiple trait boost (large)
1,000 Large dinosaur pen deed II 5,000 Seasonaliser Wheel 6,000 Small pen breeding
1,000 Dinosaur breeding pen deed 20,000 Storm barn extension I (+15 spaces) 8,000 Medium pen breeding
5,000 Storm Barn Deeds 60,000 Storm barn extension II (+30 spaces) 10,000 Large pen Breeding

Animals/Potions

Beans Name Beans Name Beans Name
100 Green Frog 100 Green Salamander 50 Name Re-roller
300 Trait Re-roller 400 Supreme growth potion (sundry) 1,000 Supreme growth potion (leafy)
1,200 Supreme growth potion (bushy) 2,400 Supreme growth potion (fruity) 4,000 Supreme growth potion (woody)

New Misc Rewards

Beans Name
1,000 Harvest Potion

Other Information

  • The Beans currency is shared between the Manor and the Ranch farms shops.
  • Players will NOT get a pen for free.
  • It will not launch with farmhands as we want players to be interactive rather than passive.
    • There are no current plans to change this stance.
  • Magic Beans are being replaced by Supreme growth potions.
    • Magic Beans will be refunded into an item that can traded for beans.
    • The refund isn't being applied to ones obtained from premier/other sources, instead it will covert into the new potions.

Pens

Building

Name Farming Level Construction Level Material Cost (Wood, Vines, Stone) Deed Bean Cost
Small Pen 42 45 1000 of each 100
Medium Pen 76 80 25,000 of each 500
Large Pen I 98 90 75,000 of each 1,000
Large Pen 2 104 90 75,000 of each 1,000
Breeding Pen 42 55 100,000 of each 1,000

Creatures/Food

  • New food: Buggy Mush - Made from any insects (new and old).
Pen Size Creatures Food
Small Frogs, Salamanders Insects
Medium Jadinkos, Varanusaurs Meat*
Large Brutish Dinosaurs, BGH Dinosaurs Meat

Jadinkos may also eat Insects/Flowers

Breeding

  • Breeds (including Shiny): 5 Frogs, 5 Salamanders, 11 Jadinkos, 4 of each BGH Dino.

    • Corbicula Rex/Gelum/Malum
    • Oculi Apoterrasaur ''/Glacies/Oceanum
  • You can obtain all breeds through regular breeding.

    • Seasons/Traits do not affect the type of breed.
  • There are no complex breeding chains like with Dragons.

  • The Ravensworn trait is still obtainable but there aren't any achievements tied to it.

  • There are no unique traits for them.

  • BGH Dinosaurs are all separate. (Corbicula Rex can only breed with a Corbicula Rex, not with a Bagrada Rex).

  • Growth rates will continue on from dragons, so you can expect them to be an extension of that.

  • Breeding rates, they will be in a similar area for dragons.

  • Extracting from Corb Rex gives you - Bottled Dinosaur roar (other dinos give other things).

Farming Level Table

Arcane Apoterrasuar, and Malletops are unknown currently

Level Creature
42 Frogs
76 Jadinkos
97 Varanusaurs
102 Salamanders
104 Scimitops
106 Bagrada rex
108 Spicati apoterrasaur
110 Asciatops
112 Corbicula rex
115 Oculi apoterrasaur
118 Pavosaurus rex
  • New tweaks to training methods and new ways to do it.
  • It wouldn't feel good if they were released in batches as Farm/Herb compliment each other.

Perks

Creature Perk
Oculi apoterrasaur 3%/5% chance of getting extra meat from BGH.
Bagrada rex 5% chance per tier to conserve a bomb when thrown
Malletops Increases baracade by 3 seconds per tier.
Varanusaurs 10% chance per tier to make a 4 dose potion instead of 3 dose potion when making poison related potions.
Corb rex 20% per tier critical hit chance on meteor strike.

Plants

Primal Extract

  • All these new produce can be crushed into Primal fruit pulp. Various bits from each produce. Each gives a different amount.
    • Avocado - 5, Ciku fruits - 4, Mango - 6
    • 20-40 per plant.
  • 1 Primal pulp can make 2 primal extract.
  • Fruits, primal pulp. primal extract - tradeable.

Farming Level Table

Lychee Bush, Ciku Tree, Guarana Tree and Tombshrooms are unknown currently

Level Plant
95 Red Dragonfruit Cactus
99 Avocado Bush
103 Stinkshrooms
105 Mango bush
113 Carambola Tree
114 4th Spirit Tree
116 Golden Dragonfruit Cactus
119 Money Tree
Plant Patch Names
Bush Mango
, Avocado
, Lychee
Fruit Tree Carambola, Ciku
, Guarana
Mushroom Stinkshrooms, Tombshrooms
Cactus Red Dragonfruit
, Golden Dragonfruit
Unique Money Tree

Money Tree

  • Patch is located next the Manor/Farming Guild.
  • Growth Time: 2 Days (immune to disease).
  • Rewards: 60K XP & 3 Cash Bags - Each give between 333-500K gp (1-1.5M gp total)

Drop Sources

  • New Seeds: BGH T1-3, Elite/Master clues, pickpocketing rogues, Triskelion keys, harvesting jadinkos, Lost Grove creatures
  • Money Tree Seeds: Birds nests, Crystal chest (prif/taverly), Harvesting POF animals, Harvesting/checking health of crops, Triskelion keys, Farmer requests.

Primal Feast

Food Cooking Lvl Ingredients
Primal Starter
99 1 Raw oculi apoterrasuar meat, 1 Rainbow sweetcorn, 1 Cannonball cabbage, 1 Sweetpotato
Primal Main Course
99 1 Raw malletops meat, 1 Raw pavosouar meat, 1 Red onion, 1 Heirloom tomato
Primal Dessert
99 1 White strawberry, 1 Golden watermelon, 1 Dragonfruit, 1 Mango
Primal Feast
115 1 Primal Start, 1 Primal Main Course, 1 Primal Dessert
  • Primal Feast breaks into 4 Primal portions - Each portion heals 2,500 LP (10,000 LP total)
  • Primal Feast/Portions are not tradeable but the ingredients are.

Potions

  • Harvest Potion - Allows you to get special versions of certain crops (Rainbow sweetcorn, Red onions) for 6 minutes.
  • Extreme Cooking Potion - Boosts your cooking level up to 17 levels allowing you to cook a Primal Feast at 115 Cooking.

120 Cooking Discussion

  • There are NO current plans to raise Cooking to 120.
  • Primal Feast requires 115 cooking specifically to require players to use the potion to make so it has value.
  • The Primal Feast is also above 99 due to how much it heals.
  • If Cooking ever does go to 120 we may rebalance it.

Farming Guild

  • Location: Player Owned Farm

New Content

  • Dino Farm Teleport - Manor upstairs
  • Farming Reputation
  • Money Tree Patch
  • Bloodwood Tree Patch
  • Spirit Tree Patch
  • Remote Farming Device
  • Farming Requests

Farming Reputation

7 Tiers of Reputation which cap out at 2.5M reputation.

  • Any time you do anything farming related you gain farming reputation for each action
Tier Rank Reputation Req Reward
1 Apprentice Farmer 4,000 Ability to plant a 4th spirit tree with 114 Farming.
3 Competent Farmer 25,000 Ability to build the Remote farm machine. Shiny animals sell for 10% more beans.
4 Expert Farmer 75,000 Animals have less chance of becoming diseased. Buyers on farms will buy twice as many small animals.
  • Bloodwood tree unlock appears at the higher end.
  • Remote Farming Device requires a 1 time payment of a few thousand of the spell runes and 50 living components.
  • Farming yields of existing crops? - Yes, during Epic jam and it's been squeezed in for farming.
    • Various benefits just before 99-115 where you will get double-triple yield from things like Marigold, Nasturtiums
    • Farming Rep gives a reward to harvest double from limpwurt patches.

Farming Guild Requests

  • 3 Farm NPCs (Easy, Medium, Hard) will be located outside the Farming Guild.
    • Easy - Daily cycle | Medium - 3 Day cycle | Hard - 7 Day cycle
  • They will request various things related to Farming: Seeds, Produce, and Animals
    • Players will have similar request, but not the exact same. (Same seed but different amounts).
  • Rewards: Farming Reputation, Unique themed reward, Brassica Primer
    • They don't award XP.
  • Brassica Primer Effect
    - You will now recieve a 10% XP boost when checking the health of Farming patches for 15 minutes.
    • Easy - 1/5 Chance | Medium - 1 Guaranteed | Hard - 3 Guaranteed

Other

Farming

  • Pre-release Animal Drop Rates will be made more common.
  • Seed Storage: We looked into but there were problems on the tech side due to the sheer number of seeds.
    • We considered a small batch but determined it was either do it for all seeds or none.
  • Achievement - Buying everything from the new shop (no grace period).
  • Future combat encounters will take into account new food.
  • Seedicide does not give Farm Rep.

Herblore

  • There are no plans for more extended potions.
  • Invulnerability Bombs could splash but since an AOE over-time it has multiple attempts to hit per use.
  • Leveling Benefits:
    • Obtain more extract per pulp, "i believe this happens twice but i can't tell you the numbers"
    • 2 for each Bomb and Powerburst, unlocked at different levels.
      • The first benefit for each makes the potion faster
      • the second benefit for each reduces one or more ingredients
  • Charming Potion will only work with PvM due to issues implementing it with familiarisation.
    • This will be fixed in post-release.
External link →
over 4 years ago - /u/JagexBreezy - Direct link

What a lovely TL;DW. Thanks a lot Rubic!

over 4 years ago - /u/JagexRowley - Direct link

Originally posted by mitzi86

Can I get a jmod response in regards to what is going to be part of the grace period for archaeology? I think most people assumed that we would be losing the max guild on release. Is this still the case?

When we start discussing Archaeology in greater detail we'll cover this.

over 4 years ago - /u/JagexRowley - Direct link

Originally posted by munclemath

Am I going crazy, or is there no mention of the dinosaurs from slayer in here?

Those are classified as varanusaurs, which were mentioned, but the word might be new and the connection not made.

over 4 years ago - /u/darkhearted_raven - Direct link

Originally posted by GioTheRedditorXDDDDD

meant to be an easy spirit tree to get to so u can go to other ones

This.

The intention is that it should be a nice easy entryway to the other ones, rather than a destination in itself.

over 4 years ago - /u/darkhearted_raven - Direct link

Originally posted by Charzila

Primal feast seems like a hella lot of work for something nearly the same as 4 sailfish, I wonder what content will be made with it in mind given how eating food is just not really done now so it's pretty useless

It's niche definitely, but there's a lot of potential there with how it can be used. Sailfish, for example, is very close healing, but that's a definite 4 slots in the inventory taken up. Consider, for example, the use of a primal feast and 3 sailfish. Whereas before those inventory slots were worth 9,600 in total healing, with 3 sailfish and one primal feast, they're now worth 17,200. That's an additional 7,600 (which would require another 4 inventory slots of sailfish to achieve).

For some players this will allow them to engage with PvM encounters that they physically couldn't do before. Albeit with a hefty upfront effort before hand.

It shouldn't be thought of as "the new food" that is the exclusive healing object used, but it should be considered as part of a wider suite of PvM gear.

over 4 years ago - /u/darkhearted_raven - Direct link

Originally posted by munclemath

Am I going crazy, or is there no mention of the dinosaurs from slayer in here?

Venomous, Ripper and Feral dinosaurs are all "varanusaurs". Brutish dinosaurs are their own category and are there.

over 4 years ago - /u/darkhearted_raven - Direct link

Originally posted by Bullstrode

Is harvesting Jadinkos mean collecting them from hunting harvest or is it exclusively Ranch harvesting on release?

For the new seeds, exclusive to the ranch at this point in time.

over 4 years ago - /u/darkhearted_raven - Direct link

Originally posted by Legal_Evil

Will the Harvest Potion only be obtainable with beans or can we make them with Herblore?

Can some of the now low value seeds like palm, dwarf weed, calquat, and magic seeds be partial replaced by the new farming seeds from our bosses drop tables?

For farming contracts, please don't make every player need the same seed. I don't want one seed type of skyrocket every new contract.

Will the Remote Farming machine only allow use you check growth stages of our patches and cure diseases like the spell, or can we also remotely harvest and plant seeds with it?

Can the Brassica Primer effect be tradeable so 200m farmers can sell them?

And lastly, can bombs be used in PvP and can they skull you?

Will the Harvest Potion only be obtainable with beans or can we make them with Herblore?

You can make them with herblore. We wanted to give an option of purchasing them for beans if you are a farmer. The shop bought one is only a single dose I believe, the ones you create are the normal dosage.

Can some of the now low value seeds like palm, dwarf weed, calquat, and magic seeds be partial replaced by the new farming seeds from our bosses drop tables?

In future maybe. But we've not done a full drop table rebalance as part of this project.

Will the Remote Farming machine only allow use you check growth stages of our patches and cure diseases like the spell, or can we also remotely harvest and plant seeds with it?

It works like the spell, but now you can cast it for free and without needing to be on the lunar spellbook. You do need to have unlocked the spell to build the device.

Can the Brassica Primer effect be tradeable so 200m farmers can sell them?

It's untradeable I believe. But you get other rewards from the contract buyers as well, so you can safely just destroy them when you get them.

And lastly, can bombs be used in PvP and can they skull you?

No, bombs do not work in PvP.

over 4 years ago - /u/darkhearted_raven - Direct link

Originally posted by Danzferno

They really cant do a seed bag? It's that hard with the coding? So the code is so archaic and old or they dont have the technical expertise on hand to make it viable at some point? How did osrs manage it?

So it's worth remembering that OSRS and RS are two fairly different games right now. I know they share a lot of similarity and are descended from the same place, but there's been over a decade of difference between the two now and they're quite different.

One of the big differences is in terms of memory space and limits on certain memory intensive systems. As it stood with POF we pushed some of the game to its limits and we've really pushed it up against the wall with this update (don't panic, it's all stable and good, it's just a reality of stuff we're dealing with) and seed storage would be an additional demand on this limit.

OSRS isn't there yet with it's codebase, because it simply hasn't had that decade to build up those objects, locations, npcs and inventories.

Now, there were cheats that would let us build this storage bag, but they introduced dangerous issues and a high chance of bugs which might result in the loss of stored seeds. All while still only really skirting the technical issue. We decided it probably wasn't a good idea for us to take that route.

It's easy to rag on the RuneScape codebase, but you have to remember just how much stuff there is in RuneScape. Like there's LOADS of content and it all feeds in to other things. Which means there becomes problems when you try and interact with a lot of that. For the seed storage it basically boiled down to do we want this, or do we want to give players content at every level of the 120s? Every piece of content we add is at the expense of something that "could have been", which is just a reality of developing anything. When we say "expensive" we mean in terms of costs to you and the content you get, not in terms of money we spend on it.

Now the good news is we've got some time to focus on post-release stuff and part of the reason for telling you all about this content now is so we can get a headstart on major concerns. I've flagged seed storage as one of the big points of feedback and we'll look into it again. I can't promise we'll do it, the technical issues still remain, but it's not forgotten.

over 4 years ago - /u/darkhearted_raven - Direct link

Originally posted by TankityGank

Too expensive to do for free*

I've mentioned this above, but I feel it important to clarify what we mean when we say something is too expensive.

What we're not saying: "It costs a lot of money"

What we are saying is: "Creating this means removing other, arguably more impactful, content from the players"

I.e when we say "expensive" we mean in terms of what it will cost the player experience not what it will cost our wallets. The reality of developing anything is that when you do one thing it's at the expense of something else that could have been. We have to choose between which things we create and we always aim to give players the best, most impactful experiences with the content we release.

over 4 years ago - /u/darkhearted_raven - Direct link

Originally posted by tokyoaro

Ooo a Farming Guild. Thats actually something I was asking for a week ago! Hopefully we get more skilling guilds in the future.

We're certainly interested to see how guild reputation goes down as a system. This farming guild is a little different to most guilds (which are in reality largely just a hub for that skill) and we want to see if this is an avenue worth exploring more in future. Certainly I would love to create more impressive guilds that use reputation to add more content and functionality as you improve.

over 4 years ago - /u/darkhearted_raven - Direct link

Originally posted by Bentoki

Thanks for the tl;dw as always

Its nice to see that they took some... inspiration from OSRS for this update lmao

I mean, yeah, of course we did and vice versa. I realise there's a community rivalry between the games, but in the office we're cheering each other on and we often get together to talk over what worked where and whether it's a good thing to add to the other game. This just gets players more good content and that's the goal of all content developers.

over 4 years ago - /u/darkhearted_raven - Direct link

Originally posted by KoneheadLarry

Wonder if the Frogs and Jadinkos have farming perks. Was somewhat concerned about the Money Tree but if its rare enough, I dont mind. Primal Feast sounds ridiculous to create, more ingredients than an Ovl and generally you use more food than pots. On top of that, the only purpose of a lot of the new farming produce is just Primal Feast components. Feels a bit underwhelming.

I think the Dino combat perks should be a bit more spread out between abilities so they aren't as niche, otherwise it massively encourages a very specific playstyle or is useless most of the time. It's like giving Rabbits the perk "Yaks are 50% more likely to breed" rather than "all animals are 5% more likely to breed"

Give all damaging ultimates +10% crit chance rather than +20% crit chance for just Meteor Strike. Damaging ultimates are already rarely used as Berserk/Sunshine/Swiftness are far superior, but a +10%/20% crit buff all around could make certain situations like Tsumami against grouped enemies more viable.

For Barricade, +6s is a 60% increase in uptime (assuming T90 shield and no Turtling) which is pretty insane, but at the same time very niche. I think it would be better if it instead increased damage dealt while using a shield/defender by 5% per tier. It wouldn't be BiS DPS but it would help offset DPS lost during times a swap is necessary, and improve effects of Reflect and Revenge.

Wonder if the Frogs and Jadinkos have farming perks.

They do! I won't say what, but they do have perks.

I think the Dino combat perks should be a bit more spread out between abilities so they aren't as niche, otherwise it massively encourages a very specific playstyle or is useless most of the time.

The design intention behind farming animal perks has always been to focus on the niche. Something that boosts all ultimates is certainly wonderfully powerful, but it means why would you ever keep any other animals? Making it niche means making it tailoured to your playstyle.

Choice is gameplay after all.

over 4 years ago - /u/darkhearted_raven - Direct link

Originally posted by Mystic_Clover

Future combat encounters will take into account new food.

This is what concerns me.

A lot of time goes into obtaining three T3 dino meats, and you'll need 7 allotment produce and 2 fruit in addition. How much effort goes into each one of these feasts, 15+ minutes? Just a few of these is an entire hour of combat upkeep.

They seem too expensive to start designing content around them.

So, don'tpanic about this just yet. When I say "will take into account" I don't necessarily mean "you must absolutely have this or you will die".

What I mean is, we can consider it for higher difficulty moments as a possible solution and we can take it into account for the overall balancing of an encounter. We may choose to ignore it for that balancing, but we may choose to make certain encounters substantially harder without it.

We may decide at some point to make something super difficult to face that will require ALL of the best stuff and still be a challenge. But that doesn't mean that all content will be like that.

Basically it's one of the tools in our arsenal of balancing, but it's just one among many.

over 4 years ago - /u/darkhearted_raven - Direct link

Originally posted by Viktor_Fury

Please never leave Jagex Raven.

I have no current plans to. ;)

over 4 years ago - /u/darkhearted_raven - Direct link

Originally posted by Nomen_Heroum

Hey Raven, can you clarify whether this new spirit tree will be required for the Master Quest Cape? If so, will it get the same ~July grace period as the Completionist cape?

You should not need to plant all 4 for the achievement no.

over 4 years ago - /u/darkhearted_raven - Direct link

Originally posted by TankityGank

Alright, that makes more sense. Would it not be possible to introduce thematic seed bags, eg arc berries, herb seeds, tree seeds, etc?

Maybe, but the current issue is still there even in that format. I've flagged it again for consideration for post-release but it's something that will need further investigation I'm afraid.

over 4 years ago - /u/darkhearted_raven - Direct link

Originally posted by Sir_BerryRS

There seems yo be a push to compress pvm lately. By that, I mean make it easier on the lower end player, and bring them closer to the high end.

Trimmed master work, HP bombs, and more food/inventory.

Ehhh this is simplifying things a bit and only really thinking of things as they are now, whereas we're looking at the game as a constantly evolving and improving thing. So sure, in the short term more people will be able to engage with the top tier content, but in the longer term we'll be bringing in more top tier content (not giving any sort of deadline before anyone asks) which will push the challenge higher still.

Generally people don't want to be doing the same thing the same way forever, it's best to think of changes like this as changing up the gameplay, opening up the possibilities and preparing the groundwork for future content that we could create.

over 4 years ago - /u/darkhearted_raven - Direct link

Originally posted by Bullstrode

Oh and another question if you wouldn’t mind mod raven, would fishing bait count as insects for the farm? I assume fishing bait is based on grubs, or maggots, since you feed them to the bird pets, so I was wonder if those would count for the farm. If not that works, just trying to think of an abundant source of insects. Thank you for your time.

No bait does not count. But beetle bits and flies do.

over 4 years ago - /u/darkhearted_raven - Direct link

Originally posted by ghfhfhhhfg9

does it overheal like rocktails/sailfish or nah? they are my go to food simply because I love the extra hp as safety.

No it does not overheal.

over 4 years ago - /u/darkhearted_raven - Direct link

Originally posted by The_Wicked_Wombat

Can I ask you about ironmen though raven? This seems extremely hard and tedious for ironmen to gather. Any feelings amongst the jmods about ironmen in this regards, or is it more of we don't really care towards the iron community?

It's hard to do for ironmen, sure, but it's absolutely possible to manage it yourselves. There are multiple options for the farm of ways to diminish involvement, if that's your thing, or you can focus on specific things at a time.

Ironman mode is, as requested by the players, a difficult mode to do. It's about choosing your battles and planning your game carefully and it's about finding the best ways to deal with difficult situations. Economy and trade is a huge part of RuneScape and cutting yourself off from that is going to make life tough, that's the nature of the beast.

We could put special ironmen shortcuts in, but that would devalue the challenge of ironman mode and I imagine a lot of the ironman community would be unhappy with that.

In short, it's tough, but it's doable.

over 4 years ago - /u/JagexPoerkie - Direct link

As promised we'd come back and elaborate on how the HiScores would function when Farming and Herblore would go from a 99 to a 120.

If everything goes the way it should be, those who already have 200mil XP (or have more than 13,034,431 XP) in farming or Herblore should not lose their place on the HiScores tables.

over 4 years ago - /u/JagexPoerkie - Direct link

Originally posted by jorgelucasds

Thanks for checking, but i'll just elaborate what happened with slayer so you can make sure you checked the right thing.

Hiscores is ranked firstly by total level (max 2736), secondly by xp (max 5.4b).

What happened with slayer is that whoever logged in first, got the new max level first, and thus sniped the #1 on hiscores. It happened on both slayer hiscores and overall hiscores. Your level didn't update to 120 until you logged in.

We should have something in place to stop players from sniping the first place (we'd believe)

over 4 years ago - /u/darkhearted_raven - Direct link

Originally posted by Ashendant

I think it would help a lot if we had a localised seed storage just for Arc Berries and Herblore Habitat since those are located on the very specific spots in the game. It would certainly be more helpful than just having two "tabs" for the general seed storage that are useless outside those two spots.

There are other like these (Ex: Evil Turnip, Belladona, etc.), but they are nowhere near as egregious on bank space consumption.

I've raised both of these options, but they do still share many of the same limitations that prevented the seed storage in the first place. We'll look into it. Definitely won't happen for launch (as that's Monday) but it's a reward/QoL space that we'll investigate heavily in for the future.

over 4 years ago - /u/darkhearted_raven - Direct link

Originally posted by Californ1a

Better than a seed bag would be a way for the bank to store a total amount of doses of a potion rather than a ton of individual items for each dosage amount. Many people have a potions tab that probably takes up a third if not half their bank space. Consolidating all those in some way would be an amazing bank space saver, way more than a seed bag would provide.

Withdrawing a preset would take from the total doses and from a stack of either empty vials, flasks, or juju vials and fill them, and depositing would destroy the vial/flask/juju vial but deposit/keep the remaining doses in bank.

This is a nice idea, but from the bank would require us to rewrite how the banking code works to account for this and that way madness lies. It's a possible reward space for future consideration, but it's definitely not something we could get anywhere near launch I'm afraid.

over 4 years ago - /u/darkhearted_raven - Direct link

Originally posted by Californ1a

Oh yea, definitely not for this coming Monday, for sure; that'd be some insane development time. Just something to consider looking into, as I think some kind of combined potion dose storage would alleviate most of, if not entirely all of, the bank space outcry.

It's something to consider. I doubt it can be a thing that comes from the bank, but there might be alternatives.

over 4 years ago - /u/darkhearted_raven - Direct link

Originally posted by Mystic_Clover

The only thing I feel ironmen need any strong consideration for (coming from a maxed ironman), is content where player trading is strongly intended. For instance, if a boss drops multiple parts of a weapon randomly it can make getting the complete weapon significantly more difficult, which you guys have addressed by making those pieces drop in order (Telos orbs, ED3 crossbow).

While this food is difficult to obtain, I don't see it being unfair to ironmen at all. They have to put in the same amount of effort as normal accounts.

If the cost of the food does end up being a problem however, one thing I might suggest is making the T3 meat a bit easier to obtain. Maybe adding it to harvesting the appropriate Ranch out of Time dinosaurs (if they aren't already planned to give it).

Alternatively, there might be animal perks that could help you out there... ;)