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Vod


Annual Survey

Upcoming Updates

  • Player Owned Farm Nerfs: Newspost: Sept. 11th | Update: Sept 16th
  • Slayer Log: Update: September 23rd
    • It was initially planned for next week however we delayed it to incorporate the feedback provided.

New Player Experience/Mobile

  • From the data we've seen it's gone really well.
  • It appears to be retaining more players than dropping them off and letting them go.
  • Currently it stops in Burthorpe/Taverly, but the aim is to do more in Lumbridge and release them from there.

Weapon Diversity

  • Cancelled in its current design.
  • The benefits were more DPS modifications than utility benefits.
    • This means players would likely select weapons with the best DPS regardless.
  • We've taken the time to elaborate on the methods we've taken in the project and why we made this decision.
    • We don't make almost finalized updates, put them on a beta, just to cancel them out of no where.
    • We do a lot of prep work (Surveys, internal play-tests) that players don't see which is designed to make us fail earlier.

Other

  • We will be releasing the modified numbers for combat pets.
  • The gizmo calculator will be put on the wiki in the future but it will take some time.

Designer Diary

  • Goal: Be more transparent on what we are doing.
  • Future Diaries probably won't be as long as the first.
  • Recently there were changes made to our teams and the problems they are trying to solve.

Teams

  • Episodic Content Team - Content you play: Quests, Bosses, Dungeons, Landmasses, skills, etc.
  • LiveOPS1 - MTX Team
  • Core Game Experience - Mysterious team (more at Runefest).
  • Mobile Team

Problem 1: There is too much content is in the game making it hard to pick up!

  • No one's arguing against this, the game has been out for 18-19 years where we've updated mostly weekly.
    • A lot of content is not very good or used and we want to remaster it.

Remastered Content

  • Remastered - It's everything you've loved about that content in a package in a new form with new content.
  • We want to remaster iconic content as it markets well with returning players.
  • Example: God Wars Dungeon Remastered
    • Same bosses but with new mechanics new loot, t92 godswords
    • With new content such as an elite dungeon, a new quest, or skilling content.
  • They don't have to be the ones we gave examples for. Another good one would be to remaster the ZMI Altar.

Other Content

  • Desire to update places no one goes to and where there's nothing of value at its core.
    • We'd rather remove it than rework/remaster it.
    • Examples: Familiarization, Mobilising Armies, Ratpits, Conquest.

Problem 2: We are trying to do too many different things at once.

  • This is more of a message to us as a development team.
  • Previous iteration of episodic content was temporary content, more system to engage with things, doing huge quests, etc.
  • We are damaging our ability to serve players who love a specific type of content since we are doing too many things at once.

Content Types

  • The following content types will be focused on in the short term.

    • Bosses, Encounters, Drops, Asynchronous Minigames (Ports).
  • People are thinking we are going Player-Owned Crazy, but we are more likely to plug into existing content.

    • Out of all the categories, the Async minigames will be the least updated.
    • We are likely to do a Remaster for Managing Miscellania.
    • We aren't going to do these every month.

Problem 3: Wall with Dead content.

  • Dead Content: Content players don't use or don't value, specifically dead on arrival updates.
  • We do survey work on every update, and every single time we are told the rewards aren't too rewarding.
    • Even if the reward from a number point of view are worth it, or even with POF, people still say this.
  • Previously: We tried to not out-mode any of our previous rewards.
    • We try to make sure every piece of content is still relevant.

Future Design Model

  • "We won't be releasing more dead content, ever again."
  • The content released will be better than any previous content (within it's own bracket).
    • Remastered/Exisitng content are the planned future content.
  • We won't be safe-guarding older content as much as we have in the past.
    • If we release something OP, we won't be afraid to take it down if it is not fit for our players.
    • But we will be more generous than in the past 6 months.
  • It's going to be thought out and measured. (We aren't releasing t99 weapons at once.)
    • Managing XP Curves properly and how we are acceleration each of those main points.

Skills going to 120

  • One of the things that we like about Runescape unlike OSRS, is that we grow. There are new challenges
    • We grow by extending, expanding, and enriching skills.
  • We think by doing it in the skills people know and value, it's the right direction.

Problems

  • When we did things like M&S/Big Game Hunter/Bank Rework, people pop in to see it, play for a bit, and leave.
  • If you have the motivation for unlocks (things to get off that content), it keeps people playing.
    • More people playing must be a good thing.
  • M&S was fantastic, but for 2 years of dev players left since they already had 99s/obtained items they wanted.
    • I'd love to give people other reasons to stick around and get other things.

Future Plans

  • We will be focusing on 120 skills AND remasters/reworks.
  • We are currently working on 2 skills to go to 120 which will meet the following Objectives.
  • Objectives: Unlocks at all levels, New ways of training, worthwhile unlocks/key milestones, and a form of grace-period.

Deciding Which to Do

  • There are different ways of approaching whether to do a remaster/120.
  • Example: Construction
    • Priority 1: Construction needs a rework.
    • If we had more time/resources, then add more training methods, and new unlocks beyond 99/add 120.
    • It makes sense to raise it to 120 if we put in the effort to rework it.

Raising Past Update Skills to 120

  • There is an argument around Mining, Smithing and Hunter to 120 with their respective updates.
    • We considered raising Hunter to 120 with Land Out of Time.
  • We didn't have the time/resources, and couldn't hit the beat with what we wanted to do with 120s.
  • We don't want to throw 120s out, we want to do them right.
  • Slayer & DG - Slayer is being filled out already and DG is filled out.
    • There is an argument that Elite Dungeons are diminishing DG content.

Mobile

Album - UI Images

General

  • We overhauled the interface.
  • Players can hide interfaces as they see fit.
    • The Activity Tracker interface is toggled using the flag icon on the left.
  • Toggle between the combat loadout by clicking the Weapon icon.
    • There's an interface with action bar numbers if you wish to switch to a different action bar.
  • The Spell book/Ability book allow you to expand/collapse tabs.
  • Menu change was overhauled.
    • We can relook at the buttons on the side to make sure 2 don't take you to the same place.
  • Players can drag items to the action bar by unlocking the action bar (Press and hold an icon to see the option).

To Be Added

  • The HP/Adren bars will have number added to them.
  • New Worn Interface look (which can be seen in the images).
  • Quickchat never worked properly on mobile, and has been disabled.
    • We plan to look into the future so players can make use of it.
  • One button gameplay doesn't work in mobile but it will be brought back eventually.

Issues

  • When in an instance the clickbox is funky and this is a known issue we want to sort.
  • In some cases the Ribbon icons look bad over the desert.

Decisions

  • We may look at image buttons instead of text buttons.
  • We wanted to keep away from the scroll-bar on the inventory, but we could re-look into it based on feedback.
  • We are looking at mobile as a test for the new layout/color-scheme and plan to move some of it to desktop.
    • Questions we ask ourselves: Does it look right? Does it feel right? Are the players happy with it?
  • Runefest will provide more news for mobile.
External link →
over 5 years ago - /u/JagexOsborne - Direct link

Originally posted by AssassinAragorn

Slayer & DG - Slayer is being filled out already and DG is filled out.

This completely flies in the face of what they said earlier:

Objectives: Unlocks at all levels, New ways of training, worthwhile unlocks/key milestones, and a form of grace-period.

99-120 DG does not have: unlocks at every level, new ways of training, worthwhile unlocks/key milestones (except at 115)

99-120 Slayer is even worse at not having unlocks, new ways to train, or worthwhile unlocks/key milestones.

/u/JagexOsborne Can you please explain how you consider DG to be in a good place, and slayer getting there, when they don't come even close to your stated objectives for 99-120 in skills?

(To put a silver lining here, the Core Game Experience team is seriously piquing my interest. I'm disappointed to see quests aren't a high priority.)

In the livestream, we said that Slayer is being filled out over time but isn’t there yet, and some on the sofa said that DG was full, while I was saying that players felt that Elite Dungeons had meant that top end Dungeoneering was redundant for some. I feel the write up is simplifying it a tad.

Regardless, I am of the opinion that we shouldn’t necessarily hold back from doing 120s if others aren’t completely finished, in the same way that we shouldn’t be holding back on new skills if people feel that other skills should be reworked first. There should be a mix of new challenges and reworks in the game (personally, a skew towards reworks), but we shouldn’t resist making new content

over 5 years ago - /u/JagexOsborne - Direct link

Originally posted by ImRubic

I can fix it if you think that's the case. What should I say instead of what's currently there?

I don’t think you have any disagreement from us that Slayer would benefit from filling out from 99-120. I think there’s a mix of opinions about whether DG is fine as is, or needs filling out or fixing, particularly in light of Elite Dungeons. We didn’t say it on the stream, but Slayer is more of a priority to us regardless

Please don’t feel you have to update the tldw: you’re not an official spokesperson for us, and it’s so good that you are impartial.

over 5 years ago - /u/JagexOsborne - Direct link

Originally posted by Oniichanplsstop

The major problem with familiarizaiton is just finding it's worth.

You either play it to unlock the xp outfit, or play it for the triple charms. But why do you need triple charms unless you're rushing 99 summoning? You get more than enough charms due to 120 slayer or grinding combat via invention or etc to get your summoning goals with ease, even without factoring in DXP weekends.

At time of writing, it is the least played D&D in the game. That’s at least a cause for concern. You could argue that it’s not doing harm, but it’s a potential piece of content for people to get lost in, it has to be tested whenever we make systemic changes, and it will be updated if there are NPC reworks that relate to it.

over 5 years ago - /u/JagexOsborne - Direct link

Originally posted by thentheforestsang

Stone spirit news please.

Blog is incoming

over 5 years ago - /u/JagexOsborne - Direct link

Originally posted by ImRubic

One of the big problems I see with Jagex's plan is their idolization of Iconic Content. They want to remaster it so it's even more relevant.

I have a good feeling that if Jagex were to "remaster it" it would no longer be iconic in the way you are hoping for.

For the purpose of the conversation, let’s change the term from iconic to memorable. I think ‘iconic’ is narrowing the definition.

I think your argument is that there are areas and content that have never been reworked. Let’s use the Mountain Camp as an example. We could focus on graphically reworking it and adding new content there. There are a few issues that I have with that: players spend 1/100th of their time there as opposed to Relleka; since so little time is spent there, it is not hugely damaging the perception of the game; if we added content there, it would have little recognition or impact so I don’t think many people would even try to interact with it; and it shares so many assets with Relleka anyway, that it’s probably worth updating Relleka and it’s ‘Fremennik kit’ as the headliner and the Mountain Camp as a patch note or similar anyway.

I’m not saying that those areas won’t be remastered, but it’s why I feel that memorable and well used areas should be first

over 5 years ago - /u/JagexOsborne - Direct link

Originally posted by Rzbert

iirc it is not being tracked, so everyone starts fresh, aside from the few untradable stuff like pets or creature heads etc

Sorry, no, it will only be ready for release

over 5 years ago - /u/JagexOsborne - Direct link

Originally posted by AzureAlliance

Familiarization

Nobody goes to this because you broke the location hints in the Taverley update.

We will be focusing on 120 skills

This game is careening off in the wrong direction. Why couldn't you just bring over the concepts from Warding and give us that?

Slayer is being filled out already and DG is filled out

...you're kidding. No, they're not filled out. You're looking at these two incomplete skills as examples of what other 120s should be? What a joke

On that last point, you’re misunderstanding us: we don’t feel that Slayer is filled out fully, but we are actively filling it out, and we didn’t say anything about them both being perfect examples of good 120s (although I do feel that DG ticks the ‘milestone unlocks’ box, as the store is valuable IMO, and it’s close to getting number of training methods right with EDs, and there are relatively decent unlocks at every level)

over 5 years ago - /u/JagexOsborne - Direct link

Originally posted by wgd12

"One of the things that we like about Runescape unlike OSRS, is that we grow. There are new challenges We grow by extending, expanding, and enriching skills."

????

Would be happy to clarify. Not sure what you are unsure of

over 5 years ago - /u/JagexOsborne - Direct link

Originally posted by Necromaner_101

I hope the POF nerf isn't the only update that week, I can already hear the rage.

Bank Placeholders Beta will be the same week. I don’t think there is ever a ‘good’ time to release an update like this, so we shouldn’t hold it back

over 5 years ago - /u/JagexOsborne - Direct link

Originally posted by Matt258RS

https://clips.twitch.tv/ComfortableEntertainingSoymilkCoolStoryBro

^ No more Dead Content EVER AGAIN [Mod Timbo 9-10-2019]

I wish he hadn’t said that! Still, as an internal aim, it’s something to shoot for

over 5 years ago - /u/JagexOsborne - Direct link

Originally posted by Taylor7500

Remastered Content

Your heart is in the right place, but you picked a terrible example. GWD1 is fine as it is. Not every dungeon needs a gateway to tier 92 stuff.

There's so much out in the world which is old and broken. It is possible to step outside the PvM comfort zone you've built and fix a different part of the game for once. There's still plenty of reason to go to GWD1, unlike plenty of other places in the game.

When we did things like M&S/Big Game Hunter/Bank Rework, people pop in to see it, play for a bit, and leave.

It should he the players' choice whether to interact with an update. Writing updates designed for us to be dragged through unwillingly is a very quick way to breed resentment and will only result in everyone rushing the 120 as fast as they can and hating every step of the way.

Stop trying to decide for us how we should play the game.

We explained in the stream that we use combat as an example because it’s the easiest way to explain remasters. We then went on to give other examples. Please don’t think that we will be solely focusing on that

over 5 years ago - /u/JagexOsborne - Direct link

Originally posted by shakikoko

I actually dont mind if 2h effect goes out right now.

5% of crit damage turn to healing was a nice niche

Cheers for that feedback. It’s good to know which effects people actually liked, as they could be released as rewards reasonably quickly and straight forwardly

over 5 years ago - /u/JagexOsborne - Direct link

Originally posted by AssassinAragorn

To jump in, I think they mean that statement is simply untrue about OSRS. As someone who plays both games, OSRS certainly grows and adds new challenges (both raids, inferno), and expands and enriches skills (Zeah runecraft, aerial fishing, hardwood tree farming, farming guild, location locked slayer tasks, motherlode mine, blast mine, volcanic mine, rooftop agility, etc). When I read it, it felt like an unnecessary dig. Maybe it came across differently on stream?

It definitely wasn't a dig. IMO, the identity of RS3 is more boundless than OSRS. Most of the decisions made in OSRS are about preserving a form of status quo and the core of the original game, while RS3 is different from that. We have always looked a little further outwards at what new experiences we can bring.

over 5 years ago - /u/JagexOsborne - Direct link

Originally posted by AssassinAragorn

Sorry to keep bugging you with replies, but it certainly doesn't feel like there's milestones or value from 99-120 except the resource dungeon and maw at 115. And the store has no new unlocks from 99 onwards (except cosmetic pets). Do you mind elaborating your perspective?

I think you disregard the shop and its items, while I do include them. While they are not hard-gated behind levels, they still form satisfying objectives for the player and things to unlock up to 120. If you compare Dung to other skills in terms of rewards to chase, it does pretty well IMO. We could have hard-gated them, but it was intended as a test and was semi-successful.

I appreciate that you don't consider floors to be unlocks, but I was when writing the reply.

over 5 years ago - /u/JagexOsborne - Direct link

Originally posted by AzureAlliance

While I have deep concerns about the future direction of the game, the communication by yourself and the other JMods who post regularly here is appreciated. Thank you.

Oh, that's good to hear. Thank you!