Runescape

Runescape Dev Tracker




23 Nov

Comment

Originally posted by Jagex_Stu

Responding to your first question (I'll let Breezy handle the other two), to stagger the unlocks a bit, we went for shortbows at X0 Fletching level, crossbows at X3 Fletching level, and shieldbows at X5 Fletching level.

The eternal/primal equipment releasing with 110 Woodcutting & Fletching 9th December have similarly staggered unlocks, so that you have some more gradual unlocks on your journey from 100 to 110. We'll see what players think of that and I can apply that feedback to the re-tiering.

Here's how the weapons are currently arranged at the lower tiers:

https://preview.redd.it/5kk4bpssmm2e1.png?width=1200&format=png&auto=webp&s=4af8036fc4a4caf22297117120fab93e41675726

Comment

Originally posted by Alsang

I did a bunch of fletching as a GIM recently and this would have made it so much better to level and use. Couple of things I do like about the current system though which I think could use some consideration.

  1. Currently, you don't unlock all items of the same tier at the same level. E.G. First you can make t30 arrows, then a few levels later the t30 shortbow, then a few levels later the t30 shieldbow. This is kind of nice in that it gives milestones within a tier, which give you more xp. Smithing addresses this with passive bonuses as you go through a tier.

  2. Arrowshafts are good in their current state, where higher tier logs give you more of them. Fletching already competes with Construction and Firemaking for uses of logs, so tying arrows into specific types of logs seems overly restrictive. EDIT: they would have to have xp rates comparable to bows, to not feel like wasting logs on it.

  3. Would this do anything similar to upgrade levels...

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Responding to your first question (I'll let Breezy handle the other two), to stagger the unlocks a bit, we went for shortbows at X0 Fletching level, crossbows at X3 Fletching level, and shieldbows at X5 Fletching level.

The eternal/primal equipment releasing with 110 Woodcutting & Fletching 9th December have similarly staggered unlocks, so that you have some more gradual unlocks on your journey from 100 to 110. We'll see what players think of that and I can apply that feedback to the re-tiering.

Here's how the weapons are currently arranged at the lower tiers:

https://preview.redd.it/5kk4bpssmm2e1.png?width=1200&format=png&auto=webp&s=4af8036fc4a4caf22297117120fab93e41675726

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Comment

Originally posted by notLankyAnymore

I like everything but the arrow change. Also, what type of wood do grenwall spikes make? (You can add feathers to spikes to make arrow shafts.)

Currently grenwall spikes continue to make basic headless shafts, since attaching feathers to them requires 1 Fletching. (They're quite an outlier so wasn't specified in the design.)

Do you have a preference for an alternate approach to fletching headless arrows from grenwall spikes?

Comment

Originally posted by Dry-Fault-5557

Don't forget to adjust the Almost Made in Ardougne elite task.

Do you have a preference for how to handle Almost Made in Ardougne? I've been in two minds about how to adjust it.

It looks like you don't need to gather the logs/ores in Yanille/Witchaven, so could leave it as a rune crossbow with Fletching req lowered to 50, but you'd need to buy/bring acadia logs from Al Kharid.

Alternatively could lean into the yew logs and make a necronium crossbow from scratch, but that would push the Smithing and Fletching reqs for the elite task to 70, and would need to buy/bring/metalbank necrite & phasmatite rather than runite & luminite.

Probably a better third option I haven't thought of. :)


22 Nov

Comment

Originally posted by Narmoth

Nothing was mentioned of F2P can cut the Magic trees instead of only buy off members on the GE.

There are two existing magic trees at the Mage Training Academy near Al Kaharid.

EDIT: This is a huge Win for F2P btw.

Thank you!

No plans for F2P to get access to magic trees, especially since they've been pushed up to level 80 for a while now, and F2P content is supposed to not exceed level 50/60. (Fletching re-tier complies with that by re-tiering acadia/rune to level 50 equipment and magic/bane to level 80 equipment.)

Comment

Originally posted by Data_Arrow

Hey Breezy!

With the re-tiering of arrows, would that change the experience given from them?

Sincerely, Someone with loads of Rune arrowheads from Seren spirits.

Yeah this would indeed need to come with basically a full skill rebalance for all affected items. We’ve been focussing on getting the main functionality in first and seeing what things we adapt from the 110WC&F update before worrying about the numbers

Comment

Originally posted by Ac50388

This is a pretty disingenuous “whataboutism.” If there’s no clear line between

1) fixing clearly broken things 2) fixing other things

Players are rightfully going to complain about your lack of transparency.

It’s not just that we want more transparency - we do. We also want to see things the company broke and then never bothered fixing, fixed. Because these things are game breaking. Arch Glacor invisible attack. Elite sliders. Auras.

This thread is the perfect place to complain, because as you pointed out, you’re not even working on fixing auras.

Players are fine to complain, what I am asking is do it in more constructive ways that don't just dissuade Dev's from engaging with the community as a whole.

Breezy isn't gonna be able to turn around and decide to change how auras are acquired as its a massive project that impacts all manner of facets in the game. He wants to talk about the project he worked on, get some feedback and hopefully make it better in players eyes, this is harder to want to do if instead all he hears is "you should be working on something else" and it just actively dissuades the devs from engaging with any topic that can potentially cross over with a more contentious one.

Comment

Originally posted by RunicLordofMelons

My only concern looking at this would be around the changes to Magic bows, rune cbows, etc. And mostly considering the F2P players.

If we insist on capping most of the standard CB items available to F2P players at level 50. Then it seems like F2P players will need a way to obtain Acadia logs and ideally Acadia Trees. The easy solution is to just make the logs F2P so they can buy on the GE but it just transplants the current issue of Magic logs down to Acadias.

Currently even though Magic logs are available to F2P players only non irons can obtain them through the GE. This really shouldn't be the case but its just how it is. Won't be an issue if Magic Logs and everything go full P2P. But definitely want to substitute something in so F2P players can actually access and create their high level weapons.

Also this would make Yew Trees entirely useless on F2P if they can no longer fletch them into anything. Not a dealbreaker on it's own but if Yew TREES remain ...

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As mentioned elsewhere in the thread, with 110 Woodcutting & Fletching, we're adding a few teak, maple and acadia trees to F2P forests. Teak, maple and acadia woodboxes/logs also become F2P objects where they aren't already.

Look for details in the patch notes for 110 Woodcutting & Fletching when that update releases on the 9th Dec. :)

Post

Hello again! Next up on the list of things I've been working in this gamejam is continuing Stu and I's Fletching re-tiering from May's gamejam

Much like Mining & Smithing used to be, Fletching's requirements for creating and using equipment are quite inconsistent, and there's a bunch of missing wood and metal types for weapons and ammunition.

Check out my my tweet here for all the things we've been working on and what we want to achieve overall, and let us know what you think :)

With 110 Woodcutting & Fletching releasing soon, we want to apply any new changes and additions with the 100-110 tier to the rest of Fletching with this re-tiering, but want to see how you all get on with that update first and then use this as an opportunity to address any feedback - but mo...

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Comment

Originally posted by IAmLordOwen

(sorry if this is outside the scope): Will you also be addressing the way auras are sorted in the list? For example, it feels weird that Berserker isn't next to Reckless & Maniacal even though they're the same type of aura (but for a different style each)

Yeah that's on the list of QoL things to do for the interface rework portion of this project!

Comment

Originally posted by yuei2

I get it’s a classic design but I just don’t feel like the red triangles or whatever you want to call those shapes ever really communicated tiers effectively. Maybe if they weren’t present at all, as in there weren’t empty ones, and instead the red ones just showed up as the tier increased that be better? 

I feel like legendary could still stand to be more distinct, the blue line is a nice start but I dunno it feels like it could use more? Sorry I know from design experience that vague feedback isn’t the most helpful lol.

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Thanks for sharing, good things to consider :D

Comment

Originally posted by shrinkmink

I understand it's tiring having to read about inverted capes and now auras (thanks to gim) every day on your job. But surely there were some other outdated interfaces that could've been chosen to be updated instead if getting asked about the elephant in the room is gonna affect their morale?

Also going off on the players because the feedback is to focus on the important issue and not the interface is not a good look. The average player doesn't really care if the content comes from a gamejam or 3 month dev cycle. Just like you don't care how the milk/juice/water got into the bottle only that it's affordable, tastes good and that you don't get sick from it.

Depending on who you ask there will always be a better use for resources in their eyes. The project being worked on might not be ideal in everyone's minds but it doesn't mean it cant exist and get feedback.

I am not trying to go off on players but just level with them, Players wanna hear about projects in progress, so we talk about in progress projects. If the default response a Dev is gonna get when they talk about a project is "stop doing that and do this instead" it will just mean that they won't wanna talk about things as it not useful.

I want the landscape to be more open to these talks and so I gotta do what I can to make that happen and that means trying to change peoples behaviours when they engage with Devs.

Comment

Originally posted by geriatriccolon

Wait a whole Gamejam was dedicated to changing the icons of auras? Right clicking isn’t hard.

and I've been working on several things with various Jmods.

Comment

Originally posted by Narmoth

Players get into end-game PvM in less than a year and are held at a disadvantage with how auras are obtained.

This work is like a car owner being more worried about the paint job of a car vs the fact it is out of gas with a dead battery.

Comment

Originally posted by ChildishForLife

Ty /u/JagexBreezy, it must be tricky dealing with comments like this when all you’re looking for is valid feedback on what you are working on!

One improvement I would ask for the aura UI, maybe a small one, is that using the premier artefact to be able to reset an aura currently in use would be amazing! A few times I’ve tried to fit a few buffs in before the daily reset, being able to reset an aura in-use would save some Wax!

There is a current bug with the aura window where if you open the window it auto selects the last used aura but doesn’t show the time remaining/CD, you have to select another aura and then go back to see the details.

Re visuals: those look amazing and are unique enough it would definitely make me swap from a list view back the icons!

Thanks for sharing your thoughts.

On Prem artefact can you elaborate a bit? Is it the flow of disabling an aura then resetting it you don't like or?

Comment

Originally posted by DraCam1

If there is clear issue with a piece of content, that has been voiced numerous times for over 10 years, which even openly got acknowledged by the devs (i.e.: GIM aura unlocks), and you show us a graphical update that the majority will not care about, because the gameplay aspect sucks, I don't know why you act surprised. The interface is fine, does its job. While it's not the best, there are way more, core issues with auras, that should have been addressed years ago already...

Nothing about being surprised, opposite really, When you know a topic is coming then you tend to already mentally tap out and that's the issue.

We want Dev's to be empowered to engage but if they feel they are just gonna get bombarded with things unrelated to their question then they are less inclined to want to engage and then they don't and everyone loses.

Comment

Originally posted by Mr__Perfect_

As long as it's still possible to keep the UI always open so we can still change auras during PVM it will be fine.

Yeah i definitely wouldn't do that, don't worry

Comment

Originally posted by DraCam1

As long as you keep an interface where auras can be found in written form, not as icons, I'm happy. You can change the graphics however it is better for people, but having just the names there in compact form, instead of large icons will always be my go-to option to have.

Also I'd appreciate if the favorite system could be expanded a little so more auras can be right click quick-selected.

Absolutely, it's not in my deck of card to remove the text-view

and yeah, more favourites is also on my list of QoL for the interface rework :)

Comment

Originally posted by Zepertix

Would adding a small amount of color to the white symbols be a possibility? If auras are broken into categories by what they do, it might make them much more recognizable.

Skill auras slightly green

Once per day auras slightly gold

Combat auras slightly red

Or something like that. It'd help picking them out from a crown at least a little bit.