Runescape

Runescape Dev Tracker




17 Apr

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Always love seeing your stain glass pieces

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Originally posted by Razial22

Dude actually... hybridized weapons would be soooooo cool.

As a test for Zamorak, I made an omnicore which was all attackstyles/weapon types, allowing you to use all abilities from every style.

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Originally posted by Imissyelps

So does that mean the treshold from the other rexes will work for the osseous pet then?

Si

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Originally posted by Fenrir-clemo

Something to help people transition from prayer flicking at glacor into bosses like Raksha. There isn't much In between to help learners transition.

Literally built with that in mind. I've made sure to mirror certain interactions that allows players to carry up in Raksha. We're getting on top of telegraphing and consistency between bosses of a similar build (E.G, all dinosaur rigs should share the same ranged attack animation when doing ranged damage.)

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Originally posted by HeyImCodyRS

Out of curiosity, is this new boss's kc being added to the other matriarch's, or will it be it's own? Just wondering if current thresh's will count towards the pet or not.

Currently, it shares the KC, but has it's own collection log to give players a cool title for completing

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Originally posted by PMMMR

100%. A boss like solo NM kerapac feels like a good in-the-middle.

Yeah it's around that

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Originally posted by Standard-Yogurt-4514

There's still a huge margin between Mid-tier (GWD2) vs Zamorak/Solak tho? I wanna see something that we don't just AFK but is worth the fight.

If you try and AFK what I currently have (at the intended tier of player), you'd probably get merked really quick.

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Originally posted by Shockerct422

Guys the rexes are mid tier bosses… y’all need to chill a bit

This. Need to manage expectations here. We're not setting out to create the next Zamorak or Solak

Just looking to gather feedback on what sort of things you do or don't want to see from a boss of a similar to tier.

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Originally posted by [deleted]

[deleted]

u/JagexRamen I've been mistaken for yourself, but as they have referred to you as a God, I am here calling for your almighty presence.

Sponge, myself (Ryan!) and Pigeon have discussed why certain abilities that look like channels aren't channels (even if they're 1-3 cycles long), but we have no answer to your question right now.

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Originally posted by Legal_Evil

They can make the 4th conjure be a weak offense but high defence tanking conjure that helps reduce damage for us.

This is actually fairly in line with a concept we had early on for a 'Phantom' conjure. That it wouldn't attack but simply mitigate damage for you, with the 'Command' ability being more in-line with a defensive (e.g. you get it to increase the damage it mitigates for X seconds).

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I'm not too sure what was said on the stream and can't find a specific clip, but as one of the Necromancy designers I'm happy to add some additional context/detail.

The ideal, is that we release a 4th regular spirit as a conjure (e.g. Phantom). For the release, we prioritised getting 3 released and the 4th was a stretch goal. In hindsight we probably shouldn't have added the skill guide entry until we added the 4th spirit.

Balance is definitely something to consider, as adding another regular spirit while keeping the idea of a 4th slot is completely additive, however there are numerous ways we can resolve this so it isn't inherently the blocker.

What we would like to do, is to find an opportunity to add that 4th regular spirit and then explore the concept of 'Hero' and 'Legendary' spirits. I responded to another comment on this thread detailing them a bit more, but the general idea would be that you could use one of these spirits but they would take up more ...

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Originally posted by ItsYaBoiDragon

Better solution. 4 slots for "conjures" but each conjure has a "space" value. So say you have Dharok introduced as another conjure. He would hold like 2 spaces instead of 1 so when you conjure army they would be able to do 3 total but balanced around space total.

This has actually always been an intention of ours!

In the original design we discussed having regular spirits as the base conjures (i.e. Skeleton, Zombie, Ghost and Phantom) and then gaining access to 'Heroes' or 'Legendary' spirits (e.g. Barrows brothers, Ancient warriors, maybe even Vorkath) from other content which would use up 1-4 slots.

We haven't spoken too much about ideas that are on paper for Necromancy in the future, but this is just one of them. You'll find that most/all projects have a ton of ideas that don't come to fruition for the original release, but are written down to tackle and explore in the future.


16 Apr

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The Battle of Forinthry may have concluded, but some mysteries remain. It’s time to follow the trail of the undead dragon Vorkath – back to the bitter cold of Ungael.

Uncover the chilling secrets of what happened on the isle, and catch a glimpse into what could be coming next...

Check out the blog here - https://secure.runescape.com/m=news/new-quest--requiem-for-a-dragon

External link →
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Originally posted by Nokturn_

I don't know where Jagex got the idea that people would rather have permanent content and no seasonal events. There is no reason why we can't have both. Whatever you do, just don't cancel the Halloween event in favor of permanent content. Last year's Halloween was the most disappointed I have ever been with anything in this game. Please give it a proper event like Christmas & Easter.

We know these upgraded Seasonal Events we can build on each year are popular, and we're not disregarding that feedback either. I think you're far from alone with wanting the same treatment for Halloween.

For the long term, the thing we've primarily taken away is that there's a balance to strike on delivering permanent update and the timing of when we make this bigger investment seasonal event upgrades.

To be open about it, whether or not Halloween gets the upgraded Hub/Quest/Activities treatment this year is TBD right now. We haven't Yay or Nay'd it either way as yet.

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Originally posted by ExpressAffect3262

I'm just going to come off as really cynical but I can't help but feel it's worded in a way that it's the players fault somehow.

Like "Hey, you're the ones who wanted better seasonal events, so we were doing that but you're still not happy, so we'll stop them!"

Why is it one or the other? Why's it difficult to have a average-good seasonal event (not just some cash grab, but a 5min quest would be wonderful), as well as monthly updates?

The new matriarch has been discussed for months now. Why wasn't it and the archaeology site not active in development?

Genuinely worrying as that would have implied that after the summer event, there still wouldn't have been content after June...

That's not the intention of the post for sure, we're not putting anything on players here. We just wanted to provide context on why we had this in plan for Summer in the first place.

From our perspective, listening to that feedback has been great given the positivity we've seen for Christmas and Easter. We simply made a misjudgment to prioritize another better seasonal event for Summer over a new piece of persistent content for June.

It might be an idea to return to next year, but the feedback clearly said our near-term balance was off - which is why we changed plans.

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Originally posted by tristanl0l

Figured, but wanted to ask anyways

Figured, but wanted to reply anyways

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Originally posted by PhantomForteGS

Will the summer skilling event be revisited in the future, or is it scrapped permanently? I’d hate to see the dev time go to waste when Christmas and Easter have been great.

Too early to say right now. The only decision we've really made today is to move our development efforts from that project to these two.

We may very well come back to it for next year, but based on the feedback, we'd look at it in context of the balance of the amount of persistently available content released around it.

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Originally posted by vulturecornbreadbass

Since we are getting another Archeology digsite, are we going to get something we can store damaged artifacts in? Even if it's only possible to store when standing at a bank... At the moment, my (and probably many others) bank is littered with random artifacts.

We'll pass this to the team to consider. I think I recall seeing a good few mentions of this in the Community Hitlist submissions as well!

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Originally posted by Denkir-the-Filtiarn

Runefest coming up in the fall is where they are presumably planning to do reveals of bigger things planned.

I can promise this isn't the case for 2024 content. We want to give you a look ahead beyond June as soon as we can.

When it comes to this year, we won't hold any announcements around our 2024 plans for the sake of making a moment at RuneFest - we know you want that news sooner rather than later, and holding it for that would be a mistake.

If we do end up having some 2024 news shared at RuneFest, it would only because it was the right time to announce it for other development based reasons. But that isn't our intention or what we're aiming for right now.

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Originally posted by ImNateDogg

New seasonals that BECOME permanent, are okay. Such as the beach that comes back each year.

But also, seasonal events and the dev around it cannot impact the cadence of standard permanent content releases.

Great update, thank you for shifting - GameJam almost always produces some of the greatest content for the game

So the latest Seasonal Events (Christmas & Easter) have been designed to be just that - something we can bring back each year and hopefully build upon with each iteration. Any time we put into those benefits us for years ahead.

Building that foundational level event takes as much work as any other content release though, so there's a balance to strike with our development time. From player feedback, that balance was clearly wrong for our near term content plans - might be more appropriate in future years, just not this one.