Runescape

Runescape Dev Tracker




30 Nov

Comment

Originally posted by Jefflex4

I don't see the need to suggercoat things and hope to prevent you to take this misstep regarding the set effect. As I said, why add an awfull effect if you can leave out the effect instead.

Without saying what it is you don't like about it, there's really nothing I can do with this feedback. You may have really good points about why it's worse than nothing, but since you haven't told me them I don't know what they are.

Comment

Originally posted by HeatFireAsh

I hate dung but i need 50k more tokens for the charming imp so I feel like I need to do this.

Kill five minibosses in Elite Dungeons, job done

Comment

Originally posted by TonyBest100

I was able to open it on NXT at reset time, however other users have noticed that they can't open it at all on Java without it crashing.

Interesting, chasing up!

Comment

"There is no prize to claim today"

I imagine may be why you can't open it yet

Comment

Originally posted by Azi__

Pls :)

Indeed the month ahead video releases today :)

Comment

Originally posted by Akunologia

death cost of 280m or so was weighing on me. Edit: ive been told the fee isn't 20% and seems closer to 1%. should've kept going. But thats what i thought the death cost was gonna be and it was stressful.

311k salawas, 60 hrs left till 200m in attk/stre

Edit: Apparently Im not good at reddit, heres a link https://imgur.com/a/Ny9ikkI

Edit2: a bit more than 300 hours of work. 500ish keys and 20ish khopeshes. Also want to point out equipment maintenance and feather costs were tough. Probably used 500m in feathers alone.

Good grief how long did that take you?

Comment

Originally posted by Nuku_

Hmm okay, I must have misread the M&S rework wiki then. Thanks for the reply.

It's possible the wiki was out of date even though the design had changed.

Comment

Originally posted by Windsofthepast

I guess that's a valid point. I also am tempted to dare you to test me, because honestly I love hearing suggestions regarding how to fix tank armour / shields because it reminds me of the good ol' days of Runescape.

I suppose the issue comes from I was thinking of a fix to tank armour as a collective whole, like a change to how stats are formulated and all that, which is why I strongly believe that it could be a straightforward fix, as opposed to taking the time to give set effects or whatever to each tank set. It would still take time, but not as much as if you assigned an effect per set, or gave each set an effect in addition to a general buff.

As for the big about how the M & S rework helps the case, normally I would agree (and I feel like this point is a little unfair, given how much work and how passionate you guys appear to be regarding the re-work) but Jagex as a whole has more than under delivered on a number of things and there is a huge lack of faith aroun...

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Not "plans" in the sense that it's scheduled, but if it makes sense as an update then it's a good option, but it would very much depend on what the other competing options are.


29 Nov

Comment

Originally posted by Windsofthepast

It's only outclassed when you have access to it, though. The playerbase isn't all maxed out, not everyone who has the levels for it has access to T90 armour. There are still reasons to justify fixing tank armour as a whole even if it's outclassed by something else. The fact that tank armour has been pretty much useless since EoC launched back in 2012 is ridiculous, and the fact that you're trying to justify not including it is arguably so as well. If there is no point in retroactively adding in these items, why are they being added in the first place? I don't mean to sound rude or pissy, but I'm honestly baffled how an argument can be made for having the mining and smithing rework and yet not addressing an extremely large issue at / around the same time that is only going to continue to get worse as time goes on.

I'll end on a positive note, since I wasn't expecting a single reply from you, let alone two; issues with tank armour and incomplete weapon tiers aside, ...

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Really glad to hear you're enjoying it.

The problem with developing, especially in a live environment, especially for a game that's been running and updating continually for over 15 years, is that everything is a tradeoff.

In isolation I completely agree with you. Tank armour should be fixed. (You probably wouldn't agree with me about the fix I'd implement, but regardless we agree the current situation is silly.) Low level tank armour should be fixed.

But fixing things takes time. It's not that we begrudge the time, it's that we try to spend our time wisely. It's easy to say "this ought to be fixed out of principle" but when it comes down to it, which fix is more important? I have players angry that there aren't more quests. I have players angry that there isn't more skilling content, or that skills are or aren't going to 120, or that there are still empty chunks in certain quests. I have players angry that weapon style diversity isn't in, or that w...

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Comment

Originally posted by Nuku_

How long ago, the beta was only out for the last couple weeks?

I think it was over a year ago, but it could have been only eight months or something. It did initially require PVM to repair, but that was around the same time it required dragon to make as well.

Comment

Originally posted by Teamemb99

1 - Was fairly well executed, although it does not interest me a lot of people I know are enjoying the new achievements

2 - Very very useful, more QOL then an update though

3- I love that you are giving us a BETA environment, would be better if we had more supplies to provide us. (currently unsure but when i tried, you could not get the t92 armour for free, I am a pvmer and I wanted to test it)

4 - Ok Quest, Not a fan of quests, but I know a lot of people enjoyed it. Hope that it opens to something bigger.

5 - EU pissed cuz of prices. Personally I will most likely get it, but lots of mixed feelings.

6 - Again, I dont really care about MTX as long as we get good updates. This was not an update.

Looking forward to winter weekends. :)

There's an NPC inside the door at the artisan's workshop who can give you free T92. If it's not on him, try the other one.

Comment

Originally posted by RunicLordofMelons

Alright if you guys feel you can't add extra dmg power on top of everything the armour already has. In the intrest of not making players even more powerful, Here are a few other suggestions that don't buff damage, but also don't feel like set effects that would work way better for tank armour.

Bind a target (not stun), if they are out of melee distance from you.

The armour can "drag", enemies within 2 squares of you towards you

A chance to prevent opponents from healing

Berzerk will no longer reduce your armour rating while being used.

Chance to temporarily freeze prayer drain, (your prayers remain active but do not drain points)

Bleed Abilities (Blood Tendrils, Slaughter, Dismember, etc) have a chance to be dealt as a single hit as opposed to damage over time.

I get that the issue of tank armour is out of the scope of this rework, and that's a completely fair response. However with this update you guys are i...

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The degrading bonus applies even if it's augmented.

Comment

Originally posted by Windsofthepast

I feel as if this should have been it's on project developed alongside the M&S rework way back when in 2016 because it was just as much an issue then as it is now. The fact that you guys are getting ready to release 4 tiers of useless armour is a bit disappointing. If an update to address this was coming out with / around the same time as the M&S update then it would be understandable, but given how you guys are with getting issues like these resolved, it's very likely that this won't be addressed by 2020 and the 4 tiers of armour will be useless the whole while.

I'm not upset that the M&S rework doesn't cover this, I totally understand the fact that it's outside of this scope, I'm upset that despite the fact that the M&S update is coming out and will make this issue even more apparent, nothing is being done about it in an attempt to resolve it. This'll just end up as more unfinished business that may or may not see the light of day by 20XX.

I think you're worrying too much about the low tier tank gear. Even if low tier tank gear was useful on low tier content, high tier tank gear already exists. The nature of the way it works is that orikalkum armour would be totally outclassed by elder rune armour. That's the problem with retroactively adding in armour.

Comment

Originally posted by RS_Horrors

The problem that's going to keep coming up is this armour's set effect seemingly suitable for tank armour, but I think a lot of people are overlooking another aspect of tanking with Melee. The vampyrism items (aura, scrimshaw, blood essence) are items to help users tank, but they rely on DPS output entirely. Trimmed Masterwork Armour works because the damage bonuses from power armour allow the effect to fully utilize vampyrism items in order for Melee to be more viable for end-game bossing. The set effect does not reduce damage, but instead you are given a chance to heal through leech effects with better DPS yielding greater return.

Assume that the set effect was instead used for tank armour - would it be as viable as power armour with no set effect? Probably not since end-game is all about getting the fastest kills and the meta would remain with Magic being top dog. If going with Melee, people would still use power armour and potentially get more out of healing fr...

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Actually you hint at a potentially great solution to this problem. What if we could make the set effect scale with damage dealt in some way in the same way that vampyrism did? That might satisfy the people who feel like, regardless of usefulness, that the ability doesn't "feel" right on power armour. I'll think about this.

Comment

Originally posted by Zaraos

Essence may still be how it works, the wording may have been wrong but the concept has changed and the point of the comment has been missed. Yes essence is still required as you have just said but the long term value of bosses like ROTS are still in jeopardy with this new system. By removing the PVM armours (Torva and Malevolent) from the repair process of the new T92 trimmed Masterwork Armour, it creates a massive long term drop in the Armours. Once the new masterwork and trimmed masterwork armours are circulating in the 10000s which will happen, the value of them will now drop too. Malevolent is literally going to be useless as an armour, masterwork alone sees to that, literally no one will use malevolent anymore. which in turn will make ROTS become dead content as the energy will drop. i please ask that this change is reconsidered and to look at the long term effect on the value of malevolent in particular. The original system of requiring the essence to keep the t92 armour runn...

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This isn't a "new system". It changed to not require essence for repair a long time ago. This is intentional - the entire skills of mining and smithing need protecting far more than two combat updates do.

Comment

Originally posted by Windsofthepast

While I still feel like the set effect is better suited for tank armour, this doesn't really change the fact that tank armour still needs to be fixed, and this is a perfect time to do so, given that you're adding four new tiers to melee armour.

Jagex please, you guys have beat around the bush with this issue long enough. This needs to be addressed or it's never going to be.

I get where you're coming from and I'm frustrated too, but as you mention the update has taken forever already. Expanding its scope to include every issue that everyone thinks ought to be fixed because it's associated with melee armour would mean it still wouldn't be done in 2020.

Fundamentally this is is the Mining & Smithing rework, not a combat rework and not a melee armour rework.

Comment

Originally posted by HashTagDeeperino

Definitely understand it's not your decision and such - I just hope the people who get to make that decision hear us.

The people who made the design (the combat council) aren't wrong. I've gone into more detail in the OP.

Comment

Originally posted by Vex_rs

I see. Would be nice to have a confirmation /u/jagexjack

You use essence to make the armour but not repair it. It's in the design document.

Comment

Originally posted by Gaga_Lady

I absolutely get that, and see where you're coming from. Like I said, I really appreciate the hard effort you've put into this. However, I disagree with what the combat council has said, and I'm hoping that players showing their disinterest may allow things to change.

It's not an issue of player power or voting with your feet or anything. I'll try to expand on this point by editing the OP.

Comment

Originally posted by Nuku_

With the fact that you need a full armor set of torva and malevolent to make the trimmed armor as well as repairing it with only base materials, won't that make RotS essentially dead content? If you only need to use the pvm materials once nobody is going to go to RotS as the price of malevolent energy will drop significantly, which is where most of the money comes from. I thought the essences were a good idea, why did you change them? Maybe the amount of essence you needed could have been changed, but now making the pvm materials only needed once just doesn't make much could sense to me. It made Nex more appealing as well as kept RotS in the same state with the essence method in place. You would use the trimmed masterwork most likely for higher tier bossing, which I would expect need some sore of pvm materials to upkeep.

TLDR: the essence method was better than making people have to use a full set, why did there need to be a change (other than the amount of essence needed)...

Essences is still how it works if you check the full design. I'll reword the summary slightly to avoid this confusion.