Runescape

Runescape Dev Tracker




14 Aug

Comment

Originally posted by somepoet

Are there any level reqs at least? I want to make sure I'm not wasting time ;-;

there is a high level req


13 Aug

Comment

Originally posted by AceXParker

Dw. I did read it and recited it to the local chat. I thought the list was great.

That's the way to do it! A modern day town crier!

Comment

Originally posted by TheAlexperience

They literally have a blog post saying what they’re looking at/changing/ and nerfing/buffing on the rs homepage

Beat me to it... Some very lovely JMods spent their valuable time putting that post together specifically to prevent this kind of post!


11 Aug

Comment

Originally posted by DrMcSex

The patch note format is fantastic, but I really wish Jagex would respect the players enough to be upfront about why the black crystal is being changed. This and the overload change were both tucked away in patch notes when they should have been discussed at least a little before going through with the change.

I don't have that much of an issue with the change itself, but how Jagex has communicated it. It's phrased like a bugfix instead of what it actually is: a targeted nerf to the functionality of an item that was used for a specific purpose that it no longer fulfills.

Fair point. We'll talk to development and try to respond early next week with more context - at the very least, we'll cover it in next week's Livestream.

Comment

Originally posted by tehdankbox

I'd like to report another one here: Spectral Scythe recasts do not work properly with ability queuing. In the 5.4s window between recasts, you can use two other abilities. If you do, and then queue Spectral Scythe, it will not be recast. If you manually press Scythe as soon as it's ready (after casting the two abilities), it will work as usual.

Thanks, will investigate next week.

Comment

Certainly an interesting one to think about! Thanks for taking the time to write this all up.

Comment

Hey, we're aware of this issue and a fix will be live with the game update on Monday.

Comment

Just to add to this - our first Necromancy update post is dropping at 3pm Game Time today which give even more detail on where we are today (and as Mod Ryan said, more valuable conversations to happen next week).

We'll also have a stream next week focused on Necromancy to keep the conversation flowing.

Comment

Originally posted by __Becquerel

I just got my hands on dual t95, so I am hoping the augmenting issue will be fixed very soon.

This will be fixed on Monday.

Comment

Originally posted by Zagumennyy

The t95 boss is too easy to kill. I wish it dropped t90 weapons instead which would make sense with its difficulty. It’s too easy, make it more difficult.

Do remember that difficulty is subjective. What you may find easy will be quite hard for others (and vice versa).

Comment

Originally posted by Adept_RS

Oh, another bug is that you cannot spec kree with the death guard at t70+, resulting in the same message you get when you try to melee him, however the scythe ability for necromancy works for all 3 tiers there. Spec will not work regardless of distance to him.

Thank you, we'll investigate.

Comment

Originally posted by NoPhotojournalist53

Thank you for the response. Is there reasoning behind why the plates are untradeable?

The power route is about encouraging you to engage in PvM. We want you to learn, and put some challenges in front of you to take on.

If we made them tradeable, you'll find that experience can be skipped.

Comment

Originally posted by Kohilaice

I've had this bug happen to me a few times now, and I believe that the cause is from right-click clearing a degraded glyph and then drawing a new glyph on the empty spot. The degradation state of the old glyph carries over to the new glyph, but the new glyph doesn't inherit the repairability state.

thank you for this! have now managed to repro this & working on a fix (no guarantees if it'll be hotfixed today or pushed through next week instead)

Comment

Originally posted by NoPhotojournalist53

Mod rowley, assuming Hermodic plates drop at 1/10 like the wiki says, they must be glitched as everyone is reporting that since yesterdays hotfix they haven’t been dropping

The drop rates of the plates haven't changed (they are still 1/10).

The drumsticks were updated in the hotfix to include bad luck protection so that you are guaranteed them after a number of kills.

Comment

Originally posted by Xaphnir

Well, if you haven't seen anyone complaining about the monster xp changes, allow me to be the first (of course, maybe you've seen some since you commented this).

It feels really bad for xp to be tied to monster hp so strongly now. It has a few effects, all negative:

-The number of spots with decent xp rates is drastically reduced. The higher xp that some mobs had independent of their hp allowed mobs that couldn't be AoE'd down to still have good xp rates. This is no longer the case. If you're not AoEing, you're getting crap xp. This means less variety in mobs to train on, and more competition for the now rather limited effective training spots (unless you had set up your player owned slayer dungeon with those mobs before Necromancy release). It feels reminiscent of back in 2010 when bots were so numerous you couldn't go to kill anything without it being flooded by them.

-Added mechanics that increase kills times or make the monster more difficult to kill are...

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Appreciate the reply/feedback!
There are a number of things we want to do to further improve the combat XP system, but still think it was the right decision to push it out with necro to give us better control over XP and necro in its entirety. A few of the things you've listed are things we're going to discuss fully / investigate when we can (XP mods to mechanically intensive monsters / single target mobs / bosses etc)

Clarity point re: poison
- This is a fair point, but was a part of the old system (but was bugged to only take 1% of your XP from poison in a fair chunk of cases) so not something we've actively changed. It's not on our urgent list to address but we we're considering passing zombie poison specifically through the necro damage channel (meaning it'd give XP)

Comment

Hi - just to let you know, this has been repro'd and is now in the system ready to be fixed

Comment

Originally posted by secundulus

Are you going to address crit buff changes or are we just going to continue to ignore them?

Checking back in on the thread today - I am yeah but lost time Wednesday to working on necro fixes for mondays release (and have been at a wedding thursday/today).

Will try to do a write up when i can :)

Comment
  • Dive/Bladed Dive have been fixed and should be live next Monday
  • Losing the ultimate if you sign, I've noted it as something to look into (not sure right now what outcome I prefer from a design point of view)
  • Darkness clearing, will investigate