Runescape

Runescape Dev Tracker




02 Jul


01 Jul


30 Jun

Comment

Originally posted by deylath

They have said that Revo++ will not work for Necromancy, instead basic attacks will be a big thing for necromancy ( dont remember quite well what others said but i think it wont have much of any basic abilities )

One point they hammered on: Necromancy is meant to be very approachable. As a pernament user of regular Revo, this makes me smile

I can actually confirm Revo++ does work with Necromancy as it stands!

The big thing about Necromancy as you touched on though as it's designed to be the best way to learn how to to play manual out of all the styles. It's the unique opportunity we could really take on with it being a new Style.

We give you abilities at a better pace, giving you time to learn how they work and synergise with various systems, then build or layer on them in a way that's more understandable. This is combined with auto-attacks being more relevant to damage output in order to let you focus more on impactful abilities.

There's also a lot more tutorial support, improved tooltips and more to support that learning. We'll be sharing more details on Accessibility closer to launch as well.

As a fellow Revo user who fires Thresholds/Ults/Binds on Manual, I'm totally with you - I'm really looking forward to it finally pushing me to go full Manual. The key t...

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Comment

Originally posted by x2o55ironman

Are the necro potion ingredients also something we need to discover for ourselves? If so, is there anything you can tell us about them? Will the super necro pots be in the mazcab emergency supplies shop like other super pots?

I'd say that comes under the same stuff yeah.

We're going to explain a lot about the Skill, how things work, things you might need - where we're going to be more cautious is on showing you how to do everything or give so many specifics you kind of know everything to do day one.

When I was playing Archaeology at launch, that moment in Kharid-Et where we were trying to figure out how to open the door with the dials was so magic. That's where we're trying to show restraint - keep those moments (even for small things like potion ingredients!), let players discover things and share the news with other players from their findings/progress.

Comment

Originally posted by Zofistian

Mod Hooli, as a long time player (17ish years) let me just say you guys are Killing it! I mean, not necessarily Jagex as a whole, but you and Mod Doom especially are clearly still in love with the game. Thanks!

Thank you for the kind words! Means a lot to us.

Big props have to go to the team as well. This has been a year-long effort that started last year between us, the dev team and RuneScape's leadership to restore the way we used to interact with the community.

It took some time to reshape the way we worked together across the team (especially learning how to do this remotely where you can't just pop to someone's desk), which I know was painful in places last year while we went through that, but the payoff has been being set up to be like this this year. It's been a whole team effort.

I know I overuse this analogy, but I've been saying we're trying to Crawl, Walk and Run when it comes to being closer with all of you. This is very much just the Crawl phase as we get the fundamentals in place, and we'll improve from there.

Comment

Originally posted by Ertzengel007_IM_btw

That's so close, I hope it's finished, I'd rather have it released around october/Nov but in a finished state

This has been our target time frame for some time now so nothing is being rushed.

The reason we're confirming the date much closer to launch than you'd expect is purely so we could give a date we're extremely confident in. We just left it till as late as possible in development - without being so late we aren't giving enough notice.

Comment

Originally posted by Silly_Amphibian_6390

Can we get some clarification on how the XP scale reduction works ahead of the release please?

Absolutely. There's going to be a lot more info to come over July.


29 Jun

Comment

Originally posted by Slosmic

Although I was aware of the corners being the tiers, this is still a big improvement!

Much clearer in many ways, though it seems like you're still sticking with the same symbols for all of the ones shown? Many of the symbols are hard to decipher and ambiguous, for example the "tracks" for the tracker aura are always hard to find/identify. Switching that to something like maybe a clear paw-print like the hunter skill logo could be super helpful!

Yes absolutely! Part of the primary objective for this project was actually to refresh those symbols, you can see an example of this in tweet/image 2. We just needed to nail the direction we're taking first first before doing all of them.

They may very well still change style after this too so as not to waste time making redundant assets we just updated 1 of them to give us time to figure out how we're approaching the other pain points.

Comment

Originally posted by RS_Holo_Graphic

Nice to see auras getting some much needed care.

A couple things that would make this a 10/10 improvement:

  • An option to display them listed by name rather than icon.
  • An option to list them alphabetically.
  • A cooldown clock (time left) on any aura icon/name currently recharging.
  • An option to hide lower tier auras.
  • A quick visual reference for higher tier versions of the aura available ("Tier 4/5" etc).

Thanks for these suggestions, some cool ideas.

RE: alphabetical listing, do you imagine this being for the prefix like the "supreme" and "legendary" or for the sole name of the aura?

Comment

Originally posted by getabath

I think the search functionality could be improved, for instance.

If you were to search "fishing", all relevant auras to do with fishing will appear and so on.

I'll note this down to discuss if there's more time given to the project outside of this gamejam

Comment

Originally posted by Krazy_Rhino

Anyone else notice the new vamp shows as tier 5? 👀

Responded to a similar comment but Vamp's just there to communicate the idea not because we have plans for it or other auras

Comment

Originally posted by kunair

not sure how useful this would be since you can list the aura by name instead of icon

edit: reading this thread has really surprised me, no one even experiments with interfaces? list mode, search bar, cooldowns? please check the settings

Some may just find it easier to use images (once they're more readable). In the live game I personally prefer the image view even though it's harder to "read" than the list, i just personally dislike the list view but still offering both is the plan anyway

Comment

Originally posted by ItsYaBoiDragon

This looks great. I would say much more visual clarity.

Side note, I see vampyrism appears to be T5. Are we finally getting the aura rework with this?

We used Vamp there purely for illustrative purposes

Comment

Originally posted by saltyjellybeans

What's up with lots of their posts never having the video embedded on the actual RuneScape news post?

It's been in there since we posted - not sure why it's not displaying for you.

Comment

We put some necromancy in your archaeology (Kharid-et), so of course we'd put some sailing (well, boating) in your necromancy!

Comment

Originally posted by SeaProgram2836

Please don't be a botched release like invention was with 24hrs nerfs.

I was on the Invention and Archaeology teams, and am on the Necromancy team.

Invention needed more development time. Archaeology did not. Necromancy does not.

Make of that what you will. Subjectivity is a factor, to be sure.

(Not to say there won't be need/desire for post-release adjustements, but we have time allocated for dealing with anything that needs addressing.)