Runescape

Runescape Dev Tracker




08 Sep

Comment

Originally posted by Legal_Evil

I'd be more on board i think with making 2H compete with DW for single target but with different playstyle (e.g. big slow hits vs quick multi hits) and then 2H having an added bonus of being able to flex into AoE; it'd mean 2H can be more than just slayer/trash clearing. It's a hard situation to figure out in it's entirety though

How about Jagex adds more bosses where AoE dps is more important than single target dps, like how Twin Furies are?

Sounds good to me generally speaking


07 Sep

Comment

Originally posted by Caglavasaguros

I think thats not ideal because It's inconsistent with 'known' runescape mechanics: Halberds have extended range, always have.

Masuta's Warspear and Laniakea's Spear already muddy the waters of what counts as a halberd.

Would you be opposed to giving all 2h Melee weapons halberd range? 2h melee just can't compete with dual-wield for single target DPS because it misses out on both Greater Flurry and Destroy, and Quake is way too weak to justify use. If its strength lies in AoE, why give 2h melee a two-tier system of halberds and non-halberds? It puts standard 2h melee weapons in an awkward spot where they can't do their job well, and thus have no incentive for being used unless they're propped up by a passive effect.

That is very true I didn't consider those - DRL too I imagine was the first to muddy the waters?

Would you be opposed to giving all 2h Melee weapons halberd range? 2h melee just can't compete with dual-wield for single target DPS because it misses out on both Greater Flurry and Destroy, and Quake is way too weak to justify use. If its strength lies in AoE, why give 2h melee a two-tier system of halberds and non-halberds? It puts standard 2h melee weapons in an awkward spot where they can't do their job well, and thus have no incentive for being used unless they're propped up by a passive effect.

I wouldn't necessarily be opposed to it as a rule, I do think it reduces the amount of gear that can be relevant which isn't super ideal.
I'd be more on board i think with making 2H compete with DW for single target but with different playstyle (e.g. big slow hits vs quick multi hits) and then 2H having an added bonus of being able to flex int...

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Comment

Hey thought I'd dispell some of the confusion? here. I don't think anyone on the combat team is actively against Nox scythe getting outclassed, (It's been top dog for a while, and it'll be maintained by components / being the more budget halberd vs a 95 variant - i think more vanilla gear should get unique components really, like praesuls etc)
I think it's a point of us not wanting that outclassing to be from Zuk sword or MW sword that's being misconstrued.

If we were given a fitting piece of content to pack it with I think everyone would be pretty happy to release a 95 halberd tomorrow (there's probably some caveats like wanting Zuk sword to be good first but the point stands)

However we need to be careful with 'good' reward spaces as we can shoot ourselves in the foot by killing them off when it comes to a piece of content that we want to deliver meaningful rewards (and having nothing left in the tank).

There's been some chatter about just sla...

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Comment

This is a very fair point/post! Summoning always has (in my short experience) been kinda left to one side, probably because its more support than core combat; in a similar kinda fashion to Prayer, it's just a seemingly random set of buffs without much tying it together. (Prayer at least has the benefit that you can have multiple active at once / different books, potential to tie prayer bonus in on effectiveness etc) Whereas summoning just sort of exists?

I would love to see it get a redesign to an extent and familiars reworked so we don't just see the same ~5 or so being used and thats it. Ways to level up your familiars to make even the lower level ones relevant could be interesting / add some extra variety to combat.


06 Sep

Comment

A few options, depending on your particular self-imposed play style restrictions:

  1. If I remember rightly, you can talk to Challenge Mistress Fara for an option to skip the old set of combat basic challenges if your play style prevents you from completing them.
  2. You can talk to Nastroth in Lumbridge courtyard and get him to block combat XP in skills of your choice (other than Constitution, sadly). You can freely toggle the skills back on whenever you want. If you gain XP in a skill you don't want and the skill level is still fairly low, you can also get him to remove XP in a skill (6 months cool down).
  3. I believe you can kill cows with recoil damage, so if all else fails, wear a ring of recoil, bring some food, and let the cows work out their own beef with you.

04 Sep

Comment

Hey, I just want to provide some clarity here. First off, please ignore the last email regarding this that was sent to you - it was sent in error and gives incorrect information.

Our price changes come into effect on 27th September 2024, and as long as you renew your membership before then, you will continue to pay the price you are paying currently. You will not be subject to our new prices until you renew after the 27th September.

A new email will be sent out to anyone who received incorrect information to clear things up but I wanted to share it here too.

Sorry for the confusion!


03 Sep

Comment

Originally posted by Sea_Incident_853

Unfortunately I'm normally working during the down time, they'll need to take this one solo.


02 Sep

Comment

One main goal which usually splinters off into a bunch of smaller goals.

Comment

Originally posted by Fren-LoE

Mod Jack has actually elaborated on this very thing in a game design stream on twitch via the official runescape twitch channel. This stream would have occurred when he first assumed the role of Lead Designer for runescape 3.

TL;DR is that when increasing the spawn speed of bosses, there needs to be a tradeoff for the health of the economy. Chase items and common loot included.

The game's economy is blind to the difference of a massive damage buff to the player and the speed at which a boss respawns. These items would enter the game at a faster rate than they otherwise would have.

When presenting the idea of a rebalance to boss drop tables to accommodate a faster respawn time, as a theoretical solution, players were against this proposed solution.

He goes into depth on the subject in this post:

https://www.reddit.com/r/runescape/...

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Yeah this is pretty much true. It's a complex topic, but broadly speaking if the game is in a place where the respawn timer is a major proportion of your kill time, that's already an issue. Lowering the respawn timer to "fix" that is doing much more harm than good. The stream is linked from the post you linked to.

Comment

Originally posted by Winter-Storm2174

It's simple why they haven't released them. They want to find a way to monetize them without causing an uproar. This is what would make most sense from a business perspective. These capes are highly sought.

Definitely not any sort of monetization discussion happening around these.

We just haven't found the right opportunity to release them in a way that feels right vs their original gameplay effort in FSW. We just don't want to do anything that massively undercuts the time people put into that mode (even if they chose to sell them in that short window afterwards).

As an example to be open about it - at one point last year, there was consideration of an RS Mode (like a FSW2 or something different). They were held for that as a potential great way to re-introduce them, but that plan was scrapped to make sure the bulk of our development effort went into Necromancy.

What I can promise you is that I am the first person to bang this drum in every Roadmap planning meeting we have and the team have not forgotten them. It's regularly discussed and we will get them out. But we need to do it right.

Post

Conjure up a new friend this week with the Phantom Guardian Necromancy Conjure!

Check out this weeks post here - https://secure.runescape.com/m=news/new-necromancy-conjure---this-week-in-runescape

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Conjure up a new friend this week with the Phantom Guardian Necromancy Conjure.

30 Aug

Comment

Originally posted by Minimum-Safe3154

I'm okay with that. The pickaxe just seems a little underwhelming, considering the steps to get it from start to finish require a decent amount of effort.

I hope i didn't come across as ignoring your comment, just wanted to provide some context. Generally if you're expressing that you'd like the T100 tools to be more exciting in some way that's very valid feedback :D

Comment

Originally posted by --Dawg---

I noticed Golden Rocks for the Priff statue were not dropping from the Primal rocks. I was able to get all the Strange Rocks, just wondering if anyone else has tried getting Golden rocks from Primal rocks and been successful?

Do you mind passing me on your RSN please? Stu has taken a look but can't see any reason you shouldn't be getting strange/golden rocks, but would like to see what your setup is :)


29 Aug


28 Aug

Comment

Hey, thanks for spotting this.

I checked with the team and you absolutely can still buy Premier Membership for 20 Bonds. I've notified the team so the FAQ gets updated to clarify this.

Comment

Originally posted by ChildishForLife

Any chance the info will get put in the Runescape launch window as well as the Jagex one? I almost always have the RS .exe open compared to the Jagex launcher

Not planned at this time but useful feedback :)