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Runescape Dev Tracker




30 May

Comment

Originally posted by tremors51000

Can we talk about instead of switching gcb and mt to one style make them multipurpose and usable on both dw/2h?

That's how they currently work on the beta, you can use any with any mage weapon. Let us know what you think, what you like & dislike.

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We have just launched today a Beta that will run until June 6th to playtest three potential concepts for the effects of our new T95 Magic Dual Wield weapons that will be coming from the Sanctum of Rebirth. Players will put them through their paces, give us their feedback and help us decide on the final design for these weapons.

Check it out here - https://secure.runescape.com/m=news/t95-magic-dual-wield-beta

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Don't see why not. Could probably just be another slider on the boss creation interface. I'll make a note.

The UX of buying extra hours when inside an instance could be massively improved, and have been thinking about making sure we're unifying elements like this across all bosses. Will look to do a bit of a clean up.

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Originally posted by Wings_of_Absurdity

I imagine the primal pickaxe can also be toolbelted like the Elder Rune Pickaxe?

Indeed

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Hey! Tis a pretty good point, strictly speaking the armoured phantoms / bound skeletons / fetid zombies are intended purely to be 'the npcs north of fort'
In dev they were called Zemouregals Phantom, Skeleton etc but it was weird to have them named that before you saw Zemouregal, though that name is probably more appropriate.

When we made those however we did add clusters for 'phantoms' similar to tasks that are just 'ghosts' / 'zombies' / 'skeletons' but there simply wasn't enough phantoms in game to justify enabling the task.

If/when we get some more in-game we can absolutely enable it which I would assume would encompass hermod too.

TLDR: Hermod is a phantom (i think). Armored phantoms is a bad name, but refers to Zemouregals ones. 'Phantom' slayer tasks may very well get added in the future.

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Originally posted by killer89_

New tools are always welcome, but wouldn't T99 be more logical for the pickaxe instead of T100? (consistency wise: Dungeoneering has T99 hatchet / pickaxe and archaeology has a T99 mattock)

Since M&S rework the standard is that all mining pickaxes are unlocked at the starting level of a tier. Archaeology decided to do it’s own thing with the Mattock of Time and Space but it’s nice to have these small quirks between skills sometimes

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Originally posted by Narmoth

Can we get the npc's asking "Have you heard about the mining and smithing rework?" Out again as a jest for a week or two? I think it would be funny.

Would definitely like to, even better if they’re wearing full Primal this time…

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Originally posted by FlySell

Have you heard about the Mining & Smithing update?

Have you heard about the Mining & Smithing update?

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    on News - Thread - Direct
Dive into the newest Beta to try out the T95 Magic weapons effects and let us know which one you enjoy the most!

29 May

Comment

Originally posted by BothPossibility7798

Some points/questions of feedback and suggestion:

  • Will we be able to find the 10 daemonheim ores in different locations throughout the world? Maybe they tie in with some story aspects?

  • It would be cool to mine some ores in the mini-digsite in daemonheim that will come out soon too!

  • It sounds like primal is t100 content. Will there be a t110 ore and metal be added soon too?

Will we be able to find the 10 daemonheim ores in different locations throughout the world? Maybe they tie in with some story aspects?

We haven't finalised any placement currently, but we'd definitely like to at least place some around Daemonheim, maybe even all of them

It would be cool to mine some ores in the mini-digsite in daemonheim that will come out soon too!

^ :)

It sounds like primal is t100 content. Will there be a t110 ore and metal be added soon too?

Those would presumably come with a 120 Mining & Smithing update in the future where it'd introduce a new tier at 110-120. Now that we're taking M&S to 110 though, nothing to stop other content having "special ores" or something like that within levels 100-109

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Originally posted by Vengance183

Will Elite Mining outfit be reworked? its currently the most underwhelming compared to the othe elite outfits in terms of perks and (lack of) teleports.

I can note it down on our if we have time list, is there anything in particular you'd like to see in terms of effects?

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Makes sense to me in theory but I think it would be perceived as a nerf. With Smithing (and hopefully Fletching) we can reduce level requirements in a way that makes sense, but I'm not sure the majority of players would want us to raise them.

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Originally posted by RS_Serperior

If we're being asked for feedback (and as the blog says "to vote") on the design of Primal armour/equipment, would it not make sense to use the in-game polling system to gauge community interest?

It feels a lot more engaging to be able to physically vote on a favourite design as opposed to shouting into the seemingly endless void of discord/reddit.

I have created a separate thread for capturing feedback on this here on reddit, but there's also a section for it on the RS Discord and i'll put out a tweet shortly to do the same.

Unfortunately we just didn't have time to ready a poll to coincide with the blog, but we still wanted to capture your feedback. But more than just a poll vote we also want to hear more specific feedback about what elements of each you might like or dislike, for example, and combine or address that feedback in some form.

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Hi all, as you may have now seen the Right Click Examine for skilling updates and the Mining and Smithing update is now live. (https://secure.runescape.com/m=news/right-click-examine-future-skilling-content)

Due to inconsistency in aesthetics between the armour and weapons/tools, we've presented you with a choice of A, B, or C to for remastering them. You can find the concept art in the blog above. We'd like your feedback on how you'd like us to approach remastering these.

  • Do we stay faithful to the existing colour scheme?
  • Should we use this as an opportunity to make the c...
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Next up for RCE! Discussions on future skilling content, check out our blog here for more on the topic - https://secure.runescape.com/m=news/right-click-examine-future-skilling-content

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Appreciate the shout out, but also need to give props to the original gamejam team that came up with the idea. I was just the dev that came in to finish it off and bring their design to life.

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Wondering about those "skill updates" from the roadmap? Wonder no more...

28 May

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Originally posted by Kent_Knifen

Jagex quite literally took the L on this one

Nice

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Originally posted by Braincell444

Heyo Ramen. Was the "Occultist's ring" name and meme purple recolor of seers ring inspired at all by my goof post i made a while back? =p . https://www.reddit.com/r/runescape/comments/17wrdfo/occultists_ring_rex_matriarchs_necromancer_ring/

I didn't see this post, but nice to see we were along the same lines.

I matched the names to be similar to how the others are laid out, ending up with Occultist, and then because the ring was doing Necrosis stacks, I matched the colours to the necrosis stack icon's colours