Runescape

Runescape Dev Tracker




05 Feb

Comment

More will be added to the skill over time, no doubt, but it's perfectly fine to stop training it if you've got what you want out of it. That's fine with us. There's already a bunch of reasons to train beyond 99 but it's fine if they don't encourage everyone.

I'd prefer it, in fact, if people did not force themselves to play content/games in general past the point where they are getting something out of it. I did some awful, long grinds in the name of unlocking Xbox Achievements when I was younger, which I now regret.


04 Feb


03 Feb


02 Feb

Comment

Originally posted by JagexJack

I wasn't involved in any of the specific decisions being made here, but this seems like a pretty accurate take to me.

Actually to expand on that thought, I think the underlying thing that's going on here is the set of expectations that players have, and that we feel, are associated with a piece of content that has a particular label.

Comment

Originally posted by yuei2

They’ve said before the difference is pretty arbitrary. On a technical level it just means they don’t need to deal with nightmare code that is the quest point and quest journal system. But I think it’s important to realize that every developer has a different feel for what is and isn’t a mini-quest.

Take Chef’s assistant it may be small but it’s quest because it’s predecessor was. Likewise Once Upon a Slime was a new developer who wanted to make a quest as a training exercise. This means they wanted to experience the full gamut of the quest making experience which includes stuff like the quest points and quest journal coding.

In contrast with Once Upon a time it’s only a fragment of a quest. A very good fragment but there isn’t much in the way of gameplay it’s mostly just narrative and fetch. So it’s not really weird that a developer would feel that it’s better suited as a miniquest. However it’s important to keep in mind this format is not necessarily set in stone...

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I wasn't involved in any of the specific decisions being made here, but this seems like a pretty accurate take to me.

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Originally posted by Rambo11994

Is there an update on this? Still not fixed.

The aforementioned engine update (to ignore skill prerequisites configured on achievemements) is scheduled to release in February. Hang in there!

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Originally posted by Babystepsx

The LARP Godsword was not part of the design. It was listed as an reward for winning. I have emailed a couple times since last February and haven't heard of any more updates on it since then other then a response stating that someone was suppose to go in to get it sent out a while ago.

As to the response for the trim, I can understand where you are coming from to accompany for new players to recognize it more. I just wish this change was mentioned before releasing it as a surprise.

I believe JagexHooli and the team are acting on the Godsword. I messaged them today and they confirmed.

We have shown progress quite frequently on the pets, but this detail may have slipped or not been shown fully. Apologies.

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Originally posted by Hsr_plox

On that note. I like how skill pets show xP when achieved now however what about those of us who had pets prior to this will we see a way to view xD when achieved on the skill pets we own or is that forever out of reach for older players as well?

I get that “new players” is a priority but shouldn’t the people who supported your game for decades also get new updates that aren’t bosses?

Edit: typo

Please don’t think that new players are our priority. Until now, new players weren’t really thought of at all, and that’s why we’ve reached a point of a messy hame for new starters. We need to think of them again.

Active players are still the priority, absolutely.

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Originally posted by MarkAntonyRs

Was really hoping for a variant that requires Max score, something that you lose every time there's a new achievement. :c

We actually discussed this! One version had percentages, rather than absolute values, but we opted for this instead. There are positives and negatives between them. In the end, it’s a clearer and more understandable goal to go for RuneScore values

Comment

Originally posted by mikopono

Hey Mod Osborne,

Thanks for all the hard work you guys putting into the game, Runescape is really starting to enter a new era of better content, quality and communication. But sometimes i just feel a little 'meeeh'. I understand not everything will satisfy every player, but i think feedback is important.

Seeing this message from you and how the pet differentiates in-game really disappointed me as a player. It seems that in your intern conversations you guys lost why this pet was so awesome. With the different kind of rune trimmed armor sets. You guys are thinking about gods, while I for example am thinking about how cool rune Armor sets were back in the day and I'm getting a pet to show off that coolness. mithril, adamantite or normal rune just isn't that cool and I'm not going to get 20k points just for a rune pet. As other people have mentioned you guys could have fixed this problem same as with Felix skins. If you guys intern really found this a problem. That ...

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Sorry that I can’t reply to the depth you have here. Very generally, we opted for more tiers on Richie rather than more tiers on Zez, and we needed outsource for other Elder God related updates. We often have to make these kinds of decisions.

I appreciate and completely understand (and understood) the tiers of god armour. But older veterans aren’t the only players we make content for. This is a core pet that a lot of people will strive for, and having a detail that a vast majority (especially with new players coming in) won’t understand the nuances of is a problem. If this was a more niche pet, it wouldn’t have been a problem. Over the years we have increasingly made the game complicated for newer players to understand, so this kind of decision needs to be made more.

Still, cosmetic options and toggles for the pet are options for the future, but just wasn’t possible for release

I can assure you that there aren’t interns making decisions on this, it’s designe...

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Typically an improvement is anything that progresses the state of the game or prepares it for future content. The feedback is heard loud and clear though and future patch notes like this one will be given their own dedicated space :)

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Hey BabystepsX. Would be happy to chat further as a personal message? Feel free to reach out to us for things like this, we are happy to chat.

We chatted about the god trims, and there’s a few reasons we didn’t go with them: they force a god faction on the player, they put the gods into a hierarchy when we want players to consider them as equally viable to support, and the metal tiers are easier for a newer player to understand (you want them to recognise your achievement). Our original plan was to have more metal tiers, but that didn’t work out: hopefully that can change in the future.

I wasn’t aware of a LARP godsword if I am being honest. Is that something that was in your original design?


01 Feb

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Originally posted by riotrunning1025

Now we can cry when someone gets the pet you want at 1kc

Or on zero with darts <_<