Runescape

Runescape Dev Tracker




22 May

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The plan is to get something out with the Sanctum of Rebirth that is a step in the right direction. Then gather your feedback about how you want to see it evolve in the future, allowing us to refine it before finding an opportunity to go back and apply it to previously released encounters.

There are some comments in this thread regarding harder modes and whether they should have this additional telegraphing. It's definitely something we have discussed, but are open to feedback there!

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Originally posted by 5-x

Especially /u/JagexRyan is a pleasure to listen to, he's highly knowledgeable about game design/implementation and player trends. It would be very cool to have a livestream or discord podcast in which Mod Ryan talks about stuff such as:

  • what Jagex learned from Necro
  • whether Necro really took over the bossing landscape as players perceive it
  • what the combat improvements update changed in player behaviour
  • which bosses are popular and why Jagex thinks they're popular
  • how tiny the endgame bossing scene really is
  • what are some of the philosophies for future boss design
  • whether releasing Necro is actually Jagex shooting themselves in the foot when it comes to future combat direction

etc.

That's very kind, thank you.

I would LOVE to sit and talk endlessly for hours about RuneScape design. Finding the right place to do that is the tricky part.

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Osseous, the tyrannical terror stomps to the live game on May 28th!

21 May

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Folks are having a look into reports atm

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We are kicking this off with discussions on the upcoming Sanctum of Rebirth, check out our blog here for more on the topic - https://secure.runescape.com/m=news/right-click-examine-sanctum-of-rebirth

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Originally posted by Admirable-Fortune-79

I see u never actually addressed this, thats cool. Cause i got burnt on a offer for 275 keys i also had a survey i did for 75 keys and it said 25minutes an ended up being a hour an a half and then closed out an never paid the keys. Come on man why are you being jaded an ignoring the community.

I've relayed lots of reports and feedback from the community over to our team and from there, they'll be investigating further. At this stage, it's beyond my jurisdiction but I've been sure to escalate this up to the team to look into, but that's all the news I have on this at this time. Please do try and appeal/challenge decisions by those providers if you can, but outside of that, that's where my jurisdiction ends, I'm afraid. Sorry for the delayed reply, just getting back and catching up on lots of things.

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In the original version of the question, I also included two additional options:

Modern technology, such as dwarves with assault rifles boarding a goblin aircraft carrier.

Scifi technology, such as dwarves with powered armour shooting lasers at goblin UFOs.

We removed them because they were a bit too far in terms of implying we might actually do this.

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Sanctum of Rebirth will be our upcoming Boss Dungeon in July.

20 May

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Originally posted by JagexHooli

Dropping in to say we have seen this and we've started some chats with the team on the feedback. I don't expect to have a more concrete response until Monday given the weekend.

The token rates have gone through some balance tweaks before, and I know we were intending to do some correction on the rate this time as it was way too fast last time out - to the point where players were even questioning it.

I don't believe some of the rates I've seen reported here are the intended target though as that's less of a tweak and more of a significant shift, but I'll need to verify that with the team. Could be the Sprite RNG is playing havoc a little here.

Step one will be to catch up with the team when next we can, understand if the rates are as intended or something is up, then either fix the issue or - if it as intended - discuss the feedback and review the rates. We'll report back once we've had the chance to chat to them.

Since it's now the end of the day, just wanted to drop an update for any of you waiting to hear back from us on this.

We have caught up with the team today and they're reviewing the data as of this afternoon. We should have a clear answer to give on this tomorrow either way.

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Originally posted by laboufe

I think if people want to grind skills again you guys should just keep exploring things like FSWs instead of spending time on a prestige system.

It's not something I'm personally pushing for, just I have spent time in the past thinking through the details of a possible implementation.

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Originally posted by Communication_East

Question: does prestiging mean that we can't access high level content anymore unless we level it back up, or can we still use those endgame level content?

Ive heard from multiple people that it could be one or the other, which leads to conflicting conclusions on whether we want it or not.

From my POV it would have to allow you to keep access to high level content yeah. I can't see it working otherwise.

It's mostly a problem with how confusing the presentation is - what I conceptually envisage is a sort of "virtual" prestige level. Say your mining is 99, but you prestige. You're still 99 mining, but your virtual prestige level is now 1. If you mine some copper, which you can mine with your virtual prestige level, you get XP and virtual XP which raises your virtual prestige level. If you mine some iron, which you can mine normally (because you're 99) but not virtually (because you're 1) then you get regular XP, but not virtual XP, so your virtual prestige level can't rise.

That all makes sense mechanically, but I think it would be really confusing to display and interact with in practice. An alternative version which is a bit clunkier but easier to understand is that you can freely switch in and out of "prestige mode". So when you prestige your mining ...

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The daemonheim ores was kind of a fun idea which everyone mostly liked. I'm not sure the same thing will work with trees. We could do it, but the weird dungeoneering trees don't work as well as models, and the idea of creating an "alloy" of woods, while conceivable, doesn't really make as much sense.

We haven't started properly designing this update yet (although I might make a post with my thoughts thus far after the blog next week) so we're open for options. Could be an opportunity to revisit an old type of wood and make it "core" like we did with bane metal (maybe blisterwood or bloodwood?) or create something completely new.

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Nice

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Phew, time for a breather after that Roadmap launch, this week the Jmods will be Game Jaming it up!
Check it out here - https://secure.runescape.com/m=news/-2024-player-survey--gamejam---this-week-in-runescape

With Game Jam happening this week and Osseous coming next week the team was hard at work doing final checks on it in order to enable Jmods the free time and peace of mind to take part in Game Jam instead of needing to do those this week.

This means there are no patch notes this week, and without needing to a...

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Phew, time for a breather after that Roadmap launch, this week the Jmods will be Game Jaming it up! Make sure you get the survey done!

18 May

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When I wrote up the initial balancing which went into Woodcutter's Grove, my assumption / intention was to standardise across both woodcutting and fletching. This would mean that Elder weapons would be T90 (with the same balancing as smithing, so they'd require 90 to wield, but actually only have the stats of an 80 weapon).

The interesting question is whether existing elder bows should automatically get upgraded, or replaced with the equivalent T60 item (mahogany in this case). It's probably not that big a deal either way.

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Dropping in to say we have seen this and we've started some chats with the team on the feedback. I don't expect to have a more concrete response until Monday given the weekend.

The token rates have gone through some balance tweaks before, and I know we were intending to do some correction on the rate this time as it was way too fast last time out - to the point where players were even questioning it.

I don't believe some of the rates I've seen reported here are the intended target though as that's less of a tweak and more of a significant shift, but I'll need to verify that with the team. Could be the Sprite RNG is playing havoc a little here.

Step one will be to catch up with the team when next we can, understand if the rates are as intended or something is up, then either fix the issue or - if it as intended - discuss the feedback and review the rates. We'll report back once we've had the chance to chat to them.