Runescape

Runescape Dev Tracker




07 Nov

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Hey guys i've scanned through and think i've got most of them; alot of questions are repeats (TECT/EZK/FSOA) which I answered on stream.

If there's any you feel aren't answered between here and stream or you want clarification on; drop a reply to this message and i'll do my best to reply

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Originally posted by ProBro_1337

One of the things I completely LOVED about the combat beta update was how the Mods updated and modernize abilities to have very very clean numbers.

Example:

Old ability numbers were always these Weird Goofy numbers like 37.6-188% damage on dragon breath. Now it's 110-130%. The latter/2nd number is waaaaaay cleaner and easier to read/understand. A person back then always had to have a calculator at hand on the old values to get the average. Now, players can easily know the average without a calculator at hand and do it in their head quickly. This is very intuitive and helps players who are getting into combat to know which are the strong abilities and which ones are the weak ones easier. It helps them learn and understand combat smoothly.

With that being said, can weapons be modernized as well? Instead of some weird number of 9.6 per tier or 14.4 if 2h/dw, can it be 10 per tier or 15 if 2h/dw? This makes it much cleaner and intuitive just like how abilities w...

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Would love to modernise weapons / stat calculations for combat, hopefully we get a combat beta/modernisation 2 project at some point as it'd be a pretty big project that'd need a lot of community consultation.

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Originally posted by piron44

Are there any plans yet on giving relics a permanent unlock version, even if we have to pay an excessive amount of chronotes to unlock them? I and many of my friends hate changing relics, so there are times we just don't play certain content because we want to finish content with other relics before changing back (like shadows grace for gate of elidinis).

edit: I was more so expecting a way to unlock a free way to swap relics, rather than having a passive unlocked version of it.

Whilst I would love it personally there is need for chronotes to drain out of the economy so they don't become worthless; I think there is improvements/work arounds to achieve both (like some relics becoming perm with upgrades - 'Staring at you luck') or skilling slots and pvm slots etc, but there's no strict plans no.

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Originally posted by RitualKnif3

What are you thoughts on turning switches into abilities to reduce switchscape? Things like Jaws of the Abyss, Masterwork Spear and Gloves of Passage could be turned into abilities like the Demon/Dragon/Undead Slayer abilities, able to activated off GCD.

I'm not SUPER keen on it, i think most of it is just piling on power a little meaninglessly, and i think the abilities we have need improving before adding many more.

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Originally posted by RsBugsAndGlitches

Some more questions that popped into my head.

  1. Can Attuned Crystal Chakrams be finally made augmentable? They were planned to be made augmentable 9 years ago. https://x.com/JagexRowley/status/692308651772624896 I always support being patient and trusting the Jmods, but goddamn 9 years is crazy.

  2. Attuned crystal bows were suppose to have their attack range be 9 when seren godbow got updated from 7 to 9 attack range, can this finally be implemented?

  3. A lot of invention related items were made tradable from invention's batch 2 update. Book switchers were one of the items that was missed. Can these be made tradable as changing the prayer book is a hassle? https://runescape.wiki/w/Book_switcher

  4. What do you think about eclipse soul? Currently the healing is so bad that a player can't really sustain solely on ...

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Can Attuned Crystal Chakrams be finally made augmentable? They were planned to be made augmentable 9 years ago. https://x.com/JagexRowley/status/692308651772624896 I always support being patient and trusting the Jmods, but goddamn 9 years is crazy.

Attuned crystal bows were suppose to have their attack range be 9 when seren godbow got updated from 7 to 9 attack range, can this finally be implemented?

Answered on stream - there's jobs in, i'm happy to do these as a quick job

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Originally posted by Proper_Shiny

  1. Can we please see how much dev time it would take to reorganise abilities? Or have a reason as to why they aren't organised from basic to ultimate? It'll look cleaner in terms of interface, and much easier to find abilities when they aren't on a bar.

  2. Could we also look at adding an ability to the bar without juggling everything? Similar to how the bank works where I can move an item and it shifts everything to the right.

Thank you and really enjoying AMA's as of recent.

Can we please see how much dev time it would take to reorganise abilities? Or have a reason as to why they aren't organised from basic to ultimate? It'll look cleaner in terms of interface, and much easier to find abilities when they aren't on a bar.

It's not a big project by any means and something we'd like to do ( especially for organising basic->ultimate) this sort of thing is just often priorities of what has the most impact for time (this example being pretty low impact i think)

Could we also look at adding an ability to the bar without juggling everything? Similar to how the bank works where I can move an item and it shifts everything to the right.

Same thing as above, we'd like to do this as a team, (albeit this one is a longer project) and actionbar improvements in general i think is how we'd word it; but it's a time vs impact scenario (where most players would likely prefer we rework bleeds / ot...

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Originally posted by RunicLordofMelons

Obviously there’s a mile long list of combat fixes and improvements you and the community want. What would you consider as your priority list of combat fixes/improvements?

Is there any potential avenue on having the community vote on what issue they want worked on/fixed next for combat?

(there's often combat team discussion where we move things around/voice opinions, priorities etc )

BUT my personal top list:

T95/Vanilla gear effects (tect/ezk etc)
DoT rework
Magic/Ranged/Melee core rework (abilties/giving them proper style identities, modernise anims etc)
Core combat balancing (realistically this breaks down into sub issues like, XP / Mob stats / simplifying some combat calculations & stats / tutorialisation etc)

Is there any potential avenue on having the community vote on what issue they want worked on/fixed next for combat?

u/jagexyuey ?

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Originally posted by boredguy12

Will slayer ever be a 150 skill?

maybe in like 2040

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Originally posted by Shadiochao

People have been asking for old bosses to get tweaks or QOL changes for years. With the combat achievements coming out, and being designed for how bosses are now, it makes me worry that these changes will be even less likely to happen because it'll involve redesigning a whole set of achievements people have been earning ingame.

Is there any chance existing bosses could get some attention before combat achievements come out?

Given the current schedule/team working on CA's right now it's not likely bosses would get changed prior to release.

However internally we don't see adding CA's as a blocker to changing/updating bosses, as we can 'just' change the cheevo/treat it like we would a new boss.

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Originally posted by TheSmallIceburg

Is there any chance of the Gemstone Armor being made augmentable? It is an awesome hybrid set that sits there as a worthless drop because it can't be augmented even though it is a rare t80 drop.

Uhh maybe; i'm, not sure there'd be much value to it even then.

Realistically i'd like us to rework hybrid armor to be good for hybridding

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Originally posted by Legal_Evil

Will Jagex move more of Necromancy's features over to the other combat styles, like the auto-attack ability?

What does Jagex thinks about the current state of switchscape of the other combat styles. Is it too much? Too little? Just right?

May Jagex make more bosses where only one combat style is viable to make lesser used styles more used, like in OSRS bosses?

May Jagex make more bosses with forced mechanics at certain HP thresholds that cannot be skipped with dps?

Will Jagex move more of Necromancy's features over to the other combat styles, like the auto-attack ability?

We hope to yeah, but there's quirks to the existing system that some of the high level audience enjoy to min max that we'd hope to cement in proper gameplay before stripping out the current attacks

What does Jagex thinks about the current state of switchscape of the other combat styles. Is it too much? Too little? Just right?

Ultimately I don't mind as long as the general consensus amongst players is that it is fun - we've stripped out some of the more annoying ones like PF/Vigor as the consensus was they're not fun.
I think ultimately i'd word it as it's something we're actively aware of and try to not add switches that are too powerful/mandatory feeling because that leads to unfun gameplay for some players

May Jagex make more bosses where only one combat style is viable...

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Originally posted by Narmoth

One of the biggest holdouts for many to get into the original combat styles are the costs of codex drops from bosses. Is there any talk of swapping the codex'es out with alchables (so bosses retain GP value) and have all those abilities unlocked via regular gameplay or from completing existing quests?

I think it'd be a mistake to replace them with alchables as it means i just go to the boss with the biggest one / there's a lack of progression there.
My preferred is reducing the discrepancy between standard/greater abilities so the upgrades feel like upgrades but less life or death mandatory items (e.g. Base ricochet having some of greater ricochets single target power, and they greater codex upping the stats of it)

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Originally posted by Nocturne09

1.Tect/fsoa passive when?
2. Next combat beta possible? Maybe one focusing on bleeds/poison?
3. Potential for prayer book QOL, now that both are relevant in current year perhaps having equivalent prayers swap on action bars when changing books?
4. News on Vorkath TLC?

1.Tect/fsoa passive when?
2. Next combat beta possible? Maybe one focusing on bleeds/poison?
3. Potential for prayer book QOL, now that both are relevant in current year perhaps having equivalent prayers swap on action bars when changing books?
4. News on Vorkath TLC?

  1. We will be doing it but we don't have a strict timeline yet; that isn't to say it's ages off just that no project has been assigned for us to dedicate our time to

  2. I'm hoping so, though i'll likely be personally looking at bleeds in gamejam

  3. It's a nice idea yeah i'll raise it

  4. IIRC there is time set aside for so...

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Originally posted by eqtrans

Were the new slayer monsters designed to be released as stand alone content? If not, why were they released now?

Will older boss mechanics be looked at for modernization? Particularly, will Vorago be looked at for his loot pile mechanics, the rarity of Vitalis, and low value of Seismics?

What is the design philosophy for the Amascut fight coming next year? Who will design the fight?

Can we have updated stats on: most common to least common combat style used; most commonly fought bosses; least commonly fought bosses; average combat level of active (however internally defined) players who aren't CGIM, perhaps what the most frequently used weapons/armor are.

Were the new slayer monsters designed to be released as stand alone content? If not, why were they released now?

Yeah they were designed to be standalone; the project arose purely from player requests for the necro slayer helm

Will older boss mechanics be looked at for modernization? Particularly, will Vorago be looked at for his loot pile mechanics, the rarity of Vitalis, and low value of Seismics?

At some point potentially, there's nothing scheduled in that i can talk about right now; there's a lot in combat we'd want to modernise; including player/abilities bosses drops etc

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Originally posted by RafaSheep

How do you feel about the current thematic identity of each combat style? Magic is considered by some to be the tankiest style, which is the opposite of how it was before EoC. Meanwhile, Melee seems to be the one most susceptible to taking damage, despite having the bulkiest-looking armor, due to its lack of range.

I think all 3 of the o.g. styles could do with a revamp to give them core themes through out the style; e.g. magic leans into crit a little but it's not realised to hyper late game. If it leant into it earlier then it'd make upgrading and gameplay smoother and let us do some more interesting stuff in the early/mid game

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Originally posted by xDecii

When will people who selected permanent ironman mode be able to reconsider? OSRS got this option recently and I think it will be a good thing here as some people made the choice over 10 years ago?

I'll raise it to the GIM team as i'm not sure/it's out of their wheel house

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Originally posted by RS3HolidayEvents

Do you guys have any interest to revive PvP/darkscape or the popular minigames such as clan wars, soul wars somehow? I really miss the old days of PvP.

Could possibly be done with new rewards or a rework to the minigame shops

Nothing cemented in as there's interest shown from the community generally speaking

I'd love minigames/pvp to be revamped to make it enjoyable / interesting - I think PvP struggles specifically with power creep due to damage outweighing tankyness; so I could see PvP needing to lean more into gameplay changes compared to PvM

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Originally posted by Mr_Hump

Can we get an update to the ghast familar? It has a pretty useful and under rated scroll ability. It also has some pretty steep requirements (87 summoning, maxed all followers in temple trekking, and 50k price tag).

https://runescape.wiki/w/Ghast_(familiar)

Purchasing the ghast cost 50k and gives you 1 pouch and 25 scrolls. This is the only way to obtain either. Can number of scrolls be increased? Maybe allow us to purchase them separately? Possibly reduce the price?

I think the same can be said for most summoning familiars having little/no use - i think the skill could use a revamp entirely

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Originally posted by Decryl

Thoughts on making a boss that has solo mechanics in normal mode but group mechanics in hard mode?
Could share log drops on both modes.

It's slightly awkward because i feel like it'd end up just being one is meta and the other is ignored; i'd like more group bosses/mechanics in general though.

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Originally posted by Quilava_ex

1: If gamejam is coming up, can Shogun's Arch-Glacor (https://x.com/JagexShogun/status/1674051805951533067) changes be revisited?
2: Any chance the Croesus offhand arrowtips can be added to the woodcutting/mining nodes in the area? It feels really bad to have sunk over 200 hours into 4 mans without being able to use Deathspores on an iron because of them being locked behind a skilling offhand.
3: Croesus changes in general: Shouldn't need to wait for a second mid fungus to get the maximum amount of loot rolls per kill and statue points cap at the statue being 75% completed. If you are clearing a node, doing one mid, building a statue, and rotting your end node, you should be guaranteed all 12 rolls off of that. The second mid adds about 45 seconds of just waiting per kill which sucks.

1: If gamejam is coming up, can Shogun's Arch-Glacor (https://x.com/JagexShogun/status/1674051805951533067) changes be revisited?

I can't speak for the rest of the team, but I wasn't personally planning on hitting them up though I do see the value in it; I'll speak to shogun and see what still needs to be done and if someone can just pick it up

2: Any chance the Croesus offhand arrowtips can be added to the woodcutting/mining nodes in the area? It feels really bad to have sunk over 200 hours into 4 mans without being able to use Deathspores on an iron because of them being locked behind a skilling offhand.

I'd like to remove the effect from the offhands completely - i think they don't need it and locks the item for not much gain; maybe adding them to birds nests or some...

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