Runescape

Runescape Dev Tracker




08 Feb

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Personally I have found the best way to enjoy my play time is to avoid trying to follow the trends, I will see what people are talking about and look into things but generally I try to stay away from the mentality of "if your not doing X your not doing it right" as it just undermining the enjoyment I find in puzzling things out with the resources I have.

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Originally posted by MeleeUnsolved

I commented on this thread somewhere about this but I would love to see the QP req changed to be 157 for legends quest with the removal of the other reqs even in a future update, would appreciate it if you gave my comment a read if you get a chance! :)

Writing to let you know I've read your comment. :)

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Originally posted by RegiSilver

FAO: /u/JagexDoom and /u/Jagex_Stu :)

In short, do we get another slayer prefer/block slot after we reach 450 QP?

I didn't work on the Housing of Parliament quest (you can thank Mod Luma for that), but as far as I'm aware, it isn't increasing the number of Slayer block slots. AFAIK the combat council prefer that to remain limited to 8 slots. Similarly, we don't plan to add more rewards to the combat, pet, hub progression tracks in May's quest point shop.

To my knowledge (and I only know what's been shared in a recent livestream), the 450 QP benefits coming with this quest are one more continuation of Philipe Carnillean's adventures, and one more magical die.

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Originally posted by Swindle_the_Swindler

This is a great project! The only thing I'm not sure about is now getting a free rune platebody from Wanted!

The list of items that can randomly be obtained are all very low-level/cheap items (including the old bone spear). The rune plate is a reward from Dragon Slayer or it can be made with level 50 smithing (which is a much higher level requirement than anything needed for Wanted!).

It seems like the item/NPC combo could have been just about anything, so why give a significantly more valuable and iconic item here?

Thank you! My thinking in including a rune platebody is that it's a fairly iconic RuneScape item (albeit its significance dates back to Classic), but doesn't have as much significance since the smithable metal tiers were rebalanced (and corresponding changes to Dragon Slayer), while also being a clue that's associated with a particular rune armour merchant visible in passing, so this seemed an opportunity to bolster that significance.

I must admit, the disparity in GE value of the possible Wanted! items hadn't occurred to me. Though getting a free rune platebody during Wanted! may slightly increase supply to help drive that price down a tad?

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Originally posted by GeraldineKerla

Just came back in September and have done 280 quest points worth of quests (on top of my initial 150) and NOW YOU ANNOUNCE THIS 😭😭😭😭

On a serious note, I really appreciate this being done. A lot of people I've talked to ingame really see the requirements as a huge obstacle and quests as tedious. It can really get in the way when you're beginning the game because to actually get some really important stuff you need very high level skills that can seem a lot worse than they are.

When I got back in and decided that I was going to tackle every quest, I chose to use the wiki guide on "optimal quest order" because the list was so immense and I wanted to be sure that I was always going to be able to do something next, and the guide aims to minimize grinding. I think that when people want to do questing, the requirements that are set in front of them for finishing a series and it interrupting them mid storyline can get in the way. Its unsatisfying to do a quest that clearly...

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Thank you very much for taking the time to write all this up in detail!

In summary, when adding more fields to the quest overview and associated sorting methods, I was mindful of not rocking the boat by taking away existing sorts to which players may be accustomed. I've only recently risked removing the Difficulty sort, for example, after some adjustment time for Timeline to become a popular sorting method.

I agree with you that some of the sorts (eg Progress, Free/Members) would be better suited as filters. To be honest, it's always bugged me that they're sorting methods!

I'm not sure I agree that some of the sorts are useless. Less frequently used, certainly. While the ideal would be a search function, I regularly find it useful to sort alphabetically to find a particular quest I know by name. And I think they do come into their own more when combined with certain filters - for example, I've found an Area sort combined with Locked and Complete filters help...

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Comment

Originally posted by ThaFrenchFry

Would it be possible to adjust the dialogues of some npcs around The Dig Site. I remember some of them mansplaining archaeology to me when I had already achieved the guildmaster rank.

Or generaly make the arch tutorial and The Dig Site fit together a little bit more, give digsite a bit of arch xp instead of just mining, make gathering specimens grant token arch xp, have the npcs treat you slightly differently if you already have a certain Arch title unlocked.

I've been hoping for these patch notes for over a year, so I'm very excited, thanks GOD STU

I feel there's a bit of a tricky overlap here between older content that works with a particular theme or science, and the specific mechanics of a RuneScape skill that's similarly named.

There's archaeology (in the sense of the earth sciences exam and the Varrock museum's specimens minigame) and then there's the Archaeology skill (which is a somewhat more cinematic interpretation, with a particular set of distinct excavation, restoration and collection mechanics, entangled in the narrative of the Monolith).

There's divination (in the sense of supernaturally foretelling future events) and there's the Divination skill (slurping up Guthix juice and yeeting it into rifts).

There's the necromancy used by various baddies throughout the storyline, and then there's the Necromancy skill with its particular rituals, the City of Um, consensual conjures, etc.

As much as they share some elements of theme, I don't feel it makes sense to retroactively apply experie...

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Comment

Originally posted by Flu0stiftRS

Children of Mah
• No longer requires Fate of the Gods (requires The Light Within which requires Fate of the Gods)

On a similar note: Plague's End requires 75 Woodcutting, 75 Ranged and Within the Light, but Within the Light also requires 75 Woodcutting & 75 Ranged. Isn't this kinda the same idea?

If you have WtL you always have 75 WC and Ranged, so these are dead requirements for Plague's End itself.

Unless they are on there for the sole reason of adding more 75 skills, but if that's the only thing stopping it perhaps the requirements for WtL could be lowered to something else?

The ten skill requirements listed for Plague's End, as Sakirth notes, were intended to represent the elf clans of Prifddinas, who each represent two skills. Though it doesn't quite correlate.

A while back, I saw a player suggestion to change this to requiring one of each elf clan's skills at 75, and similarly give a choice between two skills from each of the quest's XP lamps.

ie the quest requirements for Plague's End would become:

75 Farming or Woodcutting

75 Magic or Ranged

75 Mining or Smithing

75 Slayer or Melee (Strength or Attack)

75 Crafting or Construction

75 Summoning or Divination

75 Agility or Prayer

75 Dungeoneering or Herblore

It'd be a fairly big project to ensure all the content in Prifddinas is shored up accordingly (since it was built assuming you'd have 75 in all clan skills), and neither requirement set perfectly matches the skills you use during Plague's End, but I thought it...

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Originally posted by Imaskilla097

We've shown through the previous iterations we're not going to just implement things without player feedback, its our primary concern.
I'm don't understand, because the example of the FSOA and AD changes do not reflect player feedback. It was over 60% saying no to both changes iirc and no mention prior or during the beta was it stated, "Hey we're still making these changes, we just want you all to play with it." At that point, I'd give you credit for that, but it was entirely misleading, especially with a poll to see % wise player input their thoughts on the change. So that response is not accurate.

As a result magic (which was in a good place powerwise on the beta fell behind so we wanted to give some of that back).
If that's the case, why are we adding something to new to the weapon? That change forces you to use the staff consistently if you want any remote ounce of damage increase, compared to using dual wield... or honestly where it was pre ...

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 So that response is not accurate.
I was referring to this suite of betas we've been running with regard to previous iterations not FSOA/AD, as that has/had different issues contained with how it was ran/the results.

If that's the case, why are we adding something to new to the weapon?
The staff was a logical place to add the power back, to mitigate loss from crit adren which synergised with the staff, and helped reduce the feeling of the staff only be a spec weapon/essentially being eof fodder. But we can iterate on it, as we have with other stuff in the beta.

As far as I've read and the knowledge I have of players in game I have not seen anything saying
My comment was directly referencing players which have spoken about the beta and the beta increasing the power of the bow, I feel like youre points seem to be implying the beta is going to be a straight up nerf to the live game, which is...

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Originally posted by RoseAndLorelei

The 101 quest points for Swan Song and the dialogue about it may need to be looked into. Herman Caranos has the line: "Hmmm... You're not what I'm looking for, but... [number of quest points you have] Quest Points is really rather a lot..."

I think either this line would need to be changed or the quest point requirement maintained.

Good thought! For each affected quest (about 40 in total), the project essentially involved

a] changing the requirements listed on the quest's overview screen (now data-driven thanks to an earlier project, so quite easy),

b] removing hard-coded references to those requirements (usually not too tricky - back before we had quest accept screens, requirements were handled by checking each of the requirements in dialogue with the NPC and blocking progress with responses)

c] making changes to content to accommodate the more ambitious lessened requirements (sometimes tricky).

In the case of Swan Song, that (rather fourth wall breaking) Quest Point dialogue was addressed while implementing b]. :)

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Originally posted by Chrismite

Would the potential of raising the level cap from 99 to 120 be a good start. necro does have that over the other styles which can also correlate to his higher DPM. would also open the door to make harder content and gear. now that hit chance is being changed to hit potential i think older gear will start being more relevant. before it was just what has the most accuracy. but now we can have more weapon diversity.

I think there's core elements of styles (a lot of abilities feeling pointless/not having niches, not having identites properly built in) that should be addressed prior to 120ing them, especially if we want the 120 to mean more than just more damage.

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Originally posted by Imaskilla097

I can't begin to fathom understanding the lack of knowledge and realization it shows these mods have with these kinds of changes... I honestly try to not mean any disrespect, but with updates like this that you plan to implement into the game it honestly doesn't make any sense. I say "plan to implement," because after the last BETA, where we were polled and asked what we thought of the FSOA and AD (with the changes all receiving a majority negative response), they still get implemented.

Why are you changing FSOA again? To attempt to make up for the nerf you gave it months ago or maybe it was the sonic wave change? If anything now you're diminishing dual wield at this point and making both sides of the style not worth using.

Now we've moved onto the BOLG and adrenaline gaining abilities?? Is the goal to just absolutely plummet all of these styles so NECRO just remains at the top? These are genuine questions I feel most people have and are already asking, especially ...

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We've shown through the previous iterations we're not going to just implement things without player feedback, its our primary concern.

Why are you changing FSOA again?
We pulled down crit adrenaline values because power being introduced with the beta players had commented on being too high, so it was a lever for us to pull and see what happens. As a result magic (which was in a good place powerwise on the beta fell behind so we wanted to give some of that back)

Now we've moved onto the BOLG and adrenaline gaining abilities?
Yes, they were levers we wanted to try and see what players do and dont like. Botlg generally speaking had gained alot of power from crit chance, damage and hitcap, so we wanted to try pulling those down, as it wasn't in need of extra power, and players had commented on it.

We need to be able to have adult conversations about these things as community, so we can kee...

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Comment

Originally posted by Any-sao

I don’t think it’s a good call to remove Goblin Diplomacy from The Lost Tribe’s requirements. I think it actually adds quite a bit to have dealt with the Goblin Village before learning of the Dorgeshuun.

I also think those While Guthix Sleeps requirements shouldn’t be removed. While they are definitely very small connections, I think grandmaster quests with high quest point requirements should make players think “Hey, I’ve been here before- I really am an experienced adventurer, aren’t I?”

From the patch notes, it's a little hard to see how many requirements While Guthix Sleeps has even after some pruning of a few unnecessary branches. Here's the revised version of the top of the mysteries of the mahjarrat series. Hope it provides reassurance:

While Guthix Sleeps:

* Defender of Varrock

* Dream Mentor

* Legends' Quest

* Path of Glouphrie

* Tears of Guthix

* Wanted!

* The Hunt for Surok miniquest

* Shilo Village

* Temple of Ikov

* Ability to enter the Warriors' Guild

* 75 Magic

* 65 Herblore

* 65 Farming

* 65 Defence

* Follows events of: Nature Spirit

Ritual of the Mahjarrat

* While Guthix Sleeps

* Temple at Senntisten (note: continues to require Curse of Arrav)

* Hazeel Cult

* Enakhra's Lament

* Slug Menace

* Fairy Tale II

* Cabin Fever

*...

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Originally posted by LuxuryBallVolibear

Is this project going to be re-categorizing any miniquests as full quests, consequently earning Quest Points? Example: Impressing the Locals being changed after being in the game for almost half a year

No, the focus of this project was on lowering quest requirements where appropriate, so converting miniquests to quests was out of scope.

In general, though, the distinction between quests and miniquests has become quite blurry, now that miniquests are listed in the quest interface.

I think the ideal would be to gradually convert miniquests to quests until we can phase out the concept of miniquests. Most likely starting with the most recent miniquests and working back. The biggest development cost associated with that likely lies in writing the quest journals for those miniquests and localisation thereof.

That would also mean moving those miniquests from master quest cape to quest cape, which possibly may go down better if not delivered all at once.

The other thing that gave us pause when developing the Arc miniquests is that quests with 80+ skill requirements are typically Grandmaster, and that felt a rather extravagant difficulty for the stakes of m...

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Originally posted by LazyAir6

I like the changes here! If I could suggest anything, it would be to change the Smithing requirement for Devious Minds from 65 to 31. I know it sounds absurd but if you look at the level, it used to be the required level +1 to smith a Mithril 2H sword. In OSRS it's at least boostable. Since you made certain changes based on mining and smithing rework, I think lowering the Devious Minds smithing requirement is something to consider.

Excellent point. Thank you for pointing this out.

Looks like we missed fixing this requirement for the now tier 30 slender blade in the Mining & Smithing rework.

(Have you heard about the Mining & Smithing rework? Sorry. Habit.)

I've created a ticket for this in the quest qol gamejam skill requirements project on my backlog.

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Originally posted by Chrismite

I get what the beta is for, but these changes will have to an impact on the equivalent of necromancy with being a jack of all trades combat and now that ive had months to use it. I don't see me going back to the other traditional styles unless theres a big enough change where i can feel i can put in the same effort and get the same result like necro.

Why would i do 4taa mage when i just can do necro semi revo.

It's worth stating that the beta's purpose is porting parts of whats good from necro over (hitcap/crit etc) It's not intended to solely pull you over to the other styles, doing so would require more changes/complexity than this beta would allow.

We want players to come away from this with the new systems in, and combat feeling nicer, but it doesn't have to do everything at once.

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Originally posted by KobraTheKing

IF you do change it, it very much should be mentioned by the quest screen as a recommended stat, as ironmen cannot obtain the tablets without magic level to make them.

Something like:

  • 7 magic, or a friend who can grant you such powers

Honestly would be nice to have that on The Light Within as well, due to crystal flask.

  • 89 crafting and 81 mining, or a friend who could provide you what you need

Thanks, Kobra. Good points. I've made note of that!

(Bold of you to assume I have friends. :p)

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Originally posted by Terrasour

Make it work with any fire spells, and problem solved. it would be harder to complete potentially with lower magic level, but still completeable.

I imagine that even a 13 Magic req for fire strike might be unacceptably high for some pures?

Perhaps it could be a scene where you can fail but the story continues. (ref. Princess murder-puppying your opponent during Murder on the Border if you are defeated.) After a few attempts, the TzHaar-Mej manage to hatch the egg even if you don't assist?

Regardless, it's thankfully Future Stu's problem!

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Originally posted by Nqis

A lot of my takes have already been brought up here but there's one thing that's midly grinding my gears:

The Hard Fremennik Tasks for Blood Runs Deep. When it came out, and even now, it is quite a unique requirement for a quest to have, and I feel like represents the Player gaining reputation amongst the Fremennik. Considering the only really unique reward locked behind the quest is Balmung, a niche weapon that has since been powercrept at monsters it was BiS as, I feel like the quest could use some "higher" level of requirements as the de-facto ultimate quest of the Fremennik saga.

If it helps frame things better, the surviving requirements for Blood Runs Deep seem to add up to quite a lot: (albeit with some duplication)

* Horror from the Deep

** Bar Crawl

** 35 Agility

* Dream Mentor

** Lunar Diplomacy

*** Fremennik Trials

**** 40 Crafting & Woodcutting

**** 25 Fletching

*** Lost City

**** 31 Crafting

**** 36 Woodcutting

*** 61 Crafting

*** 40 Defence

*** 49 Firemaking

*** 5 Herblore

*** 65 Magic

*** 60 Mining

*** 55 Woodcutting

* Glorious Memories

** Mountain Daughter

*** 20 Agility

** Fremennik Isles

*** Fremennik Trials

*** 20 Construction

*** 40 Agility

*** 46 Crafting

*** 56 Woodcutting

** Royal Trouble

*** Throne of Miscellania

*** 40 Agility

*** 40 Slayer

** 57 Magic

** 50 Agility

** ...

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Hey all! Appreciate some of the changes here can feel like 'nerf,nerf,nerf'
That is the case for somethings, absolutely compared to the previous beta iteration, but it is worth iterating that the beta is just a test environment and this has been on purpose, so you can tell us exactly what still feels good/bad.

(e.g. "my kill times at kerapac have gone up, compared to live, but i'm having less fun due to lack of adrenaline" - great we could bump back up crit adrenaline, and bring down some damage values etc.)

It's important that you try them out and compare to the live game so the feedback is useable as some comments of "X number has gone down, don't do it" might not be taking into account the whole picture of damage gained in the beta through increased crit chance/damage/hitcap etc.

If the general consensus is leaning in one direction after you've tried them out we could hotfix in different beta values to try out different combinations (e.g. ...

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Originally posted by ImRubic

Thank you for digging through everything Stu. Glad to see it! :)

Thank you, Rubic! <3