Runescape

Runescape Dev Tracker




13 Dec

Comment

Originally posted by JagexJack

Yeah bad luck protection is a great example.

Features always have cost and benefit to be compared against other features. Design time, dev time, risk, etc compared to how many players does it affect and how much of an improvement is it for those players. BLM doesn't affect that many players, but it affects them a great deal (since dry streaks feel awful). That pushes it up the priority list compared to other things.

Having multiple different systems increases the cost of actually fixing the problem, which then pushes it back down. That's also likely exponential in practice. These numbers are probably lowball, but say it takes half a day to design a bad luck system and one hour to apply it to the handful of bosses that use that system. That's 1 day of work, pretty good for how much it will improve the game as a result.

Now say we have 5 different drop systems. Now we're up from 1 day to 5 days, which is a much worse deal. More than that, though, five days isn...

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This isn't a hypothetical example by the way - this is exactly what happened when Shogun and I sat down to start making progress on this problem. We got around the initial time problem by doing it in the evening, and we "hacked" the prioritisation a little by sneaking some hygiene work into Raptor's Rampage, but the basic time issue still remains to be addressed, which is why Shogun is chipping away at it in game jams.

Comment

Originally posted by 5-x

If you want a meaningful luck effect and bad luck protection, it would be a lot easier if boss reward systems were at least similar to each other (in implementation).

Meanwhile streaking is a completely different system that is difficult to manipulate without, for example, just one day changing people's Telos chests completely for no reason.

Yeah bad luck protection is a great example.

Features always have cost and benefit to be compared against other features. Design time, dev time, risk, etc compared to how many players does it affect and how much of an improvement is it for those players. BLM doesn't affect that many players, but it affects them a great deal (since dry streaks feel awful). That pushes it up the priority list compared to other things.

Having multiple different systems increases the cost of actually fixing the problem, which then pushes it back down. That's also likely exponential in practice. These numbers are probably lowball, but say it takes half a day to design a bad luck system and one hour to apply it to the handful of bosses that use that system. That's 1 day of work, pretty good for how much it will improve the game as a result.

Now say we have 5 different drop systems. Now we're up from 1 day to 5 days, which is a much worse deal. More than that, though, five days isn...

Read more
Comment

Originally posted by elegantboop

This reply would make more sense if you could provide a valid reason as to why all drop tables should work the same across all bosses all of a sudden.

We talk a lot about technical debt and design debt, and this is really what that looks like in practice.

Maintaining 10 systems takes 10 times longer than maintaining 1 system. Even more if some of the systems are significantly more complex, and probably longer still because complexity doesn't scale linearly. Maintaining unnecessary systems is bad because time spent doing that is time not spent doing something else - like making content.

It's worth maintaining multiple systems if they're important and hitting fundamentally different things - like you can't fold bosses and quests into a "single system" in order to make maintenance simpler. Drop tables, by comparison, are a relatively simple concept and while it's not that there's no possible benefit to having different bosses work in a different way, from a cost/benefit POV the tradeoff is significantly worse.

Comment

Posting a top level comment for visibility, but Monado replied:

You and I both know this is about Jagex making it so skill expression/ceiling isn't rewarded economically above a certain point.

In a sense this is true, but also a little misleading. Skill (as in player ability) is (and should be) rewarded, but it's currently rewarded in at least four different ways:

  • Higher skill means faster kills.
  • Higher skill means access to harder bosses.
  • Higher skill means ability to beat higher enrages.
  • Higher skill means ability to get longer streaks.

All of these multiply together - the problem isn't that higher skill is rewarded, but that higher skill is rewarded exponentially via multiple explicit mechanics.

What's not necessarily obvious externally is what a technical problem loot streaking is. It's not, as some replies are implying, a lack of willingness on our part to put th...

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Tawit tawoooooo! This is your last chance to get your hands on your very own Omen!

11 Dec

Comment

Originally posted by ironreddeath

Are these changes being discussed for NM or HM? NM right now is absolutely horrible for the time, supplies, and effort required.

Also guaranteeing undead hide and some bones in every chest would help a lot in terms of base value.

Have you managed a kill on both NM and HM? What's the average kill times for those looking like for you?

Comment

Originally posted by Borgmestersnegl

That is a bit dissapointing to hear. None of the loot is appealing at all, as upgrades for my iron. I guess more 120s afking while playing osrs it is.

What would be appealing, out of curiosity?

Comment

Originally posted by garl12

No helm of neitiznot?! :'(

Year's not over yet, Garl... 👀

Comment

Originally posted by SeaProgram2836

I love that OSRS is going to hold an end of the year live stream and RS3 will have nothing.

We had like 4 Q&As this year vs 12 last year. Communication hasn't improved at all.

In all fairness, OSRS nabbed that spot and then, with everyone taking time off, there wasn't another spot. Azanna is currently working on an End-of-Year wrapup style retrospective which I'm looking forward to.

Is a Q&A all you consider to be "improved" communication? Not surveying players for updates, reopening beta worlds, re-enabling Quick Polls on the website, increased presence on social platforms (including out of hours)? None of those? We could scale everything back and only post 1 Q&A thread a month next year, but I'm unsure if this would improve communication in the way you think it might. I could be wrong though! The future is a mystery to us all.

Comment

Originally posted by pseudoartsyhh

Can we please get a confirmation on whether there will be further loot balancing planned for Vorkath?

We're still having discussions with the team and looking to make another change. It wouldn't be something dramatic like a new BiS item but we have some ideas with what we have that we can explore for the new year.

Comment

Originally posted by DA_Knuppel

Thanks for the updates and the amazing updates we got this year. There were some terrible updates too, but nonetheless this year was pretty lit with the Necro release, Vorkath and Zemouregal bossfight, and some amazing hit list updates last few weeks.

1 Thing that's pretty annoying is that the Zamorak HP bar still isn't fixed for me. The phase indicator is in the wrong spot and it's pretty hard to see where the phase HP is at. I can learn the HP by heart, but if grinding through different enrages, it's easier to have the indicators.

Is there an ETA when this will be fixed?

I couldn't give you a concrete ETA but I know that the team are working on testing a fix for this right now and so hopefully we'll have that in ASAP! I'll keep an eye on the bug ticket and give it a nudge in a few days if I haven't heard anything!

Comment

Originally posted by SoccerdadRS

No fix for the broken boss HP bars still...? Not interested in zammying when it isn't possible to see phase markers...

Hey - this one's with the team and there's a fix being tested right now.

We're hoping to get that implemented as soon as possible, so you can get back to fighting the big man! (Not Santa. The one with the horns.)

Post

Alright folks, the last "TWIR" of the year! We'll still be around working on things such as Game Jam and sharing information on what's to come next year, but we'll be back with regular updates on January 8th.

Read more here - https://secure.runescape.com/m=news/december-game-jam---this-week-in-runescape

External link →
Comment

Originally posted by Suspicious-Notice-98

Ya, doesn't seem worth it. Get all 7 chances so you can get a 1/1000000 chance for the hat. Big waste of you ask me. Should've given out some other random items or something as well.

Every letter you hand in gives you a present as well, its just frontloaded instead of given to you on Sunday when you trade in the nice points.

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Alright folks, the last 'TWIR' of the year!

08 Dec

Comment

Originally posted by board124

Im glad these are anonymous so they cant check my bank against the suggestions.

Comment

Originally posted by AzureAlliance

Shoutout to r/MicrosoftEdge for remembering my responses from last time, none of which were addressed. Colorblind accessibility is clearly not a priority for Jagex. Shame! Shame! Shame!

Hey, thank you for completing the Survey back then! The engine team have been diligently working on exploring ways we can introduce more accessibility options into the game and help the team build better accessibility features. It's still very much work in progress, but the team are working on it non-stop! (I literally got an update email on this earlier this week!)

Shame us for it not being in your hands by now, if you absolutely must, but I assure you we can't be shamed for not trying.