JagexBreezy

JagexBreezy



22 Nov

Comment

Originally posted by Data_Arrow

Hey Breezy!

With the re-tiering of arrows, would that change the experience given from them?

Sincerely, Someone with loads of Rune arrowheads from Seren spirits.

Yeah this would indeed need to come with basically a full skill rebalance for all affected items. We’ve been focussing on getting the main functionality in first and seeing what things we adapt from the 110WC&F update before worrying about the numbers

Post

Hello again! Next up on the list of things I've been working in this gamejam is continuing Stu and I's Fletching re-tiering from May's gamejam

Much like Mining & Smithing used to be, Fletching's requirements for creating and using equipment are quite inconsistent, and there's a bunch of missing wood and metal types for weapons and ammunition.

Check out my my tweet here for all the things we've been working on and what we want to achieve overall, and let us know what you think :)

With 110 Woodcutting & Fletching releasing soon, we want to apply any new changes and additions with the 100-110 tier to the rest of Fletching with this re-tiering, but want to see how you all get on with that update first and then use this as an opportunity to address any feedback - but mo...

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Comment

Originally posted by IAmLordOwen

(sorry if this is outside the scope): Will you also be addressing the way auras are sorted in the list? For example, it feels weird that Berserker isn't next to Reckless & Maniacal even though they're the same type of aura (but for a different style each)

Yeah that's on the list of QoL things to do for the interface rework portion of this project!

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Originally posted by yuei2

I get it’s a classic design but I just don’t feel like the red triangles or whatever you want to call those shapes ever really communicated tiers effectively. Maybe if they weren’t present at all, as in there weren’t empty ones, and instead the red ones just showed up as the tier increased that be better? 

I feel like legendary could still stand to be more distinct, the blue line is a nice start but I dunno it feels like it could use more? Sorry I know from design experience that vague feedback isn’t the most helpful lol.

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Thanks for sharing, good things to consider :D

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Originally posted by geriatriccolon

Wait a whole Gamejam was dedicated to changing the icons of auras? Right clicking isn’t hard.

and I've been working on several things with various Jmods.

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Originally posted by Narmoth

Players get into end-game PvM in less than a year and are held at a disadvantage with how auras are obtained.

This work is like a car owner being more worried about the paint job of a car vs the fact it is out of gas with a dead battery.

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Originally posted by ChildishForLife

Ty /u/JagexBreezy, it must be tricky dealing with comments like this when all you’re looking for is valid feedback on what you are working on!

One improvement I would ask for the aura UI, maybe a small one, is that using the premier artefact to be able to reset an aura currently in use would be amazing! A few times I’ve tried to fit a few buffs in before the daily reset, being able to reset an aura in-use would save some Wax!

There is a current bug with the aura window where if you open the window it auto selects the last used aura but doesn’t show the time remaining/CD, you have to select another aura and then go back to see the details.

Re visuals: those look amazing and are unique enough it would definitely make me swap from a list view back the icons!

Thanks for sharing your thoughts.

On Prem artefact can you elaborate a bit? Is it the flow of disabling an aura then resetting it you don't like or?

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Originally posted by Mr__Perfect_

As long as it's still possible to keep the UI always open so we can still change auras during PVM it will be fine.

Yeah i definitely wouldn't do that, don't worry

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Originally posted by DraCam1

As long as you keep an interface where auras can be found in written form, not as icons, I'm happy. You can change the graphics however it is better for people, but having just the names there in compact form, instead of large icons will always be my go-to option to have.

Also I'd appreciate if the favorite system could be expanded a little so more auras can be right click quick-selected.

Absolutely, it's not in my deck of card to remove the text-view

and yeah, more favourites is also on my list of QoL for the interface rework :)

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Originally posted by Zepertix

Would adding a small amount of color to the white symbols be a possibility? If auras are broken into categories by what they do, it might make them much more recognizable.

Skill auras slightly green

Once per day auras slightly gold

Combat auras slightly red

Or something like that. It'd help picking them out from a crown at least a little bit.

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Originally posted by srbman

My one hope from this is that the aura tiers are (much) easier to differentiate. To this day, I can't tell which auras are which tier. I know it's the corners, but they're so small and the colours are fairly similar, that they all basically look the same.

Hoping to experiment with this next time round, and also add a "tier" category in the drop-down that separates auras by tier too

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Originally posted by Mini_Hobo

Looks great, these are a lot clearer already. Could there be a theme to some of the similar auras? e.g. all the zerk auras have a red border, or all the skilling auras are green. Also, would it be possible to order them alphabetically in the selector too?

Yeah absolutely, something we want to explore when we next come to work on this e.g. zerk vs. accuracy auras, skilling vs. combat or "misc" ones and so on

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Originally posted by GInTheorem

Limiting my commentary to the design, and not other aura issues:

I think it's pretty. I don't know that the icons are clearer per se? For instance, I have genuinely no idea what this is supposed to be:

https://preview.redd.it/kz45gbroeg2e1.png?width=116&format=png&auto=webp&s=c41d0790125899ca1bca12981ff51692c1d26a2c

The ones which I think are good are very closely connected to the skill's icon (see: DG, div) or core purpose (mining, fishing). The rest I don't think are really any clearer than the existing icons.

I don't remember much about the UI, but all I really want from the aura interface is (ideally customisable) categories and subcategories.

Thanks for sharing your thoughts! :D

Internally we've had this exact conversation constantly. The overall objective is to make the icons more easily recognisable at a glance vs. the blobs you see now which can get visually muddled and are straight up unreadable.

It's ok that the icons don't specifically show what the aura does, and truth be told it's actually quite hard to do that for most auras. But, the example i've been using is ability icons. If you randomly showed any of those to a random person on the street, they probably couldn't guess what 80% of them do... but with some use you eventually learn to associate the imagery to the ability and that's exactly what we're going for here.

With that being said, like you can see with the new aura icons above, we've tried incorporating things like the skill icons or imagery of the resources (like div wisps) where we could, just to help make them more unique and identifiable (less blobby).

If you do have...

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Comment

Originally posted by woodcarbuncle

Refreshed icons are definitely an improvement. The main problem with the original ones (besides the small icon size) is that the border being large and the same colour as the icon prevents the icons from standing out visually. In my opinion communicating the tier in the icon is less important since you will never have two different tiers of the exact same aura. The new icon designs are good enough and any additional clarity for aura refreshes can be provided in the aura info when the icon is clicked.

One thing I would like to highlight is that the current order of auras is kind of nonsensical. Berserker is far away from Reckless and Maniacal, accuracy auras are sandwiched between skilling auras, and there's no logic to ordering even within the same group (like skilling auras could be alphabetical). The fact that everything is clumped together also makes it harder to find your desired aura in the icon mode. I would strongly recommend putting some time into grouping these int...

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Thanks for sharing these, have noted this stuff down!

  • Colour: Something we can definitely explore. So far it's been an artistic choice to stick with a similar colour scheme as well as feedback from players to stay true to the original style when we tested out reworked ones. Personally, i think detailed icon colours would make the interface too busy so i lean toward keeping them uniform, but i'm all for experimenting with it next time round :)

  • Aura tier: I think you're right and it's something i've been pondering this gamejam. I think where it does matter is for things like aura refreshes or knowing what you have that can be upgraded and so on, but i agree overall it's less important than most the other things we're trying to achieve here

  • Aura ordering: Also with you on this, when we come to the interface portion of this it's definitely something i've been keeping in mind. Other things include tier ordering, alphabetical ordering and ...

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Originally posted by Sayan911

Sure there are a lot more things that could improve but the priority matters too.

Right but that's out of my control and a much bigger conversation than for a gamejam, unfortunately.

Right this very moment, the most productive thing for me is to get feedback on what I'm presenting here. The alternative is i just don't engage with players - but i don't like that. I want to be here and engage with the community and get your feedback on the UI/UX work we're doing.

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Originally posted by DraCam1

This is all cool and nice, but the graphics isn't the main issue with auras. It's the way how you obtain them, which you apparently realised with GIM release, yet refuse to do anything with it... This has been an issue for many many years now, yet nothing happens. Solving gameplay issues should be higher priority, than giving them a graphical touch-up.

EDIT: Also if you want player feedback, why use reddit and twitter, which is only used by a certain minority of players? You literally have an entire sub-menu called "Vote now!" with polls and such in game. Wouldn't that be better for feedback, than getting some certain cherry picked ones from people on social media, who might even not play the game actively anymore?...

Main issue or not, there's so much to gain from improving an interface players use on a regular basis, especially when it's something i can control vs. something i can't.

RE: Polls - they're good for getting data on binary style questions - yes/no, option 1,2,3,4 etc. but they're not good for discussion and conversation. I'm not asking if you want this or not, I'm asking what you like/dislike about it, could something be a different colour or a style of icon be better? what improvements you think could be made to the work we're showing? what QoL or additions you want to the UI? etc.

I can't get that form of feedback from a poll which only tells me how many people voted for option 1 or 2.

And also, we as game devs are required to balance and assess all feedback. It's not a case of cherry-picking from certain communities or a twitch streamer. It's about ingesting everything and then balancing it out based on what our needs and requirements are, what the player...

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Originally posted by 5-x

Truth be told you cannot improve much on the aura interface.

The actual work that needs to be done is to redistribute auras as rewards from various pieces of content across the game.

This is just straight up wrong, there's a lot that can be improved and making the overall experience of using such a system better on a daily or regular basis is such an improvement.

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Originally posted by Alzarith

I was so happy to see this post but then it didn’t include changing the method of obtaining auras, which was a bit of a letdown. Please, the way to obtain auras is horrible. Loyalty points are terrible.

That said, I love the way these look. Auras have been so difficult to tell apart based on visuals for far too long, so I do like this.

Thanks for sharing your thoughts, appreciate the feedback!

(and believe me i know, it's just not within my hands atm to do more with auras)

Post

Hey everyone! Gamejam has come to an end and I've been working on several things with various Jmods.

First up is continuing work on the Aura UI and UX refresh.

This gamejam we've been exploring sketches for refreshed icons that are clearer and more readable, and can be more easily identified with use over time.

Check out my tweet here and let us know what you think!

As a reminder from earlier this gamejam, this is now the direction we've decided to go for with the aura borders and backgrounds: https://x.com/JagexBreezy/status/1856279062139764741

Continuin...

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12 Nov

Comment

The update is actually basically finished. After these two weeks of gamejam, we have a final week of development then it's RC the next week and then release that next Monday (9th Dec).

You've seen the other comments but i've been very active on discord throughout all of development asking questions on basically everything, seeking suggestions, even put out a few tweets asking for suggestions on various things. All this while also keeping an eye on other socials and just absorbing discussion and using learnings from 110M&S to feed into this one.

Someone else here posted a good summary of what the update includes but there's also my comment here https://www.reddit.com/r/runescape/comments/1g19a6c/if_woodcutting_fletchings_110_exp...

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