Incredible work throughout!!
Thanks for making each day in October that much better :D Going to miss seeing these on a regular basis
Incredible work throughout!!
Thanks for making each day in October that much better :D Going to miss seeing these on a regular basis
Thanks for the info!
I have a smaller proposal then.
Being able to create a full inventory, 28 of most unstrung bows (and so on) in just 50 seconds is weird for modern game standards.
If you see this to be an issue, then perhaps a simple solution is to re-evaluate the length of time it takes to make a single bow and adjust everything else to match it? For example by a factor of 28. If we changed it so a single unstrung bow now takes 50 seconds to create, then you can also make log gather rates x28 slower, exp gained by x28 and so on, making production time more "weighty and realistic". Do a 28:1 rate conversion for existing logs when the update is released and update current GE prices of logs by x28.
Catch my drift?
I'm sure most people would love to see production rates be matched more closely to smithing.
Reminder to anyone reading that multiplying by 28 is just my example.
That's precisely what i'm referring to with the tweaked mechanics part - "Fletching will have an upgrading system for the Eternal shortbow and crossbow" :D
Gna does do that
She's dead now
That's a lot of info, thank you for sharing and obviously you're passionate about your work and it means a great deal for long term players.
One question that came immediately to mind, why would player dislike getting more bolts per bar for the other tiers? or a timer to trees no matter the tier? If I misunderstood and you implied that its not just a simple patch and would require more dev time, then fair enough, it doesn't belong in this update.
More than happy to! Ragnarok's valkyrie queen was whooping my ass so i needed to take a break :P
and yeah it's the "not just a simple patch" part :)
I have been summoned, hello and good evening!
This week's stream was just a little something I hit up Yuey about cause I wanted to show some behind-the-scenes of development of 110 Mining & Smithing because i like sharing the inner workings and showing off concepts and ideas and how they evolved, which players (including myself) always love seeing from games.
At the end of the stream i wanted to tease some 110 WC & Fletching details because why not build a little hype and tease folk. Now, i'm cautious of sharing too many details in tid-bits in different times and places because ideally most of the info would come in a more consistent manner e.g. an RCE blog (coming soon™!) but i thought it's worth addressing some of the things mentioned in this thread :)
I'll start by saying it's very important NOT to underestimate the amount of time full skill reworks take and what you're actually asking for in reality. M&S rework took ~18 months to develop (but actually lo...
Read moreThanks for the summary!
Will share much more info on the update as a whole soon :D
It wasn't clear to me whether hatchet of "Earth and Song" is the final name for the item or just a placeholder for convenience. Perhaps /u/JagexBreezy can chime in.
It's Earth and Song yeah!
Also witchwood will be required for the L&D hatchet
Awesome write up, super interesting!
I had a fun time researching how swords were made when i was designing the creation process of the MW sword. Albeit i didn't do the graphics, this was a fun read :D
Fun fact - ex-Mod Bernie, the character artist responsible for (iirc) Solak and the M&S rework armours (and a bunch of other stuff) made us the Masterwork Sword as his leaving gift. It was never planned, just something he surprised us with
Congrats!!
Don't play down such an achievement, everyone has to start somewhere and your RuneScape journey is about YOU! and honestly if i could re-live my days of climbing up the PvM ladder i absolutely would, it feels so good.
Keep at it and best of luck on the rest of the bossing adventures ;)
I'm okay with that. The pickaxe just seems a little underwhelming, considering the steps to get it from start to finish require a decent amount of effort.
I hope i didn't come across as ignoring your comment, just wanted to provide some context. Generally if you're expressing that you'd like the T100 tools to be more exciting in some way that's very valid feedback :D
I noticed Golden Rocks for the Priff statue were not dropping from the Primal rocks. I was able to get all the Strange Rocks, just wondering if anyone else has tried getting Golden rocks from Primal rocks and been successful?
Do you mind passing me on your RSN please? Stu has taken a look but can't see any reason you shouldn't be getting strange/golden rocks, but would like to see what your setup is :)
Can be pickaxe of life and death not have the same stats as a primal +5?
The new pickaxes follow the same structure where both pickaxes(+x) of a tier are the same stats but the 'special' one is augmentable which is its benefit and so we want to generally be consistent where possible
I noticed Golden Rocks for the Priff statue were not dropping from the Primal rocks. I was able to get all the Strange Rocks, just wondering if anyone else has tried getting Golden rocks from Primal rocks and been successful?
I'll send this over to the team to double check, thank you :)
Another piece of feedback I would add is that the xp curve to get to 110 mining seems to be very gradual and low compared to other 120 skills. I say this as a player with 120 all already, I noticed it seemed very low when I was gathering new ores. Thanks for the updated development post!
What was your setup and what XP/h were you seeing if you don't mind me asking?
We keep getting updates for mining and woodcutting but nothing for fishing.
Well we wanna do 110's for everything so 110 Fishing has to come eventually right :P
Was hoping for new training methods. With herblore and slayer (the only 2 well done 120 skills) you unlock power bursts, better recipes, your own slayer dungeon, a slayer boss. With mining you get… to mine 10 new ores of the same tier (at 100 mind you). You cannot create the new 2H without pvming (meaning you have to stop mining and smithing). Even with masterwork armor you can create a lesser variant of it with only mining and smithing. The 2H masterwork is confusing in this sense.
Back in the OG smithing and mining rework, I recall dangerous procedurally generate caverns being explored. That would’ve been a great method to introduce for 110. Maybe for 120 in 4 years :/
We're not really doing any new training methods, unless we hit a point where we absolutely have to. We might do mechanical tweaks here and there if required, but we're mostly trying to stay consistent with the skill's foundational designs.
Mod Jack has a section on this in the blog we released back in May under the "Would it come with a new training method?" section
(would recommend giving the whole blog a read in general though :) )
If it has not happened already. Primal armor should also get boosted invention components like elder rune to make it more desirable, especially for irons to get something back from the grind of making it for smithing xp
We have a fix for this in-progress, we're aiming for next Monday's release :)
My only concern is we barely got 10% boost to mining xp while you tripled the xp required to max the skill. Gathering skills are already pretty slow.
I've been investigating this since release. I'd be curious what your set-up is when mining (gear+level etc)?
From what i can see from our balancing and live rates, and even what's being reported on the wiki, Primal is a better method. Mining has this quirk that the levelling benefits can greatly affect XP output, so what you might find at the staring levels of a tier of metal is that your XP is reduced because you've yet to unlock those benefits. This is especially true if you're not using a Primal or L&D pickaxe.
I'm seeing that now between my 120-all/BiS gear on main vs. my Ironman M&S pure (don't laugh). But still i'd be curious in what your setup is, i don't want to sound like i'm brushing off the comment.
One (minor) issue I noticed with the 110 Mining/Smithing update is that Masterwork Trim was renamed to Masterwork Armour Trim to differentiate it from the new Masterwork Sword Trim. This now creates an inconsistency where we need Armour Trim to upgrade a weapon (the Spear).
Can this be changed? Maybe just have Weapon Trim and Armour Trim? Or Basic Trim and Advanced Trim?
Oo thanks for raising! This is an oversight, i'll ping this across to the team and get it looked at, maybe the suggestion of requiring the sword trim makes sense now or maybe we just make the name more generic.
Appreciate it :D
This may be by adding a lifepoint boost, or a similar benefit.
All tank armours should get Necromany's lifepoint boost as a baseline
This is the default idea for sure, when i say "immediate future" for Primal, i mean possibly giving it this and not worrying about the rest of Smithing armours for now until Sponge's changes come out.
However, i'd like for anything we do to fit in with the wider plan so that when that comes to fruition, it just slots in and makes sense in the grand scheme of things.