JagexBreezy

JagexBreezy



05 Dec

Comment

Originally posted by A_Fire_Hazard

What about the tweaks on the woodcutting side of things? Are there any plans to bring those new mechanics to lower tier trees eventually or will they just be for Eternal Magic Trees for the foreseeable future?

Exact same answer, we even tried it out with WC during gamejam too just not spoken about it

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My question is; Will the new mechanics from the 110 Woodcutting and Fletching update also make an appearance at the lower tiers?

That's the intention, with any tweaks based on feedback of the new mechanics once its in your hands. As you say though, still a gamejam thing at the moment


26 Nov

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Originally posted by ThaToastman

We still need a lore reason on how AOD managed to cut so many magix logs and still have time to get killed in under a minute thousands of times a day by gielinor’s greatest henchers.

We want whatever hatchet she has

She has the Hatchet of Angel and Death

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Originally posted by Byrand-YT

Will trees still function as a shared resource after the update or will they work more like how ore rocks do currently in game?

We haven't made changes to any trees mechanically, only the new eternal magic trees will have the new skilling mechanics we're introducing but we've designed them with back-porting in mind. I talked about this a bit not long ago, you can give it a read here https://www.reddit.com/r/runescape/comments/1g19a6c/if_woodcutting_fletchings_110_expansion_doesnt/lrhsz6u/

News post should be out next week, detailing everything in the update :D

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Funny that you mention this, just before gamejam mod Ramen and I were looking at the WC balancing for balancing the rates of the new Eternal Magic tree and i saw the log rates on Elders thinking that they could definitely be upped.

Now that gamejam's over i'm hoping to get a chance this week to look at doing exactly that while keeping the overall Xp/h the same as it right now. Will try to get this in for the 110 update release but no guarantees!


25 Nov

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Originally posted by caleWurther

No... that would be too cheeky, Jagex would never... /s

Wood never*

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Some of the conversation in this thread sums up our exact conversations internally too. Will talk about this in the news post for the update next week!

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The names have since changed, this screenshot was from a livestream in early October. There will be a newspost about the update next where we may or may not reveal the new names :P


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

Comment

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