JagexBreezy

JagexBreezy



28 Aug

Comment

Originally posted by --Dawg---

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 :)

Comment

Originally posted by bornforbbq

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?

Comment

Originally posted by Weekly_Art_7932

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

Comment

Originally posted by Charming-Piglet-1594

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 :) )

Comment

Originally posted by sirenzarts

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 :)

Comment

Originally posted by RS4When

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.

Comment

Originally posted by srbman

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

Comment

Originally posted by Shadiochao

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.


27 Aug

Post

Hey everyone!

We're now 2 weeks in to the release of 110 Mining & Smithing and have already started early development on 110 Woodcutting & Fletching. We've been keeping an eye on all your feedback and conversations surrounding both the 110 M&S update itself and 110 updates as a whole and I've been personally hanging out in various Discords and other social media, reddit included, reading and taking part in discussions. Today I wanted to let you know how we're taking this feedback onboard and our plan going forward, as well as what it might mean for future 110 updates. Starting with the 110 Mining & Smithing update:

Masterwork 2H Sword

While our intentions were to create a modest and accessible weapon, we can see the clear desire for new rewards like this to satisfy more. Internally, we've been discussing the strategy for 110's going forward and what impact they need to have upon being introduced into the game. Some of these conversations ha...

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22 Aug

Comment

We'll make it something else and call the achievement "All my homies hate Aetherium"


17 Aug

Comment

Originally posted by Legal_Evil

For primal stone spirits we looked at their low frequency/low quantity drops compared to previous stone spirits, and based on the feedback/data we get, work from there with how we may address other stone spirits.

Stone spirit drops of other metals need to be drop less frequently in pvm drop tables like primal ones are.

This is something i’d like to look at in the background, without the intention of buffing or nerfing anything specifically. Just overall reducing the frequency and quantities from various sources, maybe in some cases outright removing/replacing them.

Comment

Originally posted by Phantasys44

Bruh ran out of time for a passive? How about giving EZK a passive first?

Mickey misspoke a bit here as we never intended to add a passive or spec to the Sword, as we detailed in our blog way back in May.

Since Monday's release we've been discussing the feedback on the sword and Primal equipment (and everything else) and what desires there are from players. Mod Jack spoke a bit about it on the livestream yesterday during the skilling section.

Baseline is we'd love to look at things like the melee M&S armours as a whole, not just Primal, as any changes we'd intend to make for that would propogate throughout the entire skill (or start at a certain tier like level 70) for consistency reasons. It's worth stating though that these sorts of changes would most likely be their own update, one under the purview of the combat team.

Similarly, we've discussed the feedback on Masterwork weapons and what's to be expected of the updates, and been looking at ways to deliver on the desires here too. Once we're more concrete on 110 Woodcutting & F...

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Thanks for the write up Rubic!


14 Aug

Comment

Originally posted by Disheartend

/u/]JagexBreezy /u/]JagexAzanna /u/jagexyuey

please look into citadel & corssus being bugged.

Thanks for reporting, this actually turned out to be a separate issue to the plots not giving XP post 99. Will aim to get this fixed for next week too :D

Comment

This is a known issue we're aiming to fix for next Monday. Thank you for reporting :)


13 Aug

Comment

Hi all, let's get into this!

First up, repair costs, I'm assuming here you got the 57.6m figure from the wiki. Those figures are incorrect. I've asked the wiki folks and it looks like that was just a small error on their part (this should be updated on wiki now). Fwiw, a fully broken +5 Primal platebody only costs 1.5m to repair. This number is actually closer to around ~650k with level 110 Smithing and repairing at your PoH armour stand or an invention Whetstone.

Second, Primal is primarily intended as the training function for 110, it's not intended as a new all powerful must-have armour. In much the same way that other smithing armours are (mostly) for training purposes, Primal follows this precedent. Maybe this is on us for how it was marketed or how we spoke about it in our blogs and livestreams.

The reason for this is the intention that was set with the M&S rework as well as being careful not to tread on the toes of PvM and other reward spaces. Will ch...

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Originally posted by bzay3

So spring 2025

Still this year, actually ;)


12 Aug

Comment

Originally posted by Kooky-Satisfaction68

shouldn't have had tied the unique material to an outdated D&D then... does jagex not play test things and foresee 1000 people overwhelming stars? or just add it to wildy stars ffs....

The design objective was to make a high tier tool that felt valuable as it would take some good time and effort to create. Adding in the feature of a D&D made sense, but we went back and forth of "is this the right thing to do if it's not reworked"

If we didn't add it as a step, it'd be too short of a grind, and there's not too much else we could plug in to that felt appropriate. But we also wouldn't be able to add it later once it does get a rework because that would be weird - do you see the dilemma?

Another objective of the creation process was to make something that could be adapted to other skills, e.g. the tier 100 Woodcutting hatchet that will come with 110 Woodcutting & Fletching - in the same way that the process is standard for T90/99 tools of smashing Imcando + Crystal together. So you can imagine that one incorporating the Evil Tree in place of the Shooting Star.

RE: Wildy star, yeah good shout, we can discuss adding it to that for sure.

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That's it, I'm calling a sickie on the next release day i'm involved in

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Originally posted by gh0st12811

Then maybe you should have waited? Seems logical

I think most folk would agree that delaying an entire update like this, the headline update for the month, just so that we can rework shooting stars as a D&D is actually not ideal. That'd be major scope-creep.

The core objective with 110 update is to deliver on our promises and deliver consistent and frequent enough skilling updates to give players things to do, goals to chase, money to make etc.

Delaying it in the name of reworking one aspect of it goes against that objective. As much as we would have loved to do it, and believe me we tried, we can't let perfection get in the way or otherwise we'd never release anything.