'Pickaxe Hatchet of flowers and sunshine' is my pick
'Pickaxe Hatchet of flowers and sunshine' is my pick
Read moreAllow the player to turn off any hooks, audio queues and interruptions the hero pass forces upon the player while going about their day.
- turn off the ding when you get points
- turn off pop-ups when I happen to accidentally complete something
- turn off log-in splash screens
- turn off combat and action interrupts
- Turn off reminders
- ...
I want to dictate when I decide to go and interact or check up on your "major game update" and constant reminders is just going to make me turn off the game completely
it can do it's thing in the background, but I do not want to be notified or deal with what it does until I personally decide to open your poorly designed, UX interface that is jarring with the rest of the UX suit, cannot be adjusted in size,..... and frankly looks like a cheap gacha cash grab on mobile interface
at least the yak track interface had the decency to be quiet and left it u...
Thanks for this feedback, have passed these on to the team and we're already working on allowing the interface to be open during activities :)
Ok can we get a filter to turn off hero points notifications? 5 minutes in and already got old.
An option to turn off in both text and the ping sound it makes. Or at least make it notify you when you hit big threshold, not every time it ticks...it also should be able to be opened in combat and while skilling.
Edit: Oh god please do something about the notification every minute, I hate it so much.
We've got these noted to look at, thank you! :)
Responding to some questions for clarity as i've seen them crop up, i'll edit this comment as i go:
Daily mission time - i stated around 40 minutes on stream, this is if you aren't doing the skill mentioned on the mission. If you do, this'll be cut down by half and only take around 20 minutes. You can also use the lamp in any skill you'd like so you could do one skill to complete the mission, and use the lamp on a complete different one.
Note on rewards - Not sure if we saw it on stream but there are also a set of Combat ability overrides for a few abilities in addition to the Conjure ability overrides
ED4/Zamorak buff - The buff will not record kill times, enrage increases, or hiscores
How do i obtain charges for content buffs? - Each buff has a limited amount of charges per pass, and will have 3 sets of charges awarded throughout the pass. So using fake numbers, imagine the Bountyh...
Read moreI've added this to my list of additions to discuss
Although I was aware of the corners being the tiers, this is still a big improvement!
Much clearer in many ways, though it seems like you're still sticking with the same symbols for all of the ones shown? Many of the symbols are hard to decipher and ambiguous, for example the "tracks" for the tracker aura are always hard to find/identify. Switching that to something like maybe a clear paw-print like the hunter skill logo could be super helpful!
Yes absolutely! Part of the primary objective for this project was actually to refresh those symbols, you can see an example of this in tweet/image 2. We just needed to nail the direction we're taking first first before doing all of them.
They may very well still change style after this too so as not to waste time making redundant assets we just updated 1 of them to give us time to figure out how we're approaching the other pain points.
Nice to see auras getting some much needed care.
A couple things that would make this a 10/10 improvement:
- An option to display them listed by name rather than icon.
- An option to list them alphabetically.
- A cooldown clock (time left) on any aura icon/name currently recharging.
- An option to hide lower tier auras.
- A quick visual reference for higher tier versions of the aura available ("Tier 4/5" etc).
Thanks for these suggestions, some cool ideas.
RE: alphabetical listing, do you imagine this being for the prefix like the "supreme" and "legendary" or for the sole name of the aura?
I think the search functionality could be improved, for instance.
If you were to search "fishing", all relevant auras to do with fishing will appear and so on.
I'll note this down to discuss if there's more time given to the project outside of this gamejam
Anyone else notice the new vamp shows as tier 5? 👀
Responded to a similar comment but Vamp's just there to communicate the idea not because we have plans for it or other auras
not sure how useful this would be since you can list the aura by name instead of icon
edit: reading this thread has really surprised me, no one even experiments with interfaces? list mode, search bar, cooldowns? please check the settings
Some may just find it easier to use images (once they're more readable). In the live game I personally prefer the image view even though it's harder to "read" than the list, i just personally dislike the list view but still offering both is the plan anyway
This looks great. I would say much more visual clarity.
Side note, I see vampyrism appears to be T5. Are we finally getting the aura rework with this?
We used Vamp there purely for illustrative purposes
Read moreHey Breezy, thanks for chiming in. I've heard a lot of these same things from mods like Jack and others in the past regarding the M&S rework, so it's no surprise that you are reiterating the same things here. I totally get that redoing the core mechanics of the skill like that has a much bigger knock on effect for all sorts of other content. Hopefully your comment helps others to understand as well.
I guess the heart of my question (and you've partially answered it with some of this) is whether we could ever get a full "rework" like M&S but broken into bigger chunks over time. For instance, now we have this woodcutting "refresh", but is the "plan" (not asking you to confirm content) that eventually the team would be willing to, say, rebalance the tiers for fletching or fire making down the line to match the new woodcutting stuff. I know a lot of frustration with skills still being the same as they were 20 years ago is the incongruence of content. I.E. why are there (now) 9+...
Yeah the very reason we're doing it this way is to give ourselves the platform to do more in the future, without necessarily planning it/for it. Now that say the core of WC has been done, in another update we could do a mechanical rework to how it's trained more easily, or target some specific content tied to it, or repeat the same approach for another skill. It's very much like working away at layers of the system with each update. I can't say anything on plans, however.
Side point but you may or may not remember before M&S started, there was a poll that asked players if they'd like a full rework, or only a core rework of tiers and such (and maybe some other options). The full rework won the poll. I wasn't at Jagex then, but i can imagine that the conversations they were having about how to approach the rework was exactly what we're discussing now. What can we best offer players with X amount of time? I believe "only a core rework" was part of the poll because there were c...
Read moreActually astounded at what all has been tweaked here to be honest. I'm curious to hear the teams' thoughts on this scale of rework vs. the M&S one and if this kind of rebalance could be considered for other things in the future since full mechanical reworks are seemingly off the table.
Two major questions I have regarding this update specifically though is: Are logs being removed or reduced from drop tables like ore and herbs? And do we anticipate more uses for logs in the future? Gathering more is great, but without more sinks for logs, we'll just have a glut of cheap lumber.
Looks like mostly good stuff and I'm excited to try it out as woodcutting was a favorite skill of mine back when it was useful. Good job
I wanted to give you my perspective on your first question having been a part of M&S rework, and being involved early on with the high level design and some granular details of this project. I don't like using the word 'rework' sparingly but we'll use it for now :P
The bulk of what made M&S such a huge project was not the core skilling flow but rather every other thing that plugged in to both skills which had to be reworked. Each and every single one of these (invention tools/perks, potions, drop tables for monsters/rewards across the game, miscellaneous rewards such as Varrock armour, scrimshaws, quests, summoning familiars, worn gear and so on) required at the very least design work, dev work, and QA. Other things may have also required artists and audio for example. All of this bloated the time needed for the project.
From our learnings, the approach we've had since then is to do smaller, more contained "reworks" or rebalances that we can try and fit into proje...
Read moreReleasing alongside 'Soy Sauce Tsunami' and 'Ramen Noodle Tendrils' overrides
OMG this is HOT, i love it!!
Discussed with the team and put in a feedback job to have his voice line show while you're in Infernus if we get round to it :)
it might be because I was using a familiar override? But it was definitely the waterfiend familiar, RSN "Seismic Wand"
EDIT: Submitted bug report in game
I used one too on one occasion when i was attempting to find the bug but it still worked, do you remember what mode you were in? (Story/normal etc.)
I'll grab your save later and investigate further though, thank you :)
Hey, are you able to submit a bug report and send me your RSN. I've tried to reproduce the issue several times but seem to be getting the achievement just fine.
Yea youre not crazy. Got stuck at the same spot myself.
Do you or OP mind sliding into my DMs and sending your RSNs please? :)
Edit: got all i need