He'll happily make cutesy joke replies elsewhere or explain how he barely understands auras, but completely ghosts us about inverted capes.
Hi Larry, glad to see you're thinking of me even when I'm off the clock! Makes me feel all warm and fuzzy.
He'll happily make cutesy joke replies elsewhere or explain how he barely understands auras, but completely ghosts us about inverted capes.
Hi Larry, glad to see you're thinking of me even when I'm off the clock! Makes me feel all warm and fuzzy.
Read moreI personally don't really gel with them as a system. I personally prefer the way they operate here
Sorry mate, so you dont gel with them with their cooldowns ect and personally you prefer this system now (the event) where we have unlimited access to them to switch as we please?.
To note it wouldnt be strong all the time because currently we use them ALL the time, we reset them. the loyalty system is outdated, I cant imagine anyone being mad about it, want to add a fix, add some bank space, 5 preset slots and 2 more action bars as the replacement for no more auras??.
Vis wax has other uses currently, but maybe as a replacement to extending auras, allow it to reset a daily challenge at the cost of getting more and more expensive. Allow it to charge teleportation devices ect. It could easily be repurposed.
The skilling aura one is also a good idea, but I digress from my post, Ideally all auras allowed whenever, turn...
Sorry I wasn't clear in my initial response - I personally feel like I don't quite gel with them as a system in so much as I don't like the incremental nature of unlocking the Auras as a whole, and I'd prefer them to be either Equipment or Skill rewards.
I don't have the design knowledge or experience to comment on this definitively but as someone who picked up the Greater Quarrymaster Aura while levelling mining, I'd rather that be a reward on the track, much like Critical Strike Chance is on the Necromancy skill progression, does that make sense?
That would obviously need to be balanced on a skill-by-skill basis, but hey, just an idea. Or perhaps something that can be activated at an altar or obelisk that "blesses" the player for an hour of skilling (functionally the same as an aura) but without the Loyalty Point prerequisite. Just a passive buff to your skilling to reward actively levelling the skill.
Or rather, maybe a singular item that holds all the...
Read moreAs a player who hasn't really used Auras much until recently, I personally don't really gel with them as a system. I personally prefer the way they operate here, where you can select one benefit at a time, and lean into that style. The reduced cooldown is nice, but I see why that would be very strong all the time, but it's also built on top of things like the Loyalty System, and Vis Wax would lose a lot of value, but still something to look into.
Mod Azanna has been working with the team very closely on this event and it's something we want to explore more of. What about a similar event that does something along the same lines but for skilling auras instead?
I mean, I get it, 4% chance to critically strike when mining isn't quite as stunning as T4 Luck but that's just the first one I think of as a skilling aura. Perhaps something to explore with the team as an option in the future. Please feel free to fire any skilling-aura-event based suggestions to Mod Azanna in...
Read moreThok sees some people mining by headbutting rock. That seem like fighting against stone, and person winning. Valid buff. Thok allows it.
Should be working as intended now, take a look for me and let me know!
A hotfix has just this minute gone out with changes to the Salve effect now applying to any of the salve potion recipes!
As well as this, prayer renewal and dragonfire protection from Thok's elder overload salves should now last the expected 1 hour duration.
thank you i know you are a busy person, is there any time frame on this issue, will it be in tomorrows update or is it more likely going to be a week or 2 from now.
Hi there, I believe a hotfix for this is going out today - hopefully you can continue progressing with that fix in place!
Read moreBattle Passes should be just available forever.
Progress at your own pace, no FOMO-time limited junk, just a progression path with some rewards and a premium pass with some additional rewards.
New Pass comes out? Ok. Cool. You can progress one pass at a time, no rush, no hurry, no FOMO. Just an actual good faith attempt to offer you something nice and give you a premium version to also enjoy if you'd like to.
It's perfectly doable and it would even be somewhat nice for Jagex too in the long-term.
Imagine a new or returning player jumps in, you're running a Battle Pass? Ok maybe they buy it . . . Maybe that pass doesn't resonate with them at all though.
Instead, have ten passes available that you've made over the last couple years and suddenly a new player almost certainly will find a cool pass they want to progress through. Or maybe you return after a couple years and see 10 whole Passes to work through? Doesn't that give you some l...
Say what you like about Halo: Infinite, I really liked their model of switching between which passes you want to progress on. For me, personally, I'd love to see it implemented as a system.
Before Yak Track was put out to pasture I really wanted to catch up on old tracks, and not being able to do that was disappointing but Hero pass will be bringing back classics into the store with each iteration which is great and means that items that haven't been available for a long time will resurface and players who might have missed their chance for whatever reason can grab them!
Getting back to your point, I also agree that there's a really compelling, fundamentally RuneScape-y feel to ticking off a list feeling like you've completed a collection. I love the idea of the "Completed Passes" list (though I would be conscious that it could be labelled as FOMO if we didn't implement the persistent pass system alongside it, so something to think about).
I've been takin...
Read moreSome solid ideas proposed, any chance this could be added to the feedback overload?
Absolutely they can be, sure.
Expanding the time window makes it worse unless it's a buff where you have (for example) 20 hours of the buff to use up in 30 days (similar to how bxp weeks work I think)
I'm not sure I understand this comment - so, 20 hours of buff in 30 days is ok, but expanding a time window where something can be used is worse?
So it needs to be a limited time, in a very large timeframe? (20/720 hrs in your example).
I'm conscious that putting a time limit on it could also then just be labelled FOMO though, so where's the line? Happy Cake Day!
will the feedback be via reddit or a submission page posted in a news update? or is that up in the air?
As a comment under this post is fine, or in the Discord, or on Twitter if you're on there. Just somewhere where you can reach us JMods and we can get the feedback about the proposals outlined in the blog above.
Read morePersonally I think the golden cape hunt (and the associated porter buff) went over much better than the hero pass (and associated buffs) largely because the tasks and goals were very clearly defined at the start. Everyone knew for sure there's 10 total tasks for the entire thing (which awarded 11 shards) and you only needed 8 shards to finish it. We knew that immediately as soon as the event went live - here's all the possible tasks and your goal task count. Hero pass is in a very different place, where we have no idea how many special tasks there are, and the progress on it is kind of obscured behind the whole hero points system with different tasks giving different point amounts so you've got to calculate it out, it's less clear, whereas the golden cape hunt was 1 shard to 1 task (aside from jagex account giving 2).
It was much easier to know what you needed to do to finish the golden cape hunt. That helps alleviate FOMO quite a lot when you can plan acc...
This is a very interesting write up and gives me lots to think about, thanks for this. I'll be sure to put these ideas (shortened, if you don't mind) into a roundup for the team today as a point of comparison.
No buffs behind MTX pay walls, gambling, or FOMO.
Aka what we've been saying from the beginning. That's the fewest amount of words I can summarize it in.
So something like the Golden Cape Hunt - in your eyes, is that none of those? Is that FOMO or not? If the time window given to engage with something is accommodating enough then does that still quantify?
Wouldn't you just need to look for Quest Complete notification and/or quest point gain?
Alternatively, look for anything that gives Runescore, so achievement hunting in general contributes to the pass. Rewards players for hitting milestones and automatically includes both quests and miniquests.
Quest Points and Runescore both sound more tangible as metrics to track. I'll put that forward as well, on Monday.
I had thought so, here's a screenshot of mine, mine are showing as highlighted for each "reward" I've unlocked. So the game hasn't registered that you've unlocked it yet for some reason.
I had heard of some other achievements in RS needing to wait until the next days reset, for some reason, to register that they were completed.
Other than that, gonna try tagging /u/jagexdoom just to make sure it isn't a bug :)
Hmmm, thanks for flagging this one up! I'll throw this over to the team to look into to check if this is a bug, and if so, get it lined up to be squashed!
In general content buffs are amazing when done properly. Optional & earned seem to be what makes them good. The damage reduction for tokkul buff (have to grind tokkul), the totem buffs (get the 3 pieces of totem & activate weekly), even the +hp firepit at wars retreat (cost logs). All I have earned through playing the game and are just small little bonuses that are nice to have around. Hope that helps!
This is very helpful, and the sort of thing we want to be able to collate so that we can pass this up the chain to the team.
Socializing, questing and minigames should probably count.
If the devs aren't too keen on giving everyone 4 hero points every minute regardless of activity, why not making them accumulate in the background, and then give all the accumulated points at once upon doing a skilling action, killing a monster, completing a quest or a minigame? Imagine I chit chat with clannies for 10 minutes while setting my stuff to go skilling. I do a skilling action and get 40 Hero points at once cause they accumulated for 10 minutes. Big dopamine hit, and I feel like my time socializing wasn't wasted
Minigames I can understand. Questing might be a bit more complicated, probably requiring some sort of check to see if a player acquired a quest item for the first time or something similar? (RuneScript is eldritch and intangible to me, so I can't even begin to imagine how complicated it'd be.)
My personal concern is with how socialising would be implemented as a progression system. Don't get me wrong, I love the social aspect of RuneScape. Zamorak knows, the conversations that I've had at the City of Um Ritual Site will stay with me for years, but the cynical side of me worries that it would be difficult to do and not really fit the design we had in mind - that's just my opinion though, something for the more design-oriented members of the team to consider, at the very least.
Killing bosses after you're capped on Marks of War for the hour results in no hero pass progress - it should at least count as a kill for +4 points.
Earning thaler should also trigger hero pass progress.
Yup, this is one I raised myself after hitting the cap at Hermod!
Please let hero point drops accumulate regardless of what you are doing in game. I don't want to grind skills all the time. There are a lot of time consuming activities in game that do not award points currently because they aren't giving XP drops!
Hey - can you give me some examples? A player in the RuneScape Discord mentioned Minigames, but do you have any other examples you can give me? Thanks in advance.
This all makes sense to me! Thanks for all the hard work.
Happy to help, have a great weekend!