JagexGoblin

JagexGoblin



24 Apr

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Originally posted by Gunnarrrrrrr

u/JagexGoblin any thoughts on my proposed suggestion to item weight rebalance as a means of opening up new reward opportunities through already in game mechanics related to item weight?

Haven't chatted about it with the team, I saw it and thought it was neat but also worried a little about it adding an extra layer of complexity or feeling 'bad' in cases where you might be punished for not just bringing your outright BiS to stuff.

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Apologies for this one, easy to miss stuff going back through the 'old' copy and trying to get everything up-to-date - should be correct now!

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Originally posted by powahplay_

Why is Ahrim's still in the same tier of improvements as Infinity even though its 30 levels higher?

Think it's largely because the only current separator is their accuracy/defenses and they still occupy different spaces. Ahrim's is still the same improvement over Infinity, but we steer clear of issues like widening gaps between builds and homogenising PvP further. Also if somebody really wants to grind out full Infinity at the MTA then they still get something worth using, and only a few nightmares to go along with it.

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Originally posted by CerberusDoctrine

The occult necklace is the gift that keeps on causing massive headaches I see

We feel the headaches are worth it for the long-term benefit, and we'd rather be talking about them and iterating on things than just shooting in the dark!

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Originally posted by [deleted]

[deleted]

We're still very much working through the chargescape stuff in the background, the post from Kieren (which I presume is what sparked this) featuring Rice's fab proposal was more intended as a casual info-gathering preliminary conversation than committing to making imminent changes - when we have something more concrete then we'll absolutely surface that stuff in a more 'official' capacity!

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Originally posted by Frafabowa

Any chance the Blue Moon Spear could get adjusted to 4-tick melee attacks? It's really not important at all but it could be a nice upgrade for some ironman progression paths - it would help make Perilous Moons more of a path to start Tombs of Amascut, and it would still be a lot worse than the Zamorakian hasta, especially on account of no offhand slot. The other bladed staffs are 4t, I don't see what it'd be hurting.

Think it's a little 'fresh' for this project but I'll raise it as a feedback point with the team and see how they feel about it, though I can't promise any outcomes or responses!

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Originally posted by jacobcmi

Can we get a voidwaker animation update instead? A shame it's a copy paste

Mod Hend is actually working on some miscellaneous animation stuff for their Game Jam, I think a fair few people have requested a look at the Voidwaker - think it could benefit from something a little flashier for sure (though the purple lightning is still sick imo)

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Originally posted by [deleted]

Question. If you could pick a magical weakness for goblins, which element would you choose?

Whichever element blogposts are

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Originally posted by SesVerona

Are you considering any further changes to the elder maul or are you happy with the proposed changes?

Consensus among the team for now is that we'd like to see what the feedback is like once people actually get around to using it in a bunch of spots and treating it as post-release feedback much like we would with 'new' gear.

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Originally posted by crodr014

When will the toa changes happen? I don’t want to learn how to bug baba to try 450 or 500 raids lol

Alongside the other stuff, which is hopefully on the books for May!

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Originally posted by xHentiny

Oh boy back again for part 3 (Italics = Partially addressed):

 

General

  • Ghrazi Rapier, Blade of Saeldor and Inquisitor's Mace need a stat buff to be a meaningful upgrade over the Tentacle Whip
  • CoX/CM purple rates should be improved (too long to obtain uniques compared to ToA/ToB, plus Ancestral/Augury being buffed and vital to mage progression, Elder Maul being buffed to a worthwhile megarare)
  • Chromium ingots (remove them from the game or only require 1 per ring, they undermine the whole reason for the vestige drop mechanic)
  • Imbued Heart droprate is too rare for such a vital piece of magic progression
  • All 3 Cerberus boots should be worthwhile upgrades over their predecessor -- (Primordial Boots are barely an upgrade over Dragon Boots, Pegasian Boots need some ranged strength)
  • Tonalztics of Ralos have almost no use cases and are in need of a buff
  • Justiciar set cou...
Read more

Partly touched on this towards the end of the update - we know there are other things people want to see thrown into the mix, but we don't want to get into a loop of 'getting there' with what we've got and then adding 'just a few' more things, winding up in and endless feedback loop where the information becomes harder to keep on top of and we run into even more blog fatigue (which is something we're growing increasingly conscious of at the moment).

I actually think I have a copy of this list (which I'm grateful for you putting together, in case it's not clear!) in my notes to discuss once the dust settles a little in terms of things that might make more sense as more ad hoc changes, or just in a manner that doesn't tie up the devs working on the current list to the point that it pushes other updates down the road further.

EDIT: Editing to include a ...

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Originally posted by Dee-Colon

Announcing no voidwaker nerf right after setting this subreddit on fire with the kebbit nerf is gonna give some people whiplash

Whiplash extends to me too, but we'll be talking internally about today's update (particularly the Kebbit changes) likely tomorrow to get a clearer sense of what we want to come back with. For now though, gotta get this one out and try to juggle the two!

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Originally posted by GladSecretary1534

Will elder maul spec be guaranteed on tekton? It’s not mentioned in the blog unless I missed it

Yeah it will be, should've been the case during beta but wasn't included in error on our end.

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Originally posted by PapaC95

Is there an issue with large meat and fur pouches now? I don’t think they’re fully emptying into the bank. Also, I’m not getting moonlight antelope antlers each time I dismantle the trap.

Team are looking into an issue where 'Open' meat/fur pouches can't deposit directly (though 'Closed' ones are working correctly). Have passed on the Moonlight Antelopes issue for investigation.

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Originally posted by [deleted]

[deleted]

It's usually just to check that the team at large are on-board and nobody raises any weird unforeseen issues or complexities in the existing code etc.

We document a lot of suggestions like this onto a big spreadsheet and go through them every Monday, some stuff gets backlogged for QoL polls, other stuff gets assigned out as a 'trivial' fix (the kind of thing you're likely to see in the 'Other Changes' section). More than likely something like this is an easy 'Yes', but it's important to make sure the wider team are at least aware and have an opportunity to raise issues, rather than just surprising devs every week with updates that they might have x/y/z issue with.

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Originally posted by xInnocent

/u/JagexGoblin Hey, when you guys made meat not be able to be withdrawn from the pouch outside of banks for obvious reasons you made charging the whistles a bit more annoying as they won't take meat from the pouch or use noted meat.

Could you allow us to withdraw meat from the pouch next to the NPC that charges our whistle or let us unnote items on the NPC with gp similar to Phials for example?

Looking forward to Game Jam!

Mentioned this to the team and they seem keen on this, so should be easy enough to make it happen with next update.

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Originally posted by GreenApples69420

Can you guys showcase the new elder maul spec on stream? Hoping for an epic one. Or at least let us have the animation in the beta worlds.

Also, could it get 25% strength/damage added to it? Or more accuracy :)

I think an animation is being worked on for it, so hopefully it's something we're able to show off and see how people feel about it!

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Originally posted by Strikingvpr

Any wilderness game jam projects?

Imagine Manked will be doing an assortment of Wilderness stuff!

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Originally posted by OdoLegIt

Jumping in on this one. With said CA, I believe it's only one now that gives shared exp limiting zerker builds no? Is there a way around getting shared exp from hasta or spear

Halberds have an option for Aggressive, providing only Strength XP, and are now allowed for this CA.