JagexGoblin

JagexGoblin



29 Jan

Comment

Originally posted by xHentiny

I seemed to have lost some collection log slots after the update, I was at 1114/1561 now I'm at 1080/1521.

I'm assuming it's a visual/counting issue as nothing seems to be missing from individual clog pages.

Edit: Main issue seems to be solved, I'm back to 1114/1561.

Could we possibly add more items to the Historical Collection Log whitelist? Some items came out after the Collection Log but weren't given a collection log slot initially. (I have a Swift Blade that isn't on my collection log and I'm unable to add it manually for example, I'm sure other items exist.)

Newspost's just been updated to let people know that we're looking into this!

Comment

Newspost's just been updated to let people know that we're looking into this and will update everybody when we've gotten to the bottom of it.

Comment

Originally posted by valdo33

Players can now create Chromium Ingots after discovering the secret of Chromium Smithing in the Undercity of Lassar.

Well that's pretty big.

Have fun figuring it out!

Comment

Originally posted by DrumAndCode

Could the clog staff get a teleport thats useful flor cloggers? Like to the mimic chest?

Or maybe a teleport to that clue step that needs a sled?

Ghommals hilt has perks so I'd love to see this have some functions too!

We could do for sure, I think there's an element of Clog feeling a little less deterministic than CAs and therefore being more apprehensive to tie anything that might feel like a strict gameplay buff behind it. Opinion still seems split on whether or not adding actual perks to CAs was a good or bad decision and doubling down on it here might have been difficult to figure out whether we want 'scaling' rewards (which is scary given the nature of clogging) or 'static' rewards at one tier, which might make it feel like a 'complete 200 log slots and then stop caring' additional passive grind.

Comment

Originally posted by xHentiny

Could we perhaps increase the eligibility timer for forestry events? 3 minutes still seems a bit short if you're not actively paying attention or you're firemaking/fletching.

It should average out to 80 seconds with these changes, but there's still potential for us to go further if it's felt necessary after today's changes!

Comment

Originally posted by PE_crafter

Just to be sure: the clog update is only cosmetic with no uses? Feels like it should give some benefits like ghommals hilt but I dont know shit about rewards space etc so just making sure I didnt miss anything.

Correct yeah, just cosmetic!

Comment

Originally posted by thegreatdiq

So for bounty hunter, can we get more skips now that I can confidently say that the guy with an msb isn't risking the 2m he said he was? It's wild to still not have risk brackets. It doesn't feel good when I get 5 kills and 1 death and I'm not profiting .

Can absolutely raise it as a feedback point that checking out Skips and whether or not a 'free' skip is possible if there's a big discrepancy!

Comment

Originally posted by EdHicks

Why is only the highest collection log tier that is percentage based?

Perhaps Husky can speak more to this but I'd imagine it's because those higher tiers are the only really 'competitive' tiers and if people want to compete then it makes sense to keep up with the curve, but for people lower down it's nicer to have fixed goals to work towards and know that you'll definitely get them!

During the Game Jam, Husky shared a Twitter poll asking what people preferred between static/percent and results were super split - this felt like a compromise that might suit both approaches at the right time.

Comment

Originally posted by EYazz

Any downtime expected?

Not today no!

Comment

Originally posted by Donkey_Tamer_

No changes to the bounty hunter store? Wasted opportunity to add some good rewards and spice it up.

Absolutely potential to expand on the reward offering down the line, but for now we felt as though we had so much stuff in there that wasn't realising its full potential for stat imbalance or usage cost reasons, made more sense to tweak what's already in there than add more stuff in for the time being!


22 Jan

Comment

Team are looking into this, once we can figure out what's gone wrong with this in this week's update then we'll start looking at what we can to do restore any lost items. Investigating a short-term fix that should prevent players from removing the kit in the short-term while we work on a more permanent solution.

Comment

Originally posted by updownmostlydown

Bh update when....? been waiting since beginning of Decembers post

Next week!


15 Jan


09 Jan

Comment

Originally posted by byebye806

Does the thrall upgrade mean master and grandmaster CA havers are punished for having extended thralls?

Replied to a tweet to a similar effect, think we could consider instead having the effect occur at fixed intervals so that no CAs gets two 'returns', master CAs get three and GM gets four, though I don't know if that enters into annoying territory vs. just bumping the damage number up for a longer duration (potentially scaling it a little more, so double duration but 2.5x damage or something)!

Comment

Originally posted by BlueThunderBomb

I think everything here is quite good except the boots combo, I don't think it's necessary at all to make an all in 1 hybrid BIS boot upgrade as it limits the future upgrades to boots.

We've got the Aranea boots which are 1 defence hybrid boots so maybe a 70 defence equivalent would be better? Idk, I just don't like combining all the boots into one.

The limiting point is an interesting one, I had a chat about this with Mod Rice a little while ago who brought up an interesting point around how reward space can kind of 'expand' and 'contract'. You absolutely can argue that it limits future upgrades, but having a 'tier' of reward that ultimately introduces new BiS by eliminating switches doesn't creep power too much, and then you can follow up by expanding outwards and getting style-specific upgrades again rather than just flat-upgrading a tribrid boot, which brings back another decision for people to make.

Totally appreciate this reaction because my initial one was similar, but I think my thoughts have changed with it being framed that way, I don't think it's a limiter at least!

Note that this isn't a project I'm specifically attached to, but thought that might have been an interesting point to share on this specifically!

EDIT: I remembered Rice's example! Amulets! Start out with basic 'style-specific' am...

Read more

08 Jan

Comment

Originally posted by plO_Olo

I am confused what the point of this change was for.

If its partially full is there a reason why you would want it to be "Empty" wouldn't you want it to be "Fill", feel like this wasn't thought out well for situations where you need to "Fill" multiple times because you have extra items in your inventory like in GotR.

I think this was primarily a change for mobile users, since the disparity between using pouches on desktop (Runelite in particular) and mobile is pretty large. Broadly the 'partially full' comes up with the Colossal Pouch, which would want a right-click (or RuneLite MES shift-click 'fill' in the bank window) for the second fill, but becomes much easier to empty and craft quickly.

I'd be curious to see what you're running into at GOTR with other pouches that's leading to partial filling, thought most people grouped small/giant and medium/large for two sets of 15, where you'll always have ample space.

Comment

Inferno runners pointed out that in content where your energy is drained by outside factors, these changes don't really do all that much. The streamer himself didn't even input, and all I've said is that I'm happy to pass it onto the team for their thoughts. Note that if such a change were made, it would benefit people brand new to the Inferno as well as speedrunners.

Clickbait aside, I don't think there's anything wrong with considering the thoughts of niche communities and actively seeking out opinions that aren't always driven to the top - OSRS is the sum of its parts, and these high-end players are absolutely a part of it. Passing feedback on to the team is never a mandate that it'll absolutely happen, only that it'll be discussed!

Comment

Originally posted by ljievens

Would this mean you can do solo cox without needing a stamina/purple sweets in the olm room?

You'd have to check with your individual setup and Agility level. I think you might be able to get away with it if you're doing 3:0 Mage hand and walking where possible (rather than 12:0/8:1) and walking from pinky to thumb for 4:1, but I'm not sure. Unlucky head phase might also make it tough to do without a stam, but I'd imagine you'd probably get through fewer doses.

Comment

Originally posted by chofol

I wonder how these changes affect different agility courses. Dorgesh-Kaan was very slow without stams (~40k/h instead of 60 with) but stuff like brimhaven or falador shouldn't be any different.

Also keen to see how Dorg feels with it, underrated course (I'm just a big fan of Dorgesh-Kaan in general, think it's such a neat area for its time and it's a shame that there's not all that much to do there!)

Comment

Originally posted by HugoNikanor

The left-click/tap option on Runecrafting Pouches will now dynamically swap between “Fill” and “Empty”, depending on their status and what you have in your Inventory. If you were using the Menu Entry Swapper for these pouches, you may need to set "Fill" as the left-click option for the dynamic effect to start working.

I've been using the plugin which makes rune pouches left click to fill, except at when next to an altar, when it's left click to empty. Will this new system work like that? The wording is unclear.

If pouch empty, then left-click fill.

If pouch not empty, then left-click empty. Meaning it applies to partially full pouches (largely only an issue with the Colossal pouch) and will still left-click empty on your second use.