JagexGoblin

JagexGoblin



24 Oct

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Originally posted by Gallopokoi

No worries, still a significant increase, though current graceful would have been even stronger on top of adding the 30% at the baseline. I understand that is still in discussion though!

Graceful's being left alone in this iteration mind you, so that boost is still there if you're wearing the outfit itself for stuff like Herbiboar!

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Originally posted by ComfortableCricket

This look really good on paper! Can we please have this immediately added to the main game?

Give it a go on the beta worlds first, might feel a bit extreme to just whack it out across the entire game!

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Originally posted by Gallopokoi

Maybe I'm losing my mind but at 99 agility with the new formula we get 1.3 * (99/3) + 15 = 57.9, not the ~47.5 shown in the chart.

Edit: Nevermind

Good spot, that's included in error from an older version of the blog. Have added a note to the top, but that 1.3 shouldn't have been there - apologies! The graphs are still accurate to the formulae being used on the beta worlds though.

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Originally posted by Taylor1308

I welcome all improvements to run energy, I'm curious if the team considered making it so that energy only drained during combat?

We've for sure considered differences between in- and out-of combat, but want to try and avoid behaviour changing (particularly to avoid confusion for new players) and also want to make sure that Agility levels still have a value proposition outside of PvM and the occasional shortcut.

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Originally posted by chofol

I'd like to also see a graph with fraction of time spend walking versus running, for different weights and agility levels. Drain and restore rates are nice, but do not actually show how much of the time we can run.

We had similar ratios as part of our design for the first set of changes, but it didn't feel like they were particularly useful since it's not super reflective of how players actually interact with those systems. Will see if something like this can be spun up if more people want to see similar!

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Originally posted by Zealousideal_Song128

I'm happy with all the numbers at a glance, we'll see how it feels to play but nothing about the regen formulas you present sounds like it would have issues.

I'm sceptical of unchanging Graceful though. Weight being slightly tuned up makes me wonder if Graceful is going to prove even more valuable and, while i know this isn't what the rebalance was for, was hoping we could have recovered some ground on the damage Graceful did to Fashionscape. I was an advocate of Graceful's effect being that it increases your maximum run above 100, 5 for each piece. Then the Ring of Endurance could give even more. Make it for long distance and convenience rather than being defacto couriers outfit.

Regardless. Super excited to see the effort being put in :)

Increasing your max run energy is a neat suggestion for it, definitely one for us to keep in mind!

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Originally posted by PoofaceMckutchin

Can we not care about run energy as skill expression lol. Just reading that sentence made me cringe.

We care a little but not that much. Post-54 Agility it's just a buff across the board in any case, but not to an insane degree where you remove layers for improvement at stuff like CoX (to save invent space) or GWD (to extend trip length). We still want Stams to have some function since they're the only monetary output from 'conventional' Agility outside of Sepulchre, but not to the degree that our initial set of changes were perhaps overly punishing to players who weren't walking.

Still nothing off the table in terms of what can be changed, but we really want to see players get hands-on with these ones first!

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Originally posted by RealBrofessor

I am unable to log into the beta worlds, client keeps crashing. Using Runelite, will try official client

Encountering the same, team are looking into why this might be!

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Originally posted by HyruleLuke

if this goes well are we still looking at removing the 30% regen rate from graceful, giving % chance to get more marks of grace with the set worn and set effect to not fail agility obstacles? (from the wording i think that means just rooftop courses and not all things like mep1/tripwires?)

Plan with this iteration is for Graceful to keep doing what it does and double down on these changes, but if people mess with it in the Beta and feel that it's a little 'meh' then we'll absolutely look back at those other suggestions for the kit. We saw a decent bit of feedback last time around that Graceful felt like it had lost its existing identity a little so we've stripped back those changes for the time being!

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Originally posted by chol3ric

IMO these are good changes but 6 minutes for full energy at 1 agi is still bad for the noobs, and at the high end it may devalue PVM (although this remains to be seen)

Why hasn't the team considered a simple solution like ramping run regen the longer you didn't run? This would make the earlygame feel a lot less bad, you will still have to walk but the longer you walk the faster your regen. It doesn't affect activities where you run 24/7 like herbiboar and still makes you want use stams there, and only affects very little instances of PVM. I say this because i feel like people are still not gonna be happy with 6 minutes of regen at low agi lvls.

The team's considered a bunch of solutions and still have more to pull from if this is still way off! This one just happened to be from a suggestion that gained some traction, rejigged a few numbers here and there and have playtested internally, now just seeking validation or feedback from the wider playerbase to see what else needs changing!

Obviously the theme is running, but we're in no rush to push out blanket changes to such a core system, we'll keep iterating if we need to!


16 Oct

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Will say for this issue in particular it's extremely rare but still significant enough to be worth fixing ASAP, it's really not the kind of thing you could just stumble on in testing and isn't strictly related to any specific content from today's update.

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There's no rollback, just a quick restart to fix an extremely rare issue that results in some crashes

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Have raised with the team to take a look in case any underlying changes to the engine might be causing this

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Originally posted by OnlyMarket8

We got the time in a trio and nobody got the task and none of us have it completed either

Was this in a private instance by any chance?

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If you've completed the tasks under the correct conditions in the past, it should retroactively complete those CAs for you on your next kill of the boss. Is that likely what's happened here?

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Originally posted by Inv0ker_of_kusH420

What about assisting solo wintertodt players by maybe implementing an instanced option?

I've had too many people show up on my empty world hours in to finish my game while I wanted to stay longer and get more points up.

It's absurd that people argue that "well you should wait until it dies down to do it" because am I simply not supposed to do new content when it drops? It's not entirely new content but as a rework it might as well be.

We spoke about this a fair bit with players during the beta and changes. Ultimately boils down to instancing Wintertodt being a significant job that's likely to have knock-ons for other updates that we believe serve a wider portion of the playerbase. Fully appreciate that it's frustrating for now (and it will die down) but the honest answer is just that it's not something we're able to commit to at the moment, though we recognise the interest and would like to do it at some point when time permits!

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Originally posted by Runopologist

PvP Arena matchmaking being fixed is so good! Shout out to the team for this even if it’s long overdue.

Appreciate the kind words! Long overdue is an understatement, but hopefully the experience gained with this round of fixing should make future issues significantly easier to troubleshoot and turn around!

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Originally posted by Organthon

Is the total amount of Combat Achievement not getting to the point where its kinda ridiculous? On release is was only 400, but with adding 10+ tasks for most bosses its getting close to 600.

Its a shame that combat achievements is getting more and more filler tasks when it would be much more interesting with fewer but more challanging tasks

Think there are absolutely people on the team (myself included) who feel like we should be getting more creative with CAs. Some of that 'bloat' comes from the varying difficulties and scaling elements (i.e. if you have times for players of varying ability/gear sets to aspire to, then you might be adding 3 or 4 CAs that are more relevant for different types of players), but think there's for sure an appetite to try and get more exciting with them.

Other side of that coin is in this area of 'if this boss is aimed at people in a really early stage of their journey (and thus is very simple), how much cooking is too much cooking' and trying to strike up the right balance between tasks feeling creative without feeling like nonsense. Think Araxxor did a pretty good job here and it's for sure an area we could stand to step up on.

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Originally posted by DreamyRS

Thank you!

Can this be added to Farming contracts aswell?

Will make sure to raise this too, think it's been raised in the past but will bump the team on it!