JagexGoblin

JagexGoblin



25 Oct

Comment

Originally posted by PossibilityZero

Rest assured we've heard you loud and clear and won't be looking to release another oversized spider until at least next year!

Regular-sized spider boss confirmed!

Oversized spider dropping January 2025!

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Originally posted by TisMeDA

Has Jagex spent much time on God Alignments beyond the initial idea of 4 prayers per alignment?

I think that is fundamentally what is making this so challenging.

I feel that it would be way easier to balance if each combat oriented alignment just replaced an existing prayer with a slightly buffed/altered one, and offered an additional new one. They don't have to be drastically game altering to feel like choices are offered.

It could even be expanded upon in the future with prayer scrolls if the scope is kept small initially

This is something we chatted about super early-on but found ourselves wrestling with for a couple of reasons. One of them being whether or not it feels interesting enough to change one Prayer and have that be a quest reward, or worrying about complaints at the time that quest completion unlocking a grind for something else might not have been the best-received.

Think it's absolutely a direction that's still up for consideration, but given how many massive plates are spinning behind the scenes at the moment (Sailing and Varlamore in particular), it's not been something we've been able to focus heavily on while also trying to deliver regular game updates!

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Originally posted by Solunare

Are the J-Mods still interested in seeing suggestions for God Alignment prayers from the players? And if so, what would be the most effective way of getting such suggestions seen by J-Mods other than posting to reddit and hoping it hits the front page?

Think you could cut that down to 'Are the JMods still interested in seeing suggestions' and the answer is always yes. Generally speaking, we see just about everything that makes it onto here or gains traction on other platforms - so if you've got a well put-together idea that gets the attention of at least some people on some platform or another, then it'll make its way to us for sure! There's also the game-suggestions channel in the official OSRS Discord if that's a platform you're more comfortable with!

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Originally posted by Zapph

Why not have the NPC sell Chromium Ingots so the rings maintains the crafting requirement?

Effectively because we'd like to explore more sources and uses for them in the future, and having a direct purchaseable source of them might not stand up against how their prices could fluctuate down the line - effectively just a bit of future-proofing so we don't trip ourselves up later on!

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Originally posted by Lewufuwi

Instead of just removing Chromium Ingots altogether, we’d actually like to add them to more PvM activities – with more ways to obtain them, it follows that they’ll be much less arduous to obtain!

But... But why...? I'm sure you have a reason for not just wanting to remove them altogether, but that's not mentioned in the blog post.

The reason's more or less there - we'd like to explore this space of high-level, repeated Crafting ingredients with a variety of sources. Sort of like an 'onyx at home'. Nothing set in stone yet but the team feel like it could be interesting space to explore for future loot tables, crafting recipes etc.

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Originally posted by Clan-Chat-Op

*Missing Player Owned House Teleports *"This work is by no means top of the priority list, but we’ll be considering it for one of the upcoming Quality of Life polls."

f**king excuse me? I want to teleport to my house from within my house f**king NOW. What is Jagex trying to hide????!!!

I'm afraid the ramifications of such a teleport could be utterly catastrophic...

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Originally posted by OldManBearPig

I like that Jagex has a gigachad gamer in Mod Nox who completes all of the combat achievements. My only gripe is that he might be so good that he's not necessarily good at assessing how difficult the achievements actually are.

Is he the only one that tests Combat Achievements, or are there any Jmods that have the coordination of a potato like me who also can assess Combat Achievements?

"Obviously, that feedback is entirely subjective, and we know that player skill level will skew that feedback slightly - just because something was too easy for me doesn’t mean it would be too easy for everyone, so we try wherever possible to get members of the team who fit the target audience of that content to try these tasks out and give feedback too."

Absolutely not just him! The whole team are encouraged to attend playtests where time permits which captures a huge variety of skill levels, from mega-gamers like Mod Nox to washed-up randoms like Hooti!

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Originally posted by TisMeDA

Are the rings going to still require a crafting level with the NPC? I hope so

I'm not sure that design has started on that specific feature but I imagine this will factor in!

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Originally posted by 2-2-7-7

really refreshing takes from u/JagexNox, we're lucky to have that guy on the team

I asked him to share some of his thoughts and the man wrote two and a half thousand words, glad people are finding it interesting!


24 Oct

Comment

Originally posted by ComfortableCricket

A quick test on the dreaded run to PNM in my setup with no stam was a 15 second time save AND I have enough run energy regenerated to get right into the content right away

While it wasnt infinite run, it certainly wasn’t a TP out angle to go get a stam like it is on the main game. It felt more like a minor inconvenience then a thumbs down log out play. That was lvl 80 agi and 45 kg weight.

What about no weight? I got legs for days dam! GE to fally pub like a Friday arvo IRL, no breaks on the beer train, even enough energy left to get a little rowdy!

Graceful + stam mean you never stop running (you regen your stam on all the little stops you have!). This could be seen as a little over tuned but it pretty much hits that “run energy only depletes in of combat”

The changes in the beta fell quite healthy for early, mid and late game accounts, I still feel there could be some potential to add some more ways to fully replenish run energy for new accounts, ...

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Love this context! Cheers for leaving such a detailed reply!

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Originally posted by Schnops

Think the biggest pain point with run energy is by far early game questing and exploring for new players. Regen is so slow right now it seems impossible to make it fair/fun just by tinkering with the formula. Personally think solution like the musicians in RS2 where you could rest at certain early game locations and regen very very quickly would be best for new players and also wouldn't affect later game players at all.

Yeah we absolutely have resting in the back pocket, but think in some ways it makes stuff feel even more 'stop-start'. Even if you're walking you get a chance to take in the scenery and get your bearings a little, resting at pre-defined spots is something we're a little on the fence about but not wholly opposed to!

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Originally posted by makinbacinpancakes

On the subject of early game and making it feel less sluggish. The current proposal makes it so that carrying more at lower agility levels is a lot more punishing. This is when players who are new to the game will be wandering around with random stuff in their inventory like pieces of armor, ores, logs, etc.... would it be worth adding an npc or two in the earlier courses who explain in basic how the run energy and weight system work?

Think this is partly why we're keen on feedback! Would be keen to challenge 'a lot more punishing', at 1 Agility and at max weight, your drain is 14.9% higher but your regen is almost doubled. It's not common to hit 64kg in those super early setups, so we felt in our testing that it more than balanced out when stopping to chat to NPCs for quests or kill a chicken etc. etc.

That said, think there's for sure scope to find a useful place to pop this info in-game somewhere, it's a pretty esoteric system as it currently stands!

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Originally posted by Syth_Cake

Problem is the new players are not gonna give you any feedback. They won’t join the beta worlds, make Reddit posts or vote on polls. Instead they’ll log in to the game, get pissed at all the walking around and just close the game. Recently I’ve been watching a YouTube series of a new player tryin to complete the f2p quests unguided. He appears to be having fun with the quests themselves but is constantly frustrated with having to walk around and waiting for energy regen. I imagine if he wasn’t making videos for cash, he’d have quit ages ago.

100%, we did a lot of our own testing at 1 Agility doing stuff like Cook's Assistant, or the run to Drezel and back to the bank for Priest in Peril etc. because we're cognizant of the fact that we'll likely not hear much from those players!

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Originally posted by TisMeDA

Wherever you guys go back to the drawing board, you sec to hit it out of the park. This sounds so much more like what people expected and asked for

This makes me hopeful for the prayer revisit wink-wink nudge-nudge

Not quite the drawing board, it was a player suggestion that already did pretty well! Shoutout u/Cheesey_Chicken!

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Originally posted by Physical_Criticism15

When you shift click to walk, your character now visually runs the last tile, what's the deal with that? it's a bit offputting in some situations

Team should be aware of this, will raise it again, suspect it's likely an engine thing!

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Originally posted by newstarburst

I really think a big thorn for me is the fact that we are trying to make agility insanely strong while still having it be a horrible skill to train. It doesn't help the new player experience to tell them "yea don't worry about anything else until you click in a circle for 400 hours, otherwise you're waisting run energy or stams"

Would advise you don't tell new players that in the first place! On a more real note, think Agility could absolutely use some more fun stuff early on, but the changes to Brimhaven as part of Project Rebalance make that a super appealing option at a lower level range now. I'd argue that Agility is already insanely strong in the current Run Energy system, but takes way longer for you to feel the differences due to a more harsh initial formula and longer periods between breakpoints. Curious for your thoughts!

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Originally posted by Taylor1308

Yes, let me teleport out of the underground pass mid-quest to walk with 0 run energy to a pub in lumbridge to regen and then go all the way back.........

Think this suggestion ties more into the early-game and the areas around Misthalin, as an added boost for new players on top of what's already being done. Not sure the intent was to teleport out to a pub and run back!

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Originally posted by NewAccountXYZ

I know it's not exactly the thread for it, Goblin, but any update on this month's gazette?

Should be dropping tomorrow! It was looking a little bare so we've been getting some write-ups from the team to flesh it out a little!

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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!