JagexGoblin

JagexGoblin



10 Apr

Comment

Originally posted by jdaddy10

He's a great team player too!!! Goblin for pres

We all are, it's actually pretty important to me that people realise that nobody works in a vacuum and we succeed/fail as a team. Would rather people support (or not) the team holistically rather than singling out individuals on either side, the added pressure or potential to dogpile people isn't fun to navigate a lot of the time.

Comment

Originally posted by ltsMeSam

u/JagexGoblin I believe Mantimayhem is causing massive FPS drop and/or client crashing. Just experienced it at wave 4 with Mantimayhem Tier 1 activated.

Comment

Originally posted by A_Sunfish

Has been raised, we believe this is due to a RuneLite Plugin, anecdotally have seen some reports that disabling the Fortis Colosseum plugin from the Plugin Hub has alleviated this issue for people!


22 Mar

Comment

Sorry I can't hang around long to reply - I've gotta jump for the weekend but will gather up comments and share them with the team next week.

On behalf of the whole team, thanks so much for all of your feedback with Varlamore and all of the kind words you've shared with us over the last few days. Have a fantastic weekend and look after yourselves!

Comment

Originally posted by witchking782

With max cape having so many teleport options, can we get last destination on it for QOL?

I'm not sure we even have the space, but I'll check! Items have a limited number of operations ('ops' for short) that they can have on them, I think Max Cape might be pushing it a little, but perhaps a keybind on the menu for just 'last destination' might work? Will share with the team!

Comment

Originally posted by virulia

in the original blog post, it was mentioned that you would be able to pay a fee of substantial hunter meats to make it so the quetzal whistle would have infinite charges. why was that removed?

Asked the team about this one and I think this feature was a little out-of-scope to deliver on time, but it's certainly doable in the future once we've got the more pressing fixes out of the way!


20 Mar

Comment

I think somebody else on the team might have reached out but just in case, you should have received a message upon login telling you to chat with Eyatlalli in the rewards room, and you'll be able to get your Scythe back!

Comment

Originally posted by w-holder

aren't perilous moons and nepotzli dungeon the same thing or am i stupid

Perilous Moons is the quest that unlocks Nepotzli, but I think people will probably call the dungeon as a whole 'Perilous Moons' just because that's what we've been calling it the whole time

Comment

The majority of Varlamore is super approachable, but under no circumstances would we ever consider pushing deep into Colosseum waves something achievable by 'mid level players', Colosseum has hands and that's fine because there's loads of other stuff in the release to enjoy, including Perilous Moons and the Nepotzli dungeon!

Comment

Y'all are gonna be disappointed - might want to check out the newspost and head to the highlighted location east of Varrock!


13 Mar

Comment

Originally posted by Joe___Mama-

I would say if you sign up for group slayer. Both players need to be off task and add a party system for it. Then “get group slayer task.” Would something like that work?

Edit: I would add brackets of sorts so low levels can’t group with high levels.

It could do, but then build on it and run into other questions like:
- Do we both have to spend points to skip?
- Can we even skip in the first place?
- Does it respect both of our block lists, or neither?
- If it doesn't respect our block lists, is that fun?
- What's to stop me from getting a juiced-up task and just doing it solo?
- If Player A doesn't have Dragon Slayer completed, do we both get to avoid Dragons tasks?

Just a lot of considerations in terms of the way everything ties in together and balances that make it a little tricky for the team.

Comment

Originally posted by Mors_Umbra

Just double number of monsters to kill assigned and have kills from either player subtract from the total assigned. Job done.

Then questions become:
- Do Player A and Player B need to be on the same task?
- If not, how does the game even track that you're specifically partnered up with this person? Slayer helmet can't apply if they're not on-task, is it worth it?
- If they do need to be on the same task, can Player A share tasks with Player B?
- How do we prevent somebody sharing a task and soloing it for double-duration barrage tasks?
- If they can't share tasks, is it fun for both players to need to align on the same task?
- If they can share tasks, what restrictions are in place to stop Player A sharing juiced tasks with Player B and giga-boosting B's Slayer gains?

The actual means of engaging with the system and preventing abuse, catching niche-cases like using alts to funnel into a main's Slayer grind in an unhealthy way, are complicated to solve in a really clean fashion!

Comment

Originally posted by WastingEXP

Other courses are getting diary-based XP buffs to compensate, namely Pollnivneach & Rellekka.

I don't think this is really stated. or at least how much you'd like to buff them

They're in the table, but can understand that they might feel a little buried:

https://preview.redd.it/7bocjlk9f3oc1.png?width=669&format=png&auto=webp&s=0a06faea6ff15d5c8b648c33336400f8b7b56937

Comment

Group Slayer isn't off the cards for the team, just that it's beyond the scope of Project Rebalance and probably wants to be a project all of its own. It's something we talk about a fair bit, but there's a lot that goes into it to try and deliver on the fantasy of you and your pals squadding up to dish death out, versus making it abuseable in a bunch of unintended ways.

Not off the table, just beyond what Project Rebalance is supposed to be!

Comment

Originally posted by Hey_Ily

I’m a bit confused by this. The blog has a lot of “in the future” verbiage for some of the changes regarding more substantial changes, but not everything. Are these proposed changes, or implemented changes?

Proposed changes, the team are not attached to any of them and are happy to chop and change! Not looking to implement anything until we've seen what people have to say about them all, and we've still got two more blogs after this one!

Comment

Originally posted by modmailtest1

Does it work against KQ, Vespula, Verzik?

Depends on what people indicate they'd like to see in the survey - I'd be surprised for something like Verzik to be included (though lore-wise I get where you're coming from)

Comment

Originally posted by Iqode

Sepulchre instances please?

Will ask the team about this one again and see if their stance has changed, I know it'd be super popular with a lot of the really skilled Sepulchre-enjoyers!

Comment

Originally posted by [deleted]

[deleted]

Totally appreciate people feeling underwhelmed by Agility and expecting higher XP rates. Aim of these changes at this point is primarily to smooth out existing progression and make more courses worth engaging with so that players aren't parking up at one course for 20 levels at a time (unless they particularly like that course), but these changes don't rule out more significant work on Agility specifically in the future.

That being said, nothing in the works on Agility-specific overhauls or adjustments for the time being, these are just the suite of changes that came from the initial Game Jam proposal - and we'll be taking note of everything that comes in feedback-wise for any future projects that might focus solely on Agility rather than a whole bunch of skills and combat/NPC tweaks.

Comment

Originally posted by wheresmyspacebar2

Still a tad confused.

Is it similar to Temp/WT where you'd get "Zalcano Shards" and basically trade them in for a roll on the table from an NPC or trade in for XP?

Pretty much yeah, moving the existing loot into that interaction (i.e. not increasing the output of Zalcano) and giving players some flexibility in terms of whether they value GP or XP more.