JagexGoblin

JagexGoblin



15 Aug

Comment

Originally posted by JemorriUK

I don't see the point. It just seems like a more inconvenient way to introduce new and returning players to the game.

It's about creating that moment in time for new players (or returning players on the fence) to jump in to, similar to what expansions do for other MMOs like WoW.

Also, it should benefit new players to have those early- and mid-game areas more densely populated with like-minded players at similar points of progression, where many of those areas are pretty sparsely populated in the main game.

Comment

Originally posted by Jamo_Z

Can you explain why this would attract new players over joining the existing game?

Wouldn't impactful content updates also serve as 'jumping on points' for new players?

Could you also address the potential impact to the economy once the fresh start worlds end, and the 6 months of supplies hit the main game G.E in one day?

Totally understand the point around impactful content updates, so far this year we've put out Nex, Guardians of the Rift, Giants' Foundry and (in 9 days) Tombs of Amascut, with more to come before the year's done! Fresh Start Worlds should be really minimal from a dev time perspective and won't get in the way of us delivering other impactful content.

We also understand players want to know what comes after Raids 3, and that's why we're currently planning our next Summit to share just what lies ahead for Old School.

In terms of the potential impact to the economy, this is something I hope we can address properly with our full announcement in the near future.

Comment

Originally posted by carlossolrac

Wouldn't new players just click on the "new player " button on the main screen and not this new game mode? 🤔

As far as I know the design gives players the option to choose between 'main game' and 'fresh start worlds' upon finishing Tutorial Island, and should outline what that decision means!

Comment

Originally posted by pingviinisotilas

Jagex really trying to milk everything out of the players while they can

It's written in the FAQ but just to reiterate: these worlds are intended to be a 'jumping-on 'point for new players, or players who haven't played in a long time. The way that the account migration works means only new accounts can access these worlds.

While other MMOs have expansion models that serve as a 'jumping-on' point, OSRS doesn't have that same 'moment' for people to be a part of. This is aimed entirely at potential new players or returning players who are on the fence to see if we can't get them to give OSRS a go!


12 Aug


10 Aug

Comment

Originally posted by Anagram_OwO

u/JagexGoblin another bug report. ZCB and dragon knife does not have a special attack bar. both of these weapons should have it. it makes a big difference

Also opal bolt e is a good addition but it is weird to receive it as an update if you only have a rune crossbow. I feel it should be paired together with the acb/zcb loot.

bowfa without crystal armour is questionable also.

Have raised all of the above, but appreciate you sharing!

Comment

Originally posted by Veldyr

How about just reverting this silly change?

It's an option we have, for sure!

Comment

Originally posted by hbnsckl

Players attempting to teleport from the Revenants’ Cave while attacking the NPCs there will now have to wait about two seconds for their teleport spell to begin - no more teleporting to safety as soon as you see a little white dot appear on your minimap!

Ngl a 3 tick delay is kinda f**ked.

Please don't add this to the wildy proper.

Hijacking this to say there's been an addition at the top of the post. Delay has been reduced from 1.8s (3 ticks) to 1.2s (2 ticks), and we're able to adjust further.

Comment

Originally posted by arjstoc

Can we see prayer book reorder, having both pvp minigames offer pure/zerk is a bitch for others and my muscle memory.

Personally would be in favour of something like this, since you still have to learn where you put your stuff and just customise experience for more comfort. I know it's a little more controversial than 'customisation good' but would personally like to see it talked about.

Comment

Originally posted by BestYiOce

"The Redemption Prayer no longer drains Prayer Points after it turns itself off. Bit overzealous, that!"

What does this mean???

Every now and then after Redemption procs, the prayer drain would continue for a tick (or two?). You might have noticed it if you've done any Vespula using the Redemption method and Prayer Enhance potions, where every now and then you'll click onto portal and find your Redemption won't activate.

Comment

Originally posted by fitmedcook

These are pretty significant changes to the aggro/pj mechanics.

With the pj timer you changed it so the pker cant get tagged off by npcs anymore. However if you were in singles fighting an npc youd have just enough time to log out after killing the npc.

Now npcs still cant pj off a pker and if youre in singles you can get attacked right after killing an npc.

IMO this is too much of a benefit for pkers, were people even complaining about the current mechanics?

The NPC PJ Timer issues were unintended behaviours following the addition of the PJ timer, they were meant to be fixed within the weeks following the change but haven't been deployed until now.

Comment

Originally posted by Avoinmieli

spec bar data orb enabled in pvp worlds and wilderness when ?

This is something I'm keen to explore as an accessibility improvement, especially since it's still technically slower than making use of F-keys, would be big for mobile players too.

Will continue to raise this and explore feedback, hopefully expect to see it in a post sometime soon!

Comment

Originally posted by Trlcks

"Players attempting to teleport from the Revenants’ Cave while attacking the NPCs there will now have to wait about two seconds for their teleport spell to begin - no more teleporting to safety as soon as you see a little white dot appear on your minimap! This change is intended to help tackle players using prohibited software to teleport with seemingly inhuman reflexes"

That seems like a crazy big change...

We'll be keeping a super close eye on this and if it does disproportionately impact players who aren't cheating we'll 100% look to change, we want to make life harder for cheaters and not to screw over people playing without any prohibited software.


07 Aug

Comment

Originally posted by Dustyroflman

I mean, while you're right about the level of engagement OSRS offers, low level players still have absolutely no direction in OSRS.

There's no real content for anyone to do sub 80 combats - In WoW you're hitting your first dungeon at 10-15 overall level and there are dozens on the way up to max and several raids to do along the way as well.

It just feels to me like OSRS is - "Oh you're max level NOW you can do the content"

Feels like we just have different definitions of diversity for content. I love WoW & I love running dungeons, but I'd be lying if I said that it wasn't very 'same-y'. when compared to a whole bunch of skills to jump between, quests with unique flavours etc.

It feels like the avenues for progression are a lot more varied than either 'run this PvE instance in a group' or questing by way of 'kill this dude a whole bunch of times and then come back to me!'

Comment

Originally posted by Dustyroflman

LOL - Diversity is unmatched by any other MMO? You're joking right? I only play OSRS now - Played WoW years ago - And while it's not fun anymore to me, it still has so much more to offer than OSRS.

Jagex dev team needs to be realistic tbh. Getting a little ridiculous.

For me personally it's got the biggest breadth of content out of any of my mainstays (FF14, Lost Ark, WoW) since there are so many avenues to progress. Progression in WoW is still primarily 'just do PvE' and if you don't like dungeons/raids you're not going to make meaningful progress anywhere. In OSRS you're still able to progress horizontally and experience so much because of the number of skills, training methods available, and content even within PvM at a whole bunch of intensities.

More than happy to be disagreed with, but I don't think it's a ridiculous claim at all!


06 Aug

Comment

Genuinely believe with my whole heart that OSRS is the best RS has ever been for most players. Diversity of content is unmatched by any other MMO - there's something for every mood and intensity level. Whether you're looking to keep it simple and take it slow or push the game to its limits like players have been doing for nearly a decade since OSRS's release - the floor is low and the ceiling is near-infinite.

Also the resources available are better than ever. There's not a single question you're likely to have that isn't answered somewhere on the wiki, there are loads of really well-made video guides for virtually every piece of content, communities in the form of social clans or Twitch chats are - for the most part - super welcoming and accommodating.

Jump back in and see how you find it! All the stuff that made the game great is still there, just a case of seeing whether it still appeals to you as a person after such a long time!

Comment

Seers Yews while blasting anything from the Meteora album was such cozy social skilling back in the day. Hoping when we start talking more about skilling we're able to re-capture some of that social vibe.

Mod Squid's 'Way of the Forester' Game Jam pitch did a fantastic job with this, and I saw Ayiza mentioning in Twitch chat on Thursday that it'd be nice for Shooting Stars to not punish people for sharing location and doing them together.

As much as I love GOTR and Giants' Foundry, would be nice to spend some time chipping away at some more low intensity methods where you're either benefiting or at least not being punished for being in a group. Even though GOTR/GF are fun to do with a whole bunch of people, can be hard to keep typing when it all gets going and you're either jumping in and out of altars or paying super close attention to the HUD.

Will let the Varrock yew know that you're grateful for it, hopefully before too long yew'll have some...

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Comment

Sounds like a sticky one, will bring this up next week as a player suggestion. Perhaps better sign-posting that you'll be teleported to a safe area within the Abyss for starters, and an option to teleport back if you've not progressed past the Dark Mage. (Maybe needs a check that you don't have any essence on you just in case it has goofy knock-ons for RC)


04 Aug

Comment

I think the place we were trying to come from - which maybe got a little lost in the format - was that if there's a genuine widespread desire for a decent use, it wouldn't feel right to just do a 'box ticking' exercise and just put something out for the sake of putting something out.

Perhaps it could be a bandaid/stop-gap and then we could find another more substantial use down the line, but then we run into the problem of people using a somewhat limited resource and being punished for using it on the bandaid since they have to re-obtain for a better fix.

We did chat a little about this after the stream though, appreciate you sharing your thoughts!