JagexGoblin

JagexGoblin



05 Oct

Comment

Originally posted by Swierky_

I think my only complaint is the bow looks a tad bit like the twisted bow. But I think I'm alright with everything else.

This should have been addressed in the table at the top! We're planning to make some small tweaks and will be updating the blog when we have them, that should separate the Webweaver from the Tbow a little bit visually.

Comment

Originally posted by joffarius

This is great, however, there is also other wilderness content that needs some love. Some of the NPCs released during the Wilderness rejuvenation in 2014 have terrible drops compared to their level. High level dark warriors, bandits, and rouges were brought into the game with an abysmal drop table. Improving the drops on these high level variants could create potential PVP/PVM hotspots in the future… this could potentially be addressed with the future wilderness expansion update. Just food for thought

I hope that after this rework we'll be able to give some love to other content, maybe not by way of full reworks but at least with some rebalancing of associated rewards. You mention the higher-levelled DWs, Bandits and Rogues, but things like Scorpia and Chaos Ele also come to mind for me personally!

Comment

Originally posted by PSBJ

With the voting requirements in those PvP polls earlier this year you guys made it sound like 90% of the community was spite voters. If there really aren't that many, why were those requirements placed?

I only said that there aren't many pieces of negativity in this instance - which I think is largely due to it being a rework aiming to make content work better for more types of players than usual with PvP/Wilderness content.

I'd been here barely any time at all for the experiment with restricted polling, but think the Poll Summary blog from around that time sheds at least a little light on what the team was aiming for at least.

Comment

Originally posted by MrSimQn

Could VM possibly be adjusted for competitive rates for masses while still keeping the highest rates for small groups as is? Feels like like it could have a lot of potential as fun content is masses

If it looks like VM might need some tweaks (were it to gain the D Pick) then I'm sure we could explore some things like this! Big fan of social skilling and keen to incentivise where possible!

Comment

Originally posted by lith_osrs

Can there be an additional option added to poll question 11 for "Higher"? While a 20% buff is certainly welcome, the drop rate for rev weapons is still dismally low even at the new rate.

Not asking for the weapon to have a 2 hour expected time to drop, but to use the new weapons even at 100 rev dragon kills/hr you're looking at a 220 hour grind per weapon plus additional time to get the attachments. 20% drop rate increase drops the time per weapon to ~176 hours which is still enormous.

Can for sure note this as a feedback point for a potential v3 if needed.

Comment

Originally posted by Slayy35

How was Wrath? :^)

I actually didn't jump in! I was planning to maybe dip in casually, but the person I'd planned to play with has stepped away from WoW. I spent most of my week off playing Sea of Thieves and Omega Strikers!

Comment

Originally posted by BurnToEmergeScaper

I am so excited for this update. Thank you so much for all of your work on it.

Appreciate this! Still work to do, but it's always nice to see comments like this!

Comment

Originally posted by [deleted]

[deleted]

Singles versions are also being added, as stated in the Design Blog and reiterated in the Poll Blog - where you'll likely be safer than you currently are if you're only interested in accessing uniques or collection log slots.

Comment

Originally posted by WastingEXP

Is it possible to get a rough time to pickaxe at the skilling options before the poll closes/opens?

We don't have anything fixed in mind at this stage, and this could be something for us to take further feedback on. I imagine your 'best' option would still be Wildy bosses or KQ, but would ideally make sure skilling isn't a total bust as a viable means of obtaining.

Comment

Originally posted by the_black_sails

Was there any response to the concern of ROT camping and taking over the lairs?

These types of concerns are addressed a little towards the top of the blog, before the Polling section!

Comment

Originally posted by AssassinAragorn

If the goal here is to make the revenant weapons more common and avoid a peg crystal situation, I think the drop rate would need to be drastically increased. It's so rare that a 20% buff even really doesn't move the needle.

The Rev table has a ton of alchables. Maybe you could cut down on or remove those, and in turn put the weapons at a reasonable rarity? Or even better, give it a reasonable rarity when your slayer task is revenants. Something like 1/1000 from the good level revenants on task, 1/500 if skulled?

Edit: Actually, could the skull mechanic be outright replaced by having a slayer task instead? It feels a bit weird to give such heavy incentive for skulling, when skulling is usually there to give risk to the pker.

There are other ways to avoid a Peg Crystal situation too, it might be the case that this is one part of a multi-part solution in this particular case. I like the Slayer Task approach a little better, though! Just keen to strike the balance between making things slightly better without risking absolutely tanking their value (though this might be offset by the attachments 'sinking' rev weapons)

Comment

Originally posted by jotegr

Any chance we can get an autocast buff for wildy slayer? So your want/sceptre/staff remembers what you were doing when you switch to another weapon while not fighting another player? Very annoying to do barrage tasks in the wildy at the moment because of it.

Also, please increase wilderness slayer cave ankou leash range. Jerks always running away.

I can raise this as a feedback point, I think it's intended to make sure players still need to be interacting when using things like Harm Orb + Fire Surge, but maybe there are ways to turn that off if they're not engaged in combat actively.

Comment

Originally posted by Johnmario2

Hello I am once again putting my obligatory "multi in wildy is a disaster comment"

Thank you for obliging us Mr. Mario!

Comment

Originally posted by Miztchara

As an iron player, how feasible will these bosses be without rev weps? I see the rev weps could be made more common, would it be possible for that update to be before WBR? In order to prep for the WBR? Personally I think wildy slayer sits nice at the low to mid levels before unlocking some of the profitable slayer monsters, if the weps could tie into that I think it would be really nice.

I know this suggestion would be catering to irons, but how about a toggle to hunt for an untradable version of the weps at a much more common rate or you can toggle on the tradable versions to make gp and the rarer rates?

Their Defence stats are way lower than the current bosses, from what I've seen in some little testing sessions they're more than doable without rev weps. I think one of the things that makes the current iterations a little 'bleh' is that they barely feel worth doing if you're not able to safespot with Craw's/Chainmace - but obviously they'll still go absolutely nuclear here, such is their purpose!

Comment

Originally posted by SinceBecausePickles

u/poopdickerinos they removed mlm as an option how do you feel

I feel like I lack vital context here, but that is one hell of a username...

Comment

Originally posted by HiddenGhost1234

How would you guys be adding the dragon pickaxe to volcanic or blast mine? Just a rare drop?

I think a drop system rather than points might be the play. It's hard to say. With VM, the gp value of points is somewhat tied to the price of runite ore, which is tied to alch value. Meaning you could effectively 'floor' the price of the D pick, but you'd risk tanking it with people who already have a bunch of points saved up.

I think as a drop or 'chance' would probably be a healthier inclusion, but would be curious to see how players feel about the approaches available.

Comment

Originally posted by Justinian2

I find the graphs hard to read and I'm not colourblind, I wonder if there's a better way to convey the same information? Anyway thanks the blog looks really solid now and I'm excited for the future updates

There was another comment about the graphs too, I'll make a note of this and see if there's a way we could perhaps better-present them in future!

Comment

Originally posted by tlinkus

There were a lot more on the previous post, and I agree, but it’s incredibly difficult to discuss pvp related content on this sub when the consensus is “wah pvp bad”. Not to mention advocating for it gets you downvoted to oblivion in most cases

I don't even think there were that many on the previous post, compared to what I'd usually class as 'widespread' sentiment when gathering feedback for any piece of content! Pretty happy to stand by what was said in the blog that by-and-large this has been one of the best-received PvP/PvP-adjacent proposals we've had in a really long time.

Downvotes are downvotes, they're not real things! It sucks to feel like you're not able to engage because your comments might get hidden, but it shouldn't prevent you from getting involved. Generally feels as though if you're coming from a place of genuine love for a part of the game and put your thoughts out in a well-reasoned way, people are pretty happy to engage. Unfortunately a lot of those convos get nasty pretty quick (from one group or the other) and it's difficult to rise above the tone when it gets down there.

Keep advocating!

Comment

Originally posted by Upward-Trajectory

Those special attack animations look sweet! Especially the magic one!

Art team did an unreal job with them, Accursed Sceptre is so camp but I'm obsessed with it!

Comment

Originally posted by CookedBun

Hey, seeing how you’re doing a Wildly boss rework. Is there any possibility you’re eventually going to rework monster/boss drop rates to potentially drop less skilling items, thus making skilling a more viable account progression type of content? Kind of feel’s lacklustre to skill when you could do bosses for the same amount of hours and get more resources out of it.

I can't say conclusively, it would obviously be a pretty massive change. But I'd like to see us find ways to improve skilling (especially social skilling) and make it feel a little more purposeful.

Potentially forbidden tech but I quite liked RS3's approach with their Mining/Smithing rework to adding 'Stone Spirits' instead of ore drops, that would require you to go out and mine, but be consumable for 2x ore. I think stuff like that might be a neat approach to get more people to jump between content, though it might not prove popular with players who are accustomed to full-sending CoX/ToB for many supplies.