JagexGoblin

JagexGoblin



05 Oct

Comment

Originally posted by AssassinAragorn

Gotcha! I'll have to take a more thorough look when I get a moment.

From the skilling side of things, would you guys be open to giving some love to the mining activity that doesn't win? Not now of course, but somewhere down the line eventually ™️ .

anybody who sees me around on here knows I'm a huge VM shill. I think mining is actually a pretty varied skill these days (especially now that I've gotten hands-on with more of the potential methods) but could use some TLC to maybe get more people to try things beyond MLM.

tldr: not sure, but would love to see Mining (and skilling in general) see some love

Comment

Originally posted by Enquiring_Revelry

You guys need to implement some mechanic that forces teams to move around the map after a boss died a couple times to prevent teams from just locking down a boss. Perhaps a bottle neck a team has to pass through where an opposing team who patiently waited thier turn for the boss to spawn on their side ambushes a team who previously controlled the other side. This will hinder giant multi teams like rot from just locking down an area.

Perhaps make it rewarding for the team holds the bottleneck while the other part of the team kills the boss etc. Perhaps a portal in a neutral area that will tele people to another third battleground to keep the control of territory paramount, etc

Don't let it be just an open crater with a random boss. Make people interact with the environment. Shit put a bucket of boiling oil u can drop in people's heads or something as they run past. You have an opportunity here to make things really great.

Also look into rotating loot tables...

Read more

This is neat, I'm not sure it's something we'd really be able to implement at this stage (but if we run into issues then perhaps exploring something like this is an option). I do love the idea of some kind of content encouraging movement around the Wilderness though and generating thoroughfare between hotspots rather than just at hotspots.

Cool suggestion on environmental factors, for sure one to bear in mind either for changes here or other content!

Comment

Originally posted by Vegan_VS_Zuk

Thanks for the update-

Wilderness weapons from revs are extremely rare, with it taking multiple 100s of hours to get a rev weapon.

I don't think that 5-20% is enough of an increase to stop this from turning into a pegasians/ranger boots situation.

The rate moving from ~1/20k -> 1/16k-19k is not going to be a noticable change, they're already so rare that they border on being a joke rate.

Maybe add an option to the poll for higher numbers?

Will bear this in mind, have shared thoughts on this in a few other comments. There's for sure a delicate balance to be struck between increasing drop rates to somewhere 'reasonable' and risking absolutely flooding the game to the point that the price of weapons goes down. Obviously this is less of a concern for irons and people looking for Coll Log slots, but still super valid and one that warrants a step-wise approach rather than coming out swinging with something like 'yo we're gonna double the drop rate, what d'you reckon?'

Appreciate you taking the time to comment!

Comment

Originally posted by tlinkus

So many comments from people just counting the moments until they can spite vote the poll for the content they have no intention of even participating in.

As someone who’s beyond excited for new wilderness content, this shit is sad

There really aren't that many of them, and I think engaging with some of those people and coming from a place of genuine curiosity and understanding actually does more than some might realise.

Comment

Originally posted by UnluckyNate

Somewhat related to the poll, can the dynamite-acquiring process be looked at for blast mine? Currently very few mid-level ironmen do blast mining because dynamite is kind of a pain to get prior to grinding COX. The d pick update is aimed at mid-level players, particularly ironmen who cannot just buy a d pick

Suggestions: -Have normal process make multiple dynamite

-Increase daily free dynamite from diary

-Have daily dynamite get deposited in bank automatically at some level of diary (perhaps hard?)

If it looks like Blast Mine is the wave here then we could for sure explore any QoL felt necessary to make the content a little more enjoyable alongside!

Comment

Originally posted by SurvivorCoachLt

I hope so too Goblin. I was wondering why the D pick isn't tied with the polled rewards. I'd say if the rewards would fail the poll, then Dpick wont be coming outside wildy, that would make more people voting yes to the new rewards, hopes for passing and getting both ant the same time. I would've liked to be this in this case, now people can spite vote and so on ;/

The final row of the table at the top of the post should give a pretty good insight into our thoughts on this issue in particular. If you feel like there's something it misses then let me know!

Comment

Originally posted by TikTok-Jad

Can you also poll adding wilderness weapons to the Wilderness Boss drop tables? The poll is only to boost the droprate from 5-20%, but the reality is that the droprate would need to be at least 3-4x higher to be even remotely reasonable from Revenants. Currently the wilderness weapons are just so absurdly rare that it would take something drastic to make them attainable.

Also can we remove the skull mechanic at Revenants? It just discourages people from anti-pking because they can't bring 3+1 items. The pker/anti-pker dynamic is what makes Revenants interesting, and it just devolves into trying to tag bots/goldfarmers before they can get away if they aren't trying to fight back.

Have shared thoughts on the rev weapons bits in a few other comments that you might find on my profile, just to reiterate that we're open to a variety of approaches if it doesn't look like this is the way forward in players' eyes!

Comment

Originally posted by RSWarlock

If this is an issue, maybe have "MVP kc" and standard kc as two different counters, similar to how entry mode/normal mode/hard or challenge mode works for raids?

I can see if this is an option, I'm not sure we currently store 'MVP kc' on player profiles, or if it's possible at present. Will pass this on!

Comment

Originally posted by lizard_behind

Primarily, I think it's lame that content devs with a personal interest in PvP are monopolizing a significant amount of resources for a pet project while we do not have a content road map.

The reasoning for this being an 'integrity' update feels disingenuous - there are tons of things in OSRS well below the standard of the game today. It's fine if this is just something the team wants to work on, but call a spade a spade.

Secondarily, if this is going in unpolled you should at least share the (non-unique) drop table ahead of time so that it we can weigh that while we're deciding what to make of the unique rewards.

I don't have a vested personal interest in PvP! My main squeeze is early/mid-game progression, and most of my time spent playing is spent on iron.

There's a dev team specifically allocated to PvP which was allocated long before I joined, because there's a business case to be made for PvP content to be worthwhile.

As for a content roadmap, we're aiming for a Summit in Winter where we'll be able to go into a bunch more detail about what's upcoming and hopefully bring back some more of the 'personal touch' we used to get at Runefest or with other Summits.

I'm not too sure the non-unique table is 'finished' at this stage, but appreciate the feedback and want to reiterate what's said at the top of the blog about our willingness to make tweaks so that the reworked bosses sit in a healthy spot, and hopefully strike the balance between being worth doing without being too good.

Appreciate you taking the time to respond!

Comment

Originally posted by Thermald

This is a criticism that applies to v1 blog as well.

When you do the dps graphs, please stretch out the X axis (MDR) to be much further and label it with the relevant wilderness mobs. The bow and mace ones are especially bad here, as callisto sits at 75k MDR against slash and like 90k MDR against stab, and venenatis is something like 80k MDR against range. The graphs provided go up to 21k which seems misleading at best and dishonest at worst. Like yeah, Vorkath is at 20,070 MDR against stab and range but who cares in the context of wilderness weapons? Nobody's gonna use those to kill vorkath, the most important mobs are things like crazy arch, scorpia, chaos fanatic/elemental, callisto, venenatis, vet'ion, rev imp to rev dragon. You know, the mobs actually in the wilderness.

This is before talking about the "peers" to the weapons - Veracs is missing from callisto and venenatis and dcb/rcb+diamond bolts is missing from venenatis.

This is solid feedback, I'll make a note of it and try to bear in mind how we present DPS calcs in future blogs. Appreciate you taking the time to type this up, think everything you've said is valid.

Comment

Originally posted by Aiulll

How about tying the value of the revenant upgrades to the base item in some way. Perhaps by allowing players to transform the unattached upgraded item to the base weapon with some additional ether cost. We're already seeing the ward from TOA nosedive with how much more common it is than the arcane sigil, and I think it would be lame to see that happen again here. This could happen instead of making the revenant weapons more common from the revenant enemies.

This is a neat approach, will make a note of this and bring it up with the team!

Comment

Originally posted by Legendarydukez

Looks great. I want to add onto the conversation that even with a 20% buff in drop rates, the weapons are still exceedingly rare. Maybe keep them at the current drop rates from Reventnts and have the bosses drop them at an improved rate?

This is also an option available to us! Nothing's off the table, and we can 100% make time for a Poll Blog v3 if what's currently on offer isn't satisfying.

Comment

Originally posted by fred1674

Don't think anyone has mentioned whether everyone in the encounter gets a boss KC (like nex), or just the MVP (like everywhere else)?

Please make it so just the MVP receives killcount, the nex hiscores is pretty worthless due to this

I can raise this, but also think it feels bad to potentially have nothing to show for your time spent at a boss. We could probably de-couple them, but might get confusing for people who unlock the Diary Tasks or Combat Achievements for them while having no visible kc.

Comment

Originally posted by Donkey_Tamer_

Korasi could look better in design but everything else looks great!

What d'you think could use a change for the Voidwaker?

Comment

Originally posted by ShadingShadow

About question 11, why restrict the buff to 5/10/15/20% ?

Maybe it's just me, but I expected the buff to be substantial, sure 20% increase is nice, but the perception of the grind is gonna be the same whether it has a 1/22k or 1/18k drop rate.

Maybe include an option of 20+%, and if that passes, then do another poll of 25/.../Higher%?

There's always room to tweak further, if feedback overwhelmingly trends this way then we'll 100% explore! Worth noting there's a balance to strike between keeping the value of the base weapons healthy vs. trying to avoid the new attachments having a similar price graph to the Pegasian Crystal.

Appreciate the feedback!

Comment

Originally posted by AssassinAragorn

Credit owed where it's due, thank you for listening to the feedback about Zalc and MLM and changing it!

Have you guys decided on what the new drop rate for revenant weapons should be? (And did my skimming miss it)

I'm glad you're making sure this update is done right and properly. Kudos for that!

We haven't, we put it to the players! Check the new questions towards the end of the blog. We'd be open to other approaches too (we briefly spoke about a couple, things like having them dismantle into Ether is an option, similar to Rev weapons and Zulrah uniques)

Comment

Originally posted by SurvivorCoachLt

I'm a PvMer and im excited for the Sceptre and the voidwaker, will be such good items for wildy slayer and anti pking. But if these rewrds will fail, its no hope for PvP, might say goodbye to it, sadly.

The Sceptre is absolutely bonkers for Wildy Slayer.

Like the top of the blog says, the key focus is the rework! We'll endeavour to make the content worth doing, and I'm sure no matter what happens we'll be able to find something that works for players and adds some spice to the reworked bosses on the rewards-front.

Comment

Originally posted by topdrogon

I actually liked the idea of dragon pick from MLM, so I could get 2 from wildy and sell 1 for nuggets to get my prospector set instead of having to do MLM at all for the Falador diary

:(

I'm sure there are a fair few players who would've liked this as an option, we noticed that conversation last time was absolutely dominated by people who absolutely didn't want to see MLM as an option. If it looks like we made the wrong call then we'll for sure re-include, but feels like the right choice based on everything we've seen so far!

Comment

Originally posted by gitanas_nauseda

I still think The Voidwaker looks a bit off, it needs more of something menacing.

What d'you think might make it look more menacing?

Comment

Originally posted by BoilingOctober

Poll the update so I can vote no.

We'll be polling soon, and that will of course be an option! Would you be able to share any of your reasoning? Is there anything in particular about the proposed rewards that you're not a fan of?