JagexHooli

JagexHooli



25 Jul

Comment

Originally posted by JagexHooli

I'd have to get that answer from dev - it's a good question. Will ask what the design intent was there.

Talked to the team about this.

As I suspected, similar to the philosophy I mentioned in my earlier post, this is due to the fact they can be used to make an output even if you don't get to keep it.

On top of that, it also meant Protean Planks could be earned to progress the Construction Contracts store which is in another sense an output. That's out of keeping with Protean Bars for example, which don't award Respect in the Artisan Workshop when used.

Comment

Originally posted by SeaProgram2836

Can you also find out why the email newsletter doesn't get sent out to everyone but rather random groups of people?

I didn't get last week's email.

Do you have your setting in your Jagex Account enabled to allow Marketing emails? I believe that's the terminology. You may need to set that to On if you haven't already.

Comment

Originally posted by dnums

I just hope you all have learned from this mess. Wildly pivoting a character's identity is extremely jarring. You didn't have to address your technical issues this way. Switching between characters during the quest was entirely unnecessary and did not meaningfully contribute to the experience.

Whoever is supposed to be the caretaker of the story needs more influence in your operations. They've been getting almost ignored for a couple years now, ever since someone went "we need a new boss, Zamorak looks cool and has demons and stuff, let's send him off the deep end". The decisions don't make sense with the characters personalities. Your team should be closely guarding the established characters because it's good for business. Imagine if WoW decided that King Arthas was really just a stack of panda bears this whole time. That's the sacrifice that was made here with the payoff being that pressure plate room.

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It's definitely a discussion we've paid attention to and thank you for the feedback.

The divisive opinions around Dead & Buried's story have been heard and it's definitely something the design team have absorbed.

Mod Jack touched on this really well in his latest Design stream last Wednesday in terms of their early thoughts. Worth a look if you want to hear more on what has been taken away from it in terms of lessons or considerations.


24 Jul

Comment

Originally posted by SeaProgram2836

Is there a game update next week?

No Update next week. All final release (RC) testing is being poured into Necromancy from here on out.

For anyone who doesn't know, there has been plenty of testing and bug fixing before this point. RC is when you put a proposed 'final' build into a release candidate stage, and extra checks go on to spot last minute bugs or issues.

Comment

Originally posted by limixi

So the counter for Necromancy which was shared in the mail is false?

Currently thats at 14 days and 40 mins until launch.

That is a very good catch. I'll catch up with that team about how we can address that for future emails with the timer.

Comment

Originally posted by State-Prize

So why do Protean planks no longer work with construction contracts when they give no items?

I'd have to get that answer from dev - it's a good question. Will ask what the design intent was there.

Comment

Originally posted by GoogleSaysRS

Protean planks have existed for 10 years and now, out of the blue, they've become an issue? I get that this change is better for the game's health but perhaps you could keep your MTX team in check a bit more when they design these items to be so overpowered?

Not an issue, more about bringing them in line with other Proteans.

When you use any other Protean - like Bars - you don't get a product at the end of it, it's just XP gains. That's the trade off for using them.

With Protean Planks, you did gain an output because you could use it to build things (such as the Fortinthry buildings) without needing actual in-game resources. They were also more intensive to use than the other Proteans to boot.

This is just about re-aligning them to operate more as a Protean should.

Comment

Originally posted by ReweraRS

Are there any other ways to get this besides levelling?

We want to let you discover it for yourselves though so going to keep this answer ambiguous - but there's a whole bunch of different things yes.

Comment

Originally posted by HexedTitan

“The Raptor now leans his mace on his shoulder during the two townhall scenes of Dead and Buried.”

So… he’s a mysterious man again now?

Mentioned this elsewhere - the Raptor's persona remains He/Him just like it was before. They haven't revealed their true identity to anyone else and are maintaining their persona.

Only you know differently from the Quest and we also don't want to spoil the Quest for anyone who hasn't gotten to it yet.

Comment

Intended.

Comment

The Raptor's persona remains He/Him any time we refer to them. They still present themselves this way in-game to everyone but you.

We do this partly for spoilers, partly because it's the correct reference for the Raptor given their true identity is secret to all others.

Comment

Originally posted by DraCam1

I love the fact how no one gives a flying f**k about double xp anymore. Of course, people will play and all, but there is literally zero hype for it in the comments. Funny.

It's more about the audience here - and where most people here are as players - than anything.

Double XP: LIVE has a huge spike of players coming online and playing for longer over the 10 days it runs - and that hasn't diminished.

Comment

Originally posted by SeaProgram2836

How do you guys plan on launching Necromancy at 11 gametime and then having DXP end at 12 gametime?

We aren't. We haven't got a confirmed time to share just yet - hope to do so next week - but it will be after DXP ends.

Comment

My Global Mute setting today has changed: ON [OFF] 👀


20 Jul

Comment

Originally posted by Ik_oClock

I'm appreciating these blog posts but so far it's been very light on actionable information

The Combat one will have some more actionable information for sure.

Beyond confirming items and useful requirements, I should stress we're trying not to give so much away that people have full, bullet proof game plans for Necromancy launch where they know exactly what to do, when to do it, and where to do it. The XP changes are excluded from this so you can theory-craft on what might be a good levelling route.

The reason for this is we're balancing being open about a lot of aspects of the skill with protecting the element of player discovery that we all love about skill launches. Hopefully once launch comes you'll feel we hit the mark on balancing the two.

Comment

Originally posted by [deleted]

[deleted]

We have explained this yes! Copying my last post that touched on this:

Necromancy is treated a little differently in the sense of comparing 99s to 120 across Combat Styles. It's one of those times we put the design of the experience first to make sure it had that lengthy, beefy levelling experience that people loved about Archaeology.

120 will be comparable to 99s in the other three Combat styles in many respects, though obviously it may be more or less optimal than other styles depending on the situation.

99 Necromancy will still be a powerful level to have, but 120 is more about peak potency.

Comment

Originally posted by SeaProgram2836

Have you guys made a decision 9n a higher total level world?

It's been raised as a topic but I don't have anything to confirm right now. I'd say doubtful for release based on where we are in development, but potentially post release.

Comment

Originally posted by SeaProgram2836

Is necromancy going to have an inverted skillcape on release?

It will not.

Comment

Originally posted by BaseballEuphoria

I really hope next week we get more information on how the xp scaling is going to work (when we unlock 100% combat xp), what xp modifiers will work (such as torstol inc sticks, Inspire Awe relic, scrimshaws of sacrifice, etc) and if any other xp sources are getting nerfed (besides ed3, chickens & cows).

Next week is about Combat and there will definitely be information on XP stuff on the way shortly. We're going to make sure that information gets out there.


14 Jul

Comment

Originally posted by F-Lambda

From what I've seen, they're two separate boss fights unlocked at different points in the story (Hermod halfway through, probably around quest 5, and Rasiel at the end)

This is correct. They are two separate fights.