JagexHooli

JagexHooli



13 Jul

Comment

Thank you for providing detailed feedback on this. This is a great conversation to have, especially with what we've been saying about wanting to be more reactive to feedback going forward.

In general, what you've highlighted is a need to either have more in-depth conversations on feedback like this closer to releases and/or quicker reactions based on how you are finding the experience of something we've implemented. As others have mentioned in the thread, data does also tell a story so we need time for things to 'settle in'  - but that period of settling likely doesn't need to be as long as the time some of these have taken.

The reality is, with the amount of content we're producing, developers move on to their next projects quickly to ensure we're delivering major updates on the monthly basis.

These more complex balancing tasks of high end consumables are a significant time spend for development - they need to assess data and feedback against design intent,...

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12 Jul

Comment

Just checked with Spear - looks like we had an issue with the streaming tech. :(

Usually it's a VOD we put live after the show for something like this, but it doesn't appear to have privately streamed to YouTube for us.

We'll see if we can get it up on YouTube tomorrow through another method but unfortunately it'll only be on Twitch for now.


10 Jul

Comment

Originally posted by twtvmillerandybr

Not overly impressed was hoping for the quest changes from gamejam and the boss scaling that was proposed on twitter...

It's very rare anything significant from Game Jam can make it in that fast.

Game Jam projects need to be approved and scheduled in production/testing alongside all the other work we're doing.

As a general rule, expect to see any major Game Jam projects we can bring to the game in the following weeks/months rather than immediately after.

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Originally posted by ResolutionDeep2922

Next Monday last fort update? Because we have a stream Wednesday

Not necessarily the last update involving the Fort, but definitely the last content in the Fort Forinthry season.

And yes, Dead & Buried is next week. We'll be revealing it on Wednesday in a blog, with a small segment on stream dedicated to running you through the latest Fort Upgrade from the Quest.

(As there's a lot of story moments in the new Quest, we couldn't really do a whole stream reveal on it just because it would involve spoilers a-plenty. This will be more one for you all to discover).

Comment

Originally posted by JagexHooli

We're looking into this - we've pulled it from the TWIR for now as that was the intention. It's possible it wasn't able to make it in for the build, but we're checking for more information now.

Ah, turned out not to be something we could do and we didn't get the update on our end. Apologies for the miscommunication!

It'll be updated alongside the Soul Dye when that happens, unfortunately we couldn't do an in-game preview without the whole set being done.

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Originally posted by Adept_RS

Although you can view the new design at the Parcels from the Dead area, the Soul Dye itself has not been updated in this week's update.

This was a lie. its not updated in game at parcels from the dead area.

We're looking into this - we've pulled it from the TWIR for now as that was the intention. It's possible it wasn't able to make it in for the build, but we're checking for more information now.

Comment

Originally posted by meistersword

Would like to see weapon previews too. Current soul fsoa looks really bad and doesn't justify the dye as the base model is doing the green color scheme better.

We will definitely show how a lot more of the Dyes will look once they are done.

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Originally posted by Lordroxas77

Yes please. Revert whatever you did to mobile.

We're working on the Mobile UI issue - it's an engine fix which takes more time, but the team are working to address it as soon as we can.


07 Jul

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Originally posted by JagexTimbo

I appreciate that there's different types of players who have different thresholds of spoilers or discovery. We're trying to tread a fine line of explaining mechanics without too much detail but leaving lots of surprises and aspects which make a skill release exciting.

Narrative, fun intricacies between systems, easter eggs and a bit of that new skill flair will be left for the skills release. There's plenty we won't talk about which will still give you that discovery of mystery (hopefully).

Timbo is spot on here. While we're being more open about the Skill itself, there will be a lot left to you to discover.

We're all huge fans of Skill launches being full of excitement and mystery - there's no world in which we would look to compromise that.

While there might be a little less mystery on the basis of what Necromancy is, as we want to give all of you a strong view of quite a unique style of Skill release, there is still a lot we're holding back on.

Quests, Bosses, Narrative, extensive looks at the City of Um, Abilities, Talents and Ritual recipes are just some of the many areas we won't be covering in detail.


06 Jul

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Originally posted by SoloMattRS

Will Necromancy have any AOE potential?

It does. It starts fairly low, but gets bigger the more you progress (depending on the Talents you choose).

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Originally posted by TJnr1

Oh, I guess they're the first necromancer then! Spoilers? Or have I just been living under a rock?

We revealed their name and gave a first look at them in the Cinematic Release Date Trailer: https://www.youtube.com/watch?v=HpGFbcxzJ-k

Comment

Originally posted by EskwyreX

How will Necromancy stack up in terms of damage compared to the other 3 with it being the first 120 combat style? Elder overloads will boost it to 145 which seems kinda insane

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

One added note on this -

Every Thursday in July, we'll be dropping additional Necromancy Insights. This one was a bit of a bonus one, as we wanted to give Rituals their time in the sun and detail them more - but future releases have videos alongside the blogs.

Expect plenty more looks at Necromancy in it's near final form - it's looking even better than the First Look footage!

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Originally posted by SeaProgram2836

Have they confirmed a 2800 or 3000 total level world anywhere?

I'll ask about this - I've not heard it mentioned but that doesn't mean it hasn't been thought of / considered.

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Originally posted by Tkf530

Is there a bank chest by the ritual site?

There isn't a Bank Chest at the Ritual Site.

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Originally posted by 5-x

Oh and I have one more question:

The ritual rewards chest persists on logout like the elite dungeon drop chests, correct? For the skills sake I hope it's not one of those "your rewards get banked/lost on logout" type of things.

Yes it does.

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Originally posted by Charming-Piglet-1594

Meh. Doing rituals in one location to 120 sounds kinda wack. One of the things that worked amazingly with archaeology was all of the different environments you progress to as you leveled up. Any way we can get different ritual spots in the future?

If there was demand for it, we could certainly consider it. The idea is Necromancy will keep evolving and we'll see what players are looking for to guide us.

The variety in Necromancy comes from travelling to Um and across Gielinor training, questing etc - likely going to places you haven't been in years as well as the City (which becomes more alive - insert unalive joke here - as you level too).

Whereas Archaeology was more on an insular 'content' focused Skill, Necromancy has a lot of investment in systems and bringing something that works across 22 years of content. It's a different kind of Skill release in that respect, but with the same huge amount of effort behind it.

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Originally posted by ShinyCapeRS

How Afk are we talking? 5 min + hopefully along with the new lobby timer would be nice.

The later Rituals take a longer time to complete.

They are AFK in the sense that no interaction is required - but you'll be forgoing opportunities to gain extra XP or materials from the events that happen. It's very much a choice between 'optimal' or AFK rather than participate or fail.


04 Jul

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Originally posted by ItsLuckyDucky

There's also This on the Technical section of the RS homepage for those who may say "Why didn't Jagex make a post about it on their website."

We also have it in the TWIR and post a temporary Newspost just before it goes live and stays up while it's active (which is now gone as it's ended).

Comment

Originally posted by F7OSRS

Hopefully they’re fixing the mobile issues in iOS. Can’t believe it’s taken more than a few days to change things around so I can actually click on menu options

Not as yet. The team are working hard on this, but my understanding is it requires an Engine Update - which takes more time and testing. We're trying to get a fix out as soon as we can.