JagexHooli

JagexHooli



24 Jul

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.


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.

Comment

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.

Comment

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.

Comment

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

Comment

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

Comment

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).

Comment

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