JagexHooli

JagexHooli



06 Jul

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!

Comment

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.

Comment

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.

Comment

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

Comment

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.

Comment

Originally posted by AdministrativeLuck20

Just got home from a terrible round of Golf only to find myself unable to unwind due to a 'firewall' issue.

After much frustration, thanks for your post lol.

Funny how I find myself looking to reddit for solutions vs the official site / Twitter. Maybe reddit can be the new home for Jagex info!

We had a post up on the official site during the Maintenance (which is also visible in the Launcher). Pretty regular for us now - so if you're ever unsure, head to RuneScape.com.

We also post notices of these in the TWIR when they are planned so that's another spot you can check.


30 Jun

Comment

Originally posted by deylath

They have said that Revo++ will not work for Necromancy, instead basic attacks will be a big thing for necromancy ( dont remember quite well what others said but i think it wont have much of any basic abilities )

One point they hammered on: Necromancy is meant to be very approachable. As a pernament user of regular Revo, this makes me smile

I can actually confirm Revo++ does work with Necromancy as it stands!

The big thing about Necromancy as you touched on though as it's designed to be the best way to learn how to to play manual out of all the styles. It's the unique opportunity we could really take on with it being a new Style.

We give you abilities at a better pace, giving you time to learn how they work and synergise with various systems, then build or layer on them in a way that's more understandable. This is combined with auto-attacks being more relevant to damage output in order to let you focus more on impactful abilities.

There's also a lot more tutorial support, improved tooltips and more to support that learning. We'll be sharing more details on Accessibility closer to launch as well.

As a fellow Revo user who fires Thresholds/Ults/Binds on Manual, I'm totally with you - I'm really looking forward to it finally pushing me to go full Manual. The key t...

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Comment

Originally posted by x2o55ironman

Are the necro potion ingredients also something we need to discover for ourselves? If so, is there anything you can tell us about them? Will the super necro pots be in the mazcab emergency supplies shop like other super pots?

I'd say that comes under the same stuff yeah.

We're going to explain a lot about the Skill, how things work, things you might need - where we're going to be more cautious is on showing you how to do everything or give so many specifics you kind of know everything to do day one.

When I was playing Archaeology at launch, that moment in Kharid-Et where we were trying to figure out how to open the door with the dials was so magic. That's where we're trying to show restraint - keep those moments (even for small things like potion ingredients!), let players discover things and share the news with other players from their findings/progress.

Comment

Originally posted by Zofistian

Mod Hooli, as a long time player (17ish years) let me just say you guys are Killing it! I mean, not necessarily Jagex as a whole, but you and Mod Doom especially are clearly still in love with the game. Thanks!

Thank you for the kind words! Means a lot to us.

Big props have to go to the team as well. This has been a year-long effort that started last year between us, the dev team and RuneScape's leadership to restore the way we used to interact with the community.

It took some time to reshape the way we worked together across the team (especially learning how to do this remotely where you can't just pop to someone's desk), which I know was painful in places last year while we went through that, but the payoff has been being set up to be like this this year. It's been a whole team effort.

I know I overuse this analogy, but I've been saying we're trying to Crawl, Walk and Run when it comes to being closer with all of you. This is very much just the Crawl phase as we get the fundamentals in place, and we'll improve from there.

Comment

Originally posted by Ertzengel007_IM_btw

That's so close, I hope it's finished, I'd rather have it released around october/Nov but in a finished state

This has been our target time frame for some time now so nothing is being rushed.

The reason we're confirming the date much closer to launch than you'd expect is purely so we could give a date we're extremely confident in. We just left it till as late as possible in development - without being so late we aren't giving enough notice.

Comment

Originally posted by Silly_Amphibian_6390

Can we get some clarification on how the XP scale reduction works ahead of the release please?

Absolutely. There's going to be a lot more info to come over July.


29 Jun

Comment

Originally posted by saltyjellybeans

What's up with lots of their posts never having the video embedded on the actual RuneScape news post?

It's been in there since we posted - not sure why it's not displaying for you.

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I LOVE THOSE BOOKS.

No comment otherwise but you are a human of good taste in my book.

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Originally posted by shinmazinkaiser

"Necromancy has no requirements to play"

Will this include soft requirements? Is the skill 6th age only? Just like Divination, Invention and Archaeology.

Thus World Wakes will need to be completed to train the skill

There are zero requirements. You can literally fire up a brand new account to go play it without having to do anything else beforehand (except tutorials depending on your selections on first login).

Comment

Originally posted by Communication_East

Sorry to be a pessimist, but is there any chance of this getting delayed? Don't want to book time off only for the day to get changed

We've been sitting on this date for quite some time.

We can never say definitively 'it will never move', but we held sharing it until we felt we could drop a committed date in complete confidence. Take from that what you will.