JagexHusky

JagexHusky



28 Mar

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Hey, just want to jump in before the weekend and clarify that there are no plans for dragon smithing with Sailing.

We have some plans to use metals up to dragon (as stated in the comments) for building facilities on your boats but it'll likely be through a different name than "Dragon bar" there's just some placeholder item configs we never removed before the alpha launched and we know a bunch of you have had fun snooping around and speculating (which is completely fine!)

Anyway, regardless of any rough plans we may have, expect to hear more about how other skills and materials could be integrated in with Sailing in future blogs, along with plenty of opportunities to have your say.

Happy weekend all!


25 Mar

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This was a fantastic read, thank you for writing this.


19 Mar

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Sailing Hype! ~~

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~~ Sailing ~~


18 Mar

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Originally posted by LampIsFun

No idea if youll respond to this being that im here so late, but im a bit curious after reading all this feedback. Did you guys ask the RS3 team for opinions from any of the devs who have worked on new skill implementation on how to go about adding a new skill or just generally things to keep in mind while designing one?

We had a few talks with them early on just to kind of dig into what worked and what didn't. Naturally some of the learnings don't transfer across both games but just from a design perspective it's always great to get input as to what worked and what didn't especially from a team that had gone through this process multiple times.


17 Mar

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Originally posted by Environmental_Box748

I feel bad for Elena…. She is going to be the fall person when sailing fails. It’s obvious when new skill being implemented is only being pushed by one mod. If this was a slam dunk then all the mods would be clamoring to talk about it. Rip mod elena

You couldn't be more wrong. Everyone working on Sailing is so incredibly passionate and pouring their heart and soul into it. If Sailing goes down we're all going down with the ship. (But I'm confident it's going to be amazing)

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Originally posted by 2007Scape_HotTakes

Not sure you'll check back here but maybe you can address a concern I have regarding the Alpha -> Release

My understanding is that within the game industry "Alpha" is generally pre-beta and focuses more on the core concept / mechanics working properly and subject to internal tests only. Whereas "Beta" is when the core mechanics work, and the only thing left to do is add additional flavor and polish to said game/skill/whatever.

It just seems weird that yall can expect to go from a "seeing if core mechanics work" build to full release in less than a year.

So my question: - Is this truly an "alpha" build? Or is this a "beta" build that y'all initially mislabeled as alpha by accident, but have kept as "alpha" to avoid communication confusion with the player base?

Honestly, we don't do alphas. So we don't have the best frame for what an alpha should be at an industry standard but from my perspective I believe this to be more of a full vertical slice of 1-30 sailing. It's pretty polished as far as art animations and with rough balancing and the only content missing is crewmates and combat which we'd like to cook for a bit longer before showing players.

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Originally posted by Dangerous_Impress200

Yeah apparently at Runefest alpha you could set up your stats manually to test specific content. Much better.

We've decided to remove a lot of the content skips present in the Runefest build because we really do want this alpha to be indicative of launch 1-30 and get feedback around that specifically.

At RF we had to be aware that some players might only have had around 15 minutes to check it out and while that does lessen their experience as a whole, we wanted to give players a lot more freedom over how to spend their RuneFest time the most.

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Originally posted by Jerri_man

Any idea how long it runs for (or these have in the past)? I've been waiting on sailing to jump into OSRS but that date (and this weekend) have SO's bday so unlikely to hop on at all

We should have a blog going out soon with all the exact details, but off the top of my head, I think a week?

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In all honesty, to some extent I think every player is uninformed, Yes-voters and No-voters alike.

While we've had a ton of player feedback during development it's been through closed NDA playtests (with hundreds of you who opted in through our surveys) it still hasn't really surfaced with the general community. THAT is what I hope the Alpha will accomplish the most, resetting it all so we all are all on the same page.

I spoke to hundreds of players at Runefest, Yes and No voters alike and the biggest thing seemed to be just vibes. People liked the Sailing vibe and voted yes, people disliked the vibe and voted no, or they disliked the vibe but trusted us so voted yes regardless.

Something I repeated a TON to multiple players at the event is "Blog 17 doesn't change an opinion someone had when they read blog 16" and I think that's so true for Sailing, even the few gameplay snippets we've shown of in-progress work don't fully capture the feeling of being on a b...

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What the...


13 Mar


29 Jan

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This will likely reduce over time. We've seen in the past that adding an additional new highscores where an existing variable exists can cause the highscores to struggle which affects players who rely on pulling that data themselves.

So over the next few months we'll likely reduce it bit by bit to help ease it.

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Originally posted by Justanotherstick

is there any chance we will get a reworked CA interface then? Also can we add a "quest" section to CA's. Any CA thats quest related is a huge pain to find. That being glough, seren, tds, galvek...might be missing some but thats the jist of it

I'd love to do it at some point, but "at some point" probably doesn't give you a clear answer. It seemed like a cool pokedex like UI when we made it initially but it's got some clear UX issues that have become clear over time.

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Originally posted by JagexGoblin

Perhaps Husky can speak more to this but I'd imagine it's because those higher tiers are the only really 'competitive' tiers and if people want to compete then it makes sense to keep up with the curve, but for people lower down it's nicer to have fixed goals to work towards and know that you'll definitely get them!

During the Game Jam, Husky shared a Twitter poll asking what people preferred between static/percent and results were super split - this felt like a compromise that might suit both approaches at the right time.

What Goblin said.

We didn't have a clear consensus, there were two conflicting goals from player feedback:

  • Static thresholds give nice clean goals to aim for. Hitting 500 or 1000 for example feels like an important milestone that should be rewarded.
  • Dynamic thresholds have more longevity, as more slots get added we won't have gaps between tiers or need to make additional ranks.

Ultimately we've settled on a compromise, so that Gilded over time isn't going to get significantly easier as easier log slots get introduced over time (It will still slightly, but less than if it was static) while at the same time we'll reward significant milestones.

It's not perfect long-term but we can always add steps inbetween Dragon/Gilded if it becomes a massive issue. I've no clue when this would be though and player feedback will surely guide that.

I personally don't believe that the current system has an issue even at 2000 log slots (180...

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Originally posted by Isthatyouson

How is the collection log menu when you actually go into the headers? Is it similar to the combat achievement system that is an absolute nightmare to actually use and awful to actually see anything?

This new interface is just an "Overview" interface. You can still directly open the old one, you need to go out of your way to see this one.

When you click on the header "buttons" it just takes you to that tab of the existing collection log, exactly how you'd expect it to look pre-update

I didn't want to do what CAs did and make you go through this everytime you wanted to see the log and just create additional clicks


11 Dec

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Originally posted by Kukoshima

I feel with sailing we should be able to get higher quantities of fish, we gotta unlock the fishing level for a certain fish first, then the sailing level. Put together you catch fish at an accelerated rate, no more drop click. You actually get your monk fish and save some GP.

I completely agree!

We have some designs yet to be shared for an activity called Deep Sea Trawling that I expect us to poll and blog in the future.

(We've mentioned previously that secondary activities relating to other skills would require a separate poll)

It just wouldn't be a sea expansion without introducing some new fish. I'll save what those fish do for then but I'm genuinely excited for the acitivty, it's one particularly close to my heart.


25 Oct

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Originally posted by JagexNox

mb bro

Damn, you're worse than me!


27 Aug

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Originally posted by BJ_hunnicut

I once gave a player advice in hallowed sepulchre... it was an npc

LOL, thanks, this just made my day.

I remember coding all of those NPCs and having a lot of fun doing so

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Originally posted by JagexArcane

I'm ready and here for it.

o7