JagexHusky

JagexHusky



02 Oct

Comment

Originally posted by Egdni

Looks interesting! What's the rate of accelerated xp?

It's currently set as 3x the experience rates until we move on to our internal balancing to see what that feels like to play :)

Comment

Originally posted by nobby_m9

The difference being most BIS drops are accompanied with a decent loot table.

It's interesting that you think that when the most common feedback we get from droptables is "We want it like God Wars, a very scarce drop-table with a high value rare reward". Your comment would imply the opposite.

We want the Jaw to hold a reasonable value so we've made them harder, it wouldn't make sense to increase the droprate and negate the point of making them harder.


18 Sep

Comment

Originally posted by Tomsot

I see, if I can buy them in the main game I am happy, but more so if they are like ornament kits rather than no stat cosmetics

Hopefully you'll be pleasantly surprised with the Rewards we intend to offer :)

Comment

Originally posted by Cope1010

I like it! But as someone who can only play 2-3 hours a day max, it kinda seems pointless to even try to compete against streamers and other people who can easily play 8+ hours a day everyday.

What if each account was limited to like 6? hours a day on the league gamemode? That way, it keeps it more about efficiency and less about who can dump the most time into it. It would also discourage account sharing for those who would try to grind 24/7, and it wouldn’t end your run to #1 if you have to take a day off.

Keep your eyes peeled for the future Rewards Blog. The Rewards System might give more insight as to why it will be worth playing even if you can only play for a few hours a day :)


14 Aug

Comment

I can confirm what /u/Darkpawra wrote. He has the same droptable as a regular man.


12 Jul

Comment

Originally posted by Reach_4the_sky

Wow, I bet even /u/JagexHusky wasn't expecting you guys would find them so quickly.

I swear to f**king god, I'm willing to bet you wiki admins know way more about all the little things in the game than the jmods themselves. I would totally watch a contest where you guys and the jmods get tested on in game knowledge.

Yeah, i'm surprised that they found all of the ones (that I can remember at least) within a week. Very impressed, i'll just have to get better at hiding them in the future!


11 Jul

Comment

Since this has come as a result of a change i've made I feel like I should comment.

First of all, no pure actually contacted me or asked me to make the change. I came to the realization myself post-release that getting the altar back awarded prayer xp and that this choice becomes more significant to an account wanting to train at the undead druids next to the altar but did not want to gain prayer xp.

The intention when designing the content was to make the player face consequences for choosing to attack Olbertus but only so that they would have to walk a harder path to get it back. Since there is no warning when attacking Olbertus that the altar will be cursed it felt more harsh than intended to take away the altar from them when they had access to it beforehand. The player was always supposed to be able to get the altar back given a bit of work.

However, if I had designed it so that they couldn't use the altar at all before making the choice then I would no...

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09 Jul

Comment

Originally posted by cartesiancategory

I respectfully disagree.

I think having more bosses in a non-instanced multi (like Sarachnis/GWD) is a good idea, but having requirements gives people incentive to actually do other things in the game. It also limits players so that they can feel they earned the right to enter the boss lair. In a lot of other video games, you need do a lot of things before you finally get to see the boss (and correspondingly fewer things if the boss is lower-levelled, but nothing is ever free-reign). GWD does this well with the KC system, and so does CoX with the layout (at least for solos). I expected the miniquest to be required for Sarachnis and somehow tie into being able to see the boss for the first time, but they did away with it for some reason. The story could have easily been rewritten to mention Sarachnis as this big scary thing in the tomes, and maybe they could have done something like have Logosia hand you a battered key that she found in return for you adding to the knowledge...

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The original design had it as a requirement to complete the "In Search of Knowledge" miniquest before being able to gain access to the boss room.

While I agree that locking content behind such things makes for a more integrated experience, I received the following feedback from the rest of the team which changed my mind. "It makes sense for the tasks which the player is required to do are reasonable and in line with what you're unlocking, it should feel 'real' and nor arbitrary".

The lore behind the temple isn't entirely connected to the existence of the boss and the fact that the player can see the boss but is prevented from accessing it because they haven't returned the tomes to the library doesn't make sense and because Sarachnis is supposed to be a boss which helps teach mid-level players about basics of boss mechanics it doesn't make sense for them to only be able to learn that after doing a mundane, rng dependent task they could get bored of and stop doing.

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08 Jul

Comment

Originally posted by Zxv975

Oh good. That drop single handedly made me stop turning in grubby keys that I was getting while killing Sarachnis, as dealing with an inventory of hides and bones at the end of a trip was annoying. Great change.

That's the main reason i'm changing it. It made sense to be un-noted for those killing red dragons and using their key but it was nothing but an annoyance to those doing Sarachnis/Undead Druids

Comment

Originally posted by Lazypole

I think even for a mid level boss the drop table needs a bit if a buff. Nearly maxed combat and each drop is about 10k average, think mid levels will have a very hard time profiting

I mean... I'd rather be slightly on the lower side until efficient metas are figured out.

The boss is definitely profitable and the average drop is substantially higher than 10k on average.

Comment

Originally posted by cartesiancategory

OK, thanks for the numbers and clarification. I just have a couple of counter points:

Runes

  • While the meta has shifted for Crafting, I think one meta for cosmics is still for Cure Me at Zulrah pre-antivenom+s and also pre-serp helm. This is what I was concerned about, because currently the efficient meta is to have several thousand cosmics on hand for this.

  • As for Runecrafting -- I think the hope amongst members of the higher-level community was that it would continue to be important for ironman players to craft their own cosmics, whether that be through ZMI or through actual double cosmics at the abyss/fairy rings (+QPC/66 Agility). This seems to devalue that a little.

  • I suppose if you can only get 200 cosmics per hour from Sarachnis, that is fairly balanced. Currently I get 82 cosmics per trip at the Abyss and I think I can do like 45-50 trips an hour, which is substantially more than 200. It only takes 3 t...

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Since it's a concern for quite a few people I don't mind saying. The wine of zamorak is a 1/50 drop for 5-8. (So average 6.5)

At 200 kills/hr thats 4 drops so 26 wines per hour. I saw a few "loot from X undead druids" where some people just got lucky. Hope that clarifies any concerns on that.

As for the cosmic runes, you're concerned about an efficient meta for Zulrah in which the efficient meta probably won't tell you to go kill Sarachnis before you do zulrah

Comment

Originally posted by Master_Willem

Forgive me if i am missing something here, but would it not be best to have the boss non-instanced like it currently is, as well as an option to make the fight instanced? That way both groups and solo players can fight the boss as much as they like.

It's really hard to balance a drop-table for both instanced and non-instanced versions. I also feel like making it an instance is not required after seeing how much it has quietened down since the initial release.

If it was instanced the cudgel would probably have been at least 2x the current drop-rate if not more in order to compensate for the number coming into the game.

Comment

Originally posted by 2gogetas1stone

Sarachnis drops dragon bones and there are Red Dragons near her boss chamber... Is it safe to say that canonically, whenever Sarachnis is hungry she goes and preys on the Red Dragons? /u/JagexHusky

That was the idea, either that or her minions are going out and overwhelming the dragons with their numbers! :)

Comment

Originally posted by cartesiancategory

Hi /u/JagexHusky,

I asked you on Twitter but I don't think you saw -- why does Sarachnis drop cosmic runes? These runes are intentionally made hard to get (every shop has a low stock of them, they are not available in the Magic Guild, and no low/mid-level monster drops them in any real quantity). However now Sarachnis offers a way to get them by the hundreds. I do not believe this fits thematically and it seems like you're just making it easier for ironmen to get cosmic runes. These runes were designed to be hard to get and I think you should have kept it this way. Can you please explain why the drop table was designed this way?

Many high-level players in the ironman community also believe that this update seems really catered towards ironmen players -- especially the undead druids' drop table, seeing as it contains things like wines of Zamorak, which were previously hard/tedious to obtain until one could kill KQ easily. Adding these wine...

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Hi, i'm sorry I never saw this on twitter. I'll do my best to give as detailed of an answer as I can on this.

Runes

  • Personal feedback i've noticed is that runes as a whole were kind of sprinkled a bit heavy-handed in to some of the droptables personally. The biggest reason for that was that they hold value fairly well and they are pretty useful.

  • While this doesn't have a big impact on the economy, I can understand your concerns from an Ironman perspective. I'd like to explain why I don't think it's as big of an issue:

  • First of all, cosmics are not really in high-demand for Ironmen anymore because the crafting meta has almost entirely shifted from battlestaves to seaweed/sand. Any low level which would require to get a lot of cosmics will not be able to kill this boss until they are much higher level.

  • And secondly, the number of cosmic runes the player gets per hour of Sarachnis is substantiall...

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Comment

Originally posted by Tokesu

As a 97 combat main, I absolutely love this piece of content and I have had a blast killing the boss now that it's a bit quieter. Thank you so much for this!

Thanks!

It's hard to know if i've balanced it right in difficulty for the target player since I am not one. I'm curious, how did you find the difficulty of the boss personally?

Comment

Originally posted by MeteorKing

While i agree with you on this, Olbertus shouldn't be able to take 5 dragonstones from you if you've already locked yourself out of gaining the benefit from that.

It lets a player bypass the fight should they be in-capable of doing it so I decided to leave it in :)

Comment

Originally posted by Regenitor_

I was one of the people complaining about maxed mains with scythes camping the boss due to the pet drop, but now that you mention it, the collection log existing is going to draw maxed mains to any new content that comes out - regardless of what level it's aimed at.

Thanks for this breakdown. Very insightful. I watched a Q&A you were on recently and I can't tell you how refreshing it was to see a mod on the couch who A) demonstrated clear passion for the game and B) knew what they were talking about. I'm looking forward to seeing what you work on in the future, Husky!

Thanks for the kind words!

I hope you manage to get some time to tackle the boss yourself now that it is a bit quieter :)

Comment

Originally posted by B-O-double-S

What is the drop rate on killing temple spiders for the pages? I’ve been killing them to get pages for the miniquest but so far I’ve managed around 350 kills and got 7 pages in total

I won't reveal drop-rates for anything until a few weeks after release but that doesn't seem too far fetched to get 7 pages in 350 kills.

Luck varies a lot from person to person, the spiders are not meant to have the pages drop commonly because they are in multi-combat and are fairly low level

Comment

Originally posted by shlepky

How long did it take you to create this from the point where you got the go to start creating this till the finished product?

If the finished product includes dev time, going to QA, implementing QA feedback and then release then 3 months? ish?

This was my first major project so I had to design and implement all of the content myself (graphics by West). So it's definitely worth noting that I honestly feel like I could do it in substantially less time now that I have a better grasp of the tools available.