JagexHusky

JagexHusky



07 Jun

Comment

Originally posted by asq900

I have 2 thoughts to make

1) this new improvement will take away the shortcut to dust devils which is a very popular way of training magic these days. Taking away the shortcut makes the catacombs unbalanced. I like the dungeon but don’t re route the existing short cut into catacombs and create a new shortcut on the east side of the ruins.

2) I would make the new boss requirement be - if you are off task you need a tome (this combats people who will farm) BUT if you are on a slayer task for spiders then you should not need a tome allowing you use every slayer kill on the new boss. This will create a nice training session while on task. Maybe have a minimum slayer level for the new boss as well!

Edit: thought 2 is stupid as you only need to collect all 3 tomes once to unlock the new boss so idc about it being a slayer task. BUT don’t take away our short cut to dust devils

It won't take away the shortcut! The shortcut just requires 2 clicks to go through and it's arguably ever so slightly closer to the bank :)

Comment

Originally posted by bownerator

Why do you want to make this boss better than tower of life to gather red spiders eggs? Assuming it has other drops, if the speed is comparable it's just straight up better.

Red Spider Eggs are not a particularly fun resource to gather. They involve repeatedly killing a level-42 creature endlessly and to buy sardines to do so. The alternative is NMZ. Since the original concept involved this dungeon containing spiders I decided to use this chance to address this issue, those who like ToL can still do so if they wish to.

Comment

Originally posted by ahh_dragon

I like this blog but also got a few questions. Can the spiders be an unlock-able task from other slayer masters like duradel? Should be kinda nice

I'm not opposed to adding it to other slayer masters post-release once people have got their hands on it. Initially I decided to go with Konar to help make her a bit more unique outside of her dungeon and the keys, also it's Zeah content for the Zeah slayer master, so it fits.

Comment

Originally posted by Bernard_PT

Clearly made by someone that loves OSRS.

Thank you for this

Thank you so much for your kind words! I can't take all the credit. The original idea was Mod West's. I just took it on as my first project and created the content within the initial concept.

Comment

Originally posted by NerfRevCaves

Love this design! It seems so Old School, great job! I would love to see some type of design for moving through the dungeon such as slashing spider webs (or something of that nature)

:)

Comment

Originally posted by SeaShantySailing

Personally I really like the spider’s leg design. So i’d try to use the design of it’s legs as a potential dagger or short sword you can craft from its legs. Make it a stab weapon tier 65 for a mid level boss drop this seems reasonable. also could give another option for a decent stab weapon if you can’t afford the abyssal dagger.

I really dig the leg design too! Mod Gee did a fantastic job on making the spider look unique to the other spider models in the game.

Comment

Originally posted by LifeisDankiThink

With that said would salve ei work with it?

Yes, Salve will work on these :)

Comment

Originally posted by tchervychek

This is some proper Old School content. I love it!

Thanks! I'm glad you think so :)

Comment

Originally posted by spockatron

Will this boss be multi or single combat? One thing I see mid level players ask often is "so what can I do with my friends?" And the answer is really quite little.

I also wonder if the 100 cb target is a little high? I think the game could use more stuff in the 85cb ish range, at 100 you start being able to access demonics/zulrah/vorkath. The mole/barrows bracket is quite a bit lower imo.

The intention is for the boss to be a solo challenge for players with around 80s combat stats (100 combat).

I feel like this is at roughly the point in the game where players get "bored" because they can't kill bosses yet but the xp to level up is getting noticeably bigger.

Comment

Originally posted by FlavoredMonsterMale

At mid level yea, but they said high level can expect to make more as well. You already know how Jagex is with not knowing actual rates in the game. Wish they'd put actually expected numbers in the blog posts tbh. (or at least a rough idea)

Gold per hour will not compete with methods such as Zulrah/Vorkath/CoX/ToB for higher level players :)

Comment

Originally posted by killgore755

Looks great. Gives me a very similar feeling/vibe to taverly dungeon. If that's what you were going for you absolutely nailed it.

I definitely wanted to capture that Taverly Dungeon vibe when working with Mod West's design.


06 Jun

Comment

Originally posted by meesrs

This update does actually make sense.

How does it make sense to be the case on ALL max cape variants though? a max infernal/fire cape is EXACTLY the same as a regular infernal/fire cape in terms of stats, so it should be treated like that.

Please read my comment above. It literally does, except when you are above 20 wilderness in which case the person with the cape still loses it as they normally would but the pker gets an extra reward.

Comment

Originally posted by meesrs

Before this update, players with a Max cape killed in deep Wilderness dropped 11,880 GP and nothing in lower Wilderness. This has been raised to 569,250 GP (25% of the Max cape's cost - 2.2M). This change affects all variants of the Max cape.

So it's now pointless to pk with a fire/infernal max cape? Since regular fcape/inf costs 50/100k to repair, and now if you use max variant itll be 2,2m? what kind of bullshit is that lmao, great way to fix PvP /s

Before, if you PK'd with an infernal max cape, fire max cape or assembler max cape below 20 wilderness you would receive a broken version and have to repair it while the pker would a portion of the repair cost as part of their loot. This functionality has been left untouched.

What I did change was make it so that when you get pk'd with any of the max capes above 20 wilderness you lose the cape and the pker gets 25% of the max capes value. This includes the 3 mentioned above and is consistent with how you would lose your fire/infernal capes and assembler when you take them above 20 wilderness previously. All we did is reward the pker for killing someone in a max cape varient.

Roq's tweet here explains it here ...

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