JagexHusky

JagexHusky



25 Feb

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Originally posted by phasermodule

Do you play Runescape on your computer?

What else are computers for? :P

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Originally posted by phasermodule

Where do you work?

At my computer


24 Feb

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This looks really cool! Only had a quick scan while at work but I'm definitely giving this a full read through going to explore the details (thanks u/echelios) later!


08 Feb

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Originally posted by dogchode69

Why has the information not shown inferno in any way at all yet the update is coming in sub two days? If you want transparency, show the difference in a current setup with addy darts bp (rune and dragon too) on zuk healers, ranger & mager and then what the proposed bp would be in the same scenario.

Jal-Xil, Jal-Zek and Jaltok-Jad are in the blog but the Zuk healers are not. Ultimately all that matters is the defence of the creature which gives you a scale of "Ok, it's not all that different against lower defence" and "Oh it's substantially more affected against higher defence targets"

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Originally posted by suchareq3

Your philosophy toward Toxic Blowpipe seems to remain at "if you buy Dragon Darts it's only a 10% nerf so it's fine", causing to ironmen get shafted. A 30-40% nerf to mid-game Blowpipe is INSANE. I'll have to pull out a DPS calculator everytime I'm even thinking about using Blowpipe anywhere.

Nerfing certain monsters' stats seems to be the wrong approach here, because the obvious unintended side effect is buffing other ranged weapons against them.

It's not a 30-40% nerf to mid-game blowpipe with adamant darts.

Depending on the situation it's closer to 15-20%. The examples given in the blog were places where it would be affected the most.

Vorkath - A higher defence creature which you currently might blowpipe (although you can still reduce defence to put the odds further in your favour)

Shamans - A piece of content where you don't have all the accuracy bonuses from your ranged gear (as you have to wear Shayzien gear) so the accuracy loss of the blowpipe matters more.

Shamans we mentioned specifically as an example of content we'll monitor, and Vorkath has other options which was the purpose of our nerf. Crossbows in that mid-gear setup are only 6% less DPS than current live blowpipe for example.

Other creatures you're fighting in the mid-game will be less affected than these two examples, I hope all this makes sense. Just trying to help clarify the numbers

Comment

Originally posted by Crumpf

I'm confused as to why only changes to Vasa was mentioned for CoX NPCs? Do you think that is the only CoX NPC that people use the blowpipe on?

What about mystics, muttadile, OLM HEAD, etc

We are aware of other places in CoX where players use the blowpipe.

Vasa is merely an example we have provided and it's also the one encounter where that dps loss is exacerbated by the fact that he heals so much that it's essentially a dps check.

Whilst Mystics may be slower they are not going to be as affected as much as Vasa because of this. Mystics are going to be a flat % slower in proportion to the dps loss of the blowpipe.

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Originally posted by TEAM8HYPE

Would it be possible to retain tob/nm pbs but tie them to the highest player threshold? Ie current tob pb would be set to 5 man tob pb, and current nm pb would be set to the largest size pb category (80? 20+?).

The att requirement changes on weapons have not been addressed on stream or any further blog despite 75 att builds being upset with the changes. I believe this frustration stems not from the att level changing but having to choose between being a pvm build or pk build. Has the team considered readjusting the att levels so that there are pk weapons at the same tier as scythe? For example t78 rapier/mace/blade as pvm weapons and vls as a pk weapon, t80 scythe as a pvm weapon and elder maul (with some buff) as a pk weapon. If not has there been any talk/consideration of adding a t85 pk weapon in the near future?

Regarding the ToB/NM changes that's exactly what Arcane and I have done for Combat Achievements!


29 Jan

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Originally posted by ComradeHHH

Indeed. My version of the reasoning is just what I thought most likely, given the circumstances.

Folks were waiting to jump me so I teleported instantly after the killing blow. Killing was done on a small single's area tile, putting me outside multi cb area.

I saw drop on the ground as I teleported out (300 death runes), but it's too close to say if I clicked teleport before I saw it appear or after.

Maybe task completion can be pegged to the kill itself, rather than the drop becoming 'lootable' on the ground? I don't know which constraints led to the latter implementation. It shouldn't be an issue outside the wilderness tasks, though. On a rare occasion, it could impact the Godwars diary steps too -if a player out of food or prayer doesn't want to risk death by waiting for the loot to appear, and just wants to be done with the diary.

Oh if you definitely teleported during the "killing process" then I now know exactly why it didn't check off and it is something that we can look to fix.

It's kind of hard to explain unless you have coding knowledge but all I can say is that I'm sorry you experienced the bug, we'll try to ensure no one else has that same issue as it's not pleasant to have to go do all 3 again

Comment

Very interesting. World hopping definitely shouldn't lose your progress on this. That was correctly fixed in 2016.

The only thing I can think of from looking at the code, did you happen to be mid-teleport before the loot appeared on the ground? Since it's Venenatis that caused it and you can teleport from that level of wilderness I figured it was worth asking.

If you didn't teleport, did you happen to click on anything in your inventory other than normal stuff like food?


27 Jan

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Originally posted by brend70

Last weeks update

This weeks update

Am I missing something? I haven't done BA this week so not sure if i missed an issue with this?

I believe when the minigame proposals blog went out some time ago we originally pitched that we'd give a hammer out for the defender.

However, there was backlash from the BA community saying that actually makes them get one food less and they'd rather get the hammer themselves after laying some food so we said we wouldn't give them a hammer.

Unfortunately our in-house job didn't get corrected with that information so the dev who worked on it added the hammer to the machine anyway, this was quickly hotfixed last week once we realised the mistake but the blog today is just providing that information to everyone else.


21 Jan

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Originally posted by NewAccountXYZ

Yeah, it's a bit annoying to see u/jagexayiza dodge that question over and over. I wonder if u/JagexHusky would reply.

Sure I can answer about the serp helm/faceguard.

The issue with the faceguard is that it is the BiS melee strength helm (and general tribrid/prayer helm) yet even though it's a master quest it's honestly not that hard (master quests are like roving elves anyway not things like SOTE/SOTF) and the creatures are only 60 slayer.

Despite that the creatures are statted like they're slayer creatures in the 80s so it's kind of all over the place.

We could've either nerfed the helm or buffed the creatures and given the tier of quest it felt more applicable to balance it around level 60 slayer instead of higher, I can't remember the exact reason why but that was the teams consensus between the two

The faceguard is still going to be a fantastic item to have. It'll equal the strength of a serp helm, have more prayer bonus and be better in tribrid situations whereas serp will be better for things like ToB where you want to poison, or just generally when you want ...

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20 Jan

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Originally posted by controler12

will there be tasks for solo cox and cm on the diaries?

I don't think there will be any piece of PvM content which does not have tasks associated with it

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Originally posted by jdong4321

Is it known when combat achievement diaries will be released?

Arcane has done a lot of work on it so far but I've only just now joining the project and we're started delving into the task design process which is probably the single most important thing for the success and enjoyment of the update. Once we're happy with the list we then need to implement all of them but until we've got a list it's hard to say how long that will take.

After they're all implemented, we'll need time to get them through QA and also to playtest them ourselves just to confirm the difficulty being appropriate to the tier we expect them to be.

So TLDR; it's not coming this week or the week after, at least a month but how much longer after that is still up in the air and we don't want to promise a release date until we're 100% confident in it!


18 Jan

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Originally posted by charmingCobra

gnome restaurant completions should either only track hard deliveries or track easy deliveries as a separate number, considering only hard deliveries can earn the unique items in the collection log

If the poll question to display multiple completion counters for various modes of a piece of content passes I don't see why we couldn't do the same for gnome restaurant


16 Jan

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Now I just need to get in as good a shape as that haha


15 Jan

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Originally posted by Original_Reindeer_43

The Master Clue step within the Viyeldi Caves is infamous for being very time consuming to reach. We’d like to propose speeding it up slightly by adding a shortcut that allows players to scale down the cliff in Viyeldi Caves rather than navigating their way to the bottom. This shortcut would require 91 Agility and long ropes from the Darkmeyer General Store to complete.

Just let me jump off the top and take the 50 damage or whatever.

Let's make it a random amount of damage from 1 to 250 so you can test your luck!

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Originally posted by bknight2

A lot of great content in this blog, great work! If we are touching on the content of jars, would it be out of the question to look at Jar of crystals/jar of corrupted crystals(corrupted jar of crystals?) for a hunleff display? It’s one of my favorite bosses and would look pretty awesome mid stomp animation in my POH with tornadoes around it and lit up floor tiles!

I love the hunleff too and a jar of crystals sounds awesome!


14 Jan

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Originally posted by ParadoxOSRS

This is a pretty big nerf to anything except Bandos. Since dying and leaving the remaining supplies was effective in extending trips, especially with looting bag meta similar to those used at Cerberus.

At those 3 bosses it was pretty easy to keep a work after you suicided.

Could the Corp/DKS implementation be revisited, or possible allow irons to use regular chambers too for those other 3 bosses where overcrowding isn't an issue?

I'm sorry but I fail to see why a player might intentionally die to get a longer trip.

As I understand it, it was just that dying was not all that punishing because you could use the supplies dropped when you return to extend the trip?

Generally I suppose the advice would be to not die since that will always generally (to my understanding) be worse overall so I don't see what you mean by "a pretty big nerf".

It's as I said though, we had to make some compromises to do this.

But, I'm not opposed to making all gravestone behaviour be that if you die in an instance your food would go to your gravestone instead of to the floor and then deleted but I'd have to find out if there's a reason it currently doesn't do that first.

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Originally posted by corpslayer

Couldn't the death mechanics be reworked such that a death in any instance causes your food to be sent to your gravestone? This keeps it consistent while also fixing it for different (non-GWD) instances. Or if you want it to be more consistent than it is right now, you can make the food drop under the gravestone in all cases, even if you died in an instance. The former option seems best though.
The biggest issue is probably purple sweets. You lose the entire stack on death in an instance.
A change to something about death mechanics is required, since it currently provides some false information. Either change the mechanics or change the description.

Hmm, I'm not actually sure. I didn't work on the death rework project and I can't remember all the decisions which were made either post/pre-release.

I'll definitely enquire about it because I personally can't see a reason why we wouldn't move all your food to the gravestone location if you died in an instance but perhaps there is a bigger reason I am currently unaware of.


13 Jan

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Originally posted by KippuNut

Why is the Ironman instance acting like a sort private instance? I was under the impression that it would be like the Corp beast instance where the instance still existed even if you weren't in it. But the way the gwd instance now works, if you die as an ironman your pots and food get deleted instead of staying on the floor for an hour. They also don't appear in your gravestone like other private instances, they just straight up get deleted.

Generally the way that the DKs slayer room and the corp ironman cave are not good implementations. They are copy-pasting the entire map square somewhere else and directing players there instead.

This is an issue if we ever need to make a change to one of them we need to remember to change the other one aswell. That's easier for content such as corp/DKs where it's one map square but for something like godwars where it's 4 map squares across multiple different levels it becomes a nightmare to maintain.

So looking at the options which were available using instance, we could instance the entire dungeon or just the boss rooms. Since every NPC would have to be added manually and every NPCs script would need to be re-coded to work in the instance that was a colossal amount of work for not a lot of gain. The only thing we actually cared about was giving ironman access to fight the bosses whilst only competing with other iron players.

So this has led to the Trailblaz...

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