JagexJack

JagexJack



26 Mar

Comment

Originally posted by ActualCommand

Thank you for the explanation! Sorry it took me a few days to get back to you.

I guess I never really thought about the kingdom being small with just a few minor cities but that does make sense. Also creating a new tribe that isn’t directly related to any particular existing ones probably makes design easier since there is less risk of directly contradicting each other.

I’m more of a visual person and wanted to get into reading as an adult so I thought knowing the map/people would help me visualize the book more but maybe it’s doing the opposite.

Do you happen to know if there are any sort of Easter eggs in the game because of the books? Maybe an Easter egg on a new island with sailing?

I’m excited to read The Fall of Hallowvale next in preparation for the upcoming quest! Do you know if I’ll be able to tell where things are in that book or should I go in without trying to compare the current map to what they’re talking about in the book?

I don't know about OSRS. In RS3 there are some references to the book in the new RCing update.

Fall of Hallowvale is a bit more focused on the layout of Morytania. It's combination of OSRS and RS3 lore though so depending on how well you know both games you might be surprised by some stuff.


24 Mar

Comment

For tie-in products like the books, there won't always be a completely 1:1 match between the world as presented in that work and the world as presented in game.

This is mostly due to the scale issues in the game - the obvious example I often use is that in game, Misthalin is a kingdom with one tiny "city" and two tiny hamlets. This is clearly an approximation of the "real" kingdom of Misthalin which is presumably much larger and has a much larger population. There must be stuff "between" the major places we know in game, and things like books (or ingame lore books) might mention these places.

In the case of the essence mine, the geography in game doesn't really match up with the way this was originally described in lore (also in game). We know that the essence mine was reached by a long and difficult overland route, which is why the teleport was so important. In planning the book we discussed many different ways to resolve this, but ultimately there isn't really an...

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10 Mar

Comment

Originally posted by Cris290810

Cool, where in the several planes of existence is Zaros though?

Erebus

Comment

I was asked this on Discord, and here's an off the cuff lore answer for you (as always out of game answers are not technically "canon" but if I get a chance and it doesn't cause a conflict I'll try to stick it in a lore book):

It was the Staff of Office of the High Priest of Loarnab during the late First Age before Zaros's invasion. After Zaros conquered the area, he set up his own priesthood. While he had a few specific commandments (like "worship no other god but me"), he didn't provide any aesthetics or iconography for this new religion.

The human priests largely incorporated their existing cult practices. Zarosianism initially had no equivalent of a "high priest". A council of cardinals were responsible for divining Zaros's will, and the office of Pontifex Maximus was not created until later. Because Zaros was humanoid (unlike Loarnab) they could depict him as carrying the Staff of Office, which communicated his authority effectively.

The actual staff ma...

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03 Mar


06 Dec

Comment

Originally posted by VoidBowAintThatBad

Chopportunitrees?

You were so preoccupied with whether or not you could, you didn't stop to think if you should.

Comment

Originally posted by Rab-z

Its still not too late to rename the lumberjack instinct into choportunities

Opportunitrees.


06 Nov

Comment

Originally posted by _Manks

That scale seems to work just about perfectly with a line from the Betrayal of Falador book series, it was something along the lines of a trip on horseback from Falador to Taverly taking 2 days on horseback.

I overlayed a map of France with the map of Asgarnia and tried to roughly measure the distance from Falador to Taverly. It's just about the same distance from Blois to Alençon, 84 miles. 30-40 miles per day is manageable for horses.

I know the books are only as canon as they need to be until the game goes in a different direction, but it's still nice to see them match.

That does throw my map out of the window, it'd put Gielinor around the size of our Moon rather than the Earth. I'm assuming it needs to be that large unless the planet's Anima is keeping things similar on a smaller scale.

Yeah it's tricky. The two main factors for me are that at a European scale, the existing world is actually massive - we're talking hundreds of small towns and villages in each kingdom. It really radically changes the scale of the world and how you think about it.

On the other hand under the Heptarchy scale, the Zarosian empire (and the god wars in general) really seem like a bit of a provincial matter which gets a lot of press.

In either case we can always do a bit of a "reveal" (retcon) that there are other continents and the god wars were also taking place there, but that would be inconsistent with all existing ingame material on the subject.

Comment

Originally posted by _Manks

I've thought about that an unhealthy amount, and from my best guess roughly 4x the size of the current world map.

Basing that off the temperate regions of the map, with the North being very cold and our southernmost points being the hottest point, so that'd be the equator. Double it for Poll to Poll, then double that for both sides of the globe.

Also the map may be tilted slightly to account for Anachronia not being frozen.

I know scale theory will heavily influence it, but it seems to fit the best for a rough guide.

One of the most pervasive and fundamental, yet unanswered, lore questions we have is the rough scale of the main continent.

The early game is set up some what like the heptarchy (dark ages england, think Game of Thrones in scope) which suggests a size around the same order of magnitude as the UK. That would make a kingdom like Misthalin or Asgarnia something of the order of 20-50 thousand square kilometers, about the size of Wales or Vermont.

As the scope of the backstory expanded though and we understood the expansion and scope of the Zarosian empire, that starts to feel a bit small, and something more the size of Europe makes more sense. That would make the kingdoms something like ten times the size, each closer to France or Texas.


28 Oct

Comment

Originally posted by duke605

In the past, when given the same suggestion, they have said that they don't want agility to have any affect on combat. Tho that was QUITE SOME TIME ago... like maybe a decade ago. They insist on keeping it a useless skill

This was our policy for a while. I wouldn't consider it one anymore.


02 Sep

Comment

Originally posted by Fren-LoE

Mod Jack has actually elaborated on this very thing in a game design stream on twitch via the official runescape twitch channel. This stream would have occurred when he first assumed the role of Lead Designer for runescape 3.

TL;DR is that when increasing the spawn speed of bosses, there needs to be a tradeoff for the health of the economy. Chase items and common loot included.

The game's economy is blind to the difference of a massive damage buff to the player and the speed at which a boss respawns. These items would enter the game at a faster rate than they otherwise would have.

When presenting the idea of a rebalance to boss drop tables to accommodate a faster respawn time, as a theoretical solution, players were against this proposed solution.

He goes into depth on the subject in this post:

https://www.reddit.com/r/runescape/...

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Yeah this is pretty much true. It's a complex topic, but broadly speaking if the game is in a place where the respawn timer is a major proportion of your kill time, that's already an issue. Lowering the respawn timer to "fix" that is doing much more harm than good. The stream is linked from the post you linked to.


15 Aug

Comment

Originally posted by Geoffk123

Making Useful High level ranged and magic armor that goes hand in hand with the 110 smithing update?

i guess they're implying Primal was a useful high level armor?

Yeah I didn't word that very well. The project is a way off at the moment, but the intention would be that we rethink how armour works a bit in order to make it useful, and then provide both budget and expensive (i.e. masterwork) armours for all three styles. That could involve, for example, upgrading TMW to 100.

I have to be careful what we promise in a video because now that we're trying to discuss updates that are further away, we haven't necessarily yet investigated what is feasible for the project to accomplish.


13 Aug

Comment

Originally posted by The_One_Returns

Why aren't you just making all skills 120? You can add more content over the years. Dungeoneering was 120 in 2010 and it didn't even have warped/occult floors on release.

It's just really weird and inconsistent that some are 120 and some are 110.

Comment

The theme for the new wood tier hasn't been finalised yet, but personally I'm not in favour of using the DG woods. The idea of alloying woods doesn't make as much sense (maybe for a super fancy composite bow but it's a bit of a stretch) and unlike Smithing, you don't have the same clean association between the material (wood) and the distinctive DG armours.

I never like to completely rule anything out but it's not intended to be a precedent that 110s are DG materials and items on the surface. Originally the 10 ores thing started as a joke, but we ended up kinda liking it, especially because of how it interacted with Primal.


30 Jul


23 Jul


08 Jul

Comment

Originally posted by Nolifedemon

this, literally like, why eat big bowl of dessert with small spoon?, because big spoon = food gone faster, food gone faster = sadness, so little spoon = twice as many scoops, = twice the happiness.

big spoon make big sugar

big sugar make brain happy

Comment

number go up

make brain happy


02 Jul

Comment

Doing the Lord's work.

(The Lord is Zaros.)