JagexJack

JagexJack



25 Oct

Comment

Originally posted by ChrisMorray

This. The reason people find Jagex tonedeaf is because we often get these kinds of posts about issues, small though they may be, and then seeing a "J-mod replied" message that communicates nothing about the issue itself can be frustrating. Moderation 101: acknowledge the issue and make sure the parties involved feel like they aren't being ignored.

I think this might be the root of the issue here - despite the archaic name, "jmods" aren't really moderators. We're not PR people out here trying to make the company look good, we're developers sharing info available to us in our spare time. If the baseline requirement for being allowed to do that without harassment is a different job entirely, they just won't do it which is exactly what Luma is saying.

Comment

Originally posted by Deceptiveideas

I do agree the above user was unnecessarily rude, but he does have a valid point.

My advice is a mod should first acknowledge the actual bug and then make comments making jokes or answering questions afterwards. Otherwise it gives the appearance of ignoring whatever problem is posted.

This isn’t the first time a Jagex mod has walked into a thread with nothing about the actual topic answered (or even random jokes in comment chains). It’s happened in threads with severe bugs and I can see why people would get frustrated.

What you're asking for here is less interaction. You're gatekeeping the ability of a mod to comment on what they can say behind some issue that they either can't comment on or don't feel comfortable commenting on.


22 Oct

Comment

Originally posted by Grovve

I understand the difficulties behind it Jack. Wasn’t saying other games work like this. Just hoping RS strives to be better than those other games if possible

Let me give a similar example in a different context - open world games are pretty normal now, but back in the days before GTA3 there was a player perspective that the whole world should be interactable. This was a pretty common design ideology and a lot of games were built in accordance with it - for example Elder Scrolls RPGs have worlds in which every building can be entered, which adheres to this design philosophy.

However this isn't "correct design", it's just a way of making games. Skyrim has completely accessible "cities", but one of the costs of that is that the cities are all absurdly tiny. "Capitals" have populations in the dozens. "Villages" have less than ten people living in them. They've traded off the interactibility of the world against the realistic scale of the world, which is a perfectly fine design choice for the game they wanted to make.

By comparison any of the myriad open world games set in Manhattan don't depict the world in anywhere...

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Comment

Originally posted by Volnues

In a game that is jam packed with old things that need reworking and considering jagex seems to be making plenty of money with it’s many revenue streams. It is both demoralizing as a paying customer and sad to see a developer reply that it shouldn’t be expected of them to fix older parts of the game because the game is old.

I'm not saying "we shouldn't fix things". Right now my highest priorities are all fixes (PVM, economy, skills, the way we tell stories, the world building of the game, etc etc). There's an enormous amount to work on and I'm trying to find production solutions to make sure this happens at the same time as shipping new content for people to play.

However, that doesn't mean that I agree that any given thing is actually a problem that needs fixing. To pick a non-lore example, some players believe that it's a fundamental error on our part that some (most) minigames have lapsed into redundancy and there's no reason to play them.

Your original comment was that this "problem" indicates a lack of competence or ability on our part, but that's entirely predicated on the assumption that this is something we should be fixing, which is exactly what I was addressing.

Comment

Originally posted by ProofJournalist

Reading through the dialogue transcript for TotG, Fiara doesn't say much of consequence that couldn't have been said by the other guardians or omitted entirely if she had perished. The only thing I can imagine that would make this difficult is that Twilight of the Gods doesn't require The World Wakes and might lead to weirdness in the niche scenario where TotG initiated to the point where Fiara appears, and then Fiara dies in TWW before the player completes TotG.

I get that it's probably a lot of work for little clear benefit but I think lore players appreciate such attention to detail.

I talked about this in some detail in one of my runescape youtube videos but I'm not entirely sure which one - I think it might have been Icthlarin's Little Helper but I'm not entirely confident.

TLDR you kind of summarised it yourself - a lot of work for little clear benefit. One of the core things that separates a professional developer from a hobbyist (which is for example what I was earlier in my life, and still am in my side projects) is the ability to prioritise what is most impactful, because time is limited. When I'm making something in my spare time I can ignore this if I want, because if the thing I'm working on never actually ships that only really affects me. In a professional capacity, I have a responsibility to my players and my company to devote my efforts to what creates the most benefit to both.

Comment

Originally posted by Volnues

“Can’t and shouldn’t” It’s just sad to hear this from somebody who works on a RPG

You can assert this as your opinion of how you think RPGs should work, and that's perfectly fine, but even the majority of single player RPGs produced in a single span of 2 years and shipped complete don't work like this. Expecting it from a 20 year old continually updating MMO just isn't realistic.

This sounds like a good topic for a livestream, I'll put it on my list.


21 Oct

Comment

Originally posted by Volnues

Honestly issues like this are what slowly show the cracks of the development, even if this dialogue is insignificant it still shines a light on how jagex doesn’t even have enough developers to QA test

Bugs are classified according to how much impact they have on players and prioritised accordingly. Lore bugs are pretty much Cs by definition. This one is arguably not even a bug, since dialogue doesn't automatically update with changes to the story, and can't and shouldn't.


20 Oct

Comment

Originally posted by Ready-Development830

Hey Mod Jack. I've been critical of you and how I perceive your tone, and pretty rude at times in the past, and I just wanted to apologize. It's clear how much you care about this game and its community, and I just wanted to say thank you for all you do.

Thanks for saying so, and don't worry. I can be rude sometimes. Telling it like it is is quite a difficult line to navigate.

Comment

Originally posted by Legal_Evil

If this project proves to be successful, will the idea be expanded on to other aspects of skilling drops from pvming, such as runes, logs, and raw fish? For runes, OSRS already has implemented blood rune essence in boss drop tables that increases blood runecrafting production instead of straight up rune drops. May we get something similar in RS3?

Also, may the metal ore and bar economy be reworked so stone spirits aren't worthless? Right now, there is not enough demand for ores and bars from pvmers, unlike runes or arrows.

Part of the reason to start with Farming even though, as many have pointed out, Farming doesn't feel like the highest priority is that it makes the most intuitive sense to function this way as seeds are necessary in a way that doesn't really apply to e.g. ore and fish.

Assuming the economic aspects work out though, yes, I would like to find ways to make all the gathering and artisan skills relevant in the same way.


19 Oct

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Damn, I wish I'd thought of this. Would have saved us so much reward space.

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Originally posted by dc1222

Yea it was a really nice stream. Gonna go and watch the previous stream by him on his position and other stuff.

Surprised to not see Hooli. Haven't seen any comments from him on the sub either. Has he also resigned?

Hooli offered to come on and help if we needed him, but he's pretty busy and I thought we could manage without.

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Thanks. I'm hoping over time it will just become more of a regular and expected thing and we can just have open Q&As and stuff.

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Not averse to this at all personally. My take would be that the Mr Ex option is slightly outdated in terms of the way that we think about accounts and account security and that the player should always have control over their account. It should be up to account level stuff like 2FA to protect your account, not irreversible in-game decisions.

I'll raise it internally if there's a sensible avenue to do so.


15 Oct

Comment

Originally posted by LovYouLongTime

I greatly appreciate the time you took to respond.

In your opinion, would updating (even a small to medium update versus a complete rework) a skill take priority over redesigning areas of the map that are equally just as out dated?

Essentially, where does a small to medium WC rework fit on a priority list? Every single player trains WC for a significant period of time, very few people spend significant amounts of time in non main city’s unless just passing through or they are there for something else.

That's a hard question to answer definitively for all cases, but to pick one specific example I would say e.g. fixing woodcutting is a higher priority than fixing kandarin.

Comment

Originally posted by TheOnlyTB

i think one of the most important things to note about what OP was hinting at and you might have missed is that there's large community support behind certain things such as an elite outfit combination (combine all elite outfits into 1) for the sole purpose of not having to justify 45 bank slots and 10 different presets to enable the use of them all. This is a QOL thing rather than a power creep.

what u/Oniichanplsstop mentioned about holding off on potential ideas when they are needed.
Adding them down the line when no one cares about them anymore because the players have already existed so long with the understanding that jagex are out of touch with the community just makes players infuriated because problems in the game are never addressed when they are actual problems.

yes the outfits aren't gamebreaking, but there are other problems like dungeoneering bugs that are gamebreaking but for years we just get responses of "t...

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I agree completely about the skilling outfits, and it's something I'm investigating for the medium term. I wouldn't not fix something that matters just because I don't like the tone of a reddit thread.

I think there's an interesting design discussion to be had with the community on the role of loadouts within RS and to what extent that's core to RS's identity. Completely personally, I hate having to switch gear for every activity, but the idea that you start at the bank by selecting the right outfit for the task at hand seems like a core part of RS's identity to me.

Comment

Originally posted by ProofJournalist

Do you think it would help if mods were trained to be assertive in calling out rudeness while still addressing pertinent concerns that may be raised? Or would that be counter-productive?

Possibly yeah. "Social media resilience training" is something that's been bouncing around internally for a bit. Honestly I think it might be slightly the wrong angle (not that the training is a bad idea) - ultimately you want the devs to be intrinsically motivated to engage with the community because it's fun for them to do so. I share the concerns of some players that it's not good to exist only in a hugbox echo chamber where everyone praises you - ultimately negative feedback is important for us to learn to do better. However, there's a pretty big line between "negative feedback" and "reading this feedback made me want to take a week off to seriously consider whether game development is worth it" and that does happen fairly frequently. Some players aren't very good at walking that line. Faced with that, of course devs will withdraw to smaller discord communities or just not interact with the community at all.

Comment

This is a complicated topic with a lot of factors. While I've never written a full design for it, I have given a lot of thought to this problem. It's probably a topic which in and of itself is worth a whole livestream to discuss, but I'll try to do a quick answer on a couple of points.

The simplest is that it's hard to do much with Woodcutting without also updating Fletching and Construction. This isn't insurmountable, and something like the core mechanics of Woodcutting don't inherently depend on Fletching being different, but anything more complex like new woods (which are needed really) or new reasons to train the skill would do so. Nevertheless the best angle I can see for chipping away at this problem is to start small and fix WC first.

On the other hand, any changes to the core mechanics of the skill do wreak havoc with the absolute ton of existing mechanics in the game. Totally revising the woodcutting mechanics is actually fairly straightforward - t...

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Comment

Originally posted by StanTheManBaratheon

While it's obviously gross to personally insult the devs - particularly when they are going out of their way to communicate - I don't like the mantra of "People being rude drives us to not be communicative".

Especially since, as /u/the_summer_soldier said, I think you're reading what the OP said more personally than it was intended in context.

Folks in the community can 100% suck, but you punish the entire playerbase by retreating and, frankly, it leads to a worse product. Path of Exile has been on a ~2 year run of largely retreating from the community they've decried as toxic and simultaneously (and not coincidentally, I suspect) increasingly out-of-touch and poor content updates.

Dunno, comments like this make it seem like communication can be held for ransom because of a couple community scumbags, and that helps no one.

I don't mean to describe it as some sort of threat or deal or ultimatum - the reason I keep bringing it up is because people often ask "why aren't devs responding?" and I'm doing my best to explain why. There's no conscious mass decision going on here, it's just a lot of individuals each making the right choice for them. When things happen there are usually causal factors, and a big part of my job is recognising them and doing my best to combat them - mostly in a game design context, but the exact same logic applies to internal company organisation and community interaction.

Nothing in your comment is wrong, but it kind of fails to recognise that the people involved are humans with lives and mental health and stuff like that. The game absolutely would be better if every mod was constantly on here (and other forums) chatting with players, gathering feedback, feeling a sense of personal obligation to the community - but such activity comes with a high cost when a significant ...

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