JagexJack

JagexJack



22 Oct

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

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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.

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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.

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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.

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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.

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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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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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Originally posted by 79215185-1feb-44c6

Do these get put on Youtube as well? I have notifications turned on for Youtube but I don't use Twitch and it's a shame because it looks like a very good video that more people should see.

I'm actually not sure. It did stream on youtube so I assume the VOD is still visible there.

Ah yeah here is it: https://www.youtube.com/watch?v=6t4n6rl3EWQ

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Originally posted by the_summer_soldier

To be fair he did say it feels lazy, he didn’t actually say that devs were being lazy. And phrasing it as a question as to why it feels lazy I think helps convey that he thinks fixing up friction points should be done more often as qol updates and less as future rewards (which is debatable as to the proper mixture and honestly likely just a case by case decision). Though by the same token if anyone does take offense to this wording it is good to air such grievances. And despite any wording it would change my personal opinion that I don’t think any of the devs are lazy (I would require substantial proof for that and I doubt I’d ever be in such a position to have any proof either way).

This comment feels like a lazy cop-out.

See I didn't say you were lazy, I just said your comment feels lazy. ;)

To be fair I overreact to the word "lazy" because it's used so often and it's usually so wildly inaccurate - like think about the stereotypes of the problems in the games industry. It's not that devs are lazing around doing nothing - it's that they're working unpaid overtime and never get to see their families. I've seen people come up with all sorts of explanations of what they "meant" when they said lazy, but ultimately lazy is an inherently personal attribution to what is likely quite a complex issue, or possibly not actually an issue at all.

For a while on discord I was spamming the title screen from the L word every time someone said it, and then I eventually resorting to just reeeeeing. I instinctively did that in my first reply to this thread but then I realised that for people who weren't used to the in-joke it might come across very weird....

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Originally posted by Tetramoore

Fully agree, at least when it comes to boss drops as that creates a scarcity problem that only really helps those of us with a ton of resources (I.E. FSOA, BOTLG, Vestments). Perhaps there's space in quest unlocks? Though it might just be an overhaul type fix is needed. Either way, it's fantastic to know it's on your radar at least! Keep up the amazing work!

I'm not completely sure what sort of effect you're imagining as a "gap closer" - do you mean something like a less skillcap-reliant alternative item which has lower performance but still higher performance than current options?

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Originally posted by Tetramoore

There also seems to be a trend of rewards being primarily focused on raising the dps and skill ceiling rather than trying to raise the floor. I'm not saying there should never be updates pushing that envelope, but if you look at the astronomical difference between the average pvmer and those in the truly top percent the amount of dps and damage mitigation difference they have is tremendous. Especially if you compare it to any other mmorpg, where the best aren't putting out multiple times the amount of damage as the average skilled player, but 10-20% more. It would be really nice if some updates were directed at closing that gap, because the bigger it is the more it actually limits design space, because the gap between payers and the dps expectations become unmanageably dynamic where it's simply impossible to cover it all.

I agree with the underlying problem you're outlining but I'm not sure rewards are the right way to handle this - any new feature or mechanic or item or ability can be used by the top end as much as the bottom end, probably more effectively.

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Originally posted by ocd4life

I dislike how clunky gameplay that would benefit from changes are used as a chance to create 'reward space' for content, instead of just fixing the issue for everyone.

Who wants to grinding out 100 hours content to get to a point where the game doesn't feel bad to play? The core of FSW is basically to rush people through some of the early game frustrating nonsense rather than actually fix it.

Adren stalling is a thing that comes to mind. Pointlessly tedious thing that just caused frustration. A kind of patch item, the adren urn, was locked behind a holiday event and then a really rare drop and finally as a trade off for other actual buffs with archeology relic. Now we have the puzzle box to stall adren but that is quest locked and still requires an inventory slot. Why couldn't we just have adren drain removed as a combat feature or toggled in the settings instead of years clunky work arounds.

Passive vigour - enough said.

Snipe - feels bad to ...

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This is something that's a big design priority for me - it's something we've gotten wrong in both directions in the past - i.e. fixes that could have been good rewards have been shipped "free" as QOL and fixes that are really necessary for the base health of the game have been locked behind demanding requirements. That said I don't necessarily agree with some specific complaints - passive adren for example is something that makes no difference whatsoever at low levels of play and doesn't need to be baseline.

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Originally posted by Oniichanplsstop

I think the problem most people have in both games is that it feels like you sit on rewards until you need them for rainy days rather than just releasing them when they're ready.

Dream of Iaia was bad on launch. The xp was buffed, Amulet of Salamancy was finally added, and vigour passive was thrown on top.

That vigour passive came out of nowhere on a rainy day instead of from an actual content release, that it felt like you were just sitting on it until you needed to and could've released it any time instead.

The same thing happens on OSRS as well, ie Nex only dropping Torva so they could save Pernix and Virtus for a rainy day, and they even had to use the Pernix set already to replace Masori armor's initial design, so it's not like it's an RS3 specific issue either.

More communication in regards to how you want to handle upgrades, powercreep, etc, would go a long way. Because at some points, you release massive amounts of powercreep when there's no ...

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Yeah that's definitely something I'm conscious of. Sounds like a good topic for a future livestream. The vigor passive was something that sponge had implemented for a future update (zamorak I think) so it wasn't being "saved" exactly.

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lazy

What you're drawing attention to here is another of the pitfalls of trying to have more open communication - a dev gives an abridged answer to what was probably quite a long (hours, days, weeks) design discussion and conclusion, and gets insulted for it.

To be clear it's fine to disagree or ask for further clarification. "You said it limits reward space, but couldn't you just do X instead?" That's a question which prompts the developer to share more information about what they meant. Open discussion is great - it might be that actually what you propose hadn't occurred to the developer and you just made the game better, or it might be that there's a lot more to it than you realised and they didn't have time to explain hours and hours of discussion and decision making in an off the cuff but well intentioned attempt to answer a question.

EDIT: removed me reeeeing