JagexJack

JagexJack



15 Oct

Comment

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

Comment

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


14 Oct


12 Oct

Comment

Originally posted by Arckange

Infernal Puzzle Box (tier 3)
Wilderness Refresh - Adrenaline will not drain outside of combat.
Civil War I unlock
Players who have already unlocked this will not lose access to it.

Does that mean completing the first mini-quest will be an additional requirement to killing 144 demons ("Gross Misconduct" achievement), or will it replace this current requirement completely?

If you already have it unlocked you'll keep it. The miniquest is a narrative wrapper around the same achievement, so it isn't really changing. You'll need to complete miniquest 1 to unlock miniquest 2, but if you already have the achievement all you need to do to complete it is talk to an NPC.

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Originally posted by Whizzo50

From the looks of it as the events cycle they'll slowly shift their times

This is correct and intentional.


07 Oct

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Originally posted by ThaFrenchFry

I don't think I want Ess to come primarily from mining, but maybe a benefit to mining yourself, or an alternate type of untradeable essence, or a product used to 'enhance' pure essence that yields more xp and/or runes.

Like Daeyalt essence in OSRS would be neat, though I think they would need somewhat of a buffed version to not be Dead on arrival in rs3

Yeah something like that was one of the mechanics we had on the shortlist for M&S - every time you mine an ore you also get a free untradeable one for yourself to reward DIY. In the end we felt like we didn't need it (and it's thematically and technically quite clunky) but it's definitely a mechanical option we have if we need it.

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Originally posted by Dryadelderko

Well the thing is, you can adjust it by let people mine them as a noted version. To lower the trips between banks/ using additional stuff, thats makes it better/faster by big margin.

I don't mean to imply it's not a solvable problem, just that you'd have to change quite a lot of things to result in people actually mining it.


06 Oct

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Originally posted by Grovve

Then why not have the amount you gather per minute increase as your level goes up. So a 99 mining would mine it a lot faster than a level 1 mining even if they were using the same pickaxe

This doesn't really fix the issue in isolation because the value of things is exponential but the rate at which you gather them can't be significantly better than linear. You also introduce a weird situation where it's simply not worth gathering a material like this at low level - assuming the economy is working correctly, it would make more sense to buy them than to gather them at 1/100th of the rate.

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Originally posted by Legal_Evil

Add a higher tier of pure essence that can only be mined at higher level mining that gives extra runes when RCing. Lower level skillers can still use pure essence.

"Tierscape" is a really interesting problem. Without tiers we have the problem that RC has, where the low level material's value is set by its highest possible use. (Flax is the same.) On the other hand if you tier things you get the stone spirits problem, where only the highest or few highest things are worth having. (That would be different right now in RC because of waters, but arguably that's also a really weird state for the skill to be in.)

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I agree, but even if it was people probably wouldn't bother to. One band of essence from 1-99 creates really awkward economic issues - if it's worth bothering with for a high level player then it's vastly too expensive for a low level player, and low level players can't produce it in high enough quantities to fuel the high level economy.


30 Sep

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Originally posted by literallyanoob42

The last gigachad JMod

To be clear all I did was raise the issue, it was marketing that chose what to do about it.

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I agree that it's inconsistent. We've raised this with marketing and they've removed this ad.


24 Sep

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Originally posted by LoLReiver

I'd like to hear what Mod Jack's take on this is

Responding to this thread is definitely something that's a personal priority for me, but since unforeseen events can always occur, I'm wary of overpromising and then failing to deliver.


23 Sep

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Originally posted by Roskal

I think your original statement is fair and measured, reddit just have a taste for blood at the moment.

Yeah I didn't interpret the thread as an attack, just highlighting what was said.