JagexJack

JagexJack



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.

Comment

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

Comment

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.

Comment

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

Comment

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.

Comment

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.)

Comment

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

Comment

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.

Comment

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


24 Sep

Comment

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

Comment

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.

Comment

Originally posted by EndlessWandererCh

You know as well as I that the logout timer only affects legitimate players. Bots don't get logged by the timer.

I don't really know much about it. My point is that it does need consideration by people who know more about it than me.

Comment

Originally posted by Agrith1

Can we have an update that allows all skilling outfits to be combined into one outfit?

Honestly I think skilling outfits are in a really weird place. The same thing applies to things like the achievement diary armours as well. My preference would be for benefits like this to be changed into passive unlocks in some way (perhaps as a default, perhaps as an additional unlock to make them passive like how the new varrock diary works). This is a reasonably big project though, but it's definitely on my mind.

Comment

Originally posted by Some_Lad

Can you add a shop/store that allows us to pay exorbitant amounts of gp for higher stock of items? I.e. Rune shop runs only have 100 of each blood and soul rune. A new store would allow us to buy say 1k - 5k of those runes daily but for 10 - 20x of grand exchange price.

Or even herblore shop runs (think of bomb/powerburst vials) to allow us to buy bomb vials for 10 - 20x their grand exchange price.

This could combat that limitations of G.E. limits instead of having to ask other people to buy items for you + it helps ironmen who have a lot of gp but nothing to spend it on.

I'm not sure about this exact suggestion, but I would say in general we've leant hard into item sinks rather than money sinks, and actually money sinks would be more beneficial to the health of the game right now. Broadly speaking, I definitely support spending coins to alleviate things in game.

Comment

Originally posted by michael7050

Construction.

It's old, the POH code is a mess, and POH's just aren't used anymore except for edge cases.

I know it, you know it, we all know it.

Are there any plans to give Construction a solid, actual benefit to the player? In the past this was to show off your POH, and accomplishments there to other players, as well as provide QoL features that are now mostly surpassed by other sources.

A full rework, an alternative to POHs (Player owned towns?), or something, anything, else?

And if the answer to this is no, then why not? What's the reasoning behind neglecting one of the most fondly remembered skills in the game? Especially one with the highest money-sink potential.

I would distinguish between a full rework and the more general problems "it's not great to level" and "there's not much reason to level it". Fixing those problems is actually much easier than doing a full rework, and is something I'm actively pushing to see happen.

Comment

Originally posted by Voltorn_Elda

War's Retreat has been a brilliant addition to the game for PvM'ers, and together with its rewards, it has been a great success.

Can we possibly expect such a similar 'hub', but for skillers?

Something like the 'Skiller's Grove', where you can attune portals to specific skilling locations, a similar portal directed towards the 'newest' skilling addition, and perhaps even an earnable currency akin to Marks of War (Marks of Skill?) with which players can purchase upgrades and whatnot? (This would also be the 'perfect' way to introduce a 'master' skilling outfit which allows you to add other skilling outfits to it, and would serve as a high end skilling reward in the Skiller's Grove)

This is a complicated topic. Broadly speaking I agree that there should be a "skilling hub" but there are a bunch of competing concepts:

  • Max Guild
  • War's Retreat
  • POH

Personally my take would be that isolating players into solo instances (as in the POH) or segregating high level players (as in the max guild) are the wrong approaches to this. I also don't think that war's retreat should be a key unlock for skilling, so it seems to me there's a clear case for a skilling hub. However, you can see elsewhere even just in this thread requests to restore the primacy of the max guild or POH, so it's not super clear cut.

Comment

Personally, I want to see a longer logout timer. I may not be aware of any issues involved so I'm wary of promising anything.

Comment

Originally posted by World_2

Does the "Grand Exchange Tax update" include the ability to purchase items on the Grand Exchange for over the current max cash or is that a separate update?

Yes, these are tied together.