JagexJack

JagexJack



02 Aug

Comment

Originally posted by Kosstheboss123

Yes, they did a ton yesterday lol

I get the impression that jmods on the RS3 sub tend to stay away from "callouts", whereas OSRS jmods tend to post on anything, regardless of the drama.

This sub can be quite a hostile place for developers, who will often get a lot of unpleasant messages in response to anything they post. To be clear it's not usually about the complaint - like the question being asked here isn't an unreasonable one - it's usually about the framing and tone. Developers aren't paid to get on reddit and interact with the community, when we do so it's our choice to, and making it unpleasant to do so discourages us from choosing to spend our time doing so.

EDIT Have edited the comment to use less inflammatory wording - should probably practice what I preach.


01 Aug

Comment

Originally posted by ImVeryBadWithNames

Nah his position appears to have shifted over the hours from his first post in this thread.

There's a big difference for me between "it was annoying, and we didn't change it, and it's still annoying" and "we changed it, and it's slightly more annoying now". In the former case I think "the update isn't about that" is a good reason to leave something alone to avoid scope creep, but once we've touched it that principle doesn't really apply anymore. In this case I believed we hadn't touched it, but it turned out we had.

Comment

Originally posted by ImBoredAtWorkHelp

effectively removing the PVP requirement from the abyss

no it doesn't? When I go back the second time to the abyss I'll still be skulled and pk-able

Sorry I don't mean change it back to as before, I mean change it so the abyss neither skulls you nor requires you to be skulled.

Comment

I didn't realise that you now have to toggle PVP before entering the wilderness to access the abyss. (In dev it worked as before, skulling you when you enter). I've asked for this to be changed to remove the skull requirement from the abyss entirely (and not autoskull you as it used to). I doubt a change like this will qualify for hotfixing, but I'll talk to the developers about it tomorrow.

EDIT: clarity

Comment

Originally posted by IamThrawn44

Yes, you do.

Sorry I should have been clearer. You need the full set on to fill and to use the essence, but you can "carry" the essence without the gloves equipped.

Comment

Originally posted by Mystic_Clover

Wouldn't it have been easier to design the threat system to be more relevant to skillers, with the demonic skull factoring into that system?

Honestly the update is a delicate balance of reducing or concentrating but not completely removing PVP. The demonic skull was intended to be, and makes sense to remain, a reward for PVP, it's just that it interacts with runecrafting in an especially notable way. I'd like to see a much more substantial improvement to runecrafting as it feels very outdated to me, but this wasn't a runecrafting update.

Given that nothing has actually changed mechanically, my expectation is that after the initial excitement of people trying to PVP things will return to how they were before, which doesn't alleviate the need for other changes but should mean the abyss remains basically as-is for now.

Comment

Originally posted by JoshOliday

I don't think this needs to be reward space Jack. I think this is a QoL fix by making the bracelet act as Infinity gloves if you have them unlocked. Kind of like how silverhawks work as nimble boots if you have them.

Yeah I have no objection to this. There are all sorts of ways to think about this problem.

Comment

Originally posted by MightyJill

Yes, it holds essence, you need to wear the outfit for that to work.

AFAIK the essence you fill with isn't lost if you temporarily unequip the gloves.

Comment

Originally posted by SofaKingPist

I think the irritation comes from having to switch it every run, and 1 moment of "I forgot to switch" can easily lead to showing up in death's office. The outfit will be left in storage as long as needing the brace is a thing as not getting PK'd is a higher priority than the benefits the outfit would provide. Letting it work from inv (even if you have to add a cost, either one-time or charges) would be a nice QoL in line with this, or maybe a different option, like being able to add it to the puzzle box, or the infinity outfit gloves themselves.

Yeah there's definitely a bunch of possible reward spaces or tweaks that could be made here.

Comment

Originally posted by Doc_Da

Do you need the full set on to use the outfit as a pouch?

Not AFAICS.

Comment

Originally posted by Vpeyjilji57

Unfortunately, [[Infinity Runecrafting Outfit]] outweighs that. Plus, what's the point of the Demonic Skull if the main drawback still applies without it?

I'm aware of the outfit, but to my knowledge there's no reason you need to have the set bonus active as you enter the abyss when the bracelet triggers. Am I forgetting something?

Comment

Originally posted by UnwillingRedditer

I think the point has been missed here - if the Threat system is intended to provide a threat replacement for PKers, why should anything still force-skull you? The whole point was to make it feel like the risk was coming from the game, not from someone choosing to grief you. Abyss RCing (and Wildy divination and the demonic skull) still feel like that.

The threat system doesn't really interact with the abyss very heavily - it's a wilderness danger system, but you're only in the wilderness for a few seconds at a time. I think there's a strong case to just completely rethink how runecrafting works (it's super weird that a PVP method happens to be the best way to do it, and it became meta because no one PVPs) but that's a pretty substantial update in its own right.


15 Jul

Comment

Originally posted by Jevaneaux

Would you be able to confirm if the death rework changes will require any reaper points? I think it would be fair to give the community a heads up if something like this is locked (timegated) behind a hefty sum of reaper points. u/JagexJack

No, these are changes to the baseline mechanics, not a reward or unlock.


24 Jun


23 Jun

Comment

Originally posted by KBMonay

Ah okay, in Mod B's part they kept using the 'she' pronoun. Made me think there was something going on I didn't know.

Yeah colloquially we call her a she because of the hair. Lorewise though Croesus is a genderless fungal entity which isn't even intelligent.


22 Jun

Comment

Originally posted by KBMonay

It confirmed Croesus is a she!

Croesus is an it.

Comment

Originally posted by Mr__Perfect_

Did this post confirm:

  1. Elder demons as the next level in the hierarchy

  2. Ed4 will begin in the sentisten underground.

  3. Zammy boss fight is in the wilderness crater?

Elder demons are just Tsutsaroth demons. This isn't new lore.


19 Jun


17 Jun

Comment

Originally posted by FatNWackyRS

For sure, but I'd say it started before Archaeology. It was just gradual. I agree Archaeology was the tipping point though, the point where it was felt.

But take the EDs for example; Those are full of lore, are pretty much entirely PvM content from a gameplay perspective, and yet if you go back to Temple of Aminishi's release it predates Archaeology by almost 2 years.

Simultaneously, they're a distinct shift from when we got Araxxor for example. "There's a really big angry f**koff spider boi in a hole over there. That's it." It took years for Araxxor and Araxxi to be retroactively labeled Colossi, and we still don't really have any other information about them; There was going to be an Araxxor quest at some point but it got shelved/never made it into the "planned" phase in the first place.

The distinction with the strategy of the EDs as opposed to the EGWD is that the EDs follow the model of Mazcab - they set their own story and aesthetic, separate from the "main" story of RS (although there kind of wasn't one at the time, we were still in a holding pattern after Endgame). The EDs do a better job than most similar things by making a high degree of effort to integrate into the existing world (characters like Bryll, recurring stuff from Ports and the Arc, dragonkin, etc) and also by starting and finishing a story across a short series of updates rather than leaving it hanging.

The EGWD though works quite differently to this by being part of the main story, in terms of quests leading up to it and out from it - rather than a story separate from RS, EGWD "is" the story of RS during that period.

Funnily enough Archaeology was also intentionally developed not to plug into the main story. There's more to say about that in a future livestream or something, but...

Read more