JagexJack

JagexJack



13 Apr

Comment

Originally posted by NotTheWiseOldMan

What this tells me is that you are trying to be like WoW. Thats probably the worst decision an MMO developer can make. The only way to thrive in the Market is to set yourself apart, You can survive by copying what has been proven to work, but you can not thrive unless you have an identity.

RuneScape HAS an Identity but over the past several years that identity has been constantly chewed away at. Ask yourself as a team, "What made RuneScape... well, RuneScape?"

If you can be honest with yourselves when answering that question you'll find out what you should be doing.

I don't know how that's your takeaway.

Comment

Originally posted by MickandNo

I compared skipping the game to skipping quests. It’s not an added req, it’s a requirement for full access to rewards.

What’s wrong with exploring? Let him go at his own pace, there is a lot more to this game than endgame pvm. Let’s hope he sees that before getting convinced that all quests are garbage and pvm and money making are the only things that matter. It doesn’t take that long to get quest cape, an efficient casual can complete it in 3 months especially when you see hardcores being developed for the big grinds of high level pvm ready in that time.

I can say the same with how do merchers gatekeep endgame content?

The game that the reddit has been comparing to recently (FFXIV) forces you to do lore before you can participate in an expansion. WoW also does this. These games are the industry standard, more popular than RS and they force you to do low level content and LORE just to access the endgame content.

You are calling the game overly restr...

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I believe what you said is true of FF14. It's not true of WOW.

The most recent WOW expansion required players to complete the entire expansion story before participating in endgame (effectively hardlocking the entire game behind a very long questline). This was constantly raged against by the community (along with a whole bunch of other stuff) and appears to have been an extremely unpopular move.

In previous expansions, it's rare that content is questlocked - participation in the endgame tended to be level locked, and quests were an efficient way to level, but typically gave no useful or meaningful rewards and so anti-lore players would strategise how to skip as much of the story as possible.


09 Apr

Comment

Originally posted by Biomation

They literally had a model for desperate measures quest. Dont defend them if they're making record profits and can't put some of it back into their product.

Technically it doesn't really work that way. Modelling and texturing is a lot of work, but rigging and animating takes even longer. The Jas model just sits there ticking because it was never designed to do anything other than that.


08 Apr

Comment

Originally posted by WorldGuardian

It is??? I am truly shocked lol. I'm willing to own up to being wrong lol. I guess it's a fair difference without the effect on her voice... Thanks for the reply though!

No worries. She's actually really nice too, she wanted us to send her the cutscenes when they were finished and got really into the character's personality and motivation.


05 Apr

Comment

Originally posted by JoshOliday

Sorry, but I think you are reading it wrong. They said they had to clear it with CM, community management. They are the PR people and likely have plans on when and how to announce things. So Jack giving us that info here means he wanted to make sure they were ok with revealing that info now and not some livestream or newspost. Whatever these are have likely been in development since shortly after the quest started dev and thus reqs had already been designed.

Yes this is correct.

Comment

I can see the cinematic appeal of the scene you've described, but there are a few reasons we didn't go in a direction like this:

1) We want to de-escalate, rather than escalate, the storyline. Some fantasy settings seem to feel that the only way to follow a threat is with an even larger, more dangerous threat with even bigger stakes, but personally I think this is a mistake.

2) The scene and resolution as depicted isn't something we are really able to depict in our game, at a technical or logical level.

3) Perhaps most importantly, the scene doesn't give any agency to the player character. While some might argue with some accuracy that the same is true of our 2D cutscenes, typically those cutscenes are small moments within a larger quest in which the player has either personally brought about about the events depicted, or played a key role in responding to them.


31 Mar

Comment

Lorewise they're the same being. The only difference is that RS3 Zuk has Ek-Zekkil, which is probably a pretty big bonus.


25 Mar

Comment

Originally posted by Tudpool

I do wish some of these quest lines weren't so linear though and incorporated quests/characters from other quests outside the predecessors to the direct plot.

In general they do. We have to be careful not to totally overcrowd, but you can see e.g. Hannibus and Moia pretty prominently included in the artwork. We don't want every quest to just be about Azzanadra.

Comment

Originally posted by Yurple_RS

Hopefully you're taking everything said on this sub with a grain of salt. There's no way to please everyone unfortunately.

With that being said, he had mentioned something about the economy. There's tons of "elite" players outside of the streamer / content creator platform that have offered feedback and ideas on easy and simple ways to fix the economy.

Jagex has an entire player base of literal subject matter experts, who make a real living as economists and market advisors. It's an untapped resource..

Yeah that's a great point.

Comment

Originally posted by Rune_Man

What I don't understand is why, as a game designer, you think that skilling/pvm and pvp are mutually exclusive and cannot coexist in Runescape or at least lay dormant until your game is technically ready for PvP content again in the future?

Why is it that you feel the need of cannibalizing PvP content to progress skilling and PvM content when you can easily create new 'real estate' on the map for the same purpose?

Or is it that you have already decided that PvP has no place in Runescape anymore?

Well, that's a separate but good question. I don't think they have to be mutually exclusive, and I don't think we have to rule PVP out permanently. However that's separate from the status of the wilderness, which is a very specific kind of PVP. The most well regarded PVP content I can think of in recent memory was WE2, which is still highly regarded internally.

I corrected myself on stream from something like "remove PVP" to "make PVP optional" (I don't have time to go look up my exact words right now) for exactly that reason. It could be, for example, that the Wilderness has open PVP enabled on some worlds but not others, and that playing on an open PVP world gives small bonuses. Whether PKing should be mechanically incentivised is a whole other question, but in principle it's a way to both "reclaim" the wilderness but also retain the option to PVP.

Comment

Originally posted by the01li3

So im curious as to how they work out on what to look at next, ninja, QoL whatever you wanna call it. Do Mods look through reddit and look at the highest upvoted bugs? Do you use the in game bug reporting tool? (cos im convinced in game reporting as little to no affect, and if it does then its tiny compared to reddit posts). Is it worth looking at in game polls again to actually work out what people want as an update?

Personally seen a lot of people complaining about very specific bugs in certain places and they seem to be kind of brushed off. I mean gconc has been an issue for a long time, but its only now being brough up in the next combat council meeting? Are the meetings every 6 months? (came off way more patronising that i intended and am actually curious).

Fleeting boots bug has been out for a while and its being "looked at", while its nice its getting looked at, can the players get feedback as to when they are being looked at. It seems we are left in the dar...

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AFAIK it really depends on the dev. Not just ninja strikes, but just in general when some time is allotted for fixes (this often happens when someone is working on something related) they're either coming to the project with an existing strong sense of what needs doing, or they need to gather info. Sometimes they'll research existing stuff, other times they'll post on twitter or reddit or something to gather ideas and then prioritise them.

The ingame bugfix tool is used. We should get QA to do a stream about it some time explaining the process and what happens, but it actually gets specific time allotted weekly both for processing bugs and for fixing them.

I'm not involved in this process directly so I can't speak to what bugs are and aren't getting prioritised. As with everything, we can spend more time on prioritisation to prioritise better, but that's then less time spent on actually fixing bugs. Hard to get the right balance.

Comment

Originally posted by Rune_Man

That is what he's saying basically.

Ofc RS isn't a single player game, but a large part of our playerbase treat it like one.

My personal take on this is that over the years RS has refined the things that it's good at, and retained the players who like those things, and shed the players who are into things other games do better.

Anyway my point is that while PVP is unarguably a popular thing in general, I don't think it follows that RS can or should attract or retain a PVP audience.

In other words;

Anything mutliplayer in Runescape is of lowest priority because he thinks that most players want it to be that way which is a false impression but explains the lack of actual clan related content or revival of team based minigames.

They won't do anything PvP related and systematically cast out those players off Runescape by ignoring them and removing all Pv...

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Except that's not what I'm saying. I'm not talking about what players should do, I'm talking about what I believe they already have done.

You might say well, if you went back 10 years and changed the focus of the game quite dramatically at that time, things would be different now, and I agree. Maybe it's the case that focusing on e.g. skillcapes and virtual 120s etc was the path of least resistance at the time, and it didn't have to be like that. You might be right. In fact you'd definitely be right by my own logic - if RS in 2010 was a sh*t hot PVP game but kinda meh at skilling, then we'd keep PVP players and lose progression minded players.

Even so though, there aren't many PVP games from 20 years ago that are still massively popular today. This is the point I originally made to Rubic, and the point you clipped out of your summary of what I said. Again my personal take, not policy, but I think if RS 10 years ago had focused on PVP to th...

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Comment

Originally posted by Rune_Man

Mod Jack telling people who remotely like any form of PvP or multiplayer content to pack their bags and leave Runescape makes me sad.

Multiplayer and PVP aren't the same thing in this context. My example would have worked better if I'd said that something like Resident Evil is a non-PVP game, rather than a single player game. I don't at all think it's the case that RS isn't a multiplayer game. That said the basic question of whether the game should include forced multiplayer content is quite a controversial one, and we had multiple questions about it during the Q&A.


24 Mar

Comment

Originally posted by 5-x

Always looking ahead, dangling a carrot in front of players, and not taking care of what we already have in the game is the type of approach that will eventually kill this game. It worked in 2006 but won't work now. It's not surprising that players are getting more frustrated with Jagex's communication and livestreams, when all devs and designers have to say is "guys, game design is hard".

Address these issues. Halve all salvage values, or nerf ED thrash runs, rebalance the gp & xp fountains. Tone down safecracking and Bik scripture. Do something. It's not hard, if you can assign just a little bit of time to it, and teach devs to take responsibility for their content. The huge success of the recent combat tidy-up update should give you an idea that revisiting existing content is worth it.

You reportedly even hired real-life economists to look at the game's ecosystem, and what? Nothing happens?

And lastly, the (trimmed) completionist cape becoming a joke is ...

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Look I understand the points you're raising, and I don't even disagree with... any of them I think, but you're raising them as examples of critical fixes with a 48 hour turnaround and that's simply not the case. They're complex, endemic, long-term design issues which need to be addressed in largely all existing and ongoing content. We can't just pay a dev overtime for one weekend and knock them all out in one go. The fact that you raised five separate issues simply proves the point I made initially that MTX bugs can be fixed faster because there are less of them and they're simpler. My claim was never "we always fix everything immediately" - of course we don't, we couldn't, and no one ever could. I was responding specifically to a point about the comparative effort put into live ops and episodic content, and how that could happen.

I understand that you're frustrated when something you consider extremely important isn't being prioritised. I'm not even saying you're wrong, it...

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Comment

Originally posted by MyCabbagesHelp

  1. What's the drop rate of a lucky dragonkin coin from Nodon dragonkin? I was hoping this would be released in December with gwd3 drop rates.
  2. Why can't we just make the episodic team bigger? I know hiring staff has costs, but if the team is bigger they can produce more content (in theory). Why wouldn't the budget for more hands be approved, even if it takes a few months to train?

I can't really answer the former, but to the latter:

It's super complicated and there are a lot of factors. I guess the key thing to say is that the episodic team is bigger. We actually have a lot of devs right now working on a lot of content. However, if you know anything about people management you know that it doesn't scale linearly. More staff means more coordination, more meetings, more project managers, more line managers (who are also devs now spending dev time on management), etc etc. The increase in effectiveness per additional developer drops pretty significantly.

On top of that, content developer is actually quite a demanding role. Runescape is a complex, storied game and our content developers have a very wide purview - they're expected to be game designers, good scripters, project managers, deal with players, write dialogue, etc etc. Sometimes we'll let some areas slide if we get a candidate who is very strong in other areas (for example a grea...

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Comment

Originally posted by Kye7

Watched all of it. Almost all the answers were wishy washy or "well bring that up later", or "we don't have plans for that", unconfidently. Instead of saying "great idea, we'll make this a priority since so many people are asking for it". This is the type of answer we expect from mods who claim to love the game just as much as us.

Yes they did address some things, but so many of the answers have been lackluster or a Dodge at really answering it. "that sounds like a good target for a ninja strike", avoiding responsibilort/deflecting, instead of saying "what a great idea, I'll get those in the next patch notes since the community really wants to see this". It's always something months if not years later. Maybe have a community poll on the top 3 to 5 things the players want NEXT WEEK (easy things), like changing gconc to 3 ticks, filling rune pouches from banks, other huge QoL stuff thatwould be seemingly easily implemented, but is always put off for the "perfect" ninja strike...

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"great idea, we'll make this a priority since so many people are asking for it"

"what a great idea, I'll get those in the next patch notes since the community really wants to see this"

See this is the part that confuses me. Just because something is asked in a Q&A doesn't mean it's the thing that the community most wants. When devs work on ninja strikes, part of what they do is gather multiple suggestions and try to evaluate which suggestions would provide the most value for players compared to the time spent implementing them. That determination takes time, sometimes even technical investigation or balancing input on whether it's even something we should do. It's not something that can, or should, be just promised off the cuff because the guy on the livestream liked the sound of it.

For your other suggestion, I kinda agree but I guess it's a question of what the Q&As are for. In general I don't think, and it sounds like you don't ...

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Comment

Originally posted by 5-x

content issues are just left to fester, but this simply isn't true

Yes, it is true. Critical content issues are left to fester.

  • Elite Dungeon trash mob farming continues, injecting gold and experience, causing significant inflation.

  • Arch-glacor is being farmed to infinity on 0 mechanics for unreasonable amounts of effigies and other drops.

  • Trimmed completionist cape is in shambles, despite repeated player pleas to add missing requirements.

  • Scripture of Bik trivialised all other methods of gathering clue scrolls in the game, which even Mod Sponge admitted.

  • Safecracking has not been balanced and is spewing out insane amounts of thieving experience, leaving everything else in the dust. Mod Shogun promised rebalance but nothing happened.

I could go on with examples. These are all content-side balancing emergencies that are ...

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While there are many issues (some debateable, some not) there are devs working constantly to fix them - it's just a question of prioritising their impact, replicability, time to fix, etc.

Of the examples you gave, it's ridiculous hyperbole to call the scripture and trim comp "emergencies". I don't mean to say they're not important at all, and should never be looked at, but the comparison we're making here is with some blocker bug.

With scripture, and also with AG, safecracking and even EDs, it may be that content is crowding out other content, but it's also always been the case in RS that shutting the gate after the horse has bolted has produced resentment. Maybe it's still the right call, but that makes it significantly more complicated to fix than just some bug.

Looking around at people's attitudes to safecracking, I can't see a general sentiment of dissatisfaction. Now that might be an incorrect assessment and even so you might ...

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Comment

Originally posted by ImRubic

PvP can take many forms, and only 1 small form of that is Pking. Most people agree, Pking isn't actually PvP (Player vs Player). As for whether PvP has a niche audience or not, it isn't. PvP is by far, uncontested, the most popular activity in gaming which is exactly why the most popular actively played games are all PvP focused.

I don't really agree with your take on PVP. While you're right that it's dominant in online spaces, that doesn't mean it's the right choice for every game - which essentially means that it may not be the right choice for the playerbase of every game.

The internet is littered with PVP tie-ins for what are fundamentally single player games. If I want to buy Resident Evil Village, I also get some multiplayer version I have no intention of ever installing or playing. GTA Online and Fallout 76 have fanbases constantly asking where the next main series single player game is coming from.

The thing about competitive online games is that they depend on an aggregate critical mass of players to work. If I want to play, say, Resident Evil Zero (or One Small Favour for that matter) I can just go and go that, but if I want to play the multiplayer mode for Resident Evil 6 (or Castle Wars) then I need there to be people online around to do that with.

Ofc RS isn't a...

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Comment

Originally posted by Kye7

It was a total cop out. These guys run the game yet don't have any solid opinions of their own. Political answers.

I don't really get this take. Did you watch the stream, or is this in response to the TLDR?