JagexJack

JagexJack



17 May


12 May

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Would these changes ideally come with or without a grace period?


29 Apr


23 Apr

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Originally posted by National-Village2363

A nice qol fix that I know newer rs3 player such as myself would enjoy is some pre-made user interfaces. I feel this should be an easy fix as you could just find some common layouts that are used by players now and paste them into the default setting options for players to choose from. If the user interface is more appealing to a new player, it is easier to retain them.

Just an idea to grow off of is all. I appreciate the time if you did read this.

Yeah that's a really good suggestion.

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Originally posted by XeitPL

Okay, I have other question.

Let's say there are 2 reworks happening at the same time and one is finished. Does Jagex do tests for finished one and implement it immediately or does Jagex wait for second one to release in batch?

Also do you implement everything you got immediately in sake of "game must be in best state NOW" or wait for one type of content to stack to release one bigger update in pre-planned time frame?

It really depends on the context. My understanding of the ninja team is that the way it works is that the team choose a topic, and then they look for opportunities within that topic to fix. This lets them achieve more with the same time, because they're already learning about the design and code relevant to multiple fixes at once.

If a fix has been made, usually it will just be shipped straight away with a patch. When that doesn't happen, it's usually due to QA availability - despite the memes, we don't ship things which haven't been QAed, and some fixes can be trivial for a developer but require a massive amount of testing before they can go live.


22 Apr

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This isn't true.

There is a broader and kinda interesting topic here about what should be a QOL fix, what should be a reward, what should be given away, what should have to be earned, etc.

Like players naturally want to see good rewards for content, but at the same time some of the best and most well designed rewards are the ones that fix real problems players are experiencing in the game. Sometimes those "rewards" get swept up and "given away" as ninja QOL fixes first, so there's less rewards available.

At the same time though, we obviously shouldn't avoid fixing problems just so we can give them away as rewards later. I find this a hard balance to maintain.


14 Apr

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"World Guardian, we have been both allies and enemies in the past, but there is a truth I must impart to you. When my Lord Zaros commands me to stab you, I ask only 'how hard?'"


13 Apr

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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.

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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

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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

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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.

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It's the same voice actor.


05 Apr

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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.

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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

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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

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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.

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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.

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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.

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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.

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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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