JagexJack

JagexJack



24 Mar

Comment

Originally posted by TheHotstreak

Hello! My question is regarding the Gielinor Games, even if they can't be brought back, can we at least see the return of the Bronze, Silver, and Gold Athlete outfits by some other means? I believe that's what people wanted from the event anyways.

Yeah that makes sense. I can't see an obvious place to do that off the top of my head, but I'll try to bear it in mind.

Comment

Originally posted by Proper_Shiny

Though, I did mean that return on investment was measured in dollars, I feel the teams related to MTX are starting to become assigned much, much more time than any other. It seems to become the case hasince the introduction of the Carlyle group.

This is understandable as their whole purpose is to create value for their investors, which MTX would create. For the ninja and episodic teams, I get that your objective is not to produce money but I don't think it's correct to say that 'at Jagex we're always trying to assign time in the best way we can'

So I still think it's valid that ROI is measured in dollars at the moment, and true in the way I meant it. I feel sorry for the Devs, it's not their fault, I just assume that's how the company is run now.

Comment

Originally posted by 101perry

I mainly wanted to know 2 things that are on my mind.

1) If you hide cogs on augmented items, you get a weird bug where if you had weapons sheath automatically, they don't actually sheath, so you have to click to pull them out (which changes nothing), then sheath again. That resets every time you teleport too, it's only a minor thing and not game breaking but it's something I'd have loved to have known if they could fix it or not.

2) Second one is something that has been happening a lot to me lately, and that's when ranging if I click on enemies that are a distance away, or in certain specific places, I will run up to melee distance of them before attacking. Biggest offender is Zuk, where I click to attack him when he's sitting down and I'll run up to him before attacking, yet I can move away to attack. I even had it with one of the Jad, where I clicked on them and ran right up to them despite having line of sight as they were attacking me. Led to signing instantl...

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To be honest I don't think either of these is really a good topic for a general Q&A stream. The best thing to do is report them through the in-game bug feature. We have QA assigned time every week to process and try to replicate these issues, where they get prioritised and assigned to devs.

I'm not a developer, but my instinct is that the former is probably not that hard to fix, but also not that important to fix, so it might not get prioritised. The latter sounds like something more complex - when you report it, include as much info as you can so it can be replicated.

Comment

Originally posted by Thaldrath

Why is every question regarding content, game balancing or bug fixes is always answered with a version of "We're looking at it / it's hard to do"

But everytime it touches MTX, it's swiftly fixed or given an appropriate answer or is being adressed carefully.

We're asking for qol, graphical touch up to bring the game more in line with itself, it's a monumental task. Even Elite Dungeon boss farming took months to fix.

But when there's a Treasure Hunter bug, it was found, reported and FIXED within 48 hours, having people work on it and make a god damn update to the game on a January 1st holiday.

I don't want to sound like another "hurr mtx bad" crybaby, but this is what we're being shown, unfortunately.

I know that there are passionate people at Jagex who want to bring the best to the game, but stuff like this makes it really hard to have hope with the management having more commitment towards shareholders than the actual customer base, aka the p...

There are a few answers to this but they're both essentially variations on there being specific people who work on specific things.

Firstly, MTX stuff can be complicated to answer, and Mod MIC is one of the few people who can answer authoritatively, so when he's on it makes sense to ask him those questions. I, or for example some member of the combat council or lore council, probably couldn't give any useful info.

Secondly, it's a matter of prioritisation within the teams - the live ops team don't (usually) work on general content, and vice versa the episodic team don't touch live ops projects. This means that those teams are only prioritising within their own area of specialisation.

Thirdly, the nature of those two types of content is really different, which affects how the second point plays out in practice. There is simply less total live ops content than episodic content, which means not only less issues to deal with, but also each issue is individually ...

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Comment

Originally posted by Proper_Shiny

I guess it's all about ROI now

This is true, but not I think in the way you meant.

Probably worth going into on a future livestream in more detail, but we have teams which are effectively "ringfenced" (I know, horrible corpo term) to specific work - live ops, ninja and episodic. For the ninja and episodic teams, our remit isn't to produce money directly, but to make the game better in such a way that players want to subscribe.

As such, we're always trying to assign time in the best way we can. We want that ninja and episodic dev time being prioritised to the thing we think will make players enjoy, and play, the game. In that sense, we always want to maximise the return on investment, but we don't (and can't really) measure that directly in dollars.

Comment

Originally posted by 101perry

This honestly was a shitty stream. There were some really good questions that weren't answered, or even put up on the list. Then the answers we got were "uhhh we're looking at it".

If there are particular questions you want answered, it never hurts to reiterate them in a comment like this


10 Mar

Comment

Originally posted by Fren-LoE

I wish they’d relax more and be open and honest about their opinions on things. This stream really reminded me of jagex from back in the good old days

I would say I think this very much depends on how much the chat agree with your personal opinion.


08 Mar

Comment

Originally posted by DatShokotan

Surely this is not as big of a problem considering that ranged only has one type of craftable armor per tier and 3 types of weapons per tier? (bows, crossbows, thrown items). One could say you actually knocked out the most complicated one to rework of the combat triangle.

Melee had too many types of redundant equipment gumming up each tier which made it nasty to work with. Also I am of the opinion that you could’ve just reduced this mess by getting rid of redundant weapons with the update and making each tier only have a few weapons instead of carrying over everything. For example each low tier melee did not need to have a sword, long sword, scimitar, battle axe, 2h, claws, spears, halberds, mace, etc etc etc. It would’ve been smart to use that M&S rework as an opportunity to shave off most of them and follow it up with some statement to appease the community. Would’ve given you much less redundancies to worry about. (And yes, some weapon types are woven into quests and tho...

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It wasn't melee that was the issue - as you say a lot of it was redundant and we hugely simplified things by standardising e.g. helmets, shields and legs. We got a few complaints about "laziness" by not including every weapon type in the new tiers but I think most people recognised they were redundant.

The issue was the rewards for mining and smithing themselves - all the little quest rewards and reward shop rewards and things which have accumulated over the years.

This list: https://docs.google.com/document/d/1YTW--SnG2me00FHY3QjoNx_wQ8oJuQmuClpQ1tDeDc4/edit?usp=sharing

and this list: ...

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Comment

Originally posted by azovbattalioncrimes

they said a few weeks ago that it took two years or something to do the update with four devs and it's like... ok, anyone with knowledge into game development or project management would suspect there's deeply something wrong happening there [which, there's a lot of stuff from ex employees about upper management] considering how much the update actually added whether with under the hook systems or in regards to items, environmental rocks, etc.

As I say often, the time consuming part wasn't developing the new systems and content - we had a basic version of that up and ready for external playtesting within a few months. What was time consuming was reworking 20 years of rewards that plugged deeply into the old systems, as well as carefully balancing the economic impacts since M&S were so deeply embedded into PVM drop tables.


01 Mar

Comment

I've passed this on to Mod Shogun. He'll take a look at it.


11 Feb

Comment

Originally posted by FatNWackyRS

That's Mod Jack for you!

I'm with you, it's dreadful.

:(


21 Jan

Comment

It did up until Battle of the Monolith where we ignored your choice and it no longer mattered.


18 Jan

Comment

Originally posted by 10_Health

Either way this lore that was missing for me was the coolest birthday present I've had, cheers Jack, made my day and my year

That's great to hear. There's a small lore entry for Necronium somewhere but I can't remember where to find it.

Comment

Originally posted by 10_Health

Thanks for sharing! This is so cool! Is there any chance that this will be eventually implemented into the game for everyone to read? Or just the few who happen to stumble across it?

I'd still like to but it's hard to prioritise really.

Comment

Originally posted by 10_Health

Perhaps even adding some lore into all the new cool rocks that appeared with the mining and smithing rework would be cool

This lore actually does exist but it's scattered across various documents and never made it into game.

https://docs.google.com/document/d/12O0EEZvB__L0AEINZtuP7GGsrCwFMpeg8GCHfSaGL5E/edit?usp=sharing

Comment

Others have covered the general trope usage of orikalkum in genre fiction. It's a super metal, like "adamantium" and "mithril". While it's possible there was a real world metal that the ancient Cretans referred to as orikalkum, it's also entirely possible that Plato, or someone before him, simply made it up. It's not like bronze in the sense that it's simply a label we apply to a well-known alloy, it's simply myth that may or may not have a basis in fact.

Like any myth, when you filter it through into a modern genre setting you always take elements and keep elements. For example, in Tolkien, who invented mithril, there's a very strong association between mithril and dwarves, who are the ones who discovered and most valued it. In Runescape, by comparison, dwarves are more closely associated with adamantite. Meanwhile in Warhammer, the dwarven metal is "gromril" which is actually meteoric iron.

Think of it like vampyres. RS vampyres are a bit like classical vampires, ...

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24 Dec

Comment

The order you've posted the pages in here is correct. The version on instagram has them in the wrong order.


10 Dec

Comment

Originally posted by Jagex_Stu

You're Guthixdamn right. "Vis" to rhyme with "fleece", from the Latin. It's a right good wheeze.

Also, every time someone pronounces the silent T in TzHaar, I increase the number of obsidian shards required for the Wandering Ga'al miniquest.

I've spent a lot of time over the last few months in conversations that go like this:

"TzKal"

"Tuz-Kal?"

"No, TzKal"

"Zuh-Kal?"

"No, TzKal"


01 Nov

Comment

Originally posted by ConstantStatistician

The god tier system in fact wasn't an in-game thing at first. But then Zamorak went ahead and referenced it in post-quest dialogue for Dishonour Among Thieves.

He did, but to understand what he's saying you need to reference the out of game information.

Comment

Originally posted by ConstantStatistician

Damn, that's very interesting. So Zuk really is as strong as Bandos in terms of raw power? That's very inconsistent with the tiers 6 and 3...and by extension, the WG would also be as strong as a T3 god...I'll chalk it up to a lorefail. Still, I like seeing god wars military tactics being discussed.

I don't consider the old god tiers system canon. The main reason for this is exactly what you've laid out here - it encourages this sort of meta analysis and "X couldn't possibly Y" which is antithetical to storytelling.

It's a tricky thing to formally retcon in-game because it was never defined in game in the first place. At some point though some authoritative NPC will say "you may have heard that the gods can be strictly defined and categorised - this is not the case".

Besides that though, my take is that Zuk could not have ultimately defeated Bandos in a straight fight. Bandos was more powerful. However, Zuk could never be defeated, so Bandos had to come up with a plan to imprison him.