JagexJack

JagexJack



29 Nov

Comment

Originally posted by HashTagDeeperino

Like Jack has said, we cannot (or rather, will not) give a damage boosting set-effect.

I'm not totally sure but I think they know, and they're just giving feedback that is, in essence, "f**k that decision".

I mean sure, and I basically agree, but that still doesn't mean I can do it.

Comment

Originally posted by ghfhfhhhfg9

I am guessing blood tendrils or even taking 1-2-3 hits of damage into a defender into revenge might be really good for t92 armor's set effect for dps.

EDIT: "slayer or reaper task" sounds weird. If I had a solak reaper, would it degrade to blightbounds/manifests? Just sound's odd to code in general.

50% more up time is good. Wish it was 100% more uptime and just gave the 100% more up time to t92 armor along with set effect. I find the reaper/slayer task pretty meh and not good design. t92 armor with slayer is not what many people will do at all, and having it on reaper encourages dailyscape of doing reapers everyday and people might not boss because they don't have a reaper for that boss if this were to continue.

It's just the fact t92 armor is not big dps increase as weapons/rings/amulets/etc. (face value stats, we'll c how the set effect works with revenge) I don't see why you are so afraid of making it less expensive to use. You are afraid of the armor ...

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I can't predict 100% how it's going to interact with certain other mechanics. We've already had to change it a couple of times to account for bugs. If you have time, I recommend hopping on to the beta to see whether it behaves either as you'd expect or as you'd hope.

Post

Based on feedback from the beta, we've made some changes and improvements to masterwork and especially trimmed masterwork armour.

  • Masterwork armour is T90 power and made entirely with smithing.

  • Trimmed masterwork armour is T92 power and made by combining masterwork with torva and malevolent armour.

You can read all the details in the Fu...

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28 Nov

Comment

I don't think this is very accurate. There are two main problems I can see:

1) Replacing good and evil with light and dark doesn't fix the problem that most of our gods are not strictly good or evil.

2) Whatever chart you can come up with, the gods aren't neatly going to fit into the nine segments. Some gods are separated morally, some by methodolody, some by ideology. For example, Zaros and Saradomin are quite similar in their method (control the whole world) but their motivations are quite different. At the same time Saradomin and Armadyl are quite similar in their motivation (make the world a better place) but their methods are quite different. You could build a "selfish/selfless", "control/liberty" chart out of that, but then Bandos (selfish control) would be in the same box as Zaros.


27 Nov

Comment

Originally posted by TrumpGrabbedMyCat

Being a deliberate asshole here, you mean scrum or kanban right?

Sorry yes.

Comment

Originally posted by [deleted]

[deleted]

Haha. To be fair, this is ability is directly inspired by similar abilities from other games. There's only so many ways you can shuffle numbers around. It's a weird criticism - copying good ideas is a much better strategy than trying to come up with something completely unique and failing.

Comment

Originally posted by Hawk4Face

I would say their approach to the smithing and mining update has been using the Agile methodology. It seems that separate depts and groups within jagex use different methodology’s, rather unfortunately...

We've actually switched to kanban now we're this close to release. Teams generally use either scrum or kanban depending on their needs. To my knowledge, most project teams use scrum, but the ninja team use kanban most of the time.

EDIT: agile => scrum

Comment

Originally posted by WafflCopterz

One poll. In my 2.5 months of playing this game there has been just one avenue for providing feedback to the Dev team: that poll from about a month ago.

You're trying to show that you're agile moving to a weekly release process but the true power of agile development is quickly receiving feedback from the last week of changes and being able to incorporate that into your currently prioritized backlog of work.

As of now there is no way for any players to know if their feedback is heard or even prioritized, even if it's low priority and wont be worked on for a year at least there would be indication that the team has read it and assessed it's importance.

The main issue I see with Jaggy and its community is the lack of transparency into Jagex's current workload. Why do you wait months to hear what we think about things? Why are you making it so negative posts upvoted to the top of Reddit are your only day-to-day feedback options? Increase the channels available ...

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There are a few problems in the way you're trying to apply development frameworks here.

First, you're not a stakeholder, or a client, you're a customer. It's not "waterfall" to not submit weekly builds to the customer for their approval. Our stakeholders review builds every sprint (we use fortnightly sprints).

Second, whether or not the customer knows whether their feedback has been listened to is simply tangential to the concept of agile development. I'm not saying that it's a bad idea, simply that it has nothing to do with terms like "agile" or "waterfall".

Third, the constraints of our development environment place heavy restrictions on our ability to be agile in the slightly more colloquial sense. If I'm working in unity, I can get a basic game prototype up and running in a day or two. In runescript, that same prototype could take a week or more.

Fourth, although agile development is applicable in many ways (we use sprints, for example, ...

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Comment

Originally posted by ExtremeHunt

Jagex always say they are reading our feedback, whenever this is on Reddit, the forums blah, blah, blah. But even then I have a strange feeling Jagex staff has always a favorite place they most of the time will check upon and read. So letting one or another place to leave feedback to be less likely to be read. Though feedback/suggestions on Reddit almost have to get to the front page, else it also seems Jagex will give it an awful low priority.

You're trying to show that you're agile moving to a weekly release process but the true power of agile development is quickly receiving feedback from the last week of changes and being able to incorporate that into your currently prioritized backlog of work.

Problem with this is that Jagex has thier own scripting language, RuneScript, that doesn't/barely support any kind of testin...

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FWIW getting rid of Runescript is essentially impossible at this stage. The time investment required would dwarf anything we've ever done and totally shut down development on the game, possibly for years. It would be far, far faster to devote time to implementing features like unit tests (we actually have unit tests for some things now, the M&S rework is using it although I don't know what for off the top of my head).

Comment

Originally posted by [deleted]

[deleted]

It's... nothing like protect from pokemon.

Comment

Originally posted by RSBioMage

First off - emailed surveys are a time commitment. Even players who love the game often won't put in 10 minutes with no incentive, let alone player's who've already quit. Either add an incentive (e.g. players who've already quit can get 1 week of membership by filling out your survey) or make it less of a commitment. I would get an in-game polling system similar to what OSRS has, but without the voting thresholds/guaranteed content/etc; just have it for data collection (because player interaction with an event is a useless metric; that tells you how much we wanted the rewards, not how much we enjoyed the content). This is different from the "Power to the Players" interface; 3 data collection questions every month is not a useful system. If you told me I could fill out a 1 minute poll available outside every bank and get 20 runecoins or 1 spin or whatever for it every week, I'd never miss a poll, and I'm betting most other players wouldn't either. Now I know what you're thinking - y...

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That was the point I was making though. We're not ignoring active players in favour of lapsed players - that would be crazy. The absence of guaranteed content polls in the way OSRS does them doesn't mean we don't care about the opinions of active players or don't try to make content for active players.

Comment

Originally posted by solakfc

Sorry if you feel i was misrepresenting what you said i wasn't trying to. I was just trying to show what was said about polls which was why i made sure to link the entire video so people could make there own decision about it. I agree with you about most of your points about polls, however it would be nice to see in game polls way more often. It gives players a scene of control over what is happening and makes them feel connected to the community and Jmods. I have played RS for 13 years and didn't start using reddit and discord till a year ago, so the only time i ever had any input about RS was from in game surveys and the yearly survey.Maybe with in game surveys you could and a box to each question for players to give a reason to why they voted yes or no for something. Again i am sorry if you think i was misrepresenting that was never my intention. Im glad you replied to me and i hope we can continue a dialog that will help progress RS to become a even better game.

Hey no problem. Thanks for including the videos so people could see.

Can you give me some examples of things you think we should poll, or should have polled?

Comment

Originally posted by iswedlvera

What a brilliant approach! I would assume that with such a well thought out strategy the population of RS3 must be booming /s.

Maybe, some changes should be in order?

What would you suggest?

Comment

Originally posted by solakfc

This is not my opinion im just showing what a few of the jmods said about polls.

They said on the last Q&A stream that polls don't work well on rs3 and they prefer to just do ninja fixes instead of asking if you want somthing fixed or changed. https://clips.twitch.tv/NeighborlyGoldenInternPMSTwin

They also said they don't do polls because they don't want to target the active player base. https://clips.twitch.tv/BrainyObeseJackalSmoocherZ

If you want to watch the whole part about polls go to 57 minutes https://www.twitch.tv/videos/338425696

This is a bit of a misrepresentation. What I said is that OSRS's policy is to poll everything. This makes the player base very powerful, which is good, but it also makes the game extremely static, which is bad. We don't have that policy, which means that the game is much more dynamic, which is good, but the player base have less control, which is bad. It's a tradeoff, and the two games have different tradeoffs.

The point about active players isn't that we don't care about active players, it's that polls only target active players. Again, for OSRS this is part of their policy, so it's part and parcel of the game setup, but on RS3 we want to ask "if you're not playing right now, why is that?"

As a concrete example of the latter point, if you've quit (or rather lapsed) because you don't like the current balance of skilling profit vs PVM profit, then you're not going to be around to vote in a poll which asks whether skilling's profit should be...

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Comment

Originally posted by AzuraSkyy

Superheating used to be a great profitable, click intense training method for low smithing xp and magic xp. The tick rate seems to be reduced and a message prompt displayed anytime you try to oversample the superheat spell. I noticed superheating within the workshop uses ores from the ore bank and only requires a single runite ore in the inventory. I don't understand this change. It seems to me the reason for the change in tick rate is strictly related to the fact that it requires no mouse movement. I think it makes far more sense to remove the ore bank withdraw while superheating in the workshop and revert the tick rate. I tested this with an ore box as well.

Currently in the live game you can reasonably superheat 2000 rune bars/hr for a total of 106k magic xp and 100k smithing xp. In the beta I'm only able to reach 75k magic xp and 20k smithing xp with high effort filling my ore box and superheating at the bank (this would increase ~5% in the artisans workshop). I shoul...

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I think this is unintentional. Suity has been complaining about a similar problem. I'll put it on my list of things to investigate.


23 Nov

Comment

Originally posted by rey_lumen

I agree with almost everything you mentioned.

Level unlocks: I think it's a good idea to let players make a full set of armour early without getting through 9 levels of smithing. When you get to level 70, you'll likely outgrow t70 armour before you can even smith a full set of t70, if you spread them out all the way to 80. I propose we spread them out in the 5 levels rather than 10, and the remaining 5 levels till the next tier would hold the ability to reforge the armour into +1, +2, etc.

I haven't gotten around to mining any gem rocks in the beta myself, but I was happy to know they separated the gem tiers by area. It's a good step forward, imo. But they shouldn't be so fast to mine, and probably need more balanced rates too.

However, I don't think they should touch POH at all until they're ready to fix POH as a whole. There's probably more spaghetti involved in that than we can imagine, and POH hasn't gotten a proper update in ages.

The smelti...

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I experimented with what you're suggested for unlocks about 18 months ago, and it doesn't work. Implemented as you suggest, the first 5 levels of a metal are you making armour and then hoarding it in huge quantities in the bank. Then at X5 you unlock the ability to upgrade (and bury) the items and you can get them back out of the bank again, upgrade them, and bury them. Because upgrading accounts for more XP than making the base items, you reach the next metal long before you've finished working through your stock of base items and the rest go to waste. There's no market to sell them, because everyone else is also producing far more base items than they need.

TLDR usually (not always) there's a reason things work in the way they do, and it's not because we didn't think of or try alternatives.

Comment

Originally posted by Gamez_X

You're by far not the only person to think so. Last time i compared those 2 different sets i had literally like 400 people all saying the same thing. That the older sets where better in design and concept, and that most of them werent even aware there was older designs. Ofcourse these concerns and wave of support where completely ignored though. Wouldnt even consider actually asking the wider community which direction they thought was better

Would be so easy to swap around the locations of where each set is gotten from but that would mean the mods admitting they made a mistake in not asking the community as a whole what they thought and wasted 2 years going in the wrong direction

This is why i said at the bottom its important for you to speak out on things you think have gone wrong too in your own posts here or to the mods or the discord. If theres more than 1 voice saying the same thing, they cant ignore it forever =P

Last night I was up late updating the documentation to make sure it was correct. I posted it on Discord, and Lioness posted a list of 8 or so corrections or clarifications she thought I should make. Of those 8, I agreed with 2, and implemented them. On later thought I then agreed with another one and implemented that too.

My point is that "a player said something" does not mean" it will be done" nor that not doing the thing is "ignoring the player". You continually and consistently confuse "disagree with" with "ignore" because you want to feel like a victim whereas actually you're just someone giving opinions, some of which I agree with and some of which I don't.

Comment

Originally posted by Gamez_X

As far as the design direction, its not a case of "people who think the same are too few and far between" at all. Last time i brought this up i have literally like 400+ people coming in saying the same thing before the post disappeared from the front page, that said they agreed and they didnt even know there was a previous design. The fact the switch between the 2 seems to have been done relatively outside of the public eye with seemingly little asking of the general public's opinion on either before or after is a clear problem. If they're making a point of asking what people's opinions are on the whole direction of a huge update then they should put a poll out or something asking everyone. Not just "whoever happens to be in the mods twitter feed that day" or whatever it ended up being, its no wonder so many people where out of the loop on what was going on

Having a full selection of weapons IS important, it doesnt matter how much work it would be to make them all, its what...

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it doesnt matter how much work it would be to make them all

You're pretty much proving his point here.

Comment

Originally posted by Calming_Emergency

So when making a masterwork armour piece in the forge you just stand there for 60s, no movement or anything. Is that meant to happen or is it going to be fixed?

It's a bug,.


21 Nov

Comment

Originally posted by Xhaell_

Last night, my very good friend was killed by a drunk driver who smashed him head on, killing my friend instantly. My friend was an avid runescape player, i actually met him through runescape and ive known him and his cousin for the past 6 years of my life. He might have not had all 99's but thats not what he cared about, he was a big quester and got quest cape multiple times since they release new quests here so often. What im trying to say is, this game makes memories, and i have plenty of amazing memories of my friend with this game that ill never forget and he will always live on through these memories. I miss you man, rest easy, and i promise one day ill finally kill araxxor. Even if its not with you, i know youll still be there with me when i do it.

Edit: Thank you all for the support, it really means a lot to his family, his friends, and me. Theyve all seen this post and are very happy of all the kind things youre all saying and all the support youre showing. Runesca...

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I'm so sorry.