JagexJack

JagexJack



29 Nov

Comment

Originally posted by Gaga_Lady

I absolutely get that, and see where you're coming from. Like I said, I really appreciate the hard effort you've put into this. However, I disagree with what the combat council has said, and I'm hoping that players showing their disinterest may allow things to change.

It's not an issue of player power or voting with your feet or anything. I'll try to expand on this point by editing the OP.

Comment

Originally posted by Nuku_

With the fact that you need a full armor set of torva and malevolent to make the trimmed armor as well as repairing it with only base materials, won't that make RotS essentially dead content? If you only need to use the pvm materials once nobody is going to go to RotS as the price of malevolent energy will drop significantly, which is where most of the money comes from. I thought the essences were a good idea, why did you change them? Maybe the amount of essence you needed could have been changed, but now making the pvm materials only needed once just doesn't make much could sense to me. It made Nex more appealing as well as kept RotS in the same state with the essence method in place. You would use the trimmed masterwork most likely for higher tier bossing, which I would expect need some sore of pvm materials to upkeep.

TLDR: the essence method was better than making people have to use a full set, why did there need to be a change (other than the amount of essence needed)...

Essences is still how it works if you check the full design. I'll reword the summary slightly to avoid this confusion.

Comment

Originally posted by Jefflex4

Set effect is awfull. Please be ashamed. I prefer nothing over this misplaced effect.

This is the sort of constructive feedback I come to reddit for.

Comment

Originally posted by NosPhoenix

And prayer bonus, right?

We have a bugfix to put a prayer bonus on masterwork.

Comment

Originally posted by Vex_rs

So you don’t need a full set of torva? 6 torva helms still give 12 essences and is cheaper than a full set

You need a "full set's worth" of essence but you don't have to get that from one of each piece. If it's cheaper to get six helms, get six helms. We expect in the long run the essence mechanic will probably bring the torva boots in line with the rest of the set.

Comment

Originally posted by mezekaldon

Will trimmed masterwork degrade in elite dungeons? Also, why are ed1 and ed2 giving t92 upgrades to existing t90 sets, but t92 melee set requires t80 AND t90, and none of it from ed3?

Because this design predates ED1.

Comment

Originally posted by VzSAurora

How would the Dot work with say enhanced devoted, would each hit have a chance to proc or only the initial hit?

You'll have to test this out on the beta. I don't know how it interacts with a lot of other effects as I didn't do the implementation (and I don't know the combat code at all).

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...

Read more External link →

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?