and replys like this wont help get into touch at least he's trying to communicate..
can you not just remove the exp if the exp is a problem? just frustrating to watch as a player since the fix seems simple from our perspective.
and replys like this wont help get into touch at least he's trying to communicate..
can you not just remove the exp if the exp is a problem? just frustrating to watch as a player since the fix seems simple from our perspective.
Probably (probably I haven't seen the code) a simple fix, but doesn't this kill SW?
Ultimately the issue with this is that the mutators and training methods don't really fit well together as mechanics. The whole idea of mutators is that within a closed environment, you can do whatever wacky thing you like and the balance isn't that important, but if you can gain XP then it's not a closed environment. Honestly this has been a bit of a sword of damocles hanging over SW since the beginning.
You can do a caps letter though.
"A good priest? No. I know A priest though."
Doesn't really work. We can use asterisks and this has crept in a lot recently (including this thread in fact) but really we shouldn't be doing that.
I found the line where we ask where to find a "Good priest" and they say "No, but I know where to find /a/ priest." funny.
Gah, your phrasing is better. We can't do italics in game though.
Would be nice to have the point of view of Jmods on this topic. Maybe /u/jagexJack
This is probably the most common topic we discuss on the lore section of the RS discord. I'm pretty sure I did a livestream about the topic in general as well.
The TLDR is pretty similar to the first half of this comment: https://www.reddit.com/r/runescape/comments/1129gl8/king_roald_seems_to_be_sufferring_from_amnesia/j8j13ym/
I would also highlight this comment: ...
Read moreBut then why were two new quests made and not given points?? The yack track wasnt actually a quest no?
Because that was implemented about three months ago before the discussion to clear it up.
I’m not a fan of quests without quest points.
We had a long discussion about this last week, and currently this isn't fixable. Because of the technical infrastructure around quests and the adventurer's log, quest points can't change after launch. As a low priority issue, I'd like to remove this blocker so that we are free to change quest points if we need to, but it's not that big a deal, certainly in the short term.
I like it. Definitely worth considering.
I'd also like to compliment the format of the suggestion - it's fun, short and clear. It asks for exploits which is basically doing my job for me since our primary concern is always going to be "that sounds broken, what exploits does it allow?"
/u/jagexjack could we get a design stream about exactly how drops work and the pros/cons of changing drop rates + alternatives like luck mitigation (and why its not a solution). there seems to be a lot of misunderstanding of what was talked about in the stream and I think a stream dedicated to drop discussions would go a long way to making players understand the problem and why certain 'solutions' wont work.
Yeah my plan is to do exactly this next weds.
Read moreThere's a balance between making items too rare for casual players and too common for players who play 18 hours a day grinding them out. Since these drops are tradeable these grinders contribute a majority of the drops into the economy.
Call me controversial, but I do not think that Jagex should be basing their drops around players that play 18 hours a day, period. Maybe the numbers were a bit an exaggeration, but gaming for 18 hours a day is not healthy for anyone. That leaves less than six hours a day, to sleep, eat, and use the bathroom, let alone, work, study, and maintain interpersonal relationships. I respect that there are people with more time to play Runescape than others, and that's fine. But there's a difference between enthusiastically engaging in a game that you love and addictive-compulsive behavior.
I know that I'm not the first person to notice Jagex's hypocrisy in outwardly promoting mental health, while...
I completely agree, and that's the exact point I was making.
In a game where ability to grind is uncapped, and items are freely tradeable (both of which appear to be considered sacred runescape design pillars), the value of any item is set by the players who are grinding the most. If we don't balance around those players, then that item floods the market in tremendous quantities and there essentially is no drop table. What are you even killing the boss for if everything on its loot table is at alch value?
The connotation of what you're talking about though is time gating. The only way to push some degree of parity between uncapped grinding and players who are playing even slightly casually is to cap the ability to grind in some way. That's certainly something I'm prepared to countenance, and Raptor's Rampage was a gentle experiment in that direction, but it would be incredibly controversial and isn't something we can just do.
Although I don't completely agree, you've argued your point well. The target values you've given are short term from the point of view of balancing the game, but I think we (Jagex) also need to question to what extent this content needs to remain relevant.
There are a bunch of reasons why it's almost certainly not a good idea to buff the drop rate by 10x to achieve your target value. That said, this (and similar feedback from elsewhere) has definitely convinced me to go back to the devs and talk it through again.
" Why craft t80 shortbows? "
I sometimes really hate modern JMods. Why smith a T80 Long Sword? Not everyone Bosses and I've been waiting a long time for Range and Mage to be up to Melee so I can make everything to T90 without having to buy any GWD weapons or armour. Elder Rune has been perfectly fine for Slayer and it's just kind of maddening they don't see this as a problem to fix asap.
This wasn't "no we're not doing it for this reason". I specifically said this was something that we should do, and that I'm actively working on making happen, but because the content would be redundant for a majority of currently active players it's not something that necessarily justifies a big update in its own right.
Like with Garden of Kharid, my strategy is to try to find ways to bundle midgame health improvements along with enough content to make it feel like a meaty update. That's still something we're experimenting with, but so far I'm optimistic we can achieve a lot this way.
"Q: Bad Luck Mitigation? A: I'm not opposed to it, but it doesn't solve the problems."
It actually does solve the problems, and "better drop rates" doesn't solve anything.
The summary is slightly inaccurate, what I said is closer to "it doesn't solve all the problems".
BLM only solves drop rate issues for people who've gone dry for an incredibly long time. I'm not saying that isn't a problem and shouldn't be addressed, but it's only a subset of the general problem of rarity of drops.
As I also mentioned, as part of Raptor's Rampage Mod Shogun made some technical fixes behind the scenes which make BLM easier for us to implement in the future.
I think some of these answers are being misinterpreted as "we aren't doing this, and here's why" but it's actually "we are actively working on this, and here's why we haven't shipped it yet" or "we are planning to fix this, and we need to resolve these issues before we can move ahead with a confident plan".
As I said at the start of the stream, there are player questions about fixes where I know a project has been scheduled to look into it, but I'm reluctant to announce that or promise anything because until it's been looked into we don't know whether we're going ahead or what the solution is. It's possible that I'm being overly cautious in that regard.
Once I'm confident that time has definitely been allocated to something and the devs have at least had a preliminary look into the scope and consequences of what's being asked, I'm happy to then say that we're definitely doing something.
I may be off base with this but when I see things like 'cheeky sneaky-peeky' from the Presents from the Sledge post it strikes me as the kind of language normally aimed at children. I've also found a lot of the language in any Ninja Strike post to be similar. Its not necessarily puns, it's more a tone and choice of language that to me seems like it would resonate with a younger audience.
I am certainly willing to concede that it's just personal taste, but the language and tone used in the more technical posts like the Dev Blogs has always struck me as the right choice for a game with a large adult player population.
EDIT This is OP using a different Reddit account.
Thanks for the clarification.
Doing Guthix's work.
What is the thinking behind the somewhat juvenile tone used on the website for things like update articles? Given that a large amount of players are adults, the tone has always struck me as incongruous.
Could you give an example of what you mean?
Yeah I agree with this. Not sure what happened here.
I'm not entirely against GE taxes but i'm disappointed that its the ONLY thing Jagex did to counter the reduction in death costs. High Level Alching, especially from alching machines is clearly a problem that needs more looking at. They are so convenient they work when your skilling, bossing, hell they continue to process even offline! Jagex should have reduced slightly the alch values on machines. Of course some people would then convert them the old fashioned way but i doubt very much people would abandon machines entirely, they're too good. They purposely ignored the other elephant in the room and thats direct GP offered in Treasure Hunter. Shame.
Definitely interested in further changes in this regard. Part of the point is to just get on and ship something modest, which prompts further discussion about what is "enough". Ultimately this is a political/social problem in tandem with the players, not a purely economic or mathematical one.