JagexLight

JagexLight



03 Apr

Comment

Originally posted by Lootcifer-RT

Shamanism feels like a great opportunity to introduce an item sink into the game (similar to invention). Being able to break items into components can make basically every drop feel like it has some value (resources, clue scroll items, gear...). This is especially true for dupe rare drops, where a player wouldnt necessarily feel like they missed out when rolling the same item twice.

Have you considered adding this as a core part of shamanism? If not, are you open to pitching that idea to the community, should shamanism pass?

Early designs did consider this but it’s difficult to make a skill non buyable and also a good item sink, instead we might consider putting the item sink into the reward space of the skill. Elena talked about this on the pre-recorded Q&A a bit!

Comment

Originally posted by Cpt_Falconator

Hey there!

We're there any discussions or intentions to lock any of the skills behind stat requirements on other skills?

Invention from RS3 as an example?

Generally speaking, a day one release where you’re training a different skill in order to train a new one just feels bad. On the other hand, we also see the community wants the new skill to integrate well with existing skills. For example hunter with Shamanism. So we have a task to make under-utilised skills feel more rewarding whilst also making it so you can enjoy levelling the skill on release. Difficult to know at this stage but our preference is for everyone to be able to train the skill

Comment

Originally posted by sknilegap

What do you guys think you can do to make Sailing not feel like Slayer but for all skills?

That's my only holdup on that skill right now is that it may not have enough unique ideas of gaining experience within itself. Love all 3 concepts though and wont be mad if any of them win at this stage.

I’m not a developer so I can’t really answer it from a design perspective. But knowing that Elena and Husky are working on the project should be reassuring in a sense. They both created Guardians of the Rift which is really well liked in the community. Husky in particular created the Hallowed Sepulchre. These devs truly know what they’re doing and how to make a skill fun and rewarding. The dream with Sailing is to make the entire ocean into playable fun content which will just provide more areas to explore. We don’t mind comparisons to Slayer because it’s one of the most liked skills but it won’t just be about sea monster hunting as there will be tons of activities to do at sea and areas to explore

Comment

Originally posted by DrYoshiyahu

Will you consider changing old content to bring it more in line with the gameplay expectations of the new skill? I'm especially thinking about all the different sailing elements in old quests that may seem rather out of place with the existence of a Sailing skill. 🤔

EDIT: Or for example, the use of birds of prey in the Hunter skill which could very easily give Taming XP.

It’s possible but we would rather add something than take something away. Meaning if we ever changed old content we likely wouldn’t add a new requirement or make it more difficult to do, instead adding Qol. An example was given during a Q&A where Kieren/Ayiza mentioned tapping into the spirit realm to unlock a door etc which might progress your quest faster.

Comment

Originally posted by Emperorerror

For Sailing, one of my concerns is that most of the theoretical rewards seem tied to training other skills -- e.g. finding a fishing spot, finding a boss location, etc. What are some of your ideas for how to give Sailing some intrinsic rewards?

Reward space discussed at 49:20 in our Pre-Record here for Sailing. I’ve seen a lot of players say that the reward space for Sailing is perhaps less scary than say augmenting fear from Shamanism which may be a good thing depending on what kind of player you are. At the end of the day we know that Rewards need to feel worthwhile. During refinement we can figure this out more if it’s the pitch most players like

Comment

Originally posted by Bisto_Boy

What are the lore ideas of the "spirit realm"?

It’s really open ended right now. With our new polling approach we want to figure this out during refinement and even beyond. It’s promising to see such a desire for Shamanism to expand on lore I’ve seen lots of people mention Guthrie which is cool. The great thing about skills is they can grow indefinitely and can have content for years to come after release.

Comment

Originally posted by Jacobizreal

As a person who loves having Tames/Companions in every possible game I play, I am one of the few who will vote for Taming. I think based on data and response, we all expect taming to get the least amount of votes. Would there ever be a way to incorporate this later or does a low vote mean it’s DOA

If it doesn’t get enough support as a skill, we wouldn’t proceed with it further. Players don’t want us to continue pushing something that they haven’t voted for (which is clear from the Account Builds stuff earlier in the year). I don’t personally see it fitting into Hunter or Farming either so not sure on that

Comment

Originally posted by TrumpeterSwann

In another reply, you wrote (emphasis mine)

A lot of players vibe with the theme, but may not see augments as a reward space. It's important to keep in mind that you're voting on top-level concepts - the augment side of things would be something we'd consult heavily with players on, and if most players want us to remove it, we absolutely can.

I wish I could make the playerbase read and re-read this. How do jmods deal with players bringing preconceived notions to the voting booth which are just flat wrong? I feel like y'all have hammered this home over and over and yet I see the same questions being asked, still.

"I love the idea of shamanism but I don't like the potential for power creep or being forced to grind it before other skills" == you like shamanism and should vote for it to go into refinement

"I love the idea of bonding with a permanent companion but I don't want to clutter the overworld" ...

Read more

I think that’s one area where we admit Taming has suffered because we haven’t given enough for players to imagine about. It’s definitely a learning process. I wasn’t around when we polled skills in the past but a huge issue with previous skill proposals was that players weren’t bought in enough and didn’t get to influence the skills early on. Hoping we can change that by getting the community involved right from the start now.

Comment

Originally posted by samiltun

Does a new skill HAVE to be added to the game?

If it does not pass a 70/30 lock in poll it won’t be added to the game. We hope that we can work with players to come up with an idea that excites you and genuinely creates an expansion to OSRS which players love

Comment

Originally posted by No_Employer_1763

Does staff use A.I. to generate ideas and concepts to pitch to the playerbase and/or eachother?

We used the community consultation survey for the basis of a lot of our design but when we looked at how to explain concepts we found the AI art tool quite useful, especially when we made early presentations for NDA Players etc. We also tried using it to come up with alternative names for our wildcard Shamanism pitch

Comment

Originally posted by HyperFire12

For shamanism, will the augmentation be permanent or temporary (like Crystal armour charges)?

Up to community to decide (refinement)

Comment

Originally posted by cyanblur

I think if Shamanism moves forwards the next hot debate would be over whether or not to include the gear augments, but is there any point without the augments? Do you think you can assuage the community, or do you have back up ideas to make training the skill still worth while without the augments?

We think it's a cool reward space but it could stand on its own. I think some players would find it less worthwhile to train so we'd invite players during refinement to talk about this with us. Spirit realm is quite appealing and could be more of an emphasis if augments were not popular

Comment

Originally posted by Rickard58

How many attempts at refinement will the first skill get if continuously voted against?

We don't know at this stage but we're aware of this as a possibility and we'll definitely keep a close eye on feedback throughout. Hopefully players can continue to work with us and tell us their constructive opinions so we can avoid proposing something that players don't want! This process only works if we work together on it

Comment

Originally posted by AlternativeAge2

Did you consider polling Question #2 as a ranked voting question?

For people who don't know what this is:https://en.wikipedia.org/wiki/Ranked_votingTl;Dr you vote by putting them in order. After round one the least popular one gets removed (if no >50% majority) and the votes get redistributed. This way a vote for the 'losing' party is not a lost vote.

We don't have the ability to do a ranked vote in our current polling system unfortunately - hoping the current approach is OK in lieu of that!

Comment

Originally posted by Astatos159

How would you rank the 3 pitches in regards to difficulty to implement?

From a dev POV:

Easiest = Shamanism
Middle = Taming
Hardest = Sailing (so many expectations/player suggested demands)

But on the flip side you may also end up in a situation where the reward space for Shamanism is more difficult to balance and could take longer to implement depending on what the community prefers. So it's anyone's guess really and we'll know more about scope once we know which concept you all prefer

Comment

Originally posted by Raisoshi

From the skilling blog:

Our third pitch presents a solution to this problem, incorporating the item sink into the reward space rather than the training method.

It wasn't clear to me what kind of item sink is happening in the reward space for Shamanism, care to clarify?

Check out the pre-recorded Q&A for a quick answerto this as Elena explained it quite well here how it could work (2:06:52)

Comment

Originally posted by Howl106

Is there a possibility to have all three?

i understand its more work, but it could be spread out

I'd love a future in which we had multiple new skills but I think the key thing for us is to firstly prioritise ensuring the first new skill is a success. It's no small feat. If it goes well it could open up a ton of possibilities to explore more in future

Comment

Originally posted by DrYoshiyahu

Are there any elements of these skills you haven't seen much discussion about that you think the community needs to be talking about more? Anything you think we may have neglected to talk or ask you about?

It's been hard to get people on board with all the possibilities of Taming as a skill. And would've really liked to see more discussion about that. People got really excited about the sea/spirit realm as new areas to explore but there are possibilities of new areas associated with Taming which maybe we haven't done enough to talk about. We wanted to keep things quite open ended on our end but it would've been great to discuss that. We emphasised a lot that pet abilities are completely up to refinement and I think maybe it spooked a lot of players who compared it to Summoning

Comment

Originally posted by XVUltima

Was Summoning ever considered?

We asked a load of questions about other skills in the community consultation survey and found out players had mixed opinions on Summoning but they liked animal companions as a principle. So we came up with Taming! I think Kieren put it well in the Discord Stages Q&A when he said OSRS deserves it's own skill and not something necessarily that is mostly copied from RS3.

Comment

Originally posted by Dankest_of_Meme

First and foremost thank you all for the amazing job you’ve all done. All the pitches look quite fun.

In regards to taming what sort of emergent gameplay could a player expect to see? A lot of focus has been put on the training of our new friends and I was curious about how procuring them could potentially function.

Assuming you're asking how you obtain them (procuring), we talked a bit in the blog about toys/lassos/food to obtain these creatures which could have nice tie-ins to other skills. You might have to go to a new area where you track the creatures (tieing in to Hunter), or there might be events between you and the creature where something happens where you need to react or find it different food/toys etc. :D