JagexMaylea

JagexMaylea



07 Apr

Comment

Originally posted by badgehunter

wouldn't that be just fixing a unintended bug? defenders are supposed to defend.

It would. That doesn't mean it's a popular move given they have behaved this way since ever.

Comment

Originally posted by BeardCoreGames

Bro wtf? Implings releasing from jars while my inventory was full and the jars just appearing on the ground? Lost 2 jars/eclectic imps after getting back on. Wtf did you do?

That usually happens when the imp defenders get their act together and go freeing the lowest level impling in your inventory. Which works just after a reboot but stops working after a while. Making imp defenders work as intended isn't a popular request, though.


25 Mar

Comment

Originally posted by MelchiorBalthazar

I don't think I should be that far in. I've not spoken to Assistant Lori to fly to Entrana yet. Quest log just says 'I will have to keep investigating into the meaning of the note found in Glough's home'.

Talking to King Narnode after 1. destroying translated note, 2, reobtaining the original note from the fire and 3. taking steps to get the scrawled note doesn't do anything (same dialogue from Narnode).

Anita's only interaction now as well is to give me the translated note back, which I can't seem to do anything with.

Your quest variable is 9. The only way to increase it further, reading the code, is to talk to Auguste. Talking to Lori and Auguste are both part of the investigation you need to do from the note you found.

Comment

So I had a quick look into it and you are correct, both yours and the other thread have the same quest state. But you might be further along the quest than you think. Have you tried talking to Auguste on Entrana? If that works out, let me know.


24 Mar

Comment

Originally posted by suchareq3

When are Fishing Trawler changes coming? I thought they'd come with the Tempoross update.

There is an upcoming update to Fishing Trawler in the works but, due to its smaller size, its release date has been moved around a few time to accommodate other changes in our schedule and capacity. I am not going to give a firm date for it just in case it changes again. In the meantime I hear Tempoross is pretty good ;)


25 Nov

Comment

Originally posted by Mitsy1992

ETA on puro puro changes coming out?

These are due for release early next year.


15 Oct

Comment

Originally posted by 07fxh

The way the post was worded implies Assemblers now disappear on PvP death like Attractors/Accumulators. It should be "broken" when 20 or lower wild and repaired for a fee at Perdu. That is not what the update post states so it sounds like you changed the mechanics.

I highly doubt the negligible coin drop from Attractors/Accumulators matter to PvPers. It would be a bigger improvement to keep them on death and break like other untradeables to save them from getting brand new items while still paying a fee to use and die with them. You would still giving coins back to the player who PK them.

Imo, it doesn't make a lot of sense to have them behave the way they do when we have the item break mechanic and the fact that you do not lose those items in PvM anymore other than the reason of having PvP be an unnecessary item/coin sink. The same could be said about RFD gloves.

It's really difficult to word something in such a way that everybody understands exactly what it means because of what people read in what ISN'T said. Legal texts are so unbelievably contrived because they attempts to makes sure nothing is implied, and I would preferably not have to resort to that level of detail to make sure the post can cause no confusion whatsoever to anyone. I honestly don't think I could ever ensure of that.

The fact that the Accumulator and Attractor behave differently from the Assembler isn't helping in getting the gist of the change across.

To hopefully clarify. PvP behaviour is EXACTLY the same as before for ALL devices. We just didn't touch it at all.

PvM behaviour is that you now keep the devices on death. Currently that means you literally keep them, although that has proven to be an issue with UIM and might be changed in an upcoming update to drop on your death pile instead.

If you wish it to be changed, we can take sug...

Read more

14 Oct

Comment

Originally posted by jachymb

I am confused now. What you write seems to imply that broken assembler is no longer a thing.

The PvP and Trouver behaviours have not changed from before the update.

Comment

Originally posted by 07scape123

Are you saying that if i protect my Ava’s with a Trouver, that I won’t lose my Ava’s every skulled PvP death below 20 Wildy and PvP worlds? Or does it break and require repairing? I thought Trouver protection was to keep untradeables above 20 wildy and every death, you loose the Trouver, regardless if you are above or below 20 wild.

The PvP and Trouver behaviours have not changed from before the update.

Comment

Originally posted by Blitzile

Re: Ava's Devices This past week, I dced while doing Venenatis, who dropped my prayer, then finished me off. My +1 was the Assembler, which I lost in 26 Wild.

With the new mechanics, how will Assembler vs PvM work in 20+ Wild?

You will retain your Assembler.

You will only lose it if dying in PvP and if it hasn't been protected by paying a fee to Trouver to lock it.

Comment

Originally posted by jachymb

What is exactly the reasoning for ava's devices being lost on pvp death but not pvm? Also - I assume that this does not hold for assembler, does it?

Ava's devices drop coins on PvP death, so there is a benefit for the attacker and we wanted to retain that aspect. The assembler is retained in PvM death,but will likewise be lost in PvP although it and can still be protected ("locked") for a fee by talking to Trouver, at which point it will no longer be lost on PvP death.

Basically this change makes death in PvM with a device slightly more convenient without affecting any of the PvP aspect.


07 Oct

Comment

Originally posted by iAmNotVladamirPutin

  • All of Great Olm’s healing pools will now prevent damage, no matter which one the player stands on.

what does this actually mean?

There was an issue where in very rare cases, two sets of healing pools could appear one after the other, and it would mean the first set of pool would stop "working". Now there can no longer be two sets of concurrent healing pools. If there are healing pools, a second set cannot spawn anymore, meaning you can no longer find healing pools that don't work as expected.

The text on the newspost should be updated to be a bit clearer, hopefully.


30 Sep

Comment

Originally posted by rahtid_

"We" spotted an error? More like, loads of people from the sub just told you, as you tried to discredit them?

Come on.

We were told we couldn't read the poll questions. Turns out we read them and implemented exactly what was polled. What the comments actually MEANT, was that there was a mistake in today's newspost.

Crisis averted.

Comment

Originally posted by tomw2308

in the blog it says " Teleports from the Lunar and Ancient Spellbooks can now be turned into Teleport Tablets at a lectern in a Player Owned House. "

but the polls say " Should we add an Ancient Lectern to the Pyramid from Desert Treasure? This would allow players to make Ancient Teleport Tablets. " and " Should we add a Lunar Lectern to Lunar Island? This would allow players to make Lunar Teleport Tablets. "

Yep, it was a mistake with the newspost. I kept rereading the poll questions thinking it was exactly what I'd implemented and being very confused. I didn't check the newspost.

Comment

Originally posted by JagexMaylea

Yes. It said the Lunar Lectern would be added to Lunar Island. The Lunar lectern has been added to Lunar Island.

Hah, we spotted an error in the newspost. We're fixing that now.

Comment

Originally posted by GothicLogic

You tried reading the poll questions?

Yes. It said the Lunar Lectern would be added to Lunar Island. The Lunar lectern has been added to Lunar Island.

Comment

Originally posted by rahtid_

Should we add a Lunar Lectern to Lunar Island?

?

The Lunar Lectern has been added to Lunar island.

Comment

Originally posted by BasicFail

In addition, we’ve made an important change to certain teletabs to reduce luring. The ‘break’ option on the Arceuus Cemetery Tablet and the new Lunar Ice Plateau Tablet has been made right-click only. The warning message has also been removed from both.

I don't get this whatsoever. To reduce luring, you absolutely should have a warning on all Wilderness teleports. Ones that can be toggled off by the player.

Am I missing something or is Jagex helping out lurers?

The removal of the message is for consistency with Ancient teletabs, most of which teleport into the wilderness. These don't warn you but the teleport option is a right-click, meaning you can't accidentally click them.

Comment

Originally posted by Spineweilder

Hmm, weren't the lecterns polled to be added at the places where you change the spellbook normally?

Question 14:

Should we add an Ancient Lectern to the Pyramid from Desert Treasure? This would allow players to make Ancient Teleport Tablets. Players would have to complete Desert Treasure before they could use or create the tablets.

Question 15

Should we add a Lunar Lectern to Lunar Island? This would allow players to make Lunar Teleport Tablets. Players would have to complete Lunar Diplomacy before they could use or create the tablets.

The Ancient lectern is, the Lunar lectern isn't, exactly as per the questions polled.

Comment

Originally posted by [deleted]

The ‘break’ option on the Arceuus Cemetery Tablet and the new Lunar Ice Plateau Tablet has been made right-click only. The warning message has also been removed from both.

this warning should be toggleable, optionally removed after using the teleport X amount of times, similar to when entering dangerous areas like lumbridge swamp - new players don't know about these areas and the warning helps them a little bit. it's not hard for a lurer to say 'ok meet me by the penguins at the plateau, here is an ice plateau teleport' and now there is no warning.. ??

We addressed an inconsistency between the already available ancient teletabs, of which a few already takes you straight into the wilderness, and the two wilderness teletabs which aren't in the ancient spellbook. It made little sense for them to behave differently.

The thought was already put in when dealing with the ancient teletabs, that a right-click was the best option to avoid luring while still leaving the teletab usable. You can't accidentally click on them, you have to consciously right-click and proceed.

A lurer would be just as likely to use any of the other teletabs to achieve their purpose. I suspect that there would be even more backlash if we were to add such a warning to all the existing Wildy teletabs instead.

We need to find a behaviour that is acceptable to everybody and preferably consistent between all tablets.