JagexRamen

JagexRamen



13 Dec

Comment

Originally posted by Just_Lagging

Ramen is this based on my feedback given on your AOD thread? If so I would just be so elated...

Probably, it was someone who posted about it.


12 Dec

Comment

Originally posted by JagexRamen

Should only the instance owner be able to start the Nex: Angel of Death fight?

This is to prevent early starts, especially in masses.

Post

Should only the instance owner be able to start the Nex: Angel of Death fight?

External link →

05 Dec

Comment

I'm having a hard time seeing which is the wrong one.

Comment

Originally posted by Skyforsense

Audio-Technica LP-120. It's a cheaper copycat if the Technics SL-1200. Great beginner table if you want something new, not used.

Ahh, I didn't see you'd already answered this. Will probably upgrade from my LP60

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What turntable are you using? Enjoying the vinyl! :D

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Originally posted by UnwillingRedditer

I'd kinda rather see the difficulty scale up rather than the loot, but same. Seriously, the last time Jagex polled this, solo and 2-3 covered the vast majority of people who do PvM at all, so Elite Dungeons were perfect.

Absolutely, though, 1-3 player bosses, with the emphasis on solo being possible, would absolutely nail it.

Sadly, Ramen's response linked in the OP is rather lacking in this since he commented that '3-4' is the best size.... (facepalm).

Don't hold me to that solid number


04 Dec

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Originally posted by C_ore_X

I hope that you know that even though some people are unnecessarily rude like him, we (the silent majority) love you!

Doesn't phase me, can't win with everyone and i've been doing this job long enough to realize that.

But thank you <3

Comment

Originally posted by [deleted]

[deleted]

LOL

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Originally posted by TriGator

You mention vorago as being the perfect group size vs. Solak 7 man being to large despite vorago also being up to 7 man (for non mass at least)

I think the key issue here is that Vorago used to be a 7man boss (and hard mode still is for many people) but going to smaller teams at vorago comes with INCREASED DIFFICULTY and INCREASED REWARDS.

Vorago NM is now still very good money in the duo/trio size and and hardmode is not great money but very challenging and fun in the 2/3/4/5 man sizes.

With Solak/AoD we are fully capable of going with smaller team sizes and INCREASED DIFFICULTY but instead are penalized by DECREASED REWARDS.

I think this is the most significant aspect of ensuring the life of a group boss is allowing the encounter to naturally progress as players get better and having a set number of drops rewarded regardless of team size is a great way to implement this.

If you could get a 7mans worth of loot from trio solak/aod we would ha...

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Vorago NM is now still very good money in the duo/trio size and and hardmode is not great money but very challenging and fun in the 2/3/4/5 man sizes.

With Solak/AoD we are fully capable of going with smaller team sizes and INCREASED DIFFICULTY but instead are penalized by DECREASED REWARDS.

I think this is the most significant aspect of ensuring the life of a group boss is allowing the encounter to naturally progress as players get better and having a set number of drops rewarded regardless of team size is a great way to implement this.

I fully agree with you and something I should definitely add to both bosses to give them the life they deserve!

Comment

Originally posted by wolfgang169

Are AOD changes coming this month? Or likely to be next year

Likely next year, beta yielded a ton of good feedback which needs to be acted upon, I go on holiday from the 17th until next year so won't find time until then.

Comment

Originally posted by 5-x

Yeah, it looks correct. I guess players will check it in practice.

Also any chance players could be dropped back down on the edges of the arena instead of the middle into the purple stuff? Pretty please?

Them being dropped in the middle is intended, I want players to think fast and utilize movement abilities :D Sorry!

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Originally posted by 5-x

Another possible fix would be to make Solak stationary and just attack everyone with ranged for the first part of p2 until all four eruptions are killed. That would eliminate the possibility of random aggro when falling back down. But I guess that could be even more difficult than just remembering the tank.

And you also mentioned Solak solo mode, what happened to that?

I've tried that, it just didn't feel right sadly.

I'm really close, I'll get it! We've got solid debug runs as you can see from the video, he was only targeting ramen1 when both ramen1 and ramen2 came down. So in that video the reaggro is actually fixed... But I want to just insure there are no edge cases that I'm missing... better safe than sorry.

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Originally posted by GamerSylv

I think Ramen was a bit in over his head thinking he could dive in and make the new endgame bosses with such a short time as a developer. I think for the next true boss (no Ed's, not Raids) he should work closely with Orion and the team to make something for more intimate teams like Seriyu, but with a much more ramped up difficulty.

I think ultimately, when releasing bosses and working on the current 'tier' of equipment, the bosses should be on relatively equal footing. The discrepancy and power gap between Telos, AoD, the Magister, and Solak is immense.

I think Ramen was a bit in over his head thinking he could dive in and make the new endgame bosses with such a short time as a developer.

For sure I was, but it's given me the room to learn and grow as a developer.

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Originally posted by Sebastiaan_RS

I didn't mean "designed for 3-4" when I said inbalance. I said inbalance as in by making it 2/7man in this attempt it ended up being neither. It was piss poor balanced. Duo having same hp as erethdor as a 7man, but then easier everything else, not capping hp of shit in the realm, etc etc etc etc.. Of course this was all, mostly, addressed after release, but my entire comment was based on the fact he said he (ramen) was happy with release.

At some point it sounds like 7 man got the duo spider treatment: strictly for fun and personal challenge, not meant for gp or efficiency.

ye, but to combat 7 man being for fun, they also nerfed duo. lol.

That quote also answers nothing about mechanics being skipped. with mechanics being skipped, I meant the bugs on release with titans and poison, skipping the entire last phase. That even a 5 year old toddler would have caught in QA.

I didn't mean the "big dps" to one cycle the core or ski...

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That quote also answers nothing about mechanics being skipped. with mechanics being skipped, I meant the bugs on release with titans and poison, skipping the entire last phase. That even a 5 year old toddler would have caught in QA.

You're wrong, you don't understand the underlying systems of combat code so don't act like you would have caught that yourself, also don't crap on the QA team when they're set up to fail... What you DON'T see is the stuff they do catch because none of that is ever player facing, but the minute you see something they miss it's the end of the world. They work bloody hard and I could not have wished for a better team.

Things go wrong and bugs go live, it happens across all games even on triple A titles. At the end of the day you can't test everything.

Comment

Originally posted by 5-x

Anything to address the random aggro on p2? Any changes to p4?

No changes to P4 besides Instakills actually being instakills so there will be no more cheesing the boss.

Sign of lifes won't be used on Solak instakills anymore.

Fixed the chance of a player not being rewarded loot.

P2 aggro is still being investigated, seems like I'm always saying that but it's not an easy clear fix. Here is proof of last weeks debug on it: https://gfycat.com/MildDaringFairybluebird

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Originally posted by 5-x

So Solak is "done"? No changes or fixes coming?

Got about 5 fixes that are being copied into the Release build this week or next week.

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Originally posted by JagexRamen

As an added bonus, he's super cute

:)

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Originally posted by TheHotstreak

Everything Chris L designed is somehow still relevant to the game today and very much appreciated.

Take Vorago for example, he:

  • saw what we had with EoC at the time and managed to require the player to master two distinct tank roles on top of having sufficient dps to defeat him.

  • weekly/daily rotations (which you see in araxxor and rots) keeps bosses from becoming mundane and boring. Entices the player to adapt to different mechanics.

  • very supportive of bigger challenges (hard mode) and developing on top of existing content (green bomb, teamsplit, purple bomb) and rewarding players appropriately (defeater, omens outfit, bombi).

And perhaps the most important one

  • knowing that players over time would master Vorago's mechanics + new gear/abilities that enabled him to be defeated with less players and rewarding them further for doing so up to the point where the very best can duo ...
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/u/jagexramen it's been 6 months and I'd love to read your review on how Solak has turned out. Have you ever considered weekly rotation mechanics for Solak? I personally enjoy the boss and would like to see more from him.

 

Let me first say that I am happy with the Solak release and I'll break down my own learnings from it later in this reply.

 

I still consider myself a very new developer having only been a developer for a year and a half full time, tackling the boss/PvM genre has always been a challenge as you're compared against the titans being Mod Chris L, Pi, Deg, Ollie and Daze who have all released solid bosses over the years. I regret jumping in the deep end on my first TAPP project which was Nex: Angel of Death, I came into that project with m...

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Originally posted by rmlrmlchess

Just want to give a shoutout to the devs who came up with this amazing concept. Let's see if I can list everything about this boss that I believe revolutionized bossing in RS3

  1. The glow. Graphically, the continuity between the glow of Araxxor/i and the unique weapons you create from their parts is stunning. The noxious weapons are the most recognizable and likely the most used (at a high level) weapons in the game.
  2. Multiple rotating paths. Giving players the option to choose from 2 of 3 paths that rotate tridaily keeps the action interesting and challenging, especially for newly "inaugurated" high level players, struggling to enter the high-level bossing scene. Encouraging players to try all 3 paths to gain the different unique items is nothing short of a feat of brilliance.
  3. Enrage. Correct me if I'm wrong, but this is the first boss to employ an enrage meter, making the boss scale and become more challenging as you find early success. I'm m...
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My fave gif of all time... https://i.imgur.com/4Gh6Dc0.gif