JagexRamen

JagexRamen



22 Nov

Comment

Originally posted by sherwien14

Also something to add, yesterday we had no problems with the random aggression of AoD when we tested it out. It came today with the patches.

It was a problem yesterday too, nothing I changed today would have effected aggression. I explained on a comment below:

Basically during that special, Nex has a long period where she isn't attacking anyone which effectively takes her out of combat, meaning she has lost focus of the original person she is targeting.

Will find a way, i'm sure /u/JagexPi can think of a funny way of keeping her in combat in a cheeky way :P

Comment

Originally posted by sherwien14

Yes, i never got a red message that i was iced on screen.

Interesting, will investigate. Thank you for giving her a go!

What did you think of the other changes?

Comment

Originally posted by sherwien14

Hey mod ramen, what are according to you the new phasing points of AoD. Like the current aod has 2.1m, 1.8m and 600k as phase points. With the new aod what are the new phase points according to you and is it possible that Amalgamations spawn during a different special thats already going on?

Extra 500k split between all the phases so add 166k to each phase.

She phases based of the % of her max lifepoints.

Comment

Originally posted by sherwien14

was more referring to this video https://www.youtube.com/watch?v=3RS06oh1O0M

was in same team and we were testing earlier today.

Yeah I've got this saved, thank you. I know what it is, it's just workout how to get around it.

Basically during that special, Nex has a long period where she isn't attacking anyone which effectively takes her out of combat, meaning she has lost focus of the original person she is targeting.

Will find a way, i'm sure /u/JagexPi can think of a funny way of keeping her in combat in a cheeky way :P

Post

Hey all!

If you didn't know already we're running a beta for the upcoming Mining and Smithing rework! Whilst it was up we decided we would also sneak the Nex: Angel of Death changes in for some thorough testing and feedback.

If you'd like to see what those changes are they can be found here

This is a really good opportunity to play through the content in a safe environment whilst also being able to provide feedback on any of them. It's better for us to gather feedback like this than to just presume and release to live.

We've made a few hotfixes to Nex: Angel of Death changes to the beta;

  • Lower the range at which shadow orbs hit from 2 squares to one.
  • Significantly lowered the damage the shado...
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20 Oct

Post

I wrote Angel of Death when I was back in QA and since joining dev have learnt a lot. With that I've always wanted time to go back and give her that extra level of polish she needed which is long overdue. With the RS Gamejam happening this weekend this was my opportunity to give Nex (Or as players call her 'money bird') some love.

 

Below the current changes I have made to the Angel of Death boss fight. Please understand that these are subject to change based on your feedback and i'm also aware that some of these are slight nerfs but for game health and future players these had to happen at some point and nerfs are never going to be welcomed with open arms!

  • Boss kill times are wiped upon login.

  • Boss kill times will only be tracked when there are 7 players or less in a fight (this is logged at the very start of the kill to prevent players logging to bring the player count down at the end of the fight)

  • ...

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19 Oct


08 Oct


14 Sep


15 Jun

Post

This development blog has been a long time coming! It’s time to start talking about the Group Ironman update; What it will involve, how it will play and what we need to get right for it be a success and feel fair.

We recently put a poll out to get a general feeling about several topics in relation to the update, so the first part of this dev blog I’ll go over the results and breakdown my thoughts on them. From there we can start a discussion and ensure we’re moving the correct direction.

Before we jump straight into the poll questions, we need to address the ETA for Group Ironman.

When we announced it at RuneFest we said it was an active project that was being worked on and, with an ETA being within the 6 months after RuneFest, as we’re now in June this clearly didn’t hit the goalposts we wanted. Sadly we’ve run into some roadblocks with the engine work needed for this project to work. As it currently stands we do not know how long it will take to work aroun...

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05 Jun


01 Jun

Post

Hey everyone!

We're now approaching the end of the working week here at Jagex, but we wanted to give you an overview of everything related to Solak, in this post you'll find information on what bugfixes we have coming, what hotfixes we've done so far and much more!

It goes without saying that we're thrilled with Solak's release so far, streams that broadcasted Solak did incredibly well and we here at Jagex loved watching the battles on our screens.

Unfortunately some bugs did slip by, some of these revolved around bypassing the damage caps we implemented in to Solak to stop you "skipping" phases.

We’re assessing how many players abused this and will follow through with appropriate action based on the severity of their abuse. Bug abuse is something we will not tolerate.

However, our work is never done, we've been relentlessly tracking down issues and fixing them where possible, to give you an idea check out the list below

Bugfixes & ...

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26 Mar