JagexSarnie

JagexSarnie



09 Aug

Comment

Originally posted by Regular_Produce6845

So does this mean the "glitch" where you don't regain sanity during the awakened Whisperer is not a bug? I'm not seeing it being patched anywhere.

You should regen Sanity at the Awakened Version, this was bugged on release but should be fixed.

EDIT: After some extra confirmation, I can say that the Sanity does not Regen at the Awakened Whisperer fight and this is intentional.

Comment

Originally posted by Requiem_for_you

Nice change about Duke vents.

Was personally hoping to see some small nerfs to whisperer last phase because I do feel like it is balanced for those having tumeken. Possible to kill without ofc but I am sweating more than during cardio workout in the gym. I suspect many people wont share this sentiment though

Also does vardorvis "at least one spike per dash" change mean that we can no longer stand near the wall and keep attacking him during those small dashes? a bit unsure

For the Vardorvis Spike Dash/Jump, it should normally spawn under the player but we've made it so that the safespots people have been using during the fight don't become ineffective.

Comment

Originally posted by BlueberryCentral

On The Whisperer Awakened, can you confirm if you are meant to regen sanity over time? At first you could and then from last week you couldn't. Could I get a confirmation?

Also, when is the fix for Pyramid Plunder Sceptre happening? Feels like a quick fix.

Yeah, you're meant to regen at the Awakened version of The Whisperer. The was a bug on launch that should have been fixed now.


04 Aug

Comment

Originally posted by ljmt

Please let us toggle the old and new layouts. I genuinely think I would use both depending on what I’m doing in game. Not to mention this way you won’t upset the many players who aren’t keen on a change

There are no current plans to give you a toggle-option between the UIs and would rather make sure this is in a place where it's being well-received as the current UI has multiple issues that limit expansion and improvement for Mobile.

Comment

Originally posted by justadadgame

On a sided note, reading the blog is really difficult on mobile. Could we get some mobile styles for the blog css?

Can you explain what specifically makes it difficult? I'd be really keen to know!

Comment

Originally posted by 98att2011

I'm overall excited to try out this update as I play almost entirely on mobile. I'm wary, like a lot of players, but the video showcases help a lot with seeing how it works.

For the hotkey functions, anything close to Menu Entry Swapper on RuneLite would be amazing!

The whole thing is still a bit confusing, and I appreciate that a beta will be implemented first.

Yeah, this was one of the main problems with the original blog, as it didn't give you much perspective on how it would look/work and didn't contain much justification as to the 'why' either.

Comment

Originally posted by ImWhiteTrash

So confirmation bias from one dev gets to decide for all left handed players, got it.

This was just to give some extra information and is exactly why we are having a Beta, so we can find these pain points after you've had a hands-on experience with the New UI.

Comment

Originally posted by Additional_Edge2142

I'm sorry but I'm disappointed that this won't be optional. I've played mobile for 5 years, and have done almost all of the hardest content on mobile without a problem with the ui. This is it for me. The layout of the tabs on both sides will just make pvm harder. You know that old saying: "why fix it if it ain't broke". Can't believe you didn't poll this.....

This isn't something that we're going to implement until we're confident that the majority of people are happy with this change. It's exactly why we're giving you more justification with this blog and having an Open Beta and more feedback and consultation before this goes live!

Comment

Originally posted by inyourbooty

Can we have the option to have the old stones' look? The grit of the original design is sorely missed here.

We're not against this idea, but we wanted to ensure that there was some consistency across the visual of Mobile, so if we were to give you the old look, we'd need to implement that in a clean and consistent way across all interfaces.

Comment

Originally posted by Laspac

I know developping flexible UI is a nightmare, but are we considering a "mirrored" mode? Some people might feel better having the stones on the left rather than on the right.
Either way, great work and I can't wait to see what comes out of it :)

I know there have been some concerns from predominately left-handed players but the J-Mod in the videos is actually left-handed themselves and feels that is change still feels great to play.

Comment

Originally posted by ThreenGumb

I feel like the side stones being only on one side is gonna f**k up a lot of mobile players.

It's definitely going to be a change, especially for those that are familiar with the current layout and that is exactly why we are having a Beta, so you can all get your hands on it and give us your first-hand feedback :)


03 Aug

Comment

Originally posted by WastingEXP

Can multiple people train firemaking at the same bonfire ?

Yes

Comment

Originally posted by Raisoshi

Okay but it's the sawmill that takes a gp payment as well, why are we getting charged gp by the spell then by that logic? Should just cost runes

I just don't think this reasoning makes sense as things stand, if it would be unbalanced in your opinion as a dev alright but not because it doesn't make sense as it already doesn't

Honestly, I wasn't aware it also took GP which is very interesting! Personally, this does give more credence to using the vouchers when casting the spell because that is the case, so I'll raise this with the team.

Comment

Originally posted by Raisoshi

How come it doesn't make sense to use the vouchers with the plank make spell but using GP does? We're far from the spell having to make sense lol

It would be a nice buff to the skill, maybe even doubling it's speed and it wouldn't be op considering it's multiple times slower than plank making manually and would still be

It feels weird that this method doesn't involve an interaction in any way with a Sawmill, as at least you/POH Servant visiting one would still "hand over the voucher" to gain more Planks.

EDIT: I wasn't aware it also took GP. See my comment below :)

Comment

Originally posted by chrollo49

what will leaves be useful for if theyre not used in campfires or tea anymore?

i think campfires / tea being good for woodcutting and firemaking only is ok - do woodcutting, get woodcutting boost

They can be used for making Rations, which will be important for 2H Axes and can be used to make Compost.

Comment

Originally posted by WastingEXP

we know this is outside the scope of WC, so here's some con xp in your wc training method.

I see, can we get farming XP from events then too?

Glad teas are gone though, appreciate the team listening to that. Really cool idea in theory, and hopefully tea or leaves can make an appearance in a more healthy way in the future.

We discussed this when we talked about the Construction XP from the Bee Hive event and wanted to see if players would want this, so we're definitely open for some more token experience if it feels right/wanted.

Comment

Originally posted by The_Soldier676

I don’t understand why there is a need to be able to add all logs in one click and tick, multiple people suggested that it could give full experience but takes a few ticks per log to add with a little animation like Runsecape.

If we did something like this, why would anybody light fires anymore, especially because you can't fail adding logs to the Campfires? We don't want to encroach on any current methods and instead offer a different alternative.

Comment

Originally posted by DivineInsanityReveng

So, are we correct in that every leaf we've earned from Forestry is now going to be entirely useless?

Is this Part 2 update now just a few new events with weird event-specific pet recolours (while the initial recolour is.. shop bought?) and 2h axes which are just "mains will obviously use this for xp/hr buff, but irons wont touch it"?

Really disappointed if i'm being honest. I also don't get why Teas being a replacement for the RNG mess and boredom that is Spicy Stews is being so neglected. Why not makes teas something that gives a guaranteed +5 to skills but it only lasts 15 seconds so its much more about just hitting requirements for actions rather than "using to skill for better xp/hr"?

Touching Spicy Stews was never really a consideration for us, they have their place in the game and I personally think that's fine. The original intention was to provide something else that could interact with other Gathering/Production skills but we ultimately don't want to put something into the game which makes players unhappy.

As we said, this isn't to say they don't have their place in the game, just not with this content.