Thanks for all of your feedback on the recent Forestry newspost.
We're discussing all of your concerns and we'll be back with an updated blog later this week.
To help with this, we're postponing the Stages call until Thursday, 3rd August.
Thanks for all of your feedback on the recent Forestry newspost.
We're discussing all of your concerns and we'll be back with an updated blog later this week.
To help with this, we're postponing the Stages call until Thursday, 3rd August.
May teas from Forestry Part II be able to be stored in the Tea Flask dropped by Creature Creation monsters? Besides giving obscure content some love, this would be convenient for carrying around multiple drinks of delicious, nutritious tea. If this comes to be, could the Tea Flask be storable in the Forestry Kit/Forestry Basket (and/or the Satchels from Creature Creation, if the Tea Flask is left otherwise unchanged)? Cutting trees is hungry and thirsty work, after all, and builders and woodcutters alike need to keep their strength up.
Definitely, something to discuss with the team, even if it's a few 'cups' worth. Be nice to give some love to this underused content IMO.
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- Is the boost to production cooking only? What else can you fail that a 12% boost to production success chance is relevant?
- Can you make 15 leaves per brew be 198 total herblore+woodcutting instead of 200? Kinda annoying having to rely on a boost for maximum benefit even if you're maxed.
- The bee event is going to suck if you just deposited a full inventory into the bank, giving opportunity for an event to feel bad even though you didn't do anything wrong is bad design imo. Having to always carry a handful of logs just in case is going to feel bad as well.
Why not change the smoke canister into some sort of "bee house parts" instead so it makes sense where the mats are coming from and just let us build them without logs?
- Can the sawmill vouchers work for the plank make spell as well?
- Twitcher's gloves should definitely work with birdhouses as ...
I was going to respond to this earlier but I had another J-Mod help out and pull some handy info out for your first question, as it'll be anything players can fail during gathering or production skills that scales with their skill level:
I’m just not seeing a use case for it? So assuming I have rations I get 4-5 logs before I need to restore stamina? So am I just guzzling stamina potions for an extra 20% wc xp? I’m spending a dose on a 20% boost to the xp of literally one log?
You'll still consume rations per successful chop, so after the first initial hits, you'll gain the effect every other successful chop.
For 1/4 of the normal experience, you'll be able to burn and add logs one at a time
This is stupidly low. They should give the full amount of experience, albeit at a much slower rate.
It's more AFK and guaranteed to be added to the fire, giving it full experience would be OP even at a slower rate.
Tree roots no longer used for teas or anything?
Unfortunately not, we could utilise them in the future, but they have been scrapped from Teas/Campfires.
Having logs yield 1/4 of the experience in a forester's campfire does not feel like the right direction to me. Why not simply reduce the speed of adding logs, such that the xp rate is 1/4th the normal rate but the logs themselves give the same xp?
Successful xp drops that consume logs could still be stalled behind making a "successful" firemaking roll, similar to traditional firemaking.
We wanted something a bit more afkable whilst not challenging any longstanding/classic methods and we feel giving players the opportunity to guarantee they burn the logs for a significant drop in experience was the better way to go. Just offers an alternative solution that hopes to give balance to the intensity vs rewards nature of content.
The new events look great, the only thing I’m slightly worried about is the drop rates on the event specific uniques. From the perspective of someone who hunts collection log slots, it’d suck pretty badly to have to chance a rare drop from an event that’s a1/7 or 1/8 or whatever chance to spawn after x minutes of woodcutting. I hope that’s taken into consideration, but as long as the drop rates are reasonable it should be fine.
The only other issue is how much I want those pet transmogs!
Understandable, this isn't guaranteed but might be the case that we can take some learnings from the recent Ring drop mechanics or just make it fairly viable as it's still a random chance to come from a random chance event.
The 2H axes just do not sound worth it all and to me they were the most interesting part of forestry.
Out of interest what makes it not seem worth it to you?
I think I like the ideas of most of these events individually, but I think I'm struggling a bit to like the idea of all of them being possible. To me this feels like a lot and the best way I can describe it is that it feels a bit too complex and gimmicky. I think it's possible it'll feel better in reality, but I'm wondering if there's been any thoughts on condensing the number of events possible. I don't know how I could really express this preference in terms of voting, either
All the events will be fairly straightforward gameplay, but that's a fair point in feeling like there are too many events. A lot of them need items which means people will have to go out of their way to bring an item to spawn that event. What would be your ideal amount of events?
Might get downvoted but am I the only one who thinks transmogging the beaver pet to a fox seems out of place?
It's a fair comment. We saw a lot of requests for an addition of a fox/pheasant pet but we thought giving you three separate pets through Woodcutting seemed a bit overkill. This way gives you another style for your Woodcutting Pet.
Questions 8 and 9 are both currently identical, both about the fox pet transmog (which I love btw)
That has been changed, thank you for raising it!
Heya! The team have been made aware and they are investigating, cheers!
Got a prayer level and it told me that i can the Decimate prayer. Also if you look at the prayer guide the prayers are there.
Thanks for raising! The team are aware and it will be coldfixed next week.
We've released a hotfix to resolve this issue and spells should now work correctly. Let me know if this isn't the case!
Idk man.....I just feel like the c++ client just has SOOOO FAR to go until it matches the abilities of runelite. Until they are up to par with that, I can't see myself using the c++, and that is unfortunate.
That's a fair point! This is more about making our 'base' client the best it can possibly be and that starts with moving away from Java and giving more options for people to use the C++ version that's currently limited to either Mobile or Steam.
Then why tease it in poll 79 and promise it in poll 80 if youre just going to leapfrog toa/cox/scythe etc changes with wildy changes nobody was expecting / really asking for?
At the time, that's exactly what we were planning on doing, but with timelines moving, and things shifting around we ultimately had to make decisions that went again what originally promised, which is regrettable but sometimes necessary, especially in the case of designs not being ready.