JagexSponge

JagexSponge



27 Jul

Comment

Originally posted by limixi

The rebalanced exp rates seem very slow and arduous to engage with. Hopefully combat will still be worthwhile.

It's something we're going to watch closely. XP in the past few years for combat has ballooned pretty outrageously.
The idea here is to get us to a more normalized and consistent level across the board with an XP calculation that both players and dev's can actually work with and understand.

Comment

Originally posted by PotatoBaws

If I augment, for example, a t70 weapon/armour and I upgrade it to a t80.
- Do I need to remove the augmentor to upgrade? Like how the TMW upgrade works

- If I don't need to remove the augmentor, are perks still going to be carried from the t70 to t80? Like how the mattock of t&s and the pickaxe of e&s works when upgrading from a t80

- If I don't need to remove the augmentor, are perks still going to be carried from the t70 to t80? Like how the mattock of t&s and the pickaxe of e&s works when upgrading from a t80

Perks will carry between upgrades yeah, no need to deaugment your gear.

Comment

Originally posted by Rarycaris

The wording in the post is a little ambiguous. Will Bone Shield work offstyle? And also will necromancy class shields, if they exist (the implication seems to be that spectral might be one), still cause all your conjures to despawn?

Boneshield will work off style yes.

Necro shields will currently clear conjures yeah, it's something on our radar as a consideration, but current shields aren't necessarily intended to work with a conjure playstyle, and if we feel like conjure builds need a shield we _could_ make one that's also a conduit


25 Jul

Comment

Spoke to the team - looks to be caused by nvidia anisotropic filtering, the teams still investigating solutions, but :
'For the time being players should just change anisotropic filtering in the nvidia control panel back to application controlled' this should hopefully resolve these issues.


24 Jul

Comment

Had a few similar reports to this - if you're being affected could you send over your tech specifications and I'll pass it on.

Update: if you could also supply your current driver versions will help us narrow it down along with your graphics settings


10 Jul

Comment

Originally posted by Seismic_wand

can you make more things roll hunt checks more often so aggro pots work quicker?

That's not how it works, unfortunately - Aggression pots are run on the player as a timer. Every time the timer 'ticks' it finds an NPC and tells it to aggro the player. It doesn't actually have anything to do with the NPCs hunt.

Comment

Originally posted by Spinolyp

*You have been poisoned!* >:)

Don't make me delete your config

Comment

Originally posted by Cowsie

Are Spinolyps going to always hunt? They're kind of important to DKs damage, no?

They always hunt by the looks of it yeah

Comment

Originally posted by ErikHumphrey

Here are ALL the aggressive monsters that would no longer be aggressive to players at level-152. Most are level-70.

Note that some monsters (especially Daemonheim monsters) don't always have the same combat level so in certain areas or Daemonheim floors, some were already unaggressive, or some will still be aggressive.

  • Aberrant spectre
  • Abyssal leech
  • Animated spade
  • Baby black dragon
  • Bound skeleton (added with Unwelcome Guests)
  • Crypt rat
  • Guard Bandit
  • Harpie bug swarm (elite)
  • Kalphite Guardian
  • Lesser demon
  • Magic axe
  • Revenant hellhound
  • Rock Crab
  • Suqah
  • TzekHaar-Hur (could affect the TzKal-Zuk fight, though possibly Senntisten sewers only)
  • Vyrewatch (might be an exception, or will now only be aggressive if alerted by guard saying "Human!")

Bosses

  • Giant worm (Queen Black Dragon minion)
  • Spinolyp ...
Read more

Great work with this list.

FWIW not everything on here will be affected by the combat-level change, it purely depends on which 'hunt' the NPC has. As an example pretty much all of the dungeoneering hunts don't check combat level, nor do rockcrabs etc.

There will be some on here that will be affected by the level rise, but if it negatively affects gameplay we can flip it so those monsters use hunts that don't check combat levels.


19 Jun

Comment

Originally posted by Conscious_Act3

Yo, the thing has went back to an unaccessable location...

Cheers I've let the Grove team know - looks like a bad merge of files after Unwelcome was released - They're aware and will sort!


07 Jun

Comment

Hey so one of the other devs is looking into this right now. Would anyone happen to have a video of everything in the room aggroing at once (pre-supposed nerf?)

We're trying to figure out if there is something actually going on, or just some weird mandala effect. As an example we've found this video from 2-3 years ago https://www.youtube.com/watch?v=WuLDJeZS8vA at 0:33 the player pots up, and it seems to functionally appear the same as live - 1 thing aggro every 3 seconds.


29 May

Comment

Hey, so I gave it a look at the time and was unable find any evidence that something had changed, could you send me over your username of accounts your experiencing this on and in which scenarios and I can ask someone to take a deeper look


22 May

Comment

Originally posted by minmaximust

You were right! Task complete!

However, my taska's wrath was still not working on this task.

Yeah the tuska's wrath thing is a known bug that unfortunately occurs on all special assignments right now iirc

Comment

Hey, I made a copy of your save and had a look - it looks like there's just an issue in the messaging here (raptor saying the o.g number, not the current number) - I loaded up the slayer counter panel and you have 8 kills remaining (checked zombies etc count correctly too)

Hopefully this helps!


14 May

Comment

Originally posted by apophis457

Is there any concept art/key art of the masks to use as a basis? Or would I be better drawing them myself?

I'll have a look if there's anything available


12 May

Comment

Had to take a look because thats a bit whacky...

Looks like the time for the achievement starts tracking on your first hit against Graardor and times 25 cycles from then (15s)... so theoretically you could do this with like a 10-minute kill time if you never hit/damage Graardor for the first 9:45. Neat.

Comment

Originally posted by apophis457

How dare you put this idea in my head

His masks could work as well. Some morph tokens as the Light mask and Manifest tokens as the Shadow mask maybe?

Yes. do this.

Comment

This is great, would love to see the barrows bros/greg as morph creatures to go along with it.


05 May

Comment

Originally posted by 5-x

It's purely an issue with animation. When the effect is triggered, your character is held in place. No, this is not intended.

Especially for Immortality; it is used to die on purpose, it's designed to be used this way for some boss mechanics to block damage.

For clarity what Doom's said is correct and is the original implementation of these things (though I think immort/sign above effects are flipped).

Neither of the issues here are actually walkmerge problems, Immort in particular is running a delay on the player as a form of damage prevention, though this stops other interactions like moving etc

Speaking to the combat council we all agree we dislike the implementation of both the above things, they're clunky and we aspire to make combat more fluid.

We've put jobs in to deal with both of them, though with no timeline for delivery.