JagexSponge

JagexSponge



04 Jan


13 Dec


01 Dec

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Underground pass is legitimately the best quest in the game.

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Hey, sorry to hear about your dud luck - I believe it's on the Glacor team's radar and they're investigating what changes they need to make (if any).


30 Nov

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Hey - a fix that went live with yesterday's update partially undid the Jas buff - I'll look to resolve this as soon as I can.


29 Nov

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Originally posted by Legal_Evil

I'm not personally a huge fan of combining items/effects, it would effect things like Croesus (not a huge issue) but also any future content where we want players to make an active choice between gear.

Players don't even make a tradeoff between two or more outfits because they can just bring both outfits with them and switch between them. For example, players at Big Game Hunter can use the woodcutting outfit for more logs and switch to the hunter outfit for more exp.

Needing to make a tradeoff never existed in this game as everyone can just switch and get all the benefits.

In most current encounters sure, but doing that at croesus for all styles would take 15 inv slots + 5 worn, preventing you from running resources efficiently at all.

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Originally posted by TheReeew

Even though i agree with the choosing gear part, having them stored in another place would be almost the same, if not worse than destroying and reclaiming through the bank. I mean, we already have a place to store them, Diango. Would it be possible to use pressets with PoH stored items (idk if we can already, never tryed it)?

Thanks a lot for the reply! Love to see mods are willing to look into players needs and requests!

Yeah thats the sort of thing i mean for improvements - i think presets pulling from poh / diango & depositing straight back there would be ideal

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Originally posted by KBMonay

I think this is something the community has been asking about for years. One of the main issues is how you would manage all the different teleports and options on the outfit (teleports, take out essence, spawn evil tree, etc). How much work would it take to create an omni outfit? Would it be able to accept some outfits having modified headgear and others no? Would it require all the modified headgear add-ons? How could we solve the issue of the outfit accounting for nearly a hundred teleports?

I am all for it because I hate having all the outfits in bank or having to retrieve from Diango, but we have to think about it from a feasibility standpoint like Dev’s would. Maybe the option to change teleport options/outfit benefits on the fly like Grace of the Elves? Give it the effect of three outfits (similar to artisan/support capes) and make changing which outfits are active cost some GP (obligatory gold sink suggestion). TBH even working from Diango (like golden mining suit) ...

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As far as I'm aware I don't think implementation would be too hard for this - we could quite easily switch effects based on whatever outfit was 'active'.

Whilst I detest the bank space the outfits eat up, and appreciate something like this would be very convenient - I'm not personally a huge fan of combining items/effects, it would effect things like Croesus (not a huge issue) but also any future content where we want players to make an active choice between gear. It also leads into the question of what happens if we released an alternative woodcutting outfit would you get all effects? - I personally think we should do more alternative outfits and give them a better storage system (improvements on PoH storage?) rather than make a single outfit that you take everywhere.

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Originally posted by DPSOnly

Oh that is very interesting, I was wondering why rings of life (dropped by Onyx Dragons) couldn't be noted. I do wonder what the interaction is with that item that is blocking it, like the wizard hat/black ink one.

There is a jar in Curse of Arrav / Dimension of Disaster that you use the ring with :)


26 Nov

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Originally posted by Deathcon4111

Is this why some items dont work with note paper if used on it but work when the reverse is done?

Eg. Item->notepaper does nothing

Notepaper->sameitem gets noted?

Yeah exactly


25 Nov

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Fun little explanation as to why this happens on some items:
Items essentially have code on them that runs when a different item is used on them.
If an item doesn't have any code assigned to it it'll run the default code which includes checks for notepaper functionality etc.

Other items that do have their own unique code can then return back to the default code after (this is what we see on things like herbs that can have potions/incense used on them but then also work with notepaper)

In the case of the wizard hat, it has its own unique code for working with black ink but then doesn't return to the default case.

We could realistically fix the majority of these notepaper issues - it'd just take some time to find them all.


17 Nov

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Hey, I took a look in-game with some debug and it appears to be working correctly, if you want to send me over your ign I can take a look to see if something else is happening here, but looking at the script, there doesn't really appear to be anywhere those two could be counteracting each other. Cheers - Sponge


05 Nov

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Hello, you're clearly a very passionate individual to write this up. However I feel the need to clarify some things here:

"someone who isn't in the department shouldn't have influence/be nagging the department to change things because of emotional reason"

  1. I have not been nagging the balancing council - I simply put on their radar the dissatisfaction of the multiple player comments I have seen regarding Elder God Wars drop rates as a whole.
  2. Whilst I accept this was my 'opinion' it was formed, based on the feedback of the community and my analysis of the data we have available.

"He also shouldn't even be talking about this stuff on a stream, especially some content creators stream."

I have and will continue to be completely open with the community. One thing I like about the RuneScape team is the level of interaction with the community.

"Players WILL t...

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29 Oct

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Originally posted by Jason_Wolfe

that is adorable. i wonder if more pets have interactions like this, we just haven't found them yet.

they do :)


27 Oct

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Note: 1 has been found being 150 onyx dust (on wiki) 2 remain unfound afaik. - 1 has some small value, the other relates to my head canon background story for the chest

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Note: 1 has been found being 150 onyx dust (on wiki) 2 remain unfound afaik. - 1 has some small value, the other relates to my head canon background story for the chest

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Originally posted by MonzellRS

Is some slayer task monsters not having a kill count an oversight too? Cuz that would be really nice, kill counts for anything you can kill would be cool too.

Not sure on this one, it's something i can suggest updating to the team.


11 Oct

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Originally posted by Jaysiim

Currently bugged as well, I can't override the 2nd variant with summoning familiars. I've ticked the correct boxes and accepted the correct style, but no go. 2nd style kerapac works fine.

EDIT: yes I have over 1000 Croesus kc

u/JagexSponge

Can you dm me your ign if this is still an issue and i'll take a look


04 Oct

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Originally posted by lurasidoneHCL

when the OP tested it out, it did not. it also was not removing points for others and i when we tested it out to theory craft minmaxing point gain. maybe there's a bug or something? might be worth looking into.

I can double-check it's working as intended, but there is a reply on that thread that has the correct negative contribution from red nodes.