JagexSponge

JagexSponge



22 Aug

Comment

Originally posted by ThaToastman

Ahh ok makes sense!

Other question, any thoughts on making ‘tier’ in tooltips (also has relevance to programmatic assignments of new gear attributes), more accurate? Unless monday changed it, primal is listed as T99 armor when it is actually T90 mathematically.

Its pretty misleading to noobs, and potentially interferes with your dev stuff if you did a auto-pass of a values table where say, ‘T90 helm = X HP bonus’

Yeah this has bothered me for a bit - 'tier' in general is pretty confusing because it means a lot of different unconnected things (damage/accuracy/armor/wear requirement)


21 Aug

Comment

Originally posted by IndependenceOutside2

God forbid u do your job

My job being what exactly in this case?
If i put everything I was doing (such as working on new content e.g. Sanctum of Rebirth) on hold every time a player asked me to do something I would get literally nothing done.

Unfortunately we live in a world where things need to be prioritised for their impact and time cost and I can't just magic up changes out of nowhere. Thanks for the comment though.

Comment

Originally posted by ThaToastman

Coding question:

Is armor not in the code as a class extension of ‘item’?

Parameters just being

“Tier, armor value, hp bonus, image reference…etc)?

It would be a lot of work but why not just add the parameter now (sorry to the intern who has to do the entry) and then all future armors will have the field by default and be added on creation?

Yeah so the params for hp bonus already exists / how it's handled right now, in general it'd be better imo for a system to figure out your total HP bonus based on a set of criteria so if in a years time we decide we want to change something about how HP is calculated (maybe we decide 10 per gear level instead of 5 or w/e) then it's a single plugin point instead of going and modifying all armor in the game again

Comment

Originally posted by SpeedrunsRS

When this adjustment happens, will unique items such as the Rogue gloves from Deathmatch 'keep' what made them unique before Necromancy?
They were the only set of gloves before the update that provided an LP bonus while also having some offensive bonuses.

Would this update take into account that they were the only gloves that gave an LP boost before Necromancy and give them a greater boost?

yeah probably likewise for torva etc

Comment

Originally posted by SexualHarassadar

When you say "go through every tank armor config" I'm assuming that means every variant of every piece of tank armor (+1,+2,+3, dyed, augmented, trimmed, lucky, ect.) is it's own individual item with its own config that would have to be manually edited?

yep

Comment

Originally posted by JagexRamen

Don't worry

Stop worrying Ramen, it's on the list.

Comment

Uhoh the call out

For real it's on the list, don't worry.

The reason its labour intensive is due to how the HP bonus is 'applied' to gear in that currently it's manually on any config you want HP boosts on. (There's no spaghet, its literally just not had a system made to handle it)

We have two options essentially - go through every tank armor config and apply the HP bonus specific to that piece (plz no - i still have nightmares about shogun making me test mining and smithing originally)

Or we make a new system that just 'handles' it that takes into account special cases (like torva / if we want a tank set thats more hp etc)

The list is long and ever growing for us combat folk but we've spoken about it and everyones okay us 'just' doing it / chipping away at it.


29 Jul

Comment

Originally posted by RedDesires22

any word of fixing fps/lag issues in rebirth? I know a lot of people with good computers who are still struggling there

The update includes some temporary changes to boss VFX which should help with performance.
(temporary until an upcoming engine update that will enable the original VFX with the improved performance)

Comment

Originally posted by Disheartend

can you fix ge please? can't buy/sell items.

3) can't abort ofers too, throws me and others error. no need for RSN just try & buy a beer or something, it won't work.

should be back up now. The GE clerks were on lunchbreak

Comment

Originally posted by 5-x

Was the hit chance glitch fixed for this week? fixed

How about Nakatra's 3d preview blinking in Beasts interface? not fixed

the flickering interface issue when viewing models using new VFX is an engine issue and will be fixed in an upcoming engine release.

Comment

Originally posted by 101perry

"Fixed an issue that caused skeleton archer NPCs inside the Shadow Reef to not attack the player while standing on the bridge."

Damn, the most dangerous area in all 3 dungeons finally got fixed. I enjoyed not sweating there. Actually more dangerous than any other section or boss in the trilogy. Wonder what caused it though.

Wonder what caused it though.

Dungeon NPC's can have various 'behaviours' (Like mobs in ED4 high alching, them talking to eachother) setup when you make a new instance.
One of these behaviours is 'custom' which only the skeletons use and is the last behaviour type to get added to the dungeon NPC's.
Some time earlier this year (maybe last year?) the system was given a little bit of a face lift, and a line was removed that caused the custom behaviours to not get added to their NPC's accidentally. So instead they just chill.

TLDR: it's 100% an inside job and someone in Jagex doesn't like the skelebob archers.

probabaly /s but is it really /s ?

Comment

Originally posted by HeyImCodyRS

Are you planning to lower the bosses defense to be in line with how it feels this week or are the bosses just going to feel way worse to kill next week

Yes, Sanctum Bosses have been adjusted so you shouldn't notice a difference.


02 Jul

Comment

Originally posted by EoFinality

Why are the in game polls not utilized for deciding things like this? I personally didn't see ANY discussion leaning towards the bleed passive on discord/reddit/youtube/twitter - it was clearly the opposite, favoring the wild magic cooldown reduction from what I could gather.

I just can't wrap my brain around why the hell something like this isn't slapped on a poll to get a CLEAR community opinion. I mean for goodness sake, even the newspost said that the community would get to weigh in on this.

What better way to do that than an in game poll?

It's not really my call on whether we do polls, and I think they are useful for select stuff, but they definitely have issues (a lot of which can be mitigated, but that takes extra time to get us to that place) e.g. you get a lot of fake votes or first glance votes (players that haven't played with anything you're trying out before making their decision and/or there's no limits for polls on players with ALTs getting X amount extra votes - which isn't really ideal)

Comment

Originally posted by rsn_akritia

I've not done the math

roar ezk (without zerk) almost beats out icy precision death swift 100% split soul max hit sgb. of course sgb has half the cooldown.

can always rely on akritia to do the math - TY!


01 Jul

Comment

Originally posted by RegiSilver

I want to discuss something if you don't mind Sponge :D

I'll be quick I promise.

Can we know a little about those upgrades for T95 Weapons? Are they still on the menu or they have been moved to somewhere else?

Can we expect something like, an Item that requires other T92 Weapons as ingredients and then provide T95's with additional effects?

Like an EZK Upgrade requiring that "Unreleased Item" + Masterwork Spear of Annihilation + a third ingredient, and the output is an Upgrade Item that makes the EZK Untradeable, gives a small stat boost and the ability to extend Bleeds like the MWSoA does, reducing Switchscape and giving players one reason not to chuck their EZK into an Essence of Finality.

Other Upgrade could be Lengswords gaining back the ability to use Hurricane by using the same "Unreleased Item" + Khopeshes (MH for MH and OH for OH) + a Third Ingredient.

So on and so forth with items that make sense. Or perhaps the upgrades are...

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Can we know a little about those upgrades for T95 Weapons? Are they still on the menu or they have been moved to somewhere else?
Can we expect something like, an Item that requires other T92 Weapons as ingredients and then provide T95's with additional effects?

Still planned, yeah. We'll get out specifics closer to the time.

Like an EZK Upgrade requiring that "Unreleased Item" + Masterwork Spear of Annihilation + a third ingredient, and the output is an Upgrade Item that makes the EZK Untradeable, gives a small stat boost and the ability to extend Bleeds like the MWSoA does, reducing Switchscape and giving players one reason not to chuck their EZK into an Essence of Finality.

Other Upgrade could be Lengswords gaining back the ability to use Hurricane by using the same "Unreleased Item" + Khopeshes (MH for MH and OH for OH) + a Third Ingredient.

They're less likely to be both stat boost & ex...

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Comment

Originally posted by Adept_RS

(IS EZK+Roar+Zerk fair?)

Have you guys considered elite dracolich > rapid fire > sgb to be unfair? if not, then ezk roar zerk is fair. let bleeds be buffed and not overrode by other players' bleeds.

Give us the option to play as we want, without losing dps due to "metas". let everything be equally strong. Magic is bottom tier right now. help it.

also, as magic cant even come close to the 30k hit cap, consider increasing spell damage?

Have you guys considered elite dracolich > rapid fire > sgb to be unfair? if not, then ezk roar zerk is fair. let bleeds be buffed and not overrode by other players' bleeds.

Give us the option to play as we want, without losing dps due to "metas". let everything be equally strong. Magic is bottom tier right now. help it.

also, as magic cant even come close to the 30k hit cap, consider increasing spell damage?

I've not done the math on it to compare but I think EZK would outdo the ranged combo mentioned (it's not the exact point but interesting) - the general point is just we need to be aware of 'just' unleashing damage buffs etc

The 30k Hitcap I think is not necessarily a good reflection of somethings power -> when mage was top dog during EGWD it would still hit 'lower' than the other styles, but would out damage through pure numbers. (Zuk omnipower vs Zuk overpower is a good example, where omni isn't hitting 30k's but gets...

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Comment

Originally posted by Not_That_Dangerous

Sponge,

I think that most people would like for DoTs to both work with damage boosting ultimates/damage-boosting prayers/etc. and have their functionality fixed for group bosses. It is more intuitive to have both of these be addressed as nothing in game explains to you the way they function. However, I agree with you that the having DoT priority go down during Sunshine/Death's Swiftness/Berserk is an interesting design choice.

You are right that the primary issue is that DoTs don't work well in group pvm. If any issue should be addressed, I believe that it should be this one. I am honestly fine with DoTs not working the same as other abilities when it comes to damage boosts. I feel like this should be explained better in game, but that is a conversation for another day.

On the topic of DoTs, are you considering changing Magma Tempest to a DoT since it already has the same functionality? Is the new weapon special attack going to be a DoT? Have you considered ...

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On the topic of DoTs, are you considering changing Magma Tempest to a DoT since it already has the same functionality? Is the new weapon special attack going to be a DoT? Have you considered changing Sonic Wave/Greater Sonic Wave to have synergy with DoTs since Concentrated Blast/Greater Concentrated Blast have synergy with the critical strike focus of the Fractured Staff of Armadyl?

Magma has always been a bit of an odd child, I'm not sure exactly how it being a DOT would work : e.g. does anything inside the zone just get set on fire, so the dot sticks on them if they leave (and it reapplies as long as their in the zone -> could be pretty cool)

Sonic is interesting, now that we've moved over to it and gconc being 'open' we have more room to work with it I feel
e.g we could make sonic longer cooldown and more impactful if we wanted (like fury got) in which case we could unlink sonic and conc.
OR alternatively we could just blast ...

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Comment

Originally posted by esunei

Any thoughts on having to walk your target a ridiculous amount to get the most out of these? I don't think I'm the only one that doesn't relish the idea, or getting a second lunging weapon.

In general I'm not keen on walking; but I appreciate some players like having extra actions to perform in combat: ideally we'd replace it with something that has similar gameplay -> I combust, I have a sigil or spell that buffs it i can press outside of GCD


30 Jun

Comment

Originally posted by chesshacks

It just feels pointless when you have to fill rune pouch every few hours (when using incite fear and running out of water runes)

blessed flask also is an item with 80 limit which you have to fill frequently but i believe it wouldnt be overpowered if that 80 was changed to 16k doses for example, you never realistically need more than 80 doses

alternative is could loading preset fill rune pouch/blessed flask same way it fills essence pouches?

i think preset loading or a 'always fill containers' toggle or something is the answer yeah

Comment

Late to the show unfortunately.

Its actually a bit of a complex issue. The reason its 16k is to do with how much data we can store on an object: when accounting for all the rune types, and up to 16k of each slots, that 'almost' maxes us out.

Now we could just swap that over to player data and have rune pouches read from that (this is what necropouch etc do, and why they 'share' inventories; because theyre just pulling that data from the player and showing you it)
and if we added a new thing today that is probably what we'd do unless we had a specific design reason.

However, the issue is a little deeper/more complex than 'just do it' because there's issues to consider like:
Do rune pouches still only have 4 slots? (then if they pull the same data your locked into 4 runes and need to manually swap each time you want a different 4)
If we do unlock it to above 4, then suddenly we have a huge surge of rune pouches people don't need as you no longe...

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