JagexSween

JagexSween



05 Oct

Comment

Originally posted by Desparae

I will second the importance of being able to click the cave as an attacker. It's not just leeching that it matters-- also big in runs with 2 healers, which is the fastest way to play the minigame currently. I cut some examples together here to show how useful a quick reposition can be.

Even if the defender "blocking" caves part had to be removed, maybe you could just throw in a (possibly toggleable) option that keeps the repositioning elements intact? Maybe an "inspect" option, that still has you run to the cave, but spits out some fluff text?

Could we not remove blocking tunnels in BA? It's currently very useful for those who solo attacker in leeches as it allows them to path north without clicking on monsters. Removing this would make it more difficult.

I appreciate the example, and the j-pop


02 Oct

Comment

Originally posted by Hanyodude

Where was this survey meant to be found? This is the first im hearing of it (and gladly voting for stealing creations)

It was wrapped up in the Porting RuneScape Content section of September's Gazette: osrs.game/Gazette

I'll look at getting the survey distributed more widely next week!

Comment

Originally posted by henke9600

Same thing applies to Trouble Brewing. We do private games there for fun, i don't see who this restriction benefits.

We could encourage players to hop worlds, but not make it mandatory. I expect that change to be made on Monday!

Comment

Originally posted by Obamas_Papa

Filled it out. Thanks!

Awesome!

Comment

Originally posted by Blindtofeelings

Does this mean nomads requiem is off the table, since the best reward from the quest is being offered as a weaker version as a mini game reward?

I wouldn't say it's off the table, but we aren't offering it here. This type of content 'porting' opens the doors to future backports, perhaps quests.

Comment

Originally posted by StoutStaryu

A little sad that a 40 combat minimum is being added to soul wars. I loved seeing accounts with 99 attack or defense and 1 every other combat stat back in the day, which was only achievable through soul wars. Any chance you could reconsider this requirement?

Perhaps we could try to allow those types of accounts to access the minigame too. I'll raise it!

Comment

Originally posted by moryo7

I've got some additional ba suggestions that would be pretty unanimously appreciated in the community if you guys are looking for more. I don't know how possible some of them are, of course.

  • Re-add the ability to click through interfaces while on the cannon. (Previously, penance death messages, divine potions, and broken trap messages could just be spam clicked to remove. We'd like it back, its annoying to constantly press space to get rid of them.)

  • Allow players to do low and medium gambles regardless of current wave. (The process is horrible currently, you have to leave mid round to gamble.)

  • Allow teams to play with 4 players.

  • Increase the time it takes to be booted from the team while stalled in the wave by 1 tick. (Currently, if you shoot the cannon right as the wave is ending you'll be kicked from the team automatically. Increasing the time it takes by 1 tick would fix this.)

  • Make it clear that le...

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Thanks a lot!

Comment

Originally posted by Subterranean_Smiff

Yes, but it may be a good idea to have some of the worlds only have access to the green portal. Not knowing what team you will be on could prevent clans from stacking one side.

That's a solid shout. I'll pass it on.

Comment

Originally posted by Obamas_Papa

Any plans for Fist of Guthix? I would play the hell out of this minigame even if it had no rewards

Comment

Originally posted by Zulrambe

Are we eventually getting something like the RC guild?

To be very honest, the game was ass, but the rewards were so good they were well worth it.

I've seen some awesome Guild concepts, including Runecraft. We discussed including Guilds here, but we want to be make sure any Guild project gets the time and resource it needs. We're considering it for '21.

Comment

Originally posted by Nightrein

Pour sacred logs on logs to create pyre logs.

Soak logs in wood 2, Morytania Boogaloo

i heard you like wood so we put wood on your wood

Really though, good spot. Fix'd.

Comment

Originally posted by SinceBecausePickles

Ideally you should change the diary reward to be just participate in a full game of fight pits rather than win

I'm not participate is worthy of a Hard completion, but participate in "x" amount, or place in the top "x" or kill "x" players maybe.

Comment

Originally posted by Iron_Aez

All this and still no consideration of revisting the unified minigame rewards shop? I'm sure y'all don't need a reminder that it already passed it's poll yonks ago.

We're still open to it! It was discussed for inclusion, but as it's a bigger project and topic we've earmarked revisiting it in the new year

Comment

Originally posted by H0HN

/u/JagexSween I would like to point out a typo in the reward system section. There is a boldened "Buying" instead of burying bones.

Thanks! Fix'd

Comment

Originally posted by Subterranean_Smiff

Having a soul wars match end early if too many people leave will probably be exploited by clans and alts. Similar things already happen at castle wars regularly.

Do you think restricting SW to few worlds like we propose would help to mitigate this?

Comment

Originally posted by Royoffire

What made you guys decide on +8 prayer for the cape as opposed to +12 the original version had? Just for the sake of curiosity.

+8 is already higher than the current BIS cape (+6), we felt +12 would be too great

Comment

Originally posted by Tf2_man

I'm not super jazzed on limiting the worlds you can start a fight pits game as it's fun to have a somewhat private world for clan events

We've removed the Fight Pits section for now

Comment

Originally posted by Tiptop103

Yeah, this could be a nice compromise.

I'll suggest this, and I'll relay feedback about the tunnel blocking

Comment

Originally posted by RsCaptainFalcon

I'd like to clarify something with Soul Wars.

The original avatar damage system used your slayer level against the 1-100 number to damage it. So if you dropped the avatar to 90%, only someone with 90 slayer or higher would damage it. Is this no longer the case? I'm assuming it's not, but it didn't explicitly say otherwise.

On a similar note, burying bones had a chance to do nothing (not restore avatar level) when burying them in your team graveyard, has this been left out of the proposed version?

The Slayer link has been removed. Now it's a general % based damage mitigation that's reduced by using soul fragments. Any Slayer level can damage the Avatar.

Unsure on the chance to do nothing. I'll find out.

From the blog:

Slayer was central to the gameplay of the original minigame. We've made a number of changes to remove the skill from Soul Wars:

Originally there was a Slayer level requirement to damage Avatars (which began at 100 and was reduced by using soul fragments on the Soul Obelisk). We've replaced this with a general damage reduction mechanic - all damage dealt is initially reduced by 100%, making them immune (this percentage is reduced by using soul fragments on the Soul Obelisk). 

And another section:

Initially, all damage dealt to them will be reduced by 100% (making them immune to all damage), but this percentage can be reduc...

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