Smh Jagex ruining the integrity of Hazelmere's Ring.
Congrats though, that's a wild roll to get and I hope you enjoy at least one of them - maybe you'll get a doubled HSR with HSR!
Smh Jagex ruining the integrity of Hazelmere's Ring.
Congrats though, that's a wild roll to get and I hope you enjoy at least one of them - maybe you'll get a doubled HSR with HSR!
This is actually fair enough, it's something to bring up with the wider team and see if we can do it for release or if it's something that needs more discussion and a release later down the road.
Thoughts on making all auras unlocked at a lower tier to start, then all auras upgrade as the group hits certain milestones? Whole group base 30 skills and X quest points? Identical to how groups gain more storage and cosmetics
We thought about it, the problem is that we'd like as much of a level playing field as possible for CGIM so whilst it looks like it'll be fine to earn through progression, people can have loyalty points and still buy what they want.
I like how you are sticking to a strict guideline.
There's still a big question mark about the non-competitive groups and the hiscore for them being essentially locked in from the start if existing irons can group up and fill the hiscore from day 1, though it's not the "competitive" mode I have heard people say it take away from the prestige.
We want to add something to the highscores that shows a regular GIM group was all created as fresh accounts so that there is a way to see those groups versus groups who have existing accounts added to them. I'm 90% sure it'll be done but its not something I can promise at the minute.
Still have a lot of questions about GIM and not a lot answered. The wildy flash events being disabled for CGIM is kind of a huge deal, and it don't make a lot of sense to me. But other than that not a ton of actual new info.
They still are claiming parity with OSRS GIM but they don't seem to be doing that. I only see green helms and prestige.
They still haven't talked about how CGIM will work with group bosses where small groups won't do the job.
The mantra for CGIM is "you can only do content with people within your group" and that doesn't gel with Flash Events. We could have made it possible if it's only your group members but its incredibly unlikely and only going to cause frustration.
In terms of how CGIM will work with group bosses? You either have to do it with your small group or not be able to complete that content. We're not planning on adding anything around this area - if you cannot do it within your group then that content is not available to you.
Listening back, I can see what you mean but I'm taking it two ways:
- All of them are available for use but they aren't actually unlocked, leading in to what Timbo says about deironing and not being able to use them.
- All of them are available but not unlocked, and will require something to make them available for use.
I'll comment that one out to be safe.
It's the first one, they will be available to be used from day one but won't be unlocked. This means that should you ever drop out of GIM then you'll have to unlock them normally.
Worth pointing out this will be for both versions of GIM, normal and competitive, but on the regular GIM we're discussing this expiring at some point in the future. It will be available ad infinitum for CGIM.
Any chance at a list of untradable items that can be put in group storage?
Personally I’d like to see items like: Overloads, Clue scrolls, Charms, and Harmonic dust.
This is still in the works and why we've put the blog out for suggestions. Hopefully this list will get put out for feedback before release for you to double check its right.
Our mantra is to allow as much as we can think of so I'd say maybe to most of your list but it'll be up for discussion.
As the designer/developer of LOTD/HSR I'm probably a bit biased but do hear me out.
I think its fine to have one item, or a few, that have no known drop rate outside of data analysis or guessing. Drop rates have been massively relaxed in the last 5-10 years (I'm getting old!) but I do like the mystery on HSR rather than the calculation. It's part of the reason for adding the Blurberry/Batta to the failed rolls as a "you were close!" to add a sense of mystery/excitement/fun to drops.
I won't be around forever so maybe our (developer's) stance on this particular item will change in the future but its something I continue to enjoy seeing the mystery for. Every time someone posts their HSR drop (or Blurberry/Batta) it makes me smile and happy to see it still has a continued excitement around the community for my silly little item.
Appreciate it Timbo :)
One quick question tho, is the "update" to the Passage of the Abyss effect still on the team's radar?
Depends on what you mean by radar.
This might be dumb and I might misunderstand how the drop table works but if we know the chance to get every item on the super rare table except one item, wouldn't we know the chance for that item? It seems everything on the super rare table is based on x/640, couldn't we just add it all up? However doing so on the wiki with the number seems to imply that there is 0/640 for hsr table on the super rare. This would imply that hsr is on its own separate table and the chance to hit that table is chosen as some point prior to deciding what item you get from the super rare?
You're not dumb (and no-one is dumb for asking questions) - the chance for HSR is on top of what you win from the Super Rare table rather than replacing it. EDIT: Actually, I'm misremembering. If you succeed on rolling for a HSR, you'll only get the item from the roll (Cheese+Tom batta, Blurberry special or HSR) and not both the HSR roll item + Super Rare table drop.
Whenever you roll the Super Rare table, there's a separate roll for your attempt at the HSR. If you succeed, it then checks to see what tier of luck you have access to - if you don't have tier 4 luck then you roll a Cheese+Tom Batta. Then there's another roll and if you're successful then you get a HSR and if you aren't, you get a Blurberry Special.
Thank you Timbo this assuaged my fears, that being said the RDT is kind of a huge change that only get a single sentence? Could we get more info on what is and isn’t on the table? Players can figure out drop chance but we should know what the table actually has on it.
In hindsight, the patch notes should've had the whole table with changes but alas.
I've passed on the new RDT/Super Rare table with drop chances over to the CM team to disseminate as they see fit, I'm sure it'll be available in the coming day(s).
It's only available from the "Supermegarare" drop table and not the regular RDT (go check the wiki for an explanation if you're unsure what that means) so its not that common but rather a nice supplementary income for the wider game.
No, this isn't "the" solution to ectoplasm and no, this won't be the only change that will be made if necessary. As many others have suggested, as recently as yesterday, if we need a larger increase of ectoplasm for the game then it'll come from Rituals rather than outside sources.
(And to those that think this was added because of recent Reddit posts - oh boy, I wish I had your naivety.)
I can only speak for Archaeology and Necromancy as they were the ones I had designed but the answer is 50/50 between coincidence and on purpose. Coincidence that MTX is primarily XP focused, not that these skills are designed to be "anti-MTX" and on purpose that XP isn't the sole factor.
As others have already pointed out, the skill design for Arch/Necro includes a lot of content that cannot be achieved by just leveling the skill. Having multiple ways to advance through the skill other than just XP makes it more interesting, allows you to do content you may actually enjoy but may not like the sound of and rewards you for trying out all aspects. If I'm asked to work on the next skill I'm sure that I'll look to take more feedback and apply a better version of this for next time.
Do we get souls while training it thru combat?
You cannot earn souls via combat although that is the only way to earn talent points.
Souls are earned primarily from rituals although there are some one-off awards of souls throughout the skill.
Maybe unpopular opinion... But after all these insights I feel like there is very little left to discover? Why kill the mystery? We'll know a lot about the skill before it comes out, which honestly, for me, totally kills the hype.
I appreciate that there's different types of players who have different thresholds of spoilers or discovery. We're trying to tread a fine line of explaining mechanics without too much detail but leaving lots of surprises and aspects which make a skill release exciting.
Narrative, fun intricacies between systems, easter eggs and a bit of that new skill flair will be left for the skills release. There's plenty we won't talk about which will still give you that discovery of mystery (hopefully).
Still haven’t seen it confirmed yet so I’ll ask again… do rituals award constitution XP also? Or purely Necromancy XP? u/JagexDoom u/JagexTimbo
Rituals do not award Constitution XP.
It sounds like you basically have to do rituals? You can't just train with combat like you can train with just skilling?
To add on to what Doom has said, all items concerning rituals are tradeable which means you can pay to advance through rituals faster if you'd rather get it done quickly. Combined with alteration glyphs, this can make rituals more rewarding/AFK also.
From the image it looks like you can use any type of bone you want at any level is that correct?
And i assume “better” bones have a higher output?
If thats the case then I don’t need to worry about getting any of the lower level bones?
That's not correct, you can only use bones/big bones/baby dragon bones/wyvern bones (and 2 new items ) in a lesser communion ritual. You unlock higher tier communion rituals at higher levels where you can use higher level bones.
Higher level bones do reward more souls however.
I would have a Sporaxe wouldn't I?
Fun seeing this progress, thanks for sharing!
Thanks for the feedback about this since the livestream.
I am happy to say that we have changed the recharge cost so that 1x Alchemical Hydrix dust will now recharge 50% of EoF rather than the previous 20%. On release, it will be 50% instead of the 20% it was.