Jagex_Stu

Jagex_Stu



13 Jul

Comment

Originally posted by Mistffs

Entirely offtopic but will there be a new yaktrack before necromancy?

I could tell you that, but then They'd have to kill me.

And I'd rather be alive so I can make more quests for you.

Nowadays you hear about future updates through the official channels of CM and Marketing, thus I need to keep schtum so reliable information is released at the appropriate time.

Comment

Originally posted by prometheius

will we see any post quest combat activity for dead and buried

No, the quest rewards are all stated in today's prerelease news post.

What post-quest combat activity are you wanting?


12 Jul

Comment

Funnily enough, I've got a fix for that coming in the patch notes for Dead and Buried. :)


11 Jul

Comment

Originally posted by twtvmillerandybr

I mean its a massive improvement when you start figuring altscape and irons etc etc... the quests are cool the first time around but with as many as we currently have it becomes a massive slog to get things handled... for example the priff line in of itself is anywhere between 8-12 hours of purely just quests... outliers like one small favour even with the lodestones is over an hour long... the vampire quest series is approx. 10-15 hours... curses from start to finish is like 15-20 hours... shaving an hour or two off of those lines is huge from a playing standpoint... especially for someone like me who just wants to be able to go boss without being massively punished...

Excellent point!

Personally I love quest requirements as a means of identifying goals and forging a path through the story and unlocks, but even after trimming the unnecessary branches, there's still loads of relevant reqs remaining to scratch that itch.


10 Jul

Comment

Originally posted by stumptrumpandisis1

No problem, but yeah this is why some people call Discord an information black hole. This stuff won't show up on search engines either unlike other social media.

Now that I am signed into a Discord account and joined the server, your link works. Thanks.

I guess I don't have any concerns, just a question of why it warrants the dev time and QA? Is it a big deal that Druidic Ritual is required for some quests even though the rework removed its tie to Herblore? Not that I don't appreciate the game being tidied up, it just sounds like a lot of work compared to the benefits gained.

I'm unlikely to get more than one opportunity to poke at this particular issue, and players on the lore discord had done the research, I figured I'd be thorough and address all identified issues.

A short reworked quest like Druidic Ritual isn't much of an obstacle, but little quest requirements that aren't actually needed all add up.

That's the beauty of game jam. I can work on something that's caught my attention that would otherwise never be green-lit when you weigh the cost-benefits, but is hopefully worth fixing anyway.

Comment

Originally posted by stumptrumpandisis1

I can't see any information in your link. Might be because I am not in the discord server? If so it doesn't tell me what server it is in.

Gah. Thanks for letting me know. This new-fangled discord thingy is a bit unfamiliar to me.

It's on the /r/runescape discord server. If you use this invite link, does it then work? https://discord.com/invite/runescape

Here's a fresh link:

...

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Comment

Originally posted by JagexHooli

It's very rare anything significant from Game Jam can make it in that fast.

Game Jam projects need to be approved and scheduled in production/testing alongside all the other work we're doing.

As a general rule, expect to see any major Game Jam projects we can bring to the game in the following weeks/months rather than immediately after.

I'm thrilled to hear that you're looking forward to (my, I assume) quest changes from game jam!

Only the initial development is done, though, and still needs to go through review, testing and localisation. Plus it's a biggie (I chipped away over 2.5 game jams at the implications of removing requirements from about 40 quests), so when it's green-lit I'm expecting QA to be at it for a while.

I hope that helps to manage expectations.

Incidentally the game jam preview post could only go into so much detail (particularly as we were mid-game-jam-week when the news post needed to be written up to be localised for Monday release).

So if you're interested, here's the full patch notes for my game jam contribution, to get a feel for the scope, and in case any of the changes raise concern: ...

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24 Apr

Comment

Originally posted by zenyl

Just out of curiosity, do you happen to know how many active 9 HP'ers still exist/are currently playing, and if so, would you be willing to share that number?

I don't know the answer to that. I can only speak for the player-facing side of it, which is that a few players contacted me about it.

Analytics likely could find out if I sent them a request, but I'd rather not add to their workload.

Comment

Originally posted by hsiFihsuSteW

Is it because a Jmod is dating a 9 HP pure that these HP abilities are seeing changes?

These are the remaining post-release fixes that I developed on day of release of the Options for Pures strike.

We get a little time for live monitoring when releasing an update, and though (since nothing exploded) most of the feedback I got was from niches of niches (eg 9hpers wanting further accommodations), I figured I'd use that opportunity to implement the requested changes since there wasn't likely to be a future opportunity given the RoI.


04 Apr

Comment

Originally posted by RsBugsAndGlitches

One of the best updates since forever! I know a lot of pures that are extremely happy with this update but I know it's not really inclusive to some of the other pures that I know. Was chatting with them talking about it and some of them were sad that hp cannot be blocked. [Imgur](https://i.imgur.com/zPJ2ZJt.png) [Imgur](https://i.imgur.com/5rVwqvD.png) [Imgur](https://i.imgur.com/cFCmLn5.png) Some of the chats and their pure build over here. [Imgur](https://i.imgur.com/OVYXOcX.png) So I came up with an idea that will be inclusive to those that are left out. How about being able to toggle block xp after at like level 30-50 hp? That way the ones that were left out are included.

If it were up to me, you'd be able to block everything and reset skills at any level as as often as you like.

The limits and restrictions are in place due to months of debate from a wide variety of pures, trying to find an acceptable compromise between a vast array of self-imposed restrictions.

As much as I'd like to make everyone happy, as long as there are restrictions, there'll be some players that don't fit into them, and the opportunity to discuss and modify the rules has been and gone.

As much as I see your logic in blocking Constitution XP from combat if you exceed the threshold where 10hp pures care deeply about maintaining this particular challenge, your associate is going to have to live with the current exception for Constitution.


03 Apr

Comment

Originally posted by ImRubic

Patch Notes

Fixes and improvements in this week's game update


General

  • The Fort Forinthry anvil will no longer claim it isn’t an anvil when attempting to smith items in the Misc. Smithing category.
  • Fixed an issue that was preventing players from claiming the Contagion Treasure Hunter progress reward when they ran out of Keys.
  • Updated Mandrith's Slayer Points to align with Laniakea.
  • Adjusted the spawn location of demons at the bloodwood tree west of the Dragonkin Laboratory as they often interfered with players interacting with the tree.
  • Adjusted the location of the Muddy Chest found in the Lava Maze to make the Ripper Demons more avoidable.
  • Fixed stuttering in the dismiss animations for Yak Track pets Linnet and Piper.
  • Added examines throughout Fort Forinthry.
  • XP boosts from upgrading the Player Owned Ports workshop now apply to the soup creation station ...
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Also, this was hotfixed into the live game shortly after we released today's patch notes:

  • Nastroth's Constitution & Prayer major reset now requires Attack, Strength, Ranged, Magic, Defence and Summoning to be 10 or lower, rather than 5 or lower, to accommodate players who would need to perform a minor reset to qualify for a major reset.
Comment

Originally posted by ImRubic

Patch Notes

Fixes and improvements in this week's game update


General

  • The Fort Forinthry anvil will no longer claim it isn’t an anvil when attempting to smith items in the Misc. Smithing category.
  • Fixed an issue that was preventing players from claiming the Contagion Treasure Hunter progress reward when they ran out of Keys.
  • Updated Mandrith's Slayer Points to align with Laniakea.
  • Adjusted the spawn location of demons at the bloodwood tree west of the Dragonkin Laboratory as they often interfered with players interacting with the tree.
  • Adjusted the location of the Muddy Chest found in the Lava Maze to make the Ripper Demons more avoidable.
  • Fixed stuttering in the dismiss animations for Yak Track pets Linnet and Piper.
  • Added examines throughout Fort Forinthry.
  • XP boosts from upgrading the Player Owned Ports workshop now apply to the soup creation station ...
Read more
  • "Added examines throughout Fort Forinthry."

Looks like this one lost some detail during editing. To manage expectations, specifically the examines are:

  • "Added examines to the ravens, shrike, kitchen painting, herbs and shrine, chapel painting and town hall fireplace of Fort Forinthry."

31 Mar

Comment

Originally posted by ProBro_1337

Hey Stu! Okay so the essence of finality oversight is that a player should be able to add any spec weapon into the amulet, however, a player with lets say 50 attack is unable to add a level 60 dragon dagger into the amulet to spec with his tier 1-50 melee weapons while a person with 90 attack is able to add the dragon dagger and spec with his tier 1-90 melee weapons. If it's confusing still, let me know so I can try to explain it better, but I hope it makes sense. :)

[The amulet was design to be able to consume any weapon to store that weapon's special attack. (picture 1)](https://i.imgur.com/4cXjSLv.png) The idea of the amulet was to give a player the freedom to use a spec and it being scaled based on the weapon they are wielding. [It was suppose to allow players to spec without using the actual spec weapon unrestricted. (picture 2)]((https://i.imgur.com/dm6ATOd.jpg)

Th...

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Righto, thank you for explaining in detail the essence of finality issue you're having.

I checked with the combat council, and they confirmed the above description wasn't intended to be taken so literally - it's intentional that you require the levels to use the item (eg 60 Attack) to be able to store the item in the amulet to use its special attack.

Therefore I won't be able to change how the essence of finality functions. I'm afraid we're going to have to live with the above scenario.


30 Mar

Comment

Originally posted by ProBro_1337

I saw the oversight of the hp abilities requiring 10 hp being fixed swiftly which is great! Any follow up on the eof oversight being fixed? :o

Could you elaborate on what the Essence of Finality oversight is, if it isn't referring to the Essence of Finality ability's Constitution requirement?


28 Mar

Comment

Originally posted by mistrin

It's knot your fault, though, right? Right?

I'm a frayed knot.

Comment

Originally posted by bigjoe980

I prefer my headcanon of it being pulled by a burly guy named Theho Rses myself.

Comment

Originally posted by Qforz

What's your favorite examine text? That you did, or someone else.

Technically they're feedback messages, but on reflection it's a toss-up between

A) The exit from the tomb in The Death of Chivalry, "You must slaughter the zombies before venturing forth" (big fan of Baldur's Gate)

B) Correcting the spelling error in the Brimhaven / Shilo Village cart system. "You hop into the cart and the driver urges Theho Rses on."

Comment

Originally posted by 34shadow1

The best examine text imo probably has to be that one random chair in menaphos that says, "Yes it's a chair, No you can't sit on it, Riot on World 66."

That one's my fault!

Comment

Originally posted by Wahisietel

I am, yeah. The opportunity to bring attention to a funny examine text presented itself, and I took it.

I appreciate your initiative, Wahi.

Comment

Originally posted by Kitteh6660

Great!

Also, can we get an option to PERMANENTLY disable skill resets? As a safeguard against compromised account having XP reset.

There used to be that option, but as players wanted to be able to use features added since they made that decision, I removed it at their request.

In exchange, Nastroth now requires a bank pin to request or activate a reset, and you have to return to Nastroth after at least 7 days to activate a reset, doubling as safeguards against compromised accounts.