Jagex_Stu

Jagex_Stu



25 Mar

Comment

Originally posted by AndyGrammer

Because Mod Stu said that's when it will be

Yep, can confirm this is legit.

I took the liberty of sharing the patch notes for my passion project early once the release build was signed off, so pures have the weekend to prepare in case that's needed for their personal strategy or to bring a ruined account out of retirement, and to clarify what I ultimately implemented after many months of discussion.

Thank you for posting this to Reddit too to save me the trouble!

Also, shout-out to:

  • Tranquil who created and has administered the RS3 XP Discussion discord for this project, managing the negotiation of this design since March 2021 (after my early attempts to collaboratively agree on a design via Reddit threads became unmanageably chaotic)

  • All the players who contributed to finding creative solutions to a complex variety of uniquely personal playstyles. In particular big thanks to Marty/jannamechanics and WillMissIt

  • Zatox/Failed who reached out to me to get ...

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17 Mar

Comment

Originally posted by baughwssery

Mod Stu

Mod Stu


15 Mar

Comment

Mod Spear started trying to fix it, and I told him it was working as intended.


06 Mar

Comment

Originally posted by Technical_Raccoon838

Yeah but still.. there has to be at least SOMEONE not working on gamejam, who can do some bug fixes, right?

Also, when can we finally expect some news on necromancy? It's been like half a year..

Getting fixes into the game is a production line process. It passes through multiple hands to get into the live game - reproducing the issue and documenting the repro steps, the development to fix the bug, peer review of the code to verify the fix, QA testing to verify it functions as intended, catch edge cases, and re-coding to account for found issues, localisation to translate any text into German, French and Brazilian-Portuguese, scheduling, upload management, re-testing of the release build by the Release Candidate QA testing team, editorial of the patch notes.

We make game jams available to all staff involved in that process to flex different creative skills, and therefore the release process shuts down for the week of game jam so the release team can also contribute to game jam projects.

If I chose to not participate in last week's game jam and instead use that time to fix live bugs, they still wouldn't have released this week, because the production line was...

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23 Feb

Comment

Originally posted by Do-u-diemuch

Any reason why my quest progression wouldnt show 320/320 when I have a master quest cape? Is it related to Dimension of disaster?

https://preview.redd.it/83no5nf002ka1.png?width=263&format=png&auto=webp&v=enabled&s=9a1f735e8667807d61fb38902004fab13d5c8525

Quests you can reset to replay (Dimension of Disaster, Gower Quest, perhaps Sliske's Endgame, etc) certainly seem like likely candidates.

Comment

Originally posted by TTTonster

Love this post and reading all of your responses.

I would offer some additional insight into the idea of removing quest points. I am an avid quester and they are my single favorite thing about rs.

I also love slayer. Slayers system is incredibly tied in with quest points. I can see how non-avid quester could see this as a bad thing but I think it’s really cool to be optimizing your prefer/block list and have the option to complete more quests to prefer/block more tasks. I’m 200m slayer but I still have a long way to go until I’m done with my slayer journey due to the fact I’m working on ultimate slayer.

So please don’t eliminate the connection between QPs/quest completions and the slayer list.

Yeah, the aim would be to try and maintain milestone current rewards from quest completion. (Slayer slots are displayed as milestone rewards in the quest point shop, so in my view it falls under a similar concern as yuei2's QPS queries above.)

Obviously depending on the needs of combat/skilling/balancing councils. Eg it may be desirable to design it in such a way we don't create the expectation of additional block slots.

Comment

Originally posted by Comptoneffect

Are there any way to sort by quest serie?

Yep. The dropdown box at the top of the quest list has an option to sort by quest series, among various other sorting options. :)

Comment

Originally posted by KobraTheKing

Since this is actually very recent, this wasn't part of the original list:

Succession doesn't have extra requirements, but it essentially lists 5 requirements when one could do.

Succession lists the following:

  • Daughter of Chaos
  • Civil War 1
  • Civil War 2
  • Civil War 3
  • Infernal Puzzle Box tier 5.

However, Civil War 3 is what unlocks Infernal Puzzle Box Tier 5 (I think the step in zamorakian undercity is auto-skipped with Daughter of Chaos).

Civil War 3 also require Civil War 2 that require Civil War 1 that require Daughter of Chaos.

So Succession should probably just list Civil War 3, unless I am missing something.

Yeah, it was touch and go throughout Succession development whether the civil war miniquests (which weren't on the schedule when setting up the quest) would require each other or if the infernal puzzle box would require them. (Originally the puzzle box supported completing the season content in any order, then later in the season it was decided to make everything linearly require the previous thing.) The one certainty was the finale quest would require all the releases earlier in the Legacy of Zamorak season. So kept that in to cover our bases.

I'm past the point where I can change it in my current project, but will look for an opportunity to change it alongside future assignments. No harm in listing all the season requirements in the meantime.

Comment

Originally posted by yuei2

For the ignorant such as myself what’s JIRA mean?

It’s cool to hear it’s possible in such a short time! On the player end will we still see the system represented as quest points you think and this will just be an internal change? Or will quest points as a whole just be gone and replaced with a quest completed number? How will that affect stuff like the quest caravan?

Looking forward to the requirements clean up when/if it manages to come through! You are doing wonderful work Mod Stu.

Thank you! It'd be one of those projects that'd no doubt have to go through some design refinement and iteration, as there'll be a fair few usages of quest points to consider and translate.

My first thought is to, as you implied, use the number of quests completed as an approximate equivalent to quest points.

Eg perhaps the quest point shop currency might be some weighted combination of each completed quest's difficulty and length to try and get a similar conversion table to your current QPS unlocks.

That's just a first thought, though. No design or investigation work done as yet.

Comment

Originally posted by yuei2

Is overhauling or the removal of quest points a quest improvement project you’d like to do? It feels like the quest point system has caused more frustration than anything at this point. Or is that too big a project for like a game jam?

I've JIRAed a backlog of possible Quest QoL projects to explore in future game jams.

Replacing quest points with tracking number of completed quests is one of them. (Though certainly there's nothing stopping another developer from picking that up if they have the passion for it and get to it before I do.)

I'd estimate it's something doable by one dev in a game jam week, maybe two at most.

For the next game jam, I currently aim to continue with a project I started in the last one suggested by Kobra and Rubic - removing unnecessary requirements from various quests.

Comment

Originally posted by SalixRS

Makes sense.

Yeah, Quest Improvement Projects. As in touching up old quests to improve what's already there, modernising and applying newer quest design guidelines to them. As opposed to full quest reworks where one quest is replaced with entirely different gameplay loosely inspired by the original.

For example, many moons ago when the objects in Cook's Assistant were converted from tradeable items to quest items and more info was added to the map to help find them. Most of the F2P quests have had multiple QIPs over the years that trickle out in patch notes.

We've got a couple of Quest Improvement Projects from recent game jams coming in Monday's update (Icthlarin's Little Helper from me and Olaf's Quest from Mod Desert).

Comment

Originally posted by Disheartend

did you fix the bug with the building edgeville miniquest?

ATM it tells you to go to a place where the NPC isn't and theres just a note there.

I'm sure you can still do it, just find it funny that it he tells ya to come talk to him in edge but hes not there.

Could you submit a bug report for that, please? If you haven't already. I've not seen a JIRA in our live bug library for that one. (Presumably a consequence of Mandrith being relocated in the wilderness refresh.)

Comment

Originally posted by Xcel1995

Just a heads up, for city of sentisten, even though azanadras quest was removed from the requirements it still made me to do it before Arian would show up at the heart for the quest start.

As in this issue? https://www.reddit.com/r/runescape/comments/118duc6/quest_start_is_missing_any_ideas/

I wrote a bugfix for that yesterday. Is awaiting an RC build, though may not make it in this week as Release Candidate QA have got quite a lot of game jam stuff to test this week.

Worth noting the fix is to add Azzanadra's Quest to City of Senntisten's requirements so Ariane relocates as expected during the previous quest, so if you completed Battle of the Monolith before Azzanadra's Quest was added to its requirements, you'll need to complete Azzanadra's Quest regardless.

Comment

Originally posted by Erifoloh

Looks good! I don't suppose Desperate Creatures quest has been moved to the correct place in the quest timeline sort with this update?

Thank you. :) I slipped that Timeline adjustment into the next Fort Forinthry quest I'm currently helping to finish off (as needed to tweak some Timeline there anyway), so you'll have to wait a little bit longer for that - but it's in-flight.

(Revising quest list filters is something I did during the last game jam in Dec 2022, which is going out with other release-ready game jam updates on Monday.)

Post

I'm happy to report that one of the passion projects I developed in December's game jam yesterday passed Release Candidate testing and should go live in this coming Monday's update (27th Feb).

As interface changes can be a little contentious, I thought it wise to inform you in advance of this change, so it doesn't come as much of a surprise when released.

A small bug bear of mine is that, although there are various options to filter and sort the quest list child interface, you have to go into the Adventures->Quests parent interface to access them.

The filter checkboxes have also got a bit unwieldy over time, crammed into the top-left corner of the quest interface, and some of their phrasing is a little unclear due to space constraints.

To address this, I've:

  • Moved the "Can complete", "Hide done", "Hide quests", "Hide miniquests" into an overlay panel toggled by a funnel button:
    • Renamed the filters to "Show Locked", "Show Compl...
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19 Feb

Comment

Originally posted by Psymansayz

How did this work with sheep sheerer? It was once a quest that awarded a quest point but was converted to a mini-quest that no longer does.

Another quest was released (Myths of the White Lands IIRC) which then had conditional logic for whether or not you'd completed Sheep Shearer (essentially sharing quest points).

The reworked quests replaced with entirely new ones work similarly (eg if you completed Black Knights Fortress you don't get more quest points from completing The Death of Chivalry.) And TDoC consequently had to have the same disproportionately high 3 quest points of BKF it replaced.

This gets even more complicated when some quests that have eg Defence reqs can be reset by Nastroth and replayed.

TL;DR quest points are a growing pile of tech debt that we could really do without. Fortunately we're gradually digging it down as opportunities to do adjacent work go out (eg as of the latest achievement system rework, quest cape is now a list of required quests rather than current quest points).


16 Feb

Comment

Originally posted by CommodoreKyvan

Mod stu serious question relating to invention. Will you guys be planning allowing some other t70 to be augmentable such as the crystal chakrams and its attuned version. There are some if not many in the t70 and t80 weapons that are not augementable.

Not that I know of - but what I know of are the episodic projects that are scheduled in for the 2024 Fort Forinthry season, as since 2023 I work in the episodic content team.

I can tell you with certainty that the upcoming Fort quest I've recently been helping to develop doesn't add augmentation to existing t70/t80 equipment.


13 Feb

Comment

Originally posted by March1392

Desperate Creatures miniquest is not working correctly. I'm given the tome of tracking but when clicking on it, it only says "The tome doesn't seem to be tracking anything at the moment" Going to Anachronia does not do anything either as I ran around the entire island attempting to get it to proc or show the specimens.

Hotfix tweaking the starting condition logic for the Desperate Creatures quest has been deployed by Mod Easty <3, if you want to give it another try.

Comment

Originally posted by Jagex_Stu

Nope, I can't currently give an ETA.

It's currently being tested and going through the RC release process, and while I've requested a hotfix, there's no guarantee that it will be hotfixed, as that's up to the upload manager to decide.

I'll update you as I hear more, but I'm at the other end of the production line, working on other projects.

Update: it's completed WIP testing, and the wonderful Mod Easty is hotfixing it.

Comment

Originally posted by jajanken_twat

Name the top 3 things that improve your day:

A bright sun

Dopamine

Mod Stu commenting on Reddit

<3