Jagex_Stu

Jagex_Stu



16 Nov

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Originally posted by CGArtist_Freelance

No worries :) I post it up every 13 days for my clanmates as well, might as well put it up on reddit to help others.
Glad to see you got your ravensworn title! You have your pof setup for the other thing?

Nah, I need to circle back to that. Focused on finishing the Anachronia farm collection log for trim.

Draconic jadinkos? I don't think they exist.

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Thanks for this. Was nice to finally get the Exploration->Prifddinas achievements finished off. Those pesky birds evaded me for too long.

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Originally posted by Alderdragon

Challenge skip tokens do nothing to offset vis costs though, correct? I tend to complete my challenges passively so I'll likely stockpile skip tokens. Just wanted to say, though, that I think the rework is balanced quite well. I'm getting roughly the same xp in Herblore for the same amount of vis, with the option of improving rates at a slightly higher cost. I wish that I could upkeep that 110 per day as an ironman, but I still prefer the reworked system even if I can't, and it's fun to see what weekly rewards are on offer.

Currently skip tokens are only used for Skip, so don't impact Reroll/Extend which as before use vis wax.

Rest assured, we're looking into ironman vis wax cost/supply for challenges. :) Bear with us and lovely to hear you're nonetheless finding positives in the reworked system!

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Originally posted by Mr_Allergy

The weekly challenges interface is not on my f2p account yet :/

Am I doing something wrong?

Do your current challenge names start with Basic instead of Daily?

Just complete those and then you'll roll your first "proper" challenges which have time remaining 'til daily reset, and the weekly progress bar etc should appear.

Since there's now additional layers of mechanics to daily challenges, we initially give them basic challenges to get used to the core idea, then introduce the weekly progress layer, spending vis wax, etc.


15 Nov

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Funnily enough, we originally called them challenge complete tokens.

Got feedback in review to rename them to challenge skip tokens and use similar iconography to Yak Track skip tokens, since players are already familiar with how those work and these have a similar effect. (Skip the effort, get the reward.)

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Originally posted by logiatros

Can you give some insight as to why this was designed to be a daily system, rather than moving toward a weekly system with daily components (ie, miss a day and do 6 challenges the next day, and so on until the end of the week), to address the ongoing community concerns about dailyscape?

That seems to be a very frequently asked question following the rework announcement but I've not seen any official response that addresses our concerns.

Rubic asked a couple related questions on Friday here https://twitter.com/Im_Rubic/status/1459214487509250057 https://twitter.com/Im_Rubic/status/1459214658498404359 which might provide some context. As for moving toward more of a weekly system, I like the idea, but the design we were called upon to implement needed to operate within the confines of the existing daily challenge system.

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Originally posted by MaverickRPG

So before, an ironman getting 90-100 vis wax daily would be capable of extending their daily challenge and their jack of trades aura everyday.

Now, even if they got a perfect 100 daily, they're limited to choosing between extending their daily challenges and refreshing their aura.

Any chance we could get daily vis wax cap increased to 150 (50 per slot) to counter this?

Understood. We've heard the ironman concerns with vis wax availability.

It's a tricky line to walk, because by extending, you can get significantly more XP most days than the previous system, which was already quite generous.

So we need to determine how far we can push the balancing. We're considering our options.

Thank you for your feedback!

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Originally posted by Jagex_Stu

Considering that you get more XP than before (large×3 vs hugex1) and therefore you get more XP over time even if you don't extend, it was intentional.

If you are maximising free XP for very little effort, then I feel it should have a throttling cost.

But we are looking into options to make manipulating challenges with vis wax more cost-effective for those with more limited supply to pay that cost.

Also, yes, the challenge skip tokens do complete a challenge's progress bar, so you can claim its rewards.

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Originally posted by xBHx

As it stands, to get 50% more exp, it'll cost us 120% more viswax.

We're now effectively spending 110 wax/day instead of 50. Unsure if this is intended (Unless the tokens complete the challenge and award exp?)

The challenge skip tokens do complete the challenge and award XP, yes. :) Using a skip token effectively tells the challenge system "oi, you've met the target for this challenge. You can now press the Claim Rewards button and get its listed rewards."

Considering that you get more XP than before (large×3 vs hugex1) and therefore you get more XP over time even if you don't extend, it was intentional that extending all 3 challenges every day would be costly.

If you are maximising free XP for very little effort, then I feel it should have a throttling cost.

But we are looking into options to make manipulating challenges with vis wax more cost-effective for those with limited supply to pay that cost.

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Originally posted by SlowCause

could you change it so we can get duplicate daily challenges on login?

as someone only missing 120 dg and herb its kinda annoying it just decides to unlock a random(?) skill forcing me to waste wis wax on rerolling

Certainly going to raise it as an issue and see if we can. (Remains to be seen if it's okay balancing-wise to lose that vis wax cost, since we've already significantly reduced it.)

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Originally posted by MC-sama

I got an aura refresh t2 from the weekly reward track, but I can't do anything with it because it's not in the aura interface. I can't even add aura refreshes to the aura interface.

We've just released a hotfix for this. If you log out and back in, your aura refresh object should get moved to your aura management interface. Thanks for letting us know!

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Thanks for letting us know! We're aware and working on a hot fix to redeem them and a more long-term cold fix to support them as consumable objects.

EDIT: Now hot fixed. Relog if you haven't already and this object should yeet into your aura management interface.

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Originally posted by samiito1997

Definitely still in internal discussion. Something to factor in alongside the other live feedback we get this week, to make an informed decision.

Even if Daze/I worked the weekend unpaid to develop a fix, it'd still need to go through QA and release candidate testing (the staff for which rightly enjoyed their weekend off), so no chance it would change between Friday's RC signoff and today's game update. If I didn't satisfactorily manage expectations, I apologise.

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As mentioned on Friday's stream, remember to complete today's last 1 daily challenge and claim all challenge rewards before today's reboot. Henceforth whatever's in your challenge slots gets replaced at daily reset with 3 challenges!

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Originally posted by NessaMagick

Scrapping saved daily challenges and changing the rewards into loot boxes? Have I got that right? This seems like a massive downgrade.

To hopefully clarify, the 7 reward chests are a layer on top of the challenge gameplay with which you're familiar.

(Though we've also tuned each challenge to be shorter-form and removed some of their complications, so hopefully there's now more reason to complete them than store and ignore them.)

And even so, the weekly reward chests usually contain a steady cadence of challenge skip tokens to feed back into the core loop, so that's another way you can deal with a challenge for a skill you just don't like.

You not only still get the rewards from completing the challenge, but since you now get 3 challenges a day, if you complete them all, that's 3 TH keys (if members), 3 large lamps, and 3 Weekly Progress.

Previously you got 1 TH key and 1 huge lamp per day, so in my opinion, it's a net win.

If you happen to have vis wax to burn and want to be crazy efficient, you could extend (for nearly half the vis wax you previously paid for an extend) up ...

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14 Nov

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Originally posted by Legal_Evil

Don't remove saving up daily challenges. How will you get skip tokens?

You get challenge skip tokens from the challenge progress reward chests.

Currently we give them out generously on the F2P track, but when players see the week's rewards ahead each Wednesday reset, I'm hoping we get your feedback as to how you might like the weekly rewards to be tuned. :)

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Originally posted by pkfighter343

I know this is kind of random, but is there any chance we could get an indication of how much worse a zuk kill is in terms of droprates if you use a checkpoint in nm/hm? I'm trying to figure out if it would be worth me doing checkpointed kills in HM over non-checkpointed kills in NM, and I can't really tell what the correct move is, given that I know it's worse to do kills with checkpoints. If not, is there any chance I could just get an answer to "given it takes me 2x as long to do a HM with checkpoints, should I do it over NM without checkpoints?", with answers being something like

  1. Yes

  2. It's close

  3. No

I'd suggest tweeting JagexRyan or JagexKyle for info about TzKal-Zuk.

I've had my head down getting challenges out the door and work on a different team from those who developed the EGWD fronts.


13 Nov

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Originally posted by Lord-Ice

I mean... you're the cream of the crop when it comes to good lore quests IMHO. Plagues End and Sliske's Endgame were super fun, Lord of Vampyrium is nuts (in a good way), and Brink of Extinction felt like a really emotionally investing quest for such an objectively alien culture as the TzHaar - even if the Haar have now been weaponized against us. So honestly, I'd rather see your time given over to whatever absolute banger quest you have bouncing around that galaxy brain of yours at the moment. (With bonus points if one of them is the Gnome quest finale ;D)

Just my 2gp on it though.

Thank you so much! Though credit where credit is due, all of those quests were multi-dev projects, and I was usually in a supporting role:

  • Plague's End: 90% completed by Mod John A before I came in at the end to help with supplementaries like quest journal and guidance systems, and the boss fight. Mod Osborne as design reviewer, which always makes something good twice as good

  • Sliske's Endgame: Mod Raven at the helm, pretty much everybody chipping in to get that gigantic finale with ludicrous amounts of choice variance out on time. IIRC I mostly did Maze puzzles and encounter dialogues

  • Lord of Vampyrium: fantastically led and designed by Mod Rowley. So much of the success of that project came from how well he and Mod Osborne designed the mood, reveals, boss fight stages, etc, upfront, before any of us started assembling it. Rowley gets all the writing credit there

  • The Brink of Extinction: This was back when we had one ...

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Originally posted by glemnar

Is onboarding in general going to get a fresh look? The path system was pretty darn confusing on my fresh Ironman, even as a 20 year player.

Also, once it hit the parts where it offers you branching options, it didn’t seem to return and offer the other branches. Kinda glitches out and disappeared.

Burthorpe is pretty fresh, but dialogue driven and serial tutorial island was a lot more straightforward in terms of introduction versus simultaneously learning the path system interface (which becomes somewhat irrelevant for players past this point?)

I don't imagine there'll be a drastically fresh look any time soon, but we chipped away at some content issues with Burthorpe paths before and after Davendale, so it might be better than it was, depending on the specific issues you had.

In terms of the whole path system interface and how you choose paths, I'd personally like to rip it all out and revisit the approach, and also rewrite paths at a foundational level to use the new engine-cached-config achievement system, which would allow me to create path content a lot faster.

Unfortunately that's a project in itself (the fruits of which will largely be rebuilding the Burthorpe paths we currently have with slightly better UX, thus a hard sell), so haven't had an opportunity to do so as yet.

Will have to see how the release schedule for 2022 pans out, but I have a feeling, if there's an allocation of acquisition resource, there'll be more of a shift in focus to onboarding returning lapsed players. Potentially ...

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Originally posted by Alderdragon

Thanks for the insight. Upkeeping vis wax is a bit of a concern. Since it's more overall xp I understand the tradeoff, but vis rewards would be nice. I would rather reduce vis costs than pump out more vis though. If extend tokens were a thing, I would hope for them to act as a "free coupon" rather than replacing vis wax as an option.

Isn't vis less effective now, though? In the current system I receive a Herblore daily, spend 50 vis to extend it and get 193k xp. In the new system I'd spend 110 vis to reroll and extend all 3 into Herblore for 290k xp. Overall I'm getting ~30% less experience per vis wax.

Thanks for your feedback! So I can understand your point of view, why would you prefer there to be two currency options? (ie free challenge coupons from the weekly reward chests, and vis wax)

You have an Ironman tag, so I assume it's not so you have the option to buy vis wax from the GE for extra extends?

What if you could pay coins directly for an extend without needing vis wax, so it's more of a direct money sink?

(Just throwing out hypothetical ideas to see how they land.)

Also, as an Ironman, how do you split the vis wax you can get across its current uses? In essence, how much vis wax do you tend to have left over to spend on challenges, if any?