Jagex_Stu

Jagex_Stu



13 Nov

Comment

Originally posted by Firm_Variation_6273

Any chance we can block combat/summoning/prayer at level 1 since us skillers already had to get 4 120s and max to be able to force the daily we would like and now that won't even be possible

I'll certainly raise it while we're discussing the disable level cap, so your perspective is taken into account.

Potentially we could do something more extreme and replace blocking and rerolling with freely choosing a different skill, perhaps with challenge tokens (which I appreciate are no help to you since claiming the reward for the skipped challenge would give you undesired XP).

Another option is that combat challenges currently are rewarded in the form of an XP lamp, so we could potentially do the same for Summoning and Prayer challenges.

In the meantime (since none of that will help you on Monday), rerolling to work around undesired skills you can't block is significantly cheaper (only 10 vis wax) and unlimited.

Not sure if you've been involved in the massive community discussions in this thread ...

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Comment

Originally posted by KBMonay

Designer of lore heavy quests, champion of the one defence community, actually plays the game and recognises inconsistencies/areas that can be improved... I'd selfishly put you in Quest and Lore content development because I think we'd enter a whole new age of Runescape (pun intended, 7th Age???). I think it's hard for us as a community to see you working on things that seem to be ploys from the higher-ups to boost daily engagement, because we know how much quality stuff would come out of your passion for this game elsewhere. You're a star either way.

<3

Comment

Originally posted by sapphoandherdick

Mod Stu is such a talented developer, stop making him do these stupid projects and get him on some good shit.

That's very kind of you to say, thank you - I'm blushing!

Serious question, though; given you know where my talents lie, what projects would you rather I was doing?

Comment

Thanks so much for getting involved in the discussion so far. It's really helpful to us!

Mod Daze and I are already discussing additions we'd like to make from your feedback, and the update isn't even live yet!

For example, a great idea we've seen is to add vis wax to the weekly reward chests - that way if you're self-sufficient, there's a limited source of additional vis wax to feed back into your optimisation of daily challenges.

There's a lot of levers we can pull:

  • further reducing vis wax cost to suit supply (though focusing 3 extended challenges daily on a single skill awards obscenely more XP than before, even reducing down to large lamps, so wanted it to have some throttling/sacrifice out of the gate)

  • adjusting the reroll & disabling mechanics to be more player-friendly

  • moving toward more of an internal currency (eg extending with challenge tokens rather than vis wax)

etc

It'...

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Comment

Originally posted by Jarviskunta

with the increase in daily task, i can finally ask some friends to join, who have never played a single mmorpg. Daily tasks are great to keep people invested which otherwise would have been my job.

That's lovely to hear! Would love to know how your friends get on and how we could improve their interaction with challenges. Fresh eyes give us so much helpful feedback.

There's a whole new onboarding to basic challenges with this update, which also gives a broader introduction to core non-combat skills to complement Turael's combat path. Excited to hear how it plays out for them!

Comment

Originally posted by starap11

That daily challenge update sounds like the most garbage change possible. They already don't feel worth doing. Jagex; fixing things that weren't broken since forever.

If they don't feel worth doing, that seems like a good reason to fix them?

Comment

Originally posted by Mijati

It also means you'll be able to complete/reroll those other challenges without losing anything as they all reset every day anyway.

So for your 50 wax you can extend once (30 wax), reroll one of the others into herblore guaranteed (10 wax) and then attempt to reroll the 3rd into herblore (50% chance, 10 wax). To get a total of 4x large lamps for the same wax cost. And of course you can always extend those extra rerolled tasks too if you have the wax to spare.

This is assuming there's been no mechanical changes to rerolls.

Very well summarised, thank you! :)

Currently there've been no mechanical changes to rerolls, other than reducing vis wax cost and removing the limit of one reroll per slot per day.

Personally not a fan of the spend-and-hope nature of rerolls (the more challenges we add, the less likely you'll get the challenge you want).

But we'll see how the feedback plays out as you engage with the latest changes, and respond accordingly. :)

Comment

Originally posted by PeachIllustrious5718

I'm trying to get this through my dense head as well. Soo if your concentrating on one skill.. You will get less xp now right because lamp downgrade? But if your focusing on multiple skills this will be more overall xp because you get to complete more than one challenge a day?

Toggling maxed skills is still there and we didn't make any changes there (ultimately we'd like to either bring toggling into the Challenges interface or give you more freedom of choice if you're focusing on certain skills, but had to be reasonable about how much we changed at once).

Since you have 3 skills left to max, you're in a really good place as you've disabled all other maxed skills, so won't have to reroll.

If you want to be crazy efficient (and burn money/wax), you could extend all 3 for 90 vis wax a day. 3 x large lamp x 2

Plus you'll unlock the weekly rewards in half the time, if that's your jam. (Might work well for you if you have other commitments and can only play certain days of the week.)

Comment

Originally posted by Broke_stupid_lonely

In my opinion if 99 in a skill that goes to 120 is sufficient to enter the max guild then it should be sufficient to toggle the daily challenges.

Making all challenges toggleable at 99 even if the skill goes to 120 is a reasonable change. Mod Daze just proposed the same thing to us!

We've added it to our list to investigate on Monday. :)

Ultimately we'd like to do more with the rerolling/toggling mechanic to be more player-friendly and work better with Monday's additions, but were cautious of changing too much of the core mechanics at once.

Incidentally, agree with you about the max guild. I didn't walk in until I'd 120ed all the 120 skills, as I assumed I'd have to unlock every skill's level rewards to be maxed (only needing 99 Dungeoneering when it has level unlocks all the way to 120 surprised me).

My palm. My face. So much.


07 Nov

Comment

Originally posted by Any-sao

Thank you! I saw this rogue dialogue on the RS Wiki page, and I assumed it was up to date. I apologize for my mistake here.

I would go ahead and delete this thread… However, there actually is one more bit of dialogue that I can personally testify also exists out of place. In Land of the Goblins, immediately after the Goblin High Priest tells the player that the Big High War God’s name is Bandos, you can tell him “You know Bandos is dead, right?”

I don’t want to ask for too much, but: is there any chance that this dialogue can also get scrapped?

Please submit an ingame bug report for it, if you haven't already, detailing how you would like it to be changed.

Comment

Originally posted by Seranta

I have an account currently between WGS and ROTM, went and talked to Idria in white knights castle. She made no mention of armadyl returning, I exhausted all dialogue options.

Thank you very much for confirming! :D

Comment

Originally posted by ilikedota5

I swear that line appeared in patch notes saying they were removing it.

I swear I remember removing it (and writing that patch note). Was part of several fixes I did to While Guthix Sleeps...years ago, when I did a pass of the quest in TAPP.

Is this definitely still a thing? Have you encountered it during WGS recently?

Edit: Yep, it appears to be in the quest's Update History on the wiki: https://runescape.wiki/w/While_Guthix_Sleeps ...

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27 Oct

Comment

Originally posted by JannaMechanics

Anytime! After moving the conversation to the problem rather than solution discussion, we found most people were in agreement.

Side question regarding a potential solution: is "Direct XP" (i.e. XP which is not affected by bonus XP, such as quest rewards and lamps) distinct-enough to be easily blocked?

I'm curious if its designation as "not affected by bonus XP" gives us a flag to target for XP blocking, without affecting other sources of XP (i.e. XP which is affected by bonus XP).

Thanks again =)

Yep, there's separate procedures for givexp with modifiers and direct givexp with no modifiers. So we can have different conditions for both. :)

(Will have to be efficient about how much extra logic I add, as it's one of our most often run scripts, but that's a me problem.)

Comment

Originally posted by JannaMechanics

Thanks for understanding!

We discussed the motives I mentioned earlier and summarized the opinions of the community for each motive.

Here's a quick summary of the discussion (so far, at least). We've given everyone a few days to review the discussion summary and voice if they felt their view was not fairly expressed or represented, though some thoughts might come through in the coming days. I want to be sure everyone feels heard, and ultimately we request something that benefits as many players as possible.

We haven't gone down solution exploration just yet, but everyone seems to agree on these:

  • There shouldn't be a drastic impact on strategies/metas around levelling/achievements (ex. bossing) that become possible with XP blocking or some other solution.
  • Failsafe features, or ways to "undo" mistakes (ex. resets), are ...
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Thanks so much for administrating the conversation, and sharing your progress so far.

This is exactly the kind of inclusive and thoughtful ambassadorship I was hoping for. Yay for delegation! :D

I appreciate all your time and effort to discuss this issue and summarise the results. <3


20 Oct

Comment

Originally posted by Tranquil_Pure

I will create a discord and invite players from both sides of this discussion. Would you like an invite as well?

Thank you for your proactivity and the invite! I may refer to the conversation there in future for context, but realistically I don't need to give myself more distractions from the dev work I should be doing. ;)

I'm confident your collaboration will yield insightful results!

Comment

Originally posted by JannaMechanics

Understood.

We're inviting as many folk as possible to gather opinions. I've narrowed the conversation down to three key points on the motive for requesting XP locks.

  1. Some players are just scared of messing up their build due a bug, misclick, or unexpected behaviour. They want an XP lock to catch these odd cases and keep their account safe from unwanted XP.
  2. Specialist builds (ex. 10 HP 99 strength, Summoning Tank) are challenging to level up because of limited training options. Some players want XP locks to gain access to easier methods of levelling their skills (ex. Slayer becomes much easier to level at 10 hp, if you can lock HP xp). This also extends to achievements - 10 HP builds have to think about how they approach combat to avoid HP xp.
  3. Some content requires you to gain combat experience to access/partake, but doesn't have any level requirements (Ex. pet hunting, bossing). Should this content be accessible to those who don't want to ga...
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Thanks so much for stepping up and doing that!

Sharing those discussion results when you're satisfied they're representative sounds like a great start!

Taking time to decide on the preferred approach is no problem! "Measure twice, cut once". I'll always have other work to do. ;)

Inevitably won't be able to please everybody (even by changing nothing), but hopefully we can getting a broader read of what change'll be acceptable and do more good than harm.

We've had a lot of good discussion in this thread (although let's remember to be excellent to each other, even if we disagree) but it's difficult to gauge how representative individual comments are of the pure community as a whole.


19 Oct

Comment

Originally posted by JannaMechanics

Hey Stu!

It's me again :D

I just wanted to point out that the 1 def community I'm a part of didn't participate in this conversation - we are the ones who created the Skill Reset document.

I don't mean to put down other people's efforts, however we put care into that document to ensure it stated the problems in a fair and non-biased way, as well as being comprehensive and readable for you. We clearly defined the implications of such changes and those affected by it.

I took a look at the document you were sent regarding XP blocking and it has a ton of bias/assumptions, and didn't have the community discussion it needed to draw conclusions. From what I'm hearing as part of the 1 def community, there's a lot of folk who play specialist builds - that XP blocking would affect - who haven't had their opinions considered.

This is also very different from the XP reset conversation/discussion, because XP-blocking would completely shift the meta for the...

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Thanks for getting involved again!

Apologies that the further conversation here went under the radar - this thread is buried pretty deep in Reddit now, but so much feedback was centralized here already, I thought it best to continue so anybody new who comes along can get the full context. Quite a few additional topics were raised here!

For what it's worth, I don't need comprehensive documentation to convince me which approach is best.

I trust you all to have those conversations and iron out the details. (Though the context doesn't hurt.)

What matters is the approach that's decided upon between you has the greatest positive benefit to pures, factoring your huge variety of needs and focus.

Thank you reaching out into your communities and helping to ensure as many pures have their say as possible.

I look forward to hearing the results! And no rush, I've got plenty of other work to keep me busy. I'd far prefer we make the right changes t...

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Comment

Originally posted by osrslmao

With respect Stu, Luigi has always wanted individual xp blocks and that document is so one sided its not even funny. Basing a big part of your decision on that document is like letting a fox convince you to have him guard the chicken coop.

This update would be far more detrimental to the 10hp community that full blocks would be to the pure community.

It seems to me that the split is fairly equal 50/50 between full blocks/individual blocks, which seems to give a clear and obvious answer as to what you should do.

Nothing.

If its split this evenly and going one way or the other would upset a lot of people then just dont do anything. Dont make any xp block changes and let us keep playing our limited accounts the way we always have.

Please please please give this some more thought before implementing, and do not listen to people pretending to give a ''balanced, both sides argument'' because i promise you we are all biased very strongly towards one...

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Rest assured, I noticed that a lot of the information in that document echoed similar statements Luigi repeated in his thread.

I took his statement that opinions had been gathered from a wide variety of the pure community, and that all points of view had been considered, in good faith, though I have no way to authenticate that.

And though there was clear bias, he did show an effort to consider different points of view, and gather perspectives beyond his own, and I appreciate the time taken to do so, in the interests of moving forward.

Ultimately, it comes down to this...

I'm willing to do the implementation, but I need the pure community to come to a consensus as to what action they want to be taken - and if that's nothing, so be it.

I'm not able to spare the time to administrate that vetting process, so I need you all to work together to decide on the best course of action for the long term health of pure gameplay.

Set up a fair pol...

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18 Oct

Comment

Originally posted by MrStealYoGrill69

When you thought nothing could be more hype than rs3 inferno, mod stu just out hyped inferno. I can't handle so much hype. :D Gonna be super interesting to see all the pures types trying to obtain that sexy cape, whether it is a summoning pure, 10 hp pure, 1 def pure etc. No matter what, it's gonna be an enjoyable watch. I definitely enjoy watching the osrs pure inferno videos. Gonna do my best to try to get the cape on my 90 att, 1 str scythe account. P.S. Any hints on the new capes having special passive effects? ;P u/Jagex_Stu Assuming there's new capes that is.

Can't comment on the Ful front, I'm afraid. I'll leave that in the capable hands of the team that worked on it. :)

Just to manage expectations, also currently working on another project with a November deadline, so gotta make that my first priority 'til it ships. And I've gotta run our requests past a few people before I'd be able to work on what we've discussed.

When I get a moment (am also currently moving house, so it's an interesting time), I'll post a summary in this thread of the course of action we've (seemingly) decided upon here for the various different pure community requests scattered across these comments (individual XP blocks, 6 month cooldown between Nastroth resets, etc), just to be sure we're all on the same page.

Then I'll run the proposal past the combat and skilling councils, negotiate with my producer for some time to scope the work for the first request, see how open they are to allocating time for it, the priority level in my team's ba...

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Comment

Originally posted by Dominwin

Totally fine with locking combat skills.

However, if players get skilling pets and their xp is locked I feel like that would be a problem.

If they get the pet and then lock their xp I think that could be a great solution for people on low xp that get one and want to show it off, while being somewhat able to use the skill.

Let me know if this is a deal-breaker, but in terms of how the code is currently structured, all I'm planning to do is to skip over the line of code that gives you XP in a skill, if you have toggled off XP in that skill.

Side effects like getting skilling pets, achievements, strange/golden rocks, logs, broadcasts, event currencies, levelling up Invention devices, etc, occur in separate events triggered in parallel with givexp, and would not be affected.