Jagex_Stu

Jagex_Stu



14 Nov

Comment

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

Comment

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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Comment

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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Comment

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?

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.