Jagex_Stu

Jagex_Stu



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.

Comment

Originally posted by Jagex_Stu

Thank you for your insightful reply!

To explain the XP block toggles in more detail for clarity, what I'm proposing is to add the following checkboxes to a new section near the bottom of the Combat XP section of Gameplay Settings:

  • Receive Attack XP
  • Receive Constitution XP
  • Receive Defence XP
  • Receive Magic XP
  • Receive Prayer XP
  • Receive Ranged XP
  • Receive Strength XP
  • Receive Summoning XP

Note they're expressed in positive language as that's preferred industry UX, and ticked by default.

In essence, each skill that contributes to combat level gets a separate toggle.

These would then be checked in the centralised code that gives the player XP. If the passed skill is unticked, you don't get the XP.

So that means XP in that skill from ANY source is blocked. Turn off Summoning XP, and if you complete a quest that gives Summoning XP, you don't get it. If you rub a Summoni...

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Thank you all for taking the time to contribute to the comprehensive discussion in the threads below. :)

Luigi_2134 just DMed me a google doc summarising the discussion so far and the different points of view https://docs.google.com/document/d/1HmOh1ihJsa0hKgnN0-2AFFbp9iP-XUik7BKK_X3UJRs/edit?usp=sharing .

He states it is "is the works of a wide variety of pures from different Discords, Clans, Friends, and players who are interest...

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12 Oct

Comment

Originally posted by Luigi_2134

There's are a few ways we can go about this:

Option 1: What you suggested u/Jagex_Stu

  1. Ruins 99/120 hp pures with 1 in each stat

  2. Ruins 99/120 proud Summoning pures with 1 in each stat

  3. Any pure that makes use of toggles gets devalued for the tradeoff of the benefits it brings

Two communities gets devalued a lot, the rest get devalued in some shape or form but for the benefits it bring. Lets see the other options

Option 2: Toggles for each skill but if hp gets toggle, all gets block

  1. Ruins the 10 hp pures with 99 and 120 Slayer as slayer can now be trained easily and all of their hard work and efforts are ruined. Void Points do not have an option for slayer xp making these pures devalued a lot more.

  2. Ruins 99/120 hp pures with 1 in each combat stat. Not fair the other type of hp pures gets devalued for the sake of 1 type.

  3. Ruins t...

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Thanks so much for this concise summary of the options and their impact!

Comment

Originally posted by Conscious-Savings-18

Stu, I'm going to think on it just a little longer. I want to weigh in all the comments on the thread and all the opinions. I know i've already replied but I'm going to do a second read around the post. Will try to see if I can look for a compromise.

Absolutely - take your time and all feedback is helpful in making an informed decision. It'll be a while before I actually get to implement a change, so we're merely discussing our options at this stage.

I'd like to eventually reach a point where we've reached a preferred course of action - though inevitably I can't please everybody. There seems to be a lot of sub-communities with different (conflicting?) needs, so it's quite a lot to unpack.

It may be best to eventually get the pure community to vote to get a quantitative view, but for now, the qualitative feedback you're all providing is really helpful in getting to understand points of view, and work together to determine the most beneficial solution.


11 Oct

Comment

Originally posted by TastyRomeo

First of all, we do not necessarily want a singular block, as you claim here:

They want a singular block so players can't recreate their builds without going through all they've been through.

As mentioned before, what we do not want is an individual Constitution block. Any other individual blocks, or a total block, or both, is a compromise we can live with.

Second, as for expecting other players to "go through all we've been through", that's only partially true. RS3 has been, and still is, getting progressively easier - and the same is true for training a 10HP account. We accept that, and we don't resent players making 10HP accounts now for having it easier than we did back when we made ours.
We're willing to accept certain xp blocks, even though they make things even easier. But an individual Constitution block is a step too far and then some. It completely removes any and all effort necessary to create a 10H...

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Thanks for all your contributions to the conversation so far!

The impression I get is that individual block vs singular block is polarising, and we seem to be at an impasse.

Much like TastyRomeo implied, I therefore present a third option, as a compromise:

An individual block for each skill that contributes to combat level, other than Constitution:

  • Receive Attack XP
  • Receive Constitution XP
  • Receive Defence XP
  • Receive Magic XP
  • Receive Prayer XP
  • Receive Ranged XP
  • Receive Strength XP
  • Receive Summoning XP

Making an exception for Constitution does seem to me to thematically fit the peculiar odd-one-out nature of this skill:

  • Constitution's the only skill that starts at level 10
  • Constitution's a core combat skill, yet predominantly trained as a side-effect of defeating enemies
  • Constitution XP can't be toggled off from combat in the s...
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09 Oct

Comment

Originally posted by Pekempy

The way you have it suggested, anyone could leave "constitution" off and run ed3 trash to get 99s in weeks, crod was suggesting a "block combat XP" toggle (para 2) which would prevent all in one, similar to how the osrs DMM toggle worked for PvP. Otherwise our accounts that are 9/10hp and 99 combat stats are devalued due to people being able to make these in a few weeks and it destroys the uniqueness.

Happy to make it a singular combat toggle if that's the preferred approach. :) (Slightly less effort to implement too.)

When you decide between you which approach you want, let me know, and I'll be able to look into implementing it.

Comment

Originally posted by Luigi_2134

After reviewing JannaMechanic's google doc:

  • We agree that unlimited resets are preferred
  • 1 year per reset is okay I guess, we were thinking like 6 months or so
  • An op out is needed for those who don't want to reset
  • Removing the need to redo quests that now have a lamp form

What wasn't discussed in the google doc was an op in option. So instead of having a permanent op out option, why not have an op out option + an op in option with the op in option taking 1 year before you can reset.

For example, a player had the op out option but now wants to reset his defence. He talks to Nastroth for the op in option but it'll take 1 year before he can reset similar how it takes 7 days to reset your defence. This can be cancelled at any point just like how the ability to reset a skill can be cancelled during the 7 days.

That way, players who got hacked cannot get their skills resetted unless they've been hacked for a whol...

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Thanks for your feedback!

Realistically a lot of changes have been requested here (and okaying the time to address even one of them is tricksy), so relatively niche cases like the EoF are likely to be lower down the priority list.

But I do appreciate the info nonetheless, as the clearer the definition of the changes specified up front, the less back and forth there'll be later. So keep it coming. :)

I want us to get to the point we have a clearly agreed course of action for when development opportunity arises.

So if I'm interpreting your opt-in/out feedback correctly... it sounds like we may not need an opt in or an opt out, because of the preventative cooldowns?

Revised user flow in my head (I'm going to assume a 6 month cool down between resets here, since you suggested it):

  • Player (possibly a hacker) chooses one of Nastroth's resets. (I'd recommend requiring a bank pin for this for reassurance)
  • This hypothetical acc...
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Comment

Originally posted by Crodi

So I've been reading the thread and most of the examples and ideas have been mainly for 1 Defence Pure accounts. As a Clan Leader of players who excel at creating different 9/10 Constitution accounts I have a few concerns about our Pure Resets + XP blocks.

First off, we 100% support xp blocks as long as it's for EVERY combat skill (including Summoning + Summoning familiars). I've talked extensively with the clan and they agreed that either the xp blocks be for ALL or NONE of the stats. The idea of just having one skill able to be XP blocked, say Constitution for instance, is a terrible idea. We know it would just make our kind of accounts not unique and easier to accomplish, therefore ruining what the build was supposed to be and represent in the first place. Not to mention taking away the challenge that's associated. I hope, if the xp blocks pass, it will also stem towards blocking xp gained by the Dwarf Multicannon + Magic/Melee Varients (Coil and Cyclone) AS WELL AS any ...

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Thank you for your insightful reply!

To explain the XP block toggles in more detail for clarity, what I'm proposing is to add the following checkboxes to a new section near the bottom of the Combat XP section of Gameplay Settings:

  • Receive Attack XP
  • Receive Constitution XP
  • Receive Defence XP
  • Receive Magic XP
  • Receive Prayer XP
  • Receive Ranged XP
  • Receive Strength XP
  • Receive Summoning XP

Note they're expressed in positive language as that's preferred industry UX, and ticked by default.

In essence, each skill that contributes to combat level gets a separate toggle.

These would then be checked in the centralised code that gives the player XP. If the passed skill is unticked, you don't get the XP.

So that means XP in that skill from ANY source is blocked. Turn off Summoning XP, and if you complete a quest that gives Summoning XP, you don't get it. If you rub a Summoni...

Read more

05 Oct

Comment

Originally posted by minmaximust

Can we just support here, rather than having to make a twitter acc?

I support:

XP blocking, yearly defence resets, removing stat requirements to reset stats, removing weapon requirements to add special attacks into EOF (since they are based on your equipped weapon's damage/ability damage anyway, it shouldn't be game breaking).

Absolutely, yes!

No need to reply on Twitter. Posting in this thread as you've done is brilliant and preferable, thanks - it's where the discussion's been so far and helps keep your feedback in one place.

I've also edited in a direct link to JannaMechanic's Google doc for those that prefer to avoid Twitter.

Comment

Originally posted by Badleigh

Can someone please look at the invisible fires in Cabbage Facepunch?

Need them VIP Tickets, but very hard to farm as all fires are invisible.

That's a known client rendering issue that's with the engine team.


04 Oct

Comment

Originally posted by badmancatcher

currently

Care to expand?

Not much I can report at this time.

There's been some discussion about it here https://www.reddit.com/r/runescape/comments/pvcjsa/now_that_curses_will_no_longer_require_29_defence/ where we're still ironing out the details.

I need to focus on assigned projects for a bit to hit some deadlines, so nothing further currently in development in this space. But keeping an eye on the conversation for future opportunities.

Comment

Thanks, I'll take a look and see what's up.

Comment

Originally posted by WeHealThunderous

Great! I replied to your comment there but wasn’t sure if it went noticed. Thanks Stu!

Whoops, my bad. I focused on absorbing and empathising with the text and making notes from it, so didn't pay as much attention to the account name. Thank you for contributing to the conversation! :)

Comment

Originally posted by WeHealThunderous

The issue with Nastroth is there’s additional restrictions: “Players looking to reset Constitution and Prayer must have level 5 or lower in Attack, Strength, Defence, Ranged, Magic and Summoning, while players looking to reset Defence must have a total level of 10 or more in Attack, Strength, Magic, and Ranged.”

Is it possible to bypass this or get it removed as well since I don’t see any reason to have these restrictions?

That's been one of several follow-up points discussed among the pure community in this thread: https://www.reddit.com/r/runescape/comments/pvcjsa/now_that_curses_will_no_longer_require_29_defence/

Would welcome your thoughts over there about what you'd like that reset to do differently, so we can keep the feedback all in one place for ease of reference and discussion. :)

Comment

Originally posted by WeHealThunderous

/u/Jagex_Stu is there something I can do to reset my prayer?

https://runescape.wiki/w/Nastroth in Lumbridge castle courtyard has a couple options to reset skills and their associated content. Currently can only be used once, though.

Comment

Originally posted by Zeck683

mod stu wont stop until all quests have zero requirements or continuity

:confused:

Comment

The lovely Mod Easty released a hotfix minutes ago to temporarily spawn Tanya from server script when necessary. That should tide us over 'til adding her back to the map config can be released in a Monday game update.