Jagex_Stu

Jagex_Stu



29 Oct

Comment

Originally posted by Feldick

Who knew that mark 3 of the achievement system was such a mess behind the scenes. I knew mark 2 was a navigational disaster with the interface, but wow I'm surprised the backend was just as bad lol.

Believe it or not I actually called mark 2 the Charles Manson achievement system, just because it was that criminally insane.

Rs3 code cleanup in any form is good. Makes it easier to do things.

To clarify, it isn't that it was previously implemented poorly. At the time, we requested time from an engine developer to build an engine-cached solution. That resource wasn't available at the time, so we had to do it all in our scripting language.

Which had sufficed for several years, but inevitably as more achievements got added to the system, we'd exceed the processing constraints imposed by that language (eg operations limit per server cycle to process that volume of bespoke data) and need to replace the interim solution with a long-term solution.

This time around, engine resource was available, so we were able to build the solution we wanted to have the first time. It happens, and it has certain benefits. (Not least of which to the end user in getting features sooner.)

Comment

Originally posted by jorgelucasds

Will you go retroactively adding achievements players have been asking for now that the system is better?

I won't personally be - I've already been reassigned to my next project.

We've done what we can to lower the cost of doing that, but when and whether resource will be assigned to such a project is not my decision to make.

It's a constant balancing act. If we do that in the short term, then another project will be delayed in the short term. If other projects are higher priority to release at certain scheduled milestones, then those'll get done first.


28 Oct

Comment

Originally posted by SalixRS

Holy crap... I wasn't expecting such a big visible to the players rework of the achievements system. Oh boy that's gonna be a lot of work on the wiki. So if I understood correctly achievements will now be unique to one specific (sub)category which I think is a huge improvement. Hopefully this will fix the calculations of RuneScore as well as the grand total of achievements. It's also great that all achievements of a chain will be made visible. :)

Yes to all your points. :) And thank you for the hard work you all do maintaining the wiki!

Comment

Originally posted by Mini_Hobo

Never thought I'd be so excited to see the words "hidden sub-categories" but here we are.

Being able to hide subcategories that are fully complete is honestly the feature I'm most excited about in this update.

Feels good to not have to eg scroll past and mentally filter out the Archaeology subcategories I've completed while trying to find the incomplete subcategories in the list.

So glad Mod Asherz managed to squeeze that request in. We had to really fight to include it.

Comment

Originally posted by F-Lambda

Nex is also separated out. I'd imagine the reason is because the two of them aren't in the same difficulty tier as the other four generals in each dungeon.

Yep, that was the reason. Nex and Telos are significantly above the difficulty of the rest of GWD1/2, and I figured people would be more likely to first look for Telos toward the end of the difficulty list than look inside GWD.

If there weren't dungeon-specific achievements (eg GWD2 reputation; GWD1 Kill Count Still Counts to create an omni soulstone) and non-boss combat achievements (eg War's Retreat, Final Boss), I'd've been inclined to stick to alphabetical boss subcategories. But given the achievements that needed to be categorised, difficulty order including dungeon subcategorisation where available seemed to be most appropriate.


24 Oct

Comment

To add to the excellent advice in this thread (thanks, guys!)...

The breadcrumb trail has a limited render distance (about 20 tiles from your destination). You're in Lumbridge and Draynor's the adjacent village to the west.

Since you have a path achievement selected, you should have an arrow on your minimap pointing in that direction when you're too far away for breadcrumbs.

If you open your worldmap (globe attached to your minimap), there should be a path objective indicator at your destination.

You can also double-click a place on your worldmap to set your own custom blue marker on your minimap to that destination.

As others have noted, the path system doesn't tell you step by step how to complete RuneScape's quests; just where to start a few suitably novice quests.

Part of the joy of RuneScape is that you explore its quests, pay attention to hints (your Adventures -> Quest journal helps keep track of your quest progress) and figure...

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19 Oct

Comment

Originally posted by SuperBiscoitinho

Question about the history of tutorials in the game:

I first played Runescape back in 2010 and I remember that I never had a tutorial in the Tutorial Island. My first tutorial ever in the game happened in the "basement" of a house in Lumbridge, where you had to help a knight kill a sorta dragon there. I might be missing on some details, but the thing is that I've never seen anyone who's had this tutorial before, and I wanted to know if this is something that actually hapenned or just my dumb kid brain imagining stuff.

I also remember that I always saw the Tutotial Island and really wanted to visit that place cuz I tought it was some really special place that only some special players could go to XD

I do a livestream series reviewing Runescape's tutorials. The footage may help rekindle your memories. :)

Sounds like you played either Learning the Ropes:

https://www.youtube.com/watch?v=haaxzv2HEwo&list=PLMjuVhi1Lg6cAB0kFpGi3fTVKHanxdHv3&index=4&t

Or Unstable Foundations:

...

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13 Oct

Comment

Originally posted by _purza

Hey it worked! Yeah when i made the account i swore off lodestones (except if an achievement needed it) cause i liked using other teleport methods from quests, magic, items etc. never thought it would create a problem like this though lol. Thanks for the help!

It was certainly a surprise to me too! Very glad that worked out for you. Enjoy Yak Track!

I'm going to hold onto your save for edge case testing, as its specialist focus has provided some interesting outliers to address!

Comment

Originally posted by _purza

Sure thing RSN is Purza, il go ahead and submit a bug report and try out the steps you listed to see if it works. Thanks for the response!

Edit: I went through the steps listed above but the problem is still persisting, I re-went through all the dialog options with the mechana yak aswell.

Hah! I love players who have the same RSN as their social media name. Makes life a lot easier! :D

Okay, so this is a pretty wacky workaround, but it fixed your account for me:

  • Make sure Settings->Gameplay->Information Windows->Guidance system hints is TICKED (it looks like your account hasn't made any progress in the Burthorpe paths, but with this ticked, you won't have to - you're over 100 skill level which should also make it unnecessary, but just to be on the safe side)
  • Press the Home Teleport button (the H next to your minimap) and teleport to Burthorpe
  • Log out and log back in again
  • You should hopefully get a Yak Track Task List in your backpack when you log in, and be able to start the Yak Track

According to your variable states, you've not teleported to the Burthorpe lodestone before (which is impressive for an account with 150 skill level).

It looks like an obscure condition requires you to have flagged ...

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Comment

Originally posted by _purza

Hopefully he sees my private message or this post!

Could you please let me know your RSN?

Or even better, please submit a bug report if you haven't already (I searched through our JIRA database but couldn't find a ticket that's been created as yet), so that we can get a snapshot of your account in order to repro your state, and therefore construct a fix.

To submit a bug report, press the - button in the top right corner of your player chat window, and choose Report, then Report a Bug->Gameplay.

Had a look at the code for Yak Track. From the messages you're getting, it looks like it hasn't initialised on login.

Best guess I have at the moment for a user fix, without being able to replicate and debug your exact account state:

In Settings, Gameplay tab->Information Windows: Tick Guidance system hints

Press F1 to open Hero parent, go to Achievements tab.

Press the bottom centre button on the Achievement Paths window - see if that'll let you Skip Tutorial or otherwise cycle to the ...

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05 Oct

Comment

Originally posted by Used_Tentacle

Half of the people here missed most of the actual points covered to just talk about exp rates but just so I'm clear, I don't regard that as an issue in the slightest. I found the "dredge" to be fun so long as the low-mid level tasks are viable. As it turns out the low-mid tasks are a mix of good, okay and "really haven't been touched once since 2013's EOC change and are stuck in forgotten limbo for various reasons" -this one covers 50% of the tasks.

Categorically it falls into either one of below and I'm going to follow up with the easiest single-office-hour-fix Jagex can do for each of them:

- The task creatures are so thinned out you run out of things to kill. (Example. Ice giants tasks done in asgarnia ice dungeon. The classic example of "you kill 3 things and then you wait 20 seconds for the next spawn"). Adding extra ice giants/the mob in question fixes that. Go down the list (I see roughly 70 task creatures spread between turael, maz, vanakka,...

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Thanks for putting this together!

I've read through it and also forwarded your list to the combat council.

Ninja are also seeing what they can pick out of it.


21 Sep

Comment

For what it's worth, I investigated this issue today and submitted a fix to QA to test.

So no need to send more bug reports. :)


14 Sep

Comment

Your activity tracker has 5 slots, so can consequently track a path and a quest at the same time.

You presumably have an objective from one of the Lumbridge skilling paths in your activity tracker.

You can right-click an activity in your activity tracker and choose Remove to remove it.

(Given the destination, the achievement's probably called You Doity Rat, It Was Dead Already, Camping Trip, or Ratatouille - Lumbridge path cooking rat meat.)

If your activity tracker isn't on your screen (assuming you're playing with the new interface system on the Desktop client), hover the sword and shield on your ribbon and press the Activity Tracker icon (looks like a pirate's treasure map).


25 Aug

Comment

I wish I had the luxury of choosing how I spent a week of development time! That is not my decision to make, however.

You touch on several points I would like to address if I had the opportunity. I certainly felt the limitations of Social Slayer you describe when attempting to slay with friends I introduced to RuneScape. (Particularly as you'll likely both need to world hop to find Slayer mobs you can grind, leading to the desyncing issue you mentioned.) Though realistically it'd likely take more than a week to rewrite Social Slayer.

Mod Shogun also did some work on improving low-level Slayer assignments in CXP, as I was able to convince our producer of the importance of doing so, before Mod Shogun was re-assigned to the ninja team. It sounds like that'd address several of the issues you raised.

His new team is aware of the remaining work to complete the project, and we're hoping he'll be able to finish it between other ninja priorities.

Given that, ...

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14 Aug

Comment

The Morningstar fight was balanced around being prepared for combat, equipping armour and bringing food, and using abilities from the action bar to endure the fight. To reinforce those mechanics, he hits hard to encourage you to use what you've learned, and better endure future combat.

But even with starting stats and no armour, you should be able to take 6-7 of Morningstar's attacks without taking action, so a 3-hit suggests something's crippling her.

It's difficult to say what might be causing the issue without seeing her action bar, skills and equipment, but a few suggestions that may help (which Turael should've covered en route to this point in the tutorial):

  • If you use the threshold ability that blinks on your action bar during the fight, and eat food to keep your health topped up (the Eat Food ability you put on your action bar in the previous stage makes eating more convenient), you should be able to outlast Morningstar even though he hits hard...
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14 Jul

Comment

Originally posted by autumneliteRS

I don't anticipate the original plan of a quest is likely to come to fruition any time soon.

It's such a shame as Death of Chivalry was such a well written and executed piece of content that acts as both an accessible, engaging quest for low level players and has a depth of detailed Lore for veterans.

If this were 5 years ago, I'd make a joke about how it may be made before the 10 year anniversary but it really isn't funny anymore. I made a joke in 2014 about how we wouldn't see Floor 61 in the next 5 years but it's 2020 and we still aren't even an inch closer. Heck, with the reduction of content releases we have seen, we are further away than ever from seeing most releases.

It isn't that modern Jagex lacks the ability to deliver great stories but simply isn't bothering to put the effort in. We are on course to see two quests this year but I bet we will see more Yak Tracks. Plus with every quest sequel having ridiculous g...

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Thank you, Autumn Elite! The Death of Chivalry's certainly the quest I'm most proud to have developed in my time at Jagex. I feel very fortunate that Mod Osborne was my designer reviewer for that project. His feedback and guidance were instrumental in achieving the final product.

Comment

Originally posted by Kent_Knifen

Would be pretty cool to incorporate archaeology into his sequel quest.

I'm thinking you have to excavate the graveyard to find the centaur bodies to resurrect them with the wand.

My feels.

I actually very recently pitched a similar idea internally (a mini Everlight addition, as I don't anticipate the original plan of a quest is likely to come to fruition any time soon). Doesn't seem any more likely at the moment, though.


10 Jul

Comment

Originally posted by Disheartend

they actually mentioned in last stutorials vid that a new tutorial was being worked on.

so maybe it will happen then.

Er, no, they didn't? Or if they did, they didn't mean to. Do you have a source for that?

Wanting to do various things, and writing designs and proposals for them, is quite different from actively developing a new tutorial.

A key reason I'm doing Stutorials is to ensure we have a comprehensive record of what did and didn't work in past tutorials, to help inform future development.

And we're only up to 2012 in the series, so we have quite a way to go to reach the present day!


24 Jun

Comment

Originally posted by Trif55

Wow, that's an amazing update thanks Stu, I got very distracted watching the Stutorials (they're fantastic by the way - it's interesting to see all the changes over the years broken down) so I must apologise for the delay in replying, I'm returning after not playing much since the early 2000s so it's all very new and takes some getting used to, still have fond memories of before World 2 came online!

It does appear I picked a good time to ask about achievements and I look forward to the update, having used them frequently this week I definitely appreciate the system remembering I want to stay in the Explorer section and letting me hop in and out, combined with the wiki if I'm unsure which house to look for someone in etc I've been catching up very quickly

Reading the rest of your reply I completely understand where you're coming from on keeping the text and detailed path information to a minimum, one change or a movement of an NPC and you generate a huge amount o...

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Thanks very much for your reassuring reply. I'm really enjoying the Stutorials. There's a lot to learn from the past. I hope you stune in next week for 2011's Lumbridge introductory tasks!


17 Jun

Comment

Originally posted by Trif55

Thanks Stu, I see and I've now pinned 5, it's not the same as with the Paths where there's more guidance though, is there a plan to create all 4 Explorer achievement sets into paths like the initial explorer one that does about half of Beginner?

So, creating paths for area tasks is something I've thought about.

The tricky thing about paths, though, is that they're linear, and you might not necessarily want to do area tasks in that specific order.

I endeavoured to do the explorer paths in an optimal order, but that's trickier for the advanced ones where you may or may not have met certain (eg skill) requirements.

The other factor (I mentioned this on a Stutorial stream) is I'm currently helping Mod Asherz convert all our achievements to a more efficient data format to address some critical technical debt that's been a growing concern, and that's taking up all of my time because we need to get it out ASAP.

The focus is very much on data migration and avoiding feature creep, as my producer wants us to release this project as quickly as possible, as he'd much rather we were working on higher-priority player-facing or business needs.

We have nearly 3,000 achievements, so just supporting a...

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