Jagex_Stu

Jagex_Stu



29 Oct

Comment

Originally posted by Janexa

Will there still be some way we can see in one place what's required for mqc/comp/trim now that those don't have a category?

Yep, the Completionist category now only (other than the Feats subcategory*) contains the meta achievements for max, quest, MQC, comp and comp(t) capes.

The reqs for those cape metas are listed in alphabetical order.

Just click a req for the selected cape and it'll jump you to wherever in the system that achievement is located.

So the cape metas are basically an index that'll easily help you find their requirements to complete. :)

*Completionist->Feats is where all the 'hidden' achievements go. Previously these were invisible until you completed them. Now every achievement has a tangible presence in the system, so 'hidden' achievements have generic 'the details of this achievement are hidden' name and description until you complete them. So at least it's clear how many Feats there are. And they're bundled in one place so if you're not into chasing Feats, you can safely ignore them.

Comment

Originally posted by Radiogamers

I hope this finally removes hardcoded membership checks on achievements. It’s silly to see achievements like Jack of Trades and Jack of Blades not completing in F2P because of this.

Membership is handled similarly to the old system - a prereq that's enabled by default (because the vast majority of achievements are members), and we can make a one-line config change (so not hotfixable) to make it F2P.

Prereqs are more rigidly applied than before to prevent ambiguous property errors - an achievement won't appear as complete if the prereqs aren't met, so we have to be very careful any prereqs are valid when you can complete them.

We copied across the current member data, so this is a great example where there may be existing achievement bugs that still need fixing.

When the project goes live, please do report any achievements that you find you should have complete in F2P, and we'll jump on correcting those prereqs.

Comment

Originally posted by jorgelucasds

Cool, excited to see what your next project is, which i'll guess is related to 20th year anniversary : )

Anyway, whoever feels like adding achievements can always ask the players for input and suggestions. AchievHelp discord surely has several players capable of coming up with a complete list of missing achievements

Yep, I've seen plenty of lists for more achievements, true trim, etc. Great ideas out there!

I imagine there'll be an achievement bonanza or two in future years to exploit the breathing room we've added, but for now the schedule is planned out and locked in for many months, so we need to work on those assignments to hit deadlines.

Comment

Originally posted by buelens7

Any plans or contacts with steam to be able to link this new achievement system and lists to steam achievements?

Nope, doesn't work like that.

It doesn't make a difference to Steam what achievement system we have in-game.

The only power we have content-side is to send a message to the Steam module to let it know an achievement is complete.

All the Steam achievements are replicated in the Steam module by web systems liaising with Steam admins.

It's therefore unlikely we'd ever add achievements that grow organically and relock as requirements are added, like comp cape or Music Maestro, to Steam.

A game updating weekly that needs that much Steam achievement maintenance would be a real nuisance.

So we carefully picked Steam achievements for the initial release that are static unlocks.

(Mostly - 99 and a Flake will probably be a pain whenever we add a new skill, but at least that doesn't happen very often.)

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.