Jagex_Stu

Jagex_Stu



11 May

Comment

Originally posted by Gamez_X

Stu teleports ARNT using exact combinations. Sure there are some which use the same rune types, but in different proportions. For instance the lumby and house spells use law earth and air, but the lumby spell uses 3 air while house only uses 1, thats the difference. You just straight up repeated the varrock spell and thats an issue

Besides convention or not i dont believe fire is indicative of taverly at all. The spell needs changing, and i'll still say 1 law, 1 nature and maybe 1 air will be the most representative of the location. Lets be frank here, runes are NOT that hard to come by anymore nor really cost anything, even for noobs. And likewise, it doesnt matter anyway since theres a free teleport just 5 seconds away which makes this spell redundant anyway. Even the news post said this is really only for clue hunters (again as one i say this isnt needed at all) and any respectable clue hunter will be getting 1000's of natures from clues anyway

Okay, sure, I'm open to changing the rune requirements. Distinctly different runes will also help with distinguishing the spells until unique icons are available.

1 air 1 nature 1 law for the Taverley Teleport it is, then, unless there's a consensus otherwise. When you come to an agreement, I'll write myself a JIRA.

Comment

Originally posted by ImRubic

The only duplicate is God Wars Dungeon/Trolheim teleport which are essentially the same location and thus can be argue from a lore standpoint. For example, you can change the exact teleport location of Varrock/Camelot teleport or in the case of Evil Dave "be slightly off".

With that being said there's a similarity that there are spells that use the same runes, but those spells share a different amount of runes.

Does that exception also apply to all the identical lunar spell teleports?

Comment

Originally posted by ImRubic

Thanks for the clarification.

The rational behind spells is that each location requires a different recipe of runes that's unique. Trollheim/God Wars share the same one since they are essential the same location.

I prefer one of each, [1 Law, 1 Air, 1 Fire], because this isn't currently in use. [1 Law, 1 Air, 1 Water] is used for Mobilising Armies/South Feldip Hills and [1 Law, 1 Air, 1 Earth] is used for the Home teleport spell. In addition, the 1 of each rune fits and established theme since it's a low level teleport. If this teleport spell was higher level then I'd suggest 1 Earth and 1 Nature or some other combination.

I figured it was preferable to release the teleport spell for the benefit of the niche audience that requested it, than continue to postpone release. According to clue hunters pushing for a teleport at the time, they preferred a teleport spell to silver jewellery.

I personally think a jewellery teleport ...

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Gotcha! I interpreted "Perhaps 1 of each Rune rather than 3 air" as "1 air 1 earth 1 fire 1 water 1 law", hence my confusion.

Thanks for clarifying!

Comment

Originally posted by Gamez_X

Honestly 1 law, 1 nature and maybe an air rune would be more fitting for what taverly is. It just looks lazy when you're simply repeating a spell icon and exact spell runes, gives the impression you couldnt even muster up enough creativity to think of different numbers. Heck it could even be a lore fail cus you're repeating a rune combination for a teleport but its going to a different location, whats the runes even for if not for directing the destination?

Also must be said, i'm a huge clue hunter too, but i find this just completely unnecessary with the loadstone just 5 seconds away. I know modern players are lazy as hell but we do not need numerous teleports to the same location

I agree with you in principle that each spell requiring a unique combination would make more lore sense.

However, that doesn't appear to be an established convention given that there are already a number of teleport spells requiring identical runes: https://runescape.wiki/w/Teleport_spells

Presumably some degree of intent on the part of the caster factors into the destination, since duplicates are already a thing.

Comment

Rationale behind the choice of runes is the lowest-level teleports all require law and air runes. Two also require water, two also require earth, and one required fire. So adding a second that required fire seemed symmetrical.

I'm curious why you prefer one of each rune, as that seems to deviate from any established pattern (and needing to withdraw and carry an additional rune could make a convenience update slightly less convenient).

I originally created this spell in October last year in response to player request. Since other 2D art requests (eg War's Retreat) have continued to take priority, I figured it was preferable to release the teleport spell for the benefit of the niche audience that requested it, than continue to postpone release. According to clue hunters pushing for a teleport at the time, they preferred a teleport spell to silver jewellery.

To ensure it isn't forgotten about, there's still an art request for a unique spell icon, and I've assig...

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Comment

Originally posted by SwreeTak

Some good patches and the re-introcution of certain Yak Track 1 rewards on the oddments store is great as well.

But I wonder about the new tutorial. How many different tutorials have we been through now, with it ending up in us heading back to the very first one (Tutorial Island)? 5? 6? I have honestly lost count. Maybe we should just stick with Tutorial Island? It has worked out well for a lot of us and while no expert I see nothing wrong with it. Or is this perhaps a modified/updated version (is that why we get quotation marks around "new" in the newspost?)? I'll certainly be watching that stream on Thursday at least.

Just to manage expectations, we're not unveiling a new tutorial in Thursday's livestream. Don't expect exciting reveals.

Currently (unless I'm told to do something else), I'm intending for a niche discussion around tutorials and my personal non-authoritative view on the subject, and probably some playthrough of the current tutorial with developer commentary, as most players aren't likely to haven't seen it.

If that sounds awful to you, then you may want to skip this one. Hence it's an additional Thursday stream.

And by my reckoning, we're up to 8 major tutorial updates in RuneScape's life:

2002 - Tutorial Island

2008 - Learning the Ropes

2009 - Unstable Foundations & Advisor system

2010 - Lumbridge introductory tasks

2011 - Stop Them in Their Tracks

2012 - Troll Warzone

2013 - Ashdale

2018 - Tutorial Island II: Isle Hard with a Vengeance

2019 - Burthorpe/Taverley Paths


18 Apr

Comment

Originally posted by 0rriticus

Hey,

Has this issue been resolved? I just created a level 3 skiller since the release of Archaeology and despite completing all 3 of the skilling challenges, have been unable to acquire the standard daily challenges. The tutorial "Basic Challenges" just refresh on the following reset.

Created an account and tested in live just to be sure, and looks like this feature indeed hasn't been released yet.

Investigated the JIRA tracking this issue, and looks like it was returned by QA to resolve a bug they discovered, so the issue's still in progress. I've offered to help them fix it when we're back from the weekend so we can get this pushed live.


10 Apr

Comment

I'm personally partial to the F2P signature hero quests: "Song from the Depths", "Stolen Hearts", "Rune Mysteries", "The Death of Chivalry". They're fully voiced, modern, no requirements, and all have some puzzle elements. My nieces played them recently, and really enjoyed them.

Depending on how soon you want to jump them into the Sixth Age god story, "Missing, Presumed Death" is fully voiced, has some puzzle elements, and is F2P now.

Also, yes, upvote for "One Piercing Note". It's more investigative than puzzley, but there's no combat, beautiful soundtrack, and it's one of Mod JohnA's best written quests. Definitely one to play with voice on.

If the level 3 means "they're a pure; don't want to get combat XP", sort the quest journal by combat difficulty, tick "Can complete" to hide the quests for which they don't meet requirements, and focus on the ones in the "None" combat category.


27 Mar

Comment

In the top left corner of the Adventures->Quests parent interface, there's a drop down box to sort your quest list.

One of the sorts is by Length, so you can use that to find the shortest quests.

Also, tick the "Can complete" box to hide quests for which you don't meet the requirements, and that'll filter out the quests with high skill levels. :)

Miniquests are also in the quest list now, but they don't award QPs or keys. There's a filter for them too. :)


04 Mar

Comment

If you're on mobile:

The flag icon on the far left of your screen toggles visibility of your activity tracker.

If you're on desktop:

To re-open the activity tracker window, hover your cursor over the Adventures icon on your ribbon (looks like a compass) and then click the activity tracker (looks like a flag) icon from the sub-list.

If you do have an activity tracker visible and there's other activities tracked in it but no path,

you could either remove those activities from the tracker (right-click or long-press them then Remove) until it's empty and the default lets you choose a path ("There's No Shaman Trying" if you need to finish the path to kill troll shamans for air runes, otherwise if it's unlocked the "Weave Your Magic" path to craft your wand)

Or you could choose a path from the achievement path parent window. (Hero button -> Achievements tab -> right-hand side of the achievements summary page)

Or if you're on desktop...

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23 Feb

Comment

Originally posted by AaaaaahNooot

the "pure" community definitely is not small. There are multiple clans and thousands of people still playing on cb 3 or 10hp/9hp pures. Also many maxed/comped mains have a skiller alts.

Though I am glad to hear at least something is being done to address this.

Fair.

I've corrected my statement from 'fairly' small to 'relatively' small.

For what it's worth, I care a lot about pures and sub-communities. I used a lot of my TAPP time (which was actually time intended for employee personal development, not content development) back in the day making quests more pure friendly, such as converting XP rewards to discardable lamps requested by pures.

Comment

Mod Shogun did a fix shortly after the daily challenge rework so talking to Fara the challenge mistress in Burthorpe has a dialogue option to skip the combat and prayer basic challenge for no reward.

The pure community's relatively small, so possibly it's something you personally requested. ;)

Not sure if it's live yet (it's fresh in my memory because I encountered it in our bugfixes stream before the weekend, though don't recall seeing it in the patch notes).

But the dev work is done and that should address your issue once available.


18 Feb

Comment

I see the floor in your argument.


12 Feb

Comment

For Smithing, I'd recommend always training in the Falador Artisans' Workshop on world 70, to benefit from luminite injector buffs and earn respect towards unlocking benefits from Egil's shop, like the blacksmith's outfit (the helmet upgrade also provides daily free coal and teleports to the Workshop).

https://runescape.wiki/w/Pay-to-play_Smithing_training has a handy list of items that improve your Smithing efficiency, such as Varrock armour and an...

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10 Feb

Comment

Originally posted by Windsofthepast

Other than Mobilizing Armies being removed, I never thought I'd be okay with removing stuff from the world / moving things around to declutter the game make due to the change it would make, especially an area like Burthorpe / Taverley being so useful with Jack of Trade aura, but by gosh man you did a wonderful job.

Thanks very much! I feel working with other players helped a lot with that. Did a lot of design validation over Discord in game jam and follow-up over the subsequent months.

Comment

Originally posted by Windsofthepast

Stu, you've made the most updates / QoL changes that make playing a fresh account feel exciting again.

<3 Thank you!


28 Jan

Comment

Originally posted by holydamned

Oh no Mod Stu I'm sorry! I will have to thank you for your work on the lore council. As an avid quester, thanks for going to bat for us quester who have fallen in love with the lore within Runescape!

<3

Good save ;)

And thank you very much for taking the time to post this topic!

Comment

Originally posted by holydamned

  • Thanks Daddy Obo for all your wacky ideas, you're truly one of a kind, you embody what RuneScape is, you think out of the box and that isn't something most people are able to do. You keep things fresh and entertaining and your enthusiasm is infectious. Your writing is also a wonder to behold.

  • Thanks Mod Jack for your detailed work and your ability to listen. You are able to come up with solutions that truly solve the heart of the issues that face the community and the game. You are detailed and measured, a quality that every successful team needs.

  • Thanks Mod Ian for your passion in music and sound. Your role often gets overlooked or passed over in discussions on discord or reddit, etc, but this is due to the impeccable quality of your work. Thank you.

  • Thank you Mod Pi, you're legendary. The impact you've had on the game is legendary, truly it is impossible to name all the contributions you've had on the game and community and...

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25 Jan

Comment

Originally posted by The_Wkwied

What was your original solution to it?

Pretty much how it is now, excluding some additions and modifications (mainly the things that are a bit of a nuisance, like the gradually increasing shards, the TokKul-Zo needing to be uncharged, and I think also the Fight Cauldron coffer buff).

Comment

Originally posted by I_Kinda_Fail

This is the Ga'al perk all over again, but worse. Stu taunted people before the Ga'al was even properly in-game, saying "I can't believe nobody has tried this obvious solution yet!" when the solution was to use like 459 obsidian shards on a Tuesday on an uncharged Tokkul-Zo that most players don't even have, then use that ring on another ring or something like that. I will die mad about the Ga'al hunt, so I'm still not gonna ever bother attempting the Mysterious perk thing because they haven't even given any meaningful hints.

I get that you're mad, but I feel I should address a few of these points:

  • I put a way to read the bookcase in the Fight Cauldron into the game because a growing community of players were searching for it, and trying ever more elaborate methods to unlock it. There seemed to be a positive community building around that search. Rather than telling them to give up because what they wanted to find didn't exist, I wanted to give people what they were looking for, so there'd be a pay-off for their efforts.
  • That meant writing and approving some special lore to discover (in my own time, because my working hours were dedicated to the next project I'd been assigned after The Brink of Extinction). This lore turned out to be, among other things, the first mention of a specific elder god other than Jas, and her name (Ful).
  • This addition took a little approval from narrative peeps, testing and localisation time. Which meant that by the time I could get the pay-off ...
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