Mod_West

Mod_West



24 Jul

Comment

Originally posted by BioMasterZap

It probably would devalue some things, but not many are coming to mind. Also, I should clarify that by "merging all the combo staves" I meant require Lava, Steam, Mud, Dust, Mist, and Smoke Staves to make it, probably with some new additional item. The Combo Staves wouldn't be devalued since they are required to make it. The Tome of Fire would lose a bit of utility since it can be used with Combo Staves to give 3 of 4 Runes, but its buff to fire spells keeps it more than relevant. And in most situations, a Dust, Mist, or Mud Staff with the Tome of Fire would cover all the spells you need anyway.

Ah, I see what you mean! That makes sense :)

Comment

Originally posted by BioMasterZap

You could say the same for Slayer being more of a complex action than a simple action, especially if you consider say a Hydra Task with the boss. Though I would agree that dungeoneering floors can be fairly complex, but other skills wouldn't need to be that level of complexity.

I think it depends on where you draw the line of minigame. I'd say it has to do more with how you present the content than the core mechanics. For example, if Dungeoneering didn't earn reward tokens with all its rewards in a reward shop and it was trained in multiple locations round the world instead of just one central location, it would feel a lot less like a minigame even if it was still a game within a game in a sense. Slayer is pretty close to a minigame with how its reward points and shop work; just remove the levels and make the new monsters unlock with points after X tasks and it could be a minigame. Yet despite this, it still works pretty well as a skill.

As for why players may rathe...

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I think slayer is riding the line personally because, as you said, you do multiple repetitive actions before getting a chunk of xp and potentially some points to spend in a shop. It’s still far fewer actions than dungeoneering though. Perhaps if xp was slowly gained throughout the dungeon, the rewards were more integrated with the content and it wasn’t done in a single hub, it may seem more fitting.

I think the surveys will certainly help guide our future plans for a new skill, that’s for sure :) as always, it’s great discussing things with you! Have a good night.

Comment

Originally posted by Saddams_Zucchini

Probably this? Although imo it looks pretty awful.

I wasn’t a fan myself and I made it 😆 stuff made for runefest presentations don’t go through the usual process of iterating and showing to the community etc. The items are also very likely to change in utility while the project is underway (like this one) so it’s expected that the item will require changing visually to match.

Comment

Originally posted by SAITAMA_666

Also, I really don't think Thaumaturge effect will be a hard thing to get to pass honestly. Everybody knows magic is by far the weakest of the combat triangle in terms of PvM(not only the weakest, but super expensive) and even changing the attack speed to 4 ticks on the Standard spellbook would still have it being weaker than Ranged and Melee.

But this would REALLY spice it up! This Thamaturge effect is something you should push on imo.

Definitely my favourite part of the design! I can see it passing the 75% mark if it isn’t tied with Warding and can’t be combined with the tomes damage bonus.

Comment

Originally posted by cusebean

While you’re here and gathering feedback, my 2 cents:

Magic is the least used combat style due to both the cost of runes, and the limited monsters/bosses it’s actually useful against. As a mid-high level player, the only places I use magic are Zulrah, bursting dust devils/nechs during slayer, and barrows. In the case of the latter two, magic is only viable because the monsters have such low magic level you’ll pretty much never splash, and you’re better off using melee/prayer armor since there’s no need for magic accuracy.

Since I almost never care about magic accuracy, a skill based around crafting equipment for it feels like a significant effort towards content that would be used so infrequently. If magic was in a better spot, I’d be more excited about warding.

Even disregarding the state of magic, I don’t see the tank oriented sets ever being useful. Low level players never use splitbark/lunar/skeletal over alternatives now, so I don’t think higher level p...

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Fair enough, entirely understandable :)

The reason those sets aren’t used is also because they fail in everything, they have bad magic stats and poor defences. I suppose there’s a bigger question about magics usefulness (especially accuracy) but the whole idea of the skill was to make it a more useful combat style, which would’ve required prototyping, which would require it passing a poll.

Thanks for your feedback!

Comment

Originally posted by BioMasterZap

As for the faster elemental spells on a ring - that’s a difficult thing to get to pass! Mixed with the tome of fire, it would be devastating, so that (if reduced to a single item) would need to be something wielded in the offhand slot. Something like a new book I can see working.

What about a 2H Staff instead? It would limit your choice of staff, but it may be a neater way to go about it than another book. With a book, it feels like it would too directly try to rival the Tome of Fire. But perhaps if we did see an Elemental Staff from merging all the combo staves, in addition to providing all elemental runes and giving the Smoke Staves 10% Accuracy and Damage, it could make Elemental Spells cast a speed quicker at the cost of being 2H?

Interesting, that could also work! Unsure about offering all elemental runes though as it would devalue many things :P

Comment

Originally posted by BioMasterZap

From what I've seen, I think players want to take the "simple action repeated over and over" less directly in future skills. Sailing and Dungeoneering both have repetition in a similar way to Slayer; you can summarize Slayer with "you do a task, then you do another" much like Dungeoneering is "you clear a floor and kill the boss, then you do another". But while there is a sort of repetition, the repetition isn't as frequent as "you mine a rock, then you mine another rock" or "you put an orb on a staff, then you put an orb on another staff"; in the time you clear a dungeon or complete a slayer task, you would have mined 100s or rocks or made 100s of battlestaves.

In addition, each dungeon and task can differ enough from the previous to make it feel less repetitious even if it is the same general concept repeating. With Sailing, I think players are looking for a similar experience to those. Some versions of the skill can be directly compared to those repeating cycles; somethi...

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I understand that, but completing a floor of a dungeon is hardly a simple action, it’s hundreds of different skill actions all strung together. What I don’t understand is why players want a minigame labelled as a skill when we can just make a minigame instead.

Imagine if LMS was a skill, I can’t imagine that being received well. Players just want PvM as a skill and that’s confusing to me, although I understand why. I know that’s a contradiction 😆

If the repetitive action is ‘mapmaking’, that skill isn’t sailing, it’s mapmaking.

Either way, we’ve polled a support skill, then a minigame skill and finally a production skill. I’m doubting a gathering skill would be more interesting and a combat skill would be... poorly received. Unsure what we can do other than another minigame skill, however much I disagree :P

Comment

Originally posted by SAITAMA_666

The new items/enhancements that Warding introduced to the game all felt like dead conent to me. I'll just copy and paste my post from the last Blog, where I went over the rewards for training Warding, which I just couldn't see their value. Therefore I had no interest in the skill and it seemed dead content to me. I also suggested rewards for training Warding that personally interested me and seemed useful. If Warding had useful and enticing rewards/benefits for training it then I would vote yes.

Some cool effect ideas here, and I myself have suggested the effect of lowering Standard Spellbook combat spells by 1 tick a few times via a new ring.

The problem I have here with these set effects, is that they all require a helmet, that means no Slayer/PvM and no Castle Wars. Where would we use these set effects? The Thaumaturge effect is something I have wanted in the game forever, but not bound to an entire armor set.

And we aren't taking Pa...

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‘Dead content to me’ is what I’m not understanding. Just because you don’t personally have a use for a thing mean that it’s dead content, there are other players playing the game too of widely varying levels.

As for making things useful, well, the first blog was filled with quite useful items, but they were met with incredible negativity. Perhaps if they were nerfed they may work, but it’s doubtful now they’ve been associated with Warding :P

As for the faster elemental spells on a ring - that’s a difficult thing to get to pass! Mixed with the tome of fire, it would be devastating, so that (if reduced to a single item) would need to be something wielded in the offhand slot. Something like a new book I can see working.

Thanks for the insight, it’s good to know there are a few redeemable ideas that may yet be salvaged (once the hubbub has died down, of course...)

Comment

Originally posted by thugga7

The fact that a skill such as Sailing was polled which had the possibility to do the skill with my friends. Something we could all go out and do together, make money, fight "bosses", explore areas and have a good time. I don't think Warding offered this and that's why I voted no. I want a new skill, but not Warding.

That’s not quite what I was asking as I’ve seen many reasons why players don’t specifically want Warding, but thanks your insight! I don’t dispute that Warding shares a little too many aspects with other skills in its mundanity. I must say I was surprised to hear most players dislike the current skills we have in game, but at least we’ve found something out! A production skill isn’t what is wanted.

Why does Sailing need to be a skill? That’s what I find myself asking. It would make a great minigame - I’m sure of that - but what about it does it share with other skills? They’re generally a simple action repeated over and over.

Comment

Originally posted by RealStokenut

I voted no. I'd love to see a new skill added to the game but with Warding, all I saw was an absolute ton of dead content on release. It was pretty much a whole skill to bridge the mage armour gaps.

That’s totally fair and I respect your opinion. Out of curiosity though, what do you deem as dead content?

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Originally posted by FrostyRDT

Hey I'm glad you guys are keeping your chins up. I disliked some aspects of the skill but I still want a new one to happen and I think you guys have shown a great amount of growth in how you approach the pitching of the new skills.

Is there going to be an attempt to harvest some kind of qualitative data to assess why people disliked Warding? I would be happy to give my thoughts in a survey if it brings a new skill closer to the game.

It would be beneficial to send a survey around to understand what players disliked and what they liked. I’m sure there are plans for this, but I can’t say for sure.

While 66% isn’t quite what we aim for, the demand still stands. I’m sure we’ll get there in the end, even if it means a minigame becomes a skill (if that’s what the players want!)

Comment

Originally posted by waffle_fry

Might as well stop trying. 30% of the community doesn't want a new skill.

That’s not true now, is it? They don’t want Warding. Before moving onto a new skill, I suspect we’ll poll how many do want a skill to gauge whether it’s worth pursuing. We probably should’ve done that first before pitching Warding. Learning from our mistakes, and all that :)


23 Jul

Comment

Originally posted by waterywaterywater

/u/Mod_West We need to get you two reunited on Long Lost Family.

wait wat

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Originally posted by Megolito

Hey mod west. i just wanted to let you know i love you with all my heart.

<3

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Originally posted by ImNotFromFlorida

Hey it’s you! Weren’t you the one responsible for modeling dz?

Na, that was Mod East >.>

Comment

Originally posted by BioMasterZap

I liked Aquatic Bane but I think the lack of clarity is what hurt it. Personally, I'd call it "Waterbirth Bane" or such and focus it more on Dagannoth, Wallaski, and Rock Crabs (the three Waterbirth creatures), which also would mean it would be useful on training on Rock Crabs too.

Even that requires prior knowledge to understand which monsters it would work on but I suppose it’s an improvement. I think there was some contention over armours having the effects usually given to jewellery as well, although not 100% sure on how many thought that. It would also be confusing that it works on dagannoths on waterbirth, but what about the ones under the lighthouse? Needs some thought, for sure.

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Originally posted by NetFisherman

I vaguely remember that, now that you mention it. "Aquatic Bane" sounds really cool! Thanks for your feedback. Hopefully, the community can be warmed up to the idea of an aquatic bane in the future.

As far as the memes, I was being very facetious! I know you guys are each very attentive, and we all appreciate it.

No problem (: I'll be sure to bring up the possibility of updating these armours when a relevant project is underway - I believe it has been mentioned before...

Comment

Originally posted by NetFisherman

They're really good at noticing and commenting on memes and ironic suggestions, that's for sure.

Hey, /u/Mod_West! If you have a minute, take a look and tell me what you think!

This was essentially what 'aquatic bane' meant in the initial Warding blog but it was met with negativity. Possibly due to the vagueness of it, but no-one seemed put off that it was removed. Certainly a possibility to make these armours useful if there is indeed demand for it.

We're more likely to see memes as they rise to the top far more frequently than content suggestion, sorry about that! I believe that was why the other (far less populated) sub-reddit was created. Just because we're not commenting though, doesn't mean we're not looking.


21 Jul

Comment

Originally posted by Cortye

I checked out that sub. There is a post called Temple Dungeon. It's the layout for the Forthos Dungeon, but from like a year ago.

It's nice to see it made it in the game!

Indeed! It was a dungeon idea I had while designing the Hosidius rework. At the time we hadn’t mentioned that rework, so because of that I wanted to be vague when putting it on there.

Not promising everything I put on there goes into the game, but it’s always a possibility:)