Sorry for any inconvenience caused! The moving of players is to stop them from being stuck within scenery due to the updated area. We have no intention to teleport players to any new pieces of content that are added in the future.
Sorry for any inconvenience caused! The moving of players is to stop them from being stuck within scenery due to the updated area. We have no intention to teleport players to any new pieces of content that are added in the future.
hi mod west thanks for hos
No problem, glad you're enjoying it <3
Not a lot of lore with this update, unfortunately ): There will be some lore books to sink your teeth into when the dungeon is released - providing it passes a poll first, of course :D
You're not going crazy! That was Zanik the cave goblin in disguise. The player was doing the quest 'Death to the Dorgeshuun'.
Glad you like it! <3
Additionally, the guard dogs have retired from their post at the cooking store. Don’t worry – they’re going to a farm.
Not gonna lie, they had me in the first half.
I'm glad to see the herb patch moved closer to the house teleport, and closer to the spirit tree. I always felt it was a weird teleport since a (redirect) home teletab will be closer.
One question: I can't see on the map where the fruit stalls are? Were they moved to the center of town? If so, are the guards aggressive when we try to steal from the stalls?
The dogless stalls can be found in the building east of the town, nearby the coast.
Remove battle wards and increase the power of the skilling wards, skilling is underpowered at the moment. This does not step on ancestral too much as ancestral is still BIS in PvP.
Also make keep it simple, I don't think you should need to equip some random lamp to train the skill
It seems the consensus on battle wards is they’d best fit into other content, which is fine as we were just gauging opinion on that mechanic and how players would respond to it.
The lamps function is to be like a hammer or crafting, it’s just equippable in this case. Thanks for the feedback :) it’s all really helpful!
Hey West, do you have a target xp/h or gp/xp for warding? If it's going to be another 250 hour grind or 100m skill I don't think people are going to respond to that positively.
Nothing is set in stone but we wouldn’t want it to be a painful grind like RC - we’d aim for it to be more middle of the road. Being a buyable it is likely to be the more expensive methods will be the fastest. As for gp/xp, that’s a little more difficult as the demand would set the price for the resources and there’s no way to figure that number out.
This is great feedback! Thanks for putting the time aside to write it up.
Your ideas and thoughts on the armours are really helpful. The intention wasn’t to step on ancestral too much but it seems the current effects need to be worked on further, which was to be expected. The idea was for them to be a degradeable alternative to ancestral, making it require ancestral is a fair compromise to assure that it doesn’t devalue it.
Your point on battle wards is also great, it does confuse the purpose of the skill a bit. These were just ideas for further tie ins with Warding to gauge interest in the idea but it very much seems they’re better suited for other content.
Thanks again :)
There are dozens of us
Thousands.
Because I’m a fail.
We appreciate your hard work and input, Dad.
Thanks, son.
Yeah the blue and green look like missing textures or something, did another scroll and got the helm to match lol
Wish I didn’t have to include the terrible heraldic symbols but they were pre-established on the helm and kite :/
Fingers crossed 🤞
Nice name btw, it made me chuckle.
Hahaha, no offence of course, just not a lot to work with in making it better looking :)
No worries 😉 it’s a bit of a joke now in office as this wasn’t our first attempt at the cape... perhaps the third attempt next TT update will be the lucky one! We do have a better idea now, we just didn’t have the time to remake it from scratch.
It was ugly & got scrapped
To put it simply.
you're probably joking, but i genuinely want this and generally this level of design instead of the high-poly, modern-palette stuff they're coming up with lately. They're are all great designs, just not for osrs, and mentioning this anywhere and u get bombarded with "wah". :/
It goes like this:
Make nice art in a similar fashion to Varrock and Canifis or dragons and rats - we get told they’re not the correct style and that it’s too flashy.
Make art like lumbridge and draynor or the earlier 2004 style NPCs and we get abused for recycling graphics and being terrible artists.
It isn’t a game we can win and I suppose it calls for a wider discussion around what OSRS art style is as it’s clear that there isn’t a general consensus.
We always listen to feedback and are willing to take it on, there just needs to be constructive criticism to go off on and that isn’t always the case. Personally I always try to tone my designs down when I can but I’m not planning to make 2004-era graphics any time soon and will continue to match it with models released in 2007.
Hopefully that explains my stand point on the matter, sorry if it wasn’t what you wanted to hear.
"Just a wooden stick but older". So... No auto Ancients on that staff aswell? And probably positive prayer bonus or no bonus at all?
It’s a Druidic staff that will be used for nothing more than fashionscape I suspect. There may be a minor prayer bonus but nothing to shake a stick at :)
It’s just a wooden stick but older.
Watson's house is now further away from a teleport than it previously was. (Spirit tree previously). The only reason I've been going to this area is handing clues to that guy, so this update seems to affect me personally negatively. :(
Partially the reason for the Watson teleport scrolls from the upcoming clue scroll update :)