Mod_West

Mod_West



23 May

Comment

Originally posted by Gnarwhalz

It truly is breathtaking. The amount of work that went into this facelift is astounding, as someone who recognizes how much time and effort things as outwardly simple as designing a small town's layout or modeling a low-poly brick building can require.

You've done an amazing job, as did everyone who had a hand in giving Hosidius the look it deserved and now has.

It really is just plain GORGEOUS. It's cozy, charming, organic, oozing with flavour and polish. Outdone doesn't BEGIN to describe it.

From one fledgling game designer to one with much more experience... PLEASE keep this trend going.

Thanks! It means a lot, truly. World building is a passion of mine and many parts of Zeah are missing a level of cohesion and character that I’ve been wanting to fix for a long time now.

Big reworks like this one are difficult to get out due to the push back from changing things and the massive amount of testing required. I’ve plans for other houses too but it’s too early to share, but hopefully they’ll be just as good :)

Thanks also go to Mod Maz for making sure all the content worked and Mod Bruno for testing it all! (And all the rest of the team for feedback and play testing)

Comment

Originally posted by ChaseusOSRS

Damn thanks bro I can die happy now

:D

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Originally posted by ChaseusOSRS

If you reply my life will be complete

Ok.

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Originally posted by [deleted]

[deleted]

There's a deposit box in the middle of all the saltpetre deposits. It's arguably a little easier now :P

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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.

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Originally posted by The_Bopjick

hi mod west thanks for hos

No problem, glad you're enjoying it <3

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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

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You're not going crazy! That was Zanik the cave goblin in disguise. The player was doing the quest 'Death to the Dorgeshuun'.

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Originally posted by MandaTohru

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.


17 Apr

Comment

Originally posted by ChadCum69

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!

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Originally posted by e1744a525099d9a53c04

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.

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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 :)


13 Apr

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Originally posted by scr1mmage

There are dozens of us

Thousands.


12 Apr


11 Apr

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Originally posted by ComputerDude96

We appreciate your hard work and input, Dad.

Thanks, son.

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Originally posted by newowhit

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 :/

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Originally posted by [deleted]

Fingers crossed 🤞

Nice name btw, it made me chuckle.

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Originally posted by [deleted]

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.

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Originally posted by [deleted]

It was ugly & got scrapped

To put it simply.