Runescape Dev Tracker

IndependenceOutside2

God forbid u do your job

My job being what exactly in this case?
If i put everything I was doing (such as working on new content e.g. Sanctum of Rebirth) on hold every time a player asked me to do something I would get literally nothing done.

Unfortunately we live in a world where things need to be prioritised for their impact and time cost and I can't just magic up changes out of nowhere. Thanks for the comment though.

Zepertix

Just a PR article that didn't really say anything besides "don't freak out in any direction." I feel like this could have been stapled to the survey tbh.

Sorry, we just didn't really learn anything from this. There isn't even the faintest outline of *how* any of this is going to be done :/ I'm not mad or upset I just don't know what the takeaway is supposed to be as a player. I love this game and the team that designs it, I just hope that this leads to tangible positive change. My feelings, opinion, knowledge, or optimism just hasn't changed at all after reading this.

That's totally understandable! All Pips' is trying to convey is to say the survey meant something, we're going deeper into this process of looking at our MTX options in RuneScape and we're taking it seriously.

And, at least how I feel reading it, walk you through some of the realistic things we have to consider as we go through this.

We just don't want to go dark and say nothing while we pull that next stage together. There was a lot of speculation that deserved an answer.

DIYrs

I think this is a positive approach and a good middle ground.

We have to be realistic that treasure hunter is a serious source of revenue for the business and finding a suitable alternative that meets the needs of all types of players requires due consideration and thought.

Thank you for this approach Jagex, clearly learnt from the mistakes of the hero pass.

You’ve summed up how we’re coming at this, thank you.

Gluroo

Hmm, sounds good but im honestly going to stay sceptical about this until something is confirmed to happen. Being willing to talk about it is good but there are tons of things that could prevent any meaningful change from happening here so we'll see how it actually turns out.

That's completely fair to be skeptical at this stage.

To Pips' point near the bottom - all we want to convey is that this is a proper effort to take the survey further and explore options around MTX in a way we've never truly done before for RuneScape.

It's not simple as Pips outlines, but we're taking it seriously and involving player feedback in that work.

Dry-Fault-5557

Disable treasure hunter for two weeks and see how players react.

Genuine question, what do you think we could learn from that?

esunei

TL;DR more exploration on assessing the impact of MTX to see if any action is feasible.

If only I could be that succinct!

https://preview.redd.it/3c80qc2eh1kd1.jpg?width=1920&format=pjpg&auto=webp&s=675e753a2b15dc372935a1f4b828f82d5e7bb875

Hey 'Scapers,

Mod Pips, Jagex CEO, has a message to share as a follow up to our recent Player Value survey, and how we're planning a Community Consultation on MTX offerings in RuneScape.

Hear more on what this means here.

ThaToastman

Coding question:

Is armor not in the code as a class extension of ‘item’?

Parameters just being

“Tier, armor value, hp bonus, image reference…etc)?

It would be a lot of work but why not just add the parameter now (sorry to the intern who has to do the entry) and then all future armors will have the field by default and be added on creation?

Yeah so the params for hp bonus already exists / how it's handled right now, in general it'd be better imo for a system to figure out your total HP bonus based on a set of criteria so if in a years time we decide we want to change something about how HP is calculated (maybe we decide 10 per gear level instead of 5 or w/e) then it's a single plugin point instead of going and modifying all armor in the game again

SpeedrunsRS

When this adjustment happens, will unique items such as the Rogue gloves from Deathmatch 'keep' what made them unique before Necromancy?
They were the only set of gloves before the update that provided an LP bonus while also having some offensive bonuses.

Would this update take into account that they were the only gloves that gave an LP boost before Necromancy and give them a greater boost?

yeah probably likewise for torva etc

SexualHarassadar

When you say "go through every tank armor config" I'm assuming that means every variant of every piece of tank armor (+1,+2,+3, dyed, augmented, trimmed, lucky, ect.) is it's own individual item with its own config that would have to be manually edited?

yep

VioletCrow

Looking at the transcript here it doesn't look like you agree to bring Zaros back beforehand - it looks like you decide whether or not to help Zaros in this beginning dialogue with Azzanadra. If you don't want to bring back Zaros though, then no quest, hence the only way to proceed is to agree to bring Zaros back.

Or to play along and make up your own mind later, like Sliske's dialogue at the start proposes.

JagexRamen

Don't worry

Stop worrying Ramen, it's on the list.

JagexSponge

Uhoh the call out

For real it's on the list, don't worry.

The reason its labour intensive is due to how the HP bonus is 'applied' to gear in that currently it's manually on any config you want HP boosts on. (There's no spaghet, its literally just not had a system made to handle it)

We have two options essentially - go through every tank armor config and apply the HP bonus specific to that piece (plz no - i still have nightmares about shogun making me test mining and smithing originally)

Or we make a new system that just 'handles' it that takes into account special cases (like torva / if we want a tank set thats more hp etc)

The list is long and ever growing for us combat folk but we've spoken about it and everyones okay us 'just' doing it / chipping away at it.

Don't worry

Uhoh the call out

For real it's on the list, don't worry.

The reason its labour intensive is due to how the HP bonus is 'applied' to gear in that currently it's manually on any config you want HP boosts on. (There's no spaghet, its literally just not had a system made to handle it)

We have two options essentially - go through every tank armor config and apply the HP bonus specific to that piece (plz no - i still have nightmares about shogun making me test mining and smithing originally)

Or we make a new system that just 'handles' it that takes into account special cases (like torva / if we want a tank set thats more hp etc)

The list is long and ever growing for us combat folk but we've spoken about it and everyones okay us 'just' doing it / chipping away at it.

Read more

Howdy Folks, team is investigating this situation at the moment. Will update once we know more.

RohitPlays8

Its pretty annoying that when you x close the console, your game also goes away, maybe a hotfix for this, could it just hide it momentarily?

The engine can't be hotfixed.

The engine has a feature that allows server-side RuneScript (that defines the logic for content) to be hotfixed (that is, modified without rebooting the servers), as long as we're modifying existing triggers and not creating new ones.

Since only server/lobby script can be hotfixed, game data (configs) and client script cannot be hotfixed.

As this extra window is an issue with the game engine, it has to be fixed in a game engine update, and those are typically monthly at most.

Nope. The item's stack quantity is repurposed as an object variable to store data (in the case of unfinished smithing items, split between the finished item ID and your progress toward finishing it), which means that such items cannot stack in your bank. You can either have one or the other, but not both.

The examine is correct.

Patching decorated mining urns was a bit more complicated than some of the other post-release fixes (just finished the code review feedback for urns this afternoon), so a fix to make the decorated urns comply with their description will come in future patch notes.

But for transparency, once patched, the decorated mining/smelting urns will not fill from resources above 99, while incubator effigies will continue to do so. (Which is why some delicate surgery was required, as they're intricately conjoined.)

Genji_main420

Decorated mining urn examine text still says: "This will collect ore slivers when I mine ore at or below Mining level 99" But they DO work with the t100 rocks.

Higher tier urns on the way? 😏

Patching decorated mining urns was a bit more complicated than some of the other post-release fixes (just finished the code review feedback for urns this afternoon), so that'll come in future patch notes.

But for transparency, once patched, the decorated mining/smelting urns will not fill from resources above 99 (so the examine is correct), while incubator effigies will continue to do so. (Which took some delicate surgery, as they're intricately conjoined.)

srbman

Is there any update on the external console window that opens when pressing Alt+~? It's been going on for over a month.

That's more in the engine realm, and engine builds release less frequently than weekly content updates. I believe our engineers hoped to get a fix into the engine mostly recently released this month, but it didn't quite make the cut, and subsequently are hoping to fix it in the next engine release.