Runescape Dev Tracker

Fren-LoE

Mod Jack has actually elaborated on this very thing in a game design stream on twitch via the official runescape twitch channel. This stream would have occurred when he first assumed the role of Lead Designer for runescape 3.

TL;DR is that when increasing the spawn speed of bosses, there needs to be a tradeoff for the health of the economy. Chase items and common loot included.

The game's economy is blind to the difference of a massive damage buff to the player and the speed at which a boss respawns. These items would enter the game at a faster rate than they otherwise would have.

When presenting the idea of a rebalance to boss drop tables to accommodate a faster respawn time, as a theoretical solution, players were against this proposed solution.

He goes into depth on the subject in this post:

https://www.reddit.com/r/runescape/comments/11g6qi6/common_drops_stream_summary_and_key_clarification/

u/JagexJack Correct and/or Elaborate further if you like.

Yeah this is pretty much true. It's a complex topic, but broadly speaking if the game is in a place where the respawn timer is a major proportion of your kill time, that's already an issue. Lowering the respawn timer to "fix" that is doing much more harm than good. The stream is linked from the post you linked to.

Winter-Storm2174

It's simple why they haven't released them. They want to find a way to monetize them without causing an uproar. This is what would make most sense from a business perspective. These capes are highly sought.

Definitely not any sort of monetization discussion happening around these.

We just haven't found the right opportunity to release them in a way that feels right vs their original gameplay effort in FSW. We just don't want to do anything that massively undercuts the time people put into that mode (even if they chose to sell them in that short window afterwards).

As an example to be open about it - at one point last year, there was consideration of an RS Mode (like a FSW2 or something different). They were held for that as a potential great way to re-introduce them, but that plan was scrapped to make sure the bulk of our development effort went into Necromancy.

What I can promise you is that I am the first person to bang this drum in every Roadmap planning meeting we have and the team have not forgotten them. It's regularly discussed and we will get them out. But we need to do it right.

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Conjure up a new friend this week with the Phantom Guardian Necromancy Conjure!

Check out this weeks post here - https://secure.runescape.com/m=news/new-necromancy-conjure---this-week-in-runescape

To assist us with monitoring any issues that arise please use the following template to help us gather data and find your issues quickly.

1. Describe the bug you are experiencing.

2. List the steps to reproduce the bug.

3. Do you have any additional information that would be useful?

Please also include your display name (RSN) and continue to submit in game reports to assist the team with resolving these issues.

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Minimum-Safe3154

I'm okay with that. The pickaxe just seems a little underwhelming, considering the steps to get it from start to finish require a decent amount of effort.

I hope i didn't come across as ignoring your comment, just wanted to provide some context. Generally if you're expressing that you'd like the T100 tools to be more exciting in some way that's very valid feedback :D

--Dawg---

I noticed Golden Rocks for the Priff statue were not dropping from the Primal rocks. I was able to get all the Strange Rocks, just wondering if anyone else has tried getting Golden rocks from Primal rocks and been successful?

Do you mind passing me on your RSN please? Stu has taken a look but can't see any reason you shouldn't be getting strange/golden rocks, but would like to see what your setup is :)

Hey, thanks for spotting this.

I checked with the team and you absolutely can still buy Premier Membership for 20 Bonds. I've notified the team so the FAQ gets updated to clarify this.

https://preview.redd.it/pikuimvgzeld1.jpg?width=1920&format=pjpg&auto=webp&s=6f53f4a7bab7df353a5651f54e502a93d82efcdb

On September 27 2024, the price of Premier Membership & New Memberships will be changing.

Full information can be found here: https://rs.game/PriceChange-24

ChildishForLife

Any chance the info will get put in the Runescape launch window as well as the Jagex one? I almost always have the RS .exe open compared to the Jagex launcher

Not planned at this time but useful feedback :)

Minimum-Safe3154

Can be pickaxe of life and death not have the same stats as a primal +5?

The new pickaxes follow the same structure where both pickaxes(+x) of a tier are the same stats but the 'special' one is augmentable which is its benefit and so we want to generally be consistent where possible

--Dawg---

I noticed Golden Rocks for the Priff statue were not dropping from the Primal rocks. I was able to get all the Strange Rocks, just wondering if anyone else has tried getting Golden rocks from Primal rocks and been successful?

I'll send this over to the team to double check, thank you :)

bornforbbq

Another piece of feedback I would add is that the xp curve to get to 110 mining seems to be very gradual and low compared to other 120 skills. I say this as a player with 120 all already, I noticed it seemed very low when I was gathering new ores. Thanks for the updated development post!

What was your setup and what XP/h were you seeing if you don't mind me asking?

Weekly_Art_7932

We keep getting updates for mining and woodcutting but nothing for fishing.

Well we wanna do 110's for everything so 110 Fishing has to come eventually right :P

Charming-Piglet-1594

Was hoping for new training methods. With herblore and slayer (the only 2 well done 120 skills) you unlock power bursts, better recipes, your own slayer dungeon, a slayer boss. With mining you get… to mine 10 new ores of the same tier (at 100 mind you). You cannot create the new 2H without pvming (meaning you have to stop mining and smithing). Even with masterwork armor you can create a lesser variant of it with only mining and smithing. The 2H masterwork is confusing in this sense.

Back in the OG smithing and mining rework, I recall dangerous procedurally generate caverns being explored. That would’ve been a great method to introduce for 110. Maybe for 120 in 4 years :/

We're not really doing any new training methods, unless we hit a point where we absolutely have to. We might do mechanical tweaks here and there if required, but we're mostly trying to stay consistent with the skill's foundational designs.

Mod Jack has a section on this in the blog we released back in May under the "Would it come with a new training method?" section

(would recommend giving the whole blog a read in general though :) )

sirenzarts

If it has not happened already. Primal armor should also get boosted invention components like elder rune to make it more desirable, especially for irons to get something back from the grind of making it for smithing xp

We have a fix for this in-progress, we're aiming for next Monday's release :)

RS4When

My only concern is we barely got 10% boost to mining xp while you tripled the xp required to max the skill. Gathering skills are already pretty slow.

I've been investigating this since release. I'd be curious what your set-up is when mining (gear+level etc)?

From what i can see from our balancing and live rates, and even what's being reported on the wiki, Primal is a better method. Mining has this quirk that the levelling benefits can greatly affect XP output, so what you might find at the staring levels of a tier of metal is that your XP is reduced because you've yet to unlock those benefits. This is especially true if you're not using a Primal or L&D pickaxe.

I'm seeing that now between my 120-all/BiS gear on main vs. my Ironman M&S pure (don't laugh). But still i'd be curious in what your setup is, i don't want to sound like i'm brushing off the comment.

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srbman

One (minor) issue I noticed with the 110 Mining/Smithing update is that Masterwork Trim was renamed to Masterwork Armour Trim to differentiate it from the new Masterwork Sword Trim. This now creates an inconsistency where we need Armour Trim to upgrade a weapon (the Spear).

Can this be changed? Maybe just have Weapon Trim and Armour Trim? Or Basic Trim and Advanced Trim?

Oo thanks for raising! This is an oversight, i'll ping this across to the team and get it looked at, maybe the suggestion of requiring the sword trim makes sense now or maybe we just make the name more generic.

Appreciate it :D