Completely unplayable, smh $11 :crab:
Sure
Your idea may be better than you think it is. Make sure you are one of the 1000s to post a skill suggestion today.
(And the OSRS Team are always looking for inspiration, there's no such thing as a bad idea!)
Grats! UwU
This was a fun thing to work on :)
Grats! UwU
This was a fun thing to work on :)
I understand in that last QnA Arcane said there wasn't really a timeline for when you guys would release rates. With that being said, has there been any further discussion on this? Weeks/months? I wasn't playing when CoX/ToB were released so I'm not sure how it went with releasing drop rates for those raids.
I believe he also said on that same QnA that he didn't want it to be as long as you guys waited for ToB and that he would want to release them eventually.
Droprates are a strange and difficult thing because we do change them and we need to be able to change them as we observe how players are interacting with the content. If too many of an item are coming into the game and prices plummet to the point that the content doesn't feel worth doing then that's a bad thing. On the flip side if they are too rare and no one is enjoying doing the content and don't feel rewarded for doing it then that's also a bad thing.
There's a lot of talk about whether or not they need to be hidden but the truth is that even small changes to the drop-rates can upset players (as we've seen since ToA has launched). Maybe we just release them anyway and tell the players to deal with it? I don't know which approach is better but I can certainly understand why there is a desire internally to keep them hidden at l...
Read moreWonder if this is what u/JagexHusky was referring to in the final TOA stream pre-release
Yeah it was!
If the team didn't like what "Mod Arcane was doing" then we would be pushing against that. I think he has some very good points and his opinion is completely valid. That said, it's a team decision and not his alone.
Even with that opinion, it would be very irregular (aside from Nex) for us to release drop-rates so soon after the release of the content.
Fantastic.
Thoughts on leaning more towards buffs for players instead of debuffs / buffs on NPCs? Players enjoy being more powerful. Looking at the Leagues relics and developing around those as inspirations?
Would require waves to developed to be essentially impossible without the buffs though.
Generally speaking the idea is for the content to get harder over time and not easier. We want players to be considering whether they feel capable of taking the next wave on and for some players they might just be capable consistent wave 6-7 completions etc.
Giving players buffs after every wave kind of just makes it harder for us to balance the content. Instead of the existing creatures you've fought before gaining an additional mechanic it's almost like they need to scale exponentially faster than the player would need to be?
We do like the idea of buffs generally though, that's why we've included them after the bosses on waves 4 and 8 in it's initial design
Read moreWould the new creatures have the same slayer requirement as their normal versions?
"No free waves" sounds like the stronger normal enemies will appear early on, but 95 Slayer for the Hyrda is probably outside most peoples reach just after getting a fire cape.
Things like requirements are kind of later down the line to iron out the nitty gritty details, our focus mostly was on making fun content and maximizing that part of it (plus doing core systems).
My opinion right now though is that slayer level shouldn't be required to do it, you're not actually fighting a Hydra (if that's the NPC model we go with) you're fighting something which resembles one etc.
Hey, I wasn't really thinking too hard and just sort of posted this after I saw your tweet because I thought it was cool. I can delete this post if you want to create a post yourself to collect feedback more easily
No no it's fine :P
Is the intention to be a more consistent, grind-able money-maker like raids? Or to continue the fire cape/inferno tradition of bis untradables? I see both options listed but they’re extremely different paths.
Or both at the same time?
We definitely want it to be a consistent moneymaker and to be substantially more repeatable for players than fight caves/inferno. The waves won't be super scripted and the modifiers which hamper you or buff the monsters should ensure the experiences feel different enough each time
Are you thinking safe death for non group hardcores or dangerous?
Slayer requirement or nah?
Dangerous death for all types of hardcore players
Hey, beat me to it, I was just about to post this here too so that those of us who worked on this in our game jam can get even more feedback than what is just available on Twitter. As always, let us know what you think!
I can't take all the creddt for this though, original idea was Mod Arcane and it's been worked on by him, myself, Elena, Jerv, Brow, West, Ry, Halo and Skylark as well.
Here's some other bits and pieces to go with it I tweeted out earlier this week: https://twitter.com/JagexHusky/status/1512047579411927044
Disclaimer: Just a headsup, this is a game jam project and hasn't been approved for the schedule, still has more dev work to do and isn't a promise that it'll ever come out, despite that we're just excited to share what we've done with as many players as possible
Read moreEngaging with GotR these last few days has me that much more hopeful for the Giant's Foundry. Looking forward to seeing your take on alternative Smithing training methods!
It won't be Elena and I's take on it, we're going to be working on some unannounced stuff but I'm sure the team involved will knock that out of the park too!
Thanks for the kind words! I shared this with Elena and it both very much made our day even with the game jam going on.
We were so worried leading up to the launch wondering if what we had made was any good or not, I even tweeted the following the day of to capture how I felt.
I've released a ton of content now but even still there's this sense of both unease and excitement that comes with launch day.
Will players love it? Will players hate it? What bugs did I miss? Could the design be better?
Anyway, I'm looking forward to it and I hope you are too!
So hearing comments like this really does make it worthwhile, all the hard work that went in truly trying to just make it fun and enjoyable. Here's hoping the next update is even better than GoTR :D
Read moreThanks for all the feedback and kind words regarding the update :D
Myself and the rest of the team definitely appreciate and while there are definitely still some teething issues we're over the moon that it's been received so well and you guys are actually having fun training Runecraft!
Speak to Felix, he should be able to swap it for the colour you want :)
[deleted]
I think you've misunderstood what we mean.
We're happy to change it initially but we really won't be able to review the rates until after the weekend, so potentially some time next week or maybe even the week after by the time we get data in. At that point it'd be really unfair to suddenly award more abyssal pearls considering there's an actual incentive to use them now to try and get lanterns/needles.
So in the event that we need to adjust the time to get the outfit/pet recolour in the future we'll opt for a price reduction instead of a pearl increase to achieve the goal instead.
Read moreHave you even calculated the average amount of hours it takes to get the full outfit+lantern (3.1k points)? It’s absolutely ridiculous.
From internal testing the rate to get outfit was around 20-25 hours and the pet transmog was 40-50 hours. Around 80 hours to cosmetic completion. Needle and lantern were substantially lower by comparison.
It seems that due to reasons outlined in the post players are getting less points per hour than we were getting, likely due to the barrier issue in masses, also in masses there are lots of players who are not playing the game well and hence making games take longer.
We'll address the former via a hotfix later today and we'll see if the latter solves itself over time and if not we'l re-review.
Read more