Posts by JagexHusky

Bucksbanana

The deeper you go the higher % I assume?

Also when reworking the darts can you take into consideration to remove the shadow underneath them as at some angels it makes it very confusing on what row they are.

Yeah higher % on later floors.

I think the shadow helps personally but we'll consider it

Bucksbanana

quick question, do all chest have a % to roll on the high-tier coffin loot table?

Yes

WeeLadJoe

Theres a huge imbalance currently between the diffuclty of the content and the rewards you get in terms of xp/gp. Im sure Jagex are aware, but in order for high difficulty content to get played lots, the players need to feel rewarded for their time, either in terms of xp rates, gold/item gain or a little of both. The xp rates seem to be marginally better than rooftops, for exponentially more effort required, so the xp rates rewarding players for their time and effort arent there, which means the content needs to have high rewards to get people to want to play it. Oh most the items are priced at over 40 hours of playtime based off your best marks/hr rates, and they only work in the minigame and have no use outside of the minigame, or are a recolor that is ridiculously high priced in terms of time to get compared to other equivalent recolors. So neither the xp rates nor the rewards are high enough to counterbalance the difficulty and time required, so whats the point.

Tldr: the xp rates/rewards are too low when compared to the difficulty, gonna be dead content

Yeah it was released intentionally like that with the assumption players would get significantly better rates than us.

Although I'd like to fix the actual playability issues first such as bolt hit boxes, bolt sizes and teleportation pads being too annoying before looking at the difficulty vs reward ratio.

I appreciate the feedback though!

astronomicalblimp

Any ideas what causes the visual dysnc with double arrows? I've had it multiple times at the end of floor 3 where one of the arrows is behind the other

As for the portal feedback, is it to say they only activate if you stop on them? I've had multiple instances when just ignoring them and running (floor 4 mostly) and going over an active one has done nothing.

Ooooh interesting. Yes that would make sense given that it's likely the same issue as the fire traps. I'll investigate that

I'd firstly like to say thanks for the feedback! Getting more opinions is always a good thing and this is why I wish we could've had a player visit to get more feedback early on. I'll do my best to answer each question!

Traps

Arrow Trap

I was aware of the issue with running behind the arrows and I figured that players would get used to it however I have noticed it being notably bad on the Tier 3 arrows (blue ones) moreso than I remember them being while playtesting. I plan to reduce the range at which they can detect you by removing 1 tile from the back of them for all tiers of arrow so hopefully this helps.

Portal Trap

I'm afraid I don't quite understand the feedback here, they do work and if you want to take them you have to try to step on them. One thing I have been considering is increasing the "immunity" you get after teleporting from 2 cycles to 1 cycle but I'd have to try that first to see if it feels too strong.

Swords

Awesome! I love the sword traps too, both graphical...

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The purpose of this content was to offer a much more engaging and interactive way to train agility where if you put in more effort you'd get more XP and almost more importantly it's supposed to be a much more enjoyable and fun way to train it. I've had so much feedback internally that it's really fun content to do which is promising!

We mentioned on the livestream that we will be monitoring the XP-rates post-release especially because we're tracking data about completion times etc. so we can make any adjustements once you guys have had a chance to do the content.

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[deleted]

Weird question, but could there be a way to hide Third Age/Gilded sections?(toggle?) They seem completely impossible to fill and kinda hurt the 'completionist' in people

The collection log was never made with the intention of completing it, it was made more to just show a record of what you had achieved, infact I believe that's why a variable for the total amount of slots filled was never setup when it was created.

It's certainly possible to have a toggle to remove those items but I'm not entirely sure how much dev work that would be and how much value that would add to the game. I hope that at least answers your question!

TrenzaloresGraveyard

Lmao sometimes I wish I knew how to code just so I could understand not only how it's difficult to take a feature that is currently implemented in one way and just change it a bit.

But that it's so difficult that it's not even worth trying

So currently we don't store the data for how many slots the player has filled in the collection log on a single variable, if we did then it would be very easy for us to do.

Each item has it's own variable on the player for how many the player has obtained, when a tab is loaded it checks against a list of items we know are part of that tab and counts how many the player has has. For simplicity sake let's take the Chaos Druids tab as it's very small only having 3 pieces.

It will do the following:

counter for total items in this log is 3, so we know it's X/3

counter for total items the player has is 0

Get the first item (robe top) if the amount is >0 increment total items counter by 1 so it's 1/3

Repeat for robe bottom and hood.

Now you could ask why we don't just count all the individual variables everytime you open the log but the sheer number of them (1300-1400 ish iirc) would be quite an expensive piece of code to run every time someone opens the log.

To make it more efficien...

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SirWranrap07

Can we get a toggle for the web blocking entrance to sarachnis room? Currently you need to accept the risk everytime you enter.

Maybe speaking to Brother Aimeri after the miniquest to disable it. Since sarachnis attacks you instantly upon entering you need to accept the message and then flick your range prayer on pretty quick to avoid getting hit, which is a bit of an annoyance.

I don't see a problem with providing a "yes, and don't ask me again" option, I can add it to the back-log but I personally won't have time to do it soon.

In the meantime, there is a right-click option to quick-enter the crypt if that is any help to you

ConfusedDuck

Do we know what the level requirements will be?

Floor 1 - 52 agility, Floor 2 - 62 agility, Floor 3 - 72 agility, Floor 4 - 82 agility, Floor 5 - 92 agility

Anmeguy

Two things

  1. in step 3 of the hallowed schlepure vampires is mispelled in the first paragraph.

  2. Does the lockpick for barrows work just on the puzzle door or on every previously un-passable door. Because both are stated in the rewards section so it's a little unclear.

I can't fix the typo, I'll let Acorn know though.

As for 2, yes it currently works for all un-passable doors aswell as the puzzle. We actually make it only use 1 charge for a double set of doors because otherwise you could get stuck inbetween them!

____the_Great

Will we be able to boost agility for lower floors of the Sepulcher? Also out of curiosity, are the tokens and unique items the only thing that will be looted out of the coffins?

No to boosting agility levels.

If you fail to get a unique item from the coffins you will roll on a drop-table of fairly mediocre loot so you will get some money as long as you have the space for it

trahviz

Will sepulcher be considered a dangerous death or a safe one?

If you die you will go to your respawn point so yes it is a dangerous death. However most of the damage in the minigame itself are just token amounts of damage so it should be really hard to die unless you aren't paying attention to your hp.

The comparison to Pyramid Plunder is pretty apt in this case, it's possible to die and lose HCIM status but very unlikely to happen

noneo

How will the strange lockpick be charged? It said it's fully charged at 50 charges, but with what?

When you get the lockpick it will have 50 charges so you don't have to recharge it with anything. Once all the charges are consumed the item will delete itself and you'll have to get another one!

The monkeys paw curls...

Your pickaxe breaks after mining the first rock.

Back when we were developing it we didn't have access to a client with tile markers or true tile on test worlds. So the trick I taught myself was to always go where the fire just was (an odd number of tiles forward) and that took a lot of the heat (pun intended) off that mechanic so I could focus purely on the correct lane for arrows.

I wish you luck gamer, it's incredibly satisfying when it clicks, you got this!

Hey, just want to jump in before the weekend and clarify that there are no plans for dragon smithing with Sailing.

We have some plans to use metals up to dragon (as stated in the comments) for building facilities on your boats but it'll likely be through a different name than "Dragon bar" there's just some placeholder item configs we never removed before the alpha launched and we know a bunch of you have had fun snooping around and speculating (which is completely fine!)

Anyway, regardless of any rough plans we may have, expect to hear more about how other skills and materials could be integrated in with Sailing in future blogs, along with plenty of opportunities to have your say.

Happy weekend all!

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This was a fantastic read, thank you for writing this.

Sailing Hype! ~~

~~ Sailing ~~