Posts by JagexRamen

Congrats! What's next?

Concordia_chaos

We have that Goblin near Draynor Village no?

/u/JagexRamen any plans to make a short miniquest for Victor and Wendy? Like, it could be a small fetch quest to make some Goblin armour for victor or something funny :p

:)

GeeeScape

@JagexRamen, This definitely is not fixed yet. Just did a kill that would have been my PR and it did not set it. FYI it would have been an 11:46 in case you feel like changing it (joking about this part btw).

I didn't say it was hotfixed, it's fixed in our WIP environment and needs to be tested

Fixed this earlier today, sorry about that.

Just_Lagging

Hello Mod Ramen,

Going out on a limb here and giving my two cents on AOD because you seem to be combing over these posts and there is a good chance you will see this one.

I was there for the release, I got my first kill during a "mass" (roughly 10 people), and I later learned the mechanics for somewhat consistent kills within the first week of release.

I enjoyed learning how to tank the most. (This was the first time I was officially the "Main Tank" of the group, having little PVM experience in groups)

I am very proud to be talking with the creator of the boss, and I hope your beta goes great to make AOD as good as possible... so now onto my two cents.

Cons:

Defensive ability resets (or whatever you call them):

This is a huge issue for me. Why did we spend a half a decade introducing EoC with defensive abilities just to have them ripped away at any point in the fight? If I Resonance, I am expecting the next hit to heal me. If I use Immortality, I am expecting that I will be revived. If i Barricade... you get the point. There needs to be another way to deal damage to tanks other than "OH HEY JUST ERASE THEIR CURRENT ABILITY". I cannot stress this enough because it feels like a very sloppy way to make the fight "challenging". The whole removing current defensive abilities just needs to be done with entirely.

Ability to choose who starts the fight:

I have been to a dozen Mod Lee AOD masses, and I don't know why he does it sometimes. We all get his FC maxed, he goes through the trouble to do this and we watch people troll by starting the kills early. Literally 10 people in the room and someone decides to start it - not out of inexperience, but because of trolling. It only allows for us to get like half the kills we should be in the hour... not fun. PLEASE make it so the starter of the instance is the one who can start kills, or at least make a toggle option for masses.

Pros:

Removal of the cleave melee - this is an excellent decision.

Highlighting which minion was killed first in chat - excellent again.

Allowing AOD to be attacked during animations and increasing health pool - great.

Drop mechanics - good changes

Thanks for reading, I appreciate your work and willingness to go back and change simple and fundamental aspects of your boss. I really enjoy AOD and hope to see it with these changes once they go live.

This is a huge issue for me. Why did we spend a half a decade introducing EoC with defensive abilities just to have them ripped away at any point in the fight? If I Resonance, I am expecting the next hit to heal me. If I use Immortality, I am expecting that I will be revived. If i Barricade... you get the point. There needs to be another way to deal damage to tanks other than "OH HEY JUST ERASE THEIR CURRENT ABILITY". I cannot stress this enough because it feels like a very sloppy way to make the fight "challenging". The whole removing current defensive abilities just needs to be done with entirely.

I understand your feelings here. It's something we're totally aware of and avoid with bosses nowadays.

As for your other points, I'll have a look at adding a lock on the person who can start.

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sherwien14

Today we went again with a team to test it out, psycho and jaro were there again with me. Kinda found it interesting how the phases go tbh. With the current AoD whenever your dps is low, you get shadow bombs and after that elements again. But if you phase in time so the shadow bombs dont show up, nex does elements again if you fail to dps down 1.8m hp. We had an issue with her sort of brokenly repeating mechanics. Few times she did after shadow bombs that we got on 2.4m and then we failed to phase 2.1m, as result we got shadow boms again. When we struggled around with the reavers, we forgot to dps nex and she did elements after it. When she did elements, we took rapidly 300 demage from all the shadow bombs that were active in the instance. I dont know if that is supposed to be like that or not.

It is supposed to be like that, the damage was massively lowered and they do damage based on an area of 1 around the ball.

The reason you took them rapid is because they all spawned on one square which wasn't a possibility before.

LastGrove

When basing I noticed that she gives me 0-4 shield icons on me and on top of that a mage hit, she never splashed once in all phases. It might be simply that she never splashes now but I feel like she also gave me higher melee hits..

I like that she forces melee distance in last phase.

I don't see the point in giving her more hitpoints when while phasing we don't attack her anyway as we are busy with reavers/amalgs/minions etc PLUS we do 1% damage during that time. Also it is annoying that she also attacks while phasing..

New ice mechanic seems nice.

Found the issue and fixed it for the splashes on the tank

Hirykell

Thanks!

Can you definitely confirm it was a thing before please?

I may be being dumb here, but I've looked at plenty of older videos of Solak kills and the miss mark had never been there when a ranged attack missed.

I'm unsure if missmarks are only visible to the player that actually took the miss.

TheHotstreak

Can you check P4 manifestation spawn rates, I legit cannot be the only one experiencing them spawning faster.

Edit: After some fair discussion someone mentioned the aura/scrim change possibly altered the 15k damage per spawn to slightly deviate, causing them to appear faster.

Gave it a look and I can confidently say nothing I changed on Solak will have effected the speed at which the manifestions spawn.

There could be a knock on effect from another change that counts towards the second 'Manifestation spawner'.

5-x

Why does the damage have to splinter from the base tank in the first place? Is there a technical reason for this or is it just the design/lore decision?

It was originally Solak's hand splintering from the force of it hitting the ground and being wood ect but the projectiles were hard to see in the thick of the fight so we made it the blue magic it is today.

So originally it was design/narrative

Hirykell

When are we getting miss hitmarks back though. It's making Solak a lot more annoying.

Will investigate.

ghfhfhhhfg9

It's time based. The guy who said it's based off HP done to Solak is wrong. I don't think that guy knows the boss in and out like you claim he does. Saying "oh look at his hp bar and see how many clones spawn. There are actually 2 or 3 (forgot how many due not doing the boss that much lately, pretty sure 2) rotations that the manifestations spawn in. The rate is/about the same the only difference is that sometimes 2 spawn at once others 1 spawns then 1 then another 1 spawns within game ticks of each other.

Also, Duo no realms are not that risky if you have mahjarrat. Too bad I don't have that, can't compete.

You're wrong.

There is a passive spawning timer that will spawn them in and then any damage done to Solak will also count towards a certain amount, once that certain amount has been reached it will spawn a manifest in the mind realm.

The number adapts to players in the fight.

xBHx

P2 random aggro fix? He sometimes just smacks you out of the blue.

The change I made was to make steps towards working out a way to fix that.

If you've not seen we made some fixes to the game on Monday with the Solak fight and PLENTY of premium combat fixes game wide thanks to Mod Pi and a fair few others!

Whilst fixing a bug I managed to create another issue that seemingly slowed down ranged projectiles at Solak so I figured whilst investigating it this afternoon with Mod Iago that'd I'd record all debug and break it down for you all.

Hope you like the breakdown, will be interested on what you think of them and if you'd like to see similar stuff in the future.

It's worth saying this needs to be run through thorough QA tomorrow and if we're happy we'll hotfix.

What is the issue?

We received a tweet and reddit post suggesting that Solak's ranged attacks were slower than before. The amount of time between ranged damage being dealt was faster/slower dependent on distance.

What was changed?

The original change was to fix some NPC focus issues within the fight.

What is NPC focus?

An NPC can have two players...

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RsStormy

title

Fix incoming. Will updated when hotfixed.

Both were a focus issue, a missing fullstop was able to fix both.

RsStormy

title

Checking this out now. Thanks.

Kolumbz

90% shitposts, we all know it.

Like the day he only replied with :)

:)

JagexJack

Goddamit Ramen.

Goml.

367.

Good spot :D

How can you have a child's room without a little homage to pixar or Toy Story!