Posts by JagexBreezy

5-x

A new rune is a lot of checklists, I hope the team finds the time (lol) to tick all necessary boxes such as

  • time talisman, tiara, and staff
  • feed it to wicked hood
  • new altar, maybe miniquest to locate it?
  • put time runes in pouches
  • add time rune to ZMI
  • check new spells with greater runic staff
  • V's boost and moonstone ring effect on crafting time runes
  • rune shops?
  • vis wax ingredient?

and so on and so forth.

It would also be a great idea to bring back miasmic spells such as miasmic barrage - they slow your opponent down, it's a great thematic fit!

Important to mention that all endeavours with 110s have a principle that the player, you, are the "pioneer" of these new resources. You might be the only one, or one of very few, who knows how to put your skills to use and find, harvest, harness these 100+ resources

As such, not everything is exactly a "plug-in" point and that could be down to that principle or a bit of narrative, and or allowing the design space to do interesting things without necessarily being tethered to all existing content and mechanics as a checklist.

For example, if you are currently the only person or one of few who knows/finds out about Time Runes, it wouldn't make sense for them to just appear in shops

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Hey, stopping by to say this is on our radar :)

Firestar463

On a related note (and this may have already been asked / answered, but I didn't see it), is there any chance we could have the window to get the guaranteed bird nest from the Lumberjack's Intuition increased? Last night I was cutting, and there were times when the event would spawn on the complete opposite side of the tree, and even if I clicked on the very next tick to move around, to the other side, I wouldn't be able to get the guaranteed nest. I recognize that the guaranteed drop is meant to reward actively paying attention and quick reaction times, but the window is so small that in these scenarios, even if I was hard-core paying attention, I was unable to get the nest drop (which is important for me personally since I'm playing catch-up and trying to get the imcando fragments lol).

Thanks for being in the comments and responding to people btw- it's good to see communication between the Mods / dev team and the player base 🙂

Literally just discussed and investigated with Mod Mickey just now, but yeah it's on our list to extend the window of time a little bit :)

Hey all,

We're just over 24 hours since the 110 Woodcutting & Fletching update. We've loved seeing everyone getting in to it chopping away at those lovely trees and exploring all that's new, and we've been hanging out in-game chatting to you all throughout (catch me on W84).

A huge thanks to everyone for your feedback so far, there's great stuff coming our way and plenty to discuss, as well as issues we've been working hard at resolving. I wanted to get this post out to you all to give you an update on what we're aware of and a rough idea of how we're addressing them. With next week's update being the last of the year, we're aiming to hotfix or coldfix where possible while some things will be addressed on Monday, or beyond.

Bugs

- Eternal Logs have a GE buy Limit of 1 / Woodcutting consumables aren't tradeable

These require a coldfix, which we're hoping to carry out tomorrow. With this coldfix we're aiming to address Woodcutting consumables not being tradeable too!

(Edit: The c...

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Imissyelps

I think the lumberjack's intuition sometimes its very hard to see where it spawns. Could you make it more clearer/noticeable?

Yeah i've been noting down feedback on it while speaking to players in game. I'm gathering any further stuff then sharing with our VFX artist (who's mod name i don't know) very soon. Though i don't think this'll be something we address this side of the new year.

yuei2

How about the audio thing where it seems you can hear other player’s intuition spots activating so the audio isn’t really that helpful of an indicator because you might just be hearing someone else’s triggering?

Also known :)

HeyMakoooooooooowoah

One of the new Teak Trees is right in the middle of the road on Musa Point. This is disrupting trade routes to Kofi's general store and devastating the Karmajan Economy!

Also known :D Timbo's not around to remove this one so we're giving Stu a huge axe to do the job instead. Chop chop!

Aleucard

Why precisely was making and enchanting bolts reduced to 20 actions at a time rather than 60? Last I checked, you were experimenting with increasing that limit, not reducing it. Maybe someone fat fingered a slider or something? This seems very odd to do deliberately.

Plan is to revert this :)

Do you have a full or near-full bank by any chance? Wood boxes should definitely dump their logs/nests into the bank when deposited and from checking myself thats what they do

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[deleted]

This isn't a rework, and not intended to be seen as one. The T60-90 hatchets are an extra addition which we had time to do, it was one of the biggest requests for the update so we got it in

Just stopping by to say this was hotfixed earlier

A perfect cut guarantees a log, not branches

My question is; Will the new mechanics from the 110 Woodcutting and Fletching update also make an appearance at the lower tiers?

That's the intention, with any tweaks based on feedback of the new mechanics once its in your hands. As you say though, still a gamejam thing at the moment

A_Fire_Hazard

What about the tweaks on the woodcutting side of things? Are there any plans to bring those new mechanics to lower tier trees eventually or will they just be for Eternal Magic Trees for the foreseeable future?

Exact same answer, we even tried it out with WC during gamejam too just not spoken about it

Bladekill990

Most of this looks fine, if not better. A couple questions though:

  1. Resourceful aura - how does this factor in other people's auras? Like when we hit 0 on the timer, does it get +30 per player with aura capped at 5? Or if one player has aura, give +30, repeat 5 times? I can't remember if resourceful has tiers, but if it does, how does that effect the effect?

  2. With the re-tiering of God arrows, are they still compatible with the weapons that can currently use them? I'd assume so, but if not, maybe just have a way to easily upgrade them to t100.

3. Crystallize nerf? With no way to compensate the XP/hr at the level? While it doesn't make sense to have more exp on lower trees, it would've made more sense to have it's effect on higher level trees also upgrade the chop chance, so they become better to use it on than the lower trees. Maybe a message like 'The tree becomes more brittle as it crystallizes'.

  1. Whoever chops the last log is the one who rolls for any sort of boosts. At that point it adds 30 seconds if successful, and this happens a max of 5 times per tree “life”
  2. Yes
Nervous_Marketing_10

So the ETERNAL magic trees aren't actually eternal?

I mean, why add a timer instead of just making them unlimited sources like mining?

We felt internally that tree felling is a core identity for Woodcutting, and wanted to keep that. I think there’s a lot to be said on the topic of infinite vs limited uptime for resources

Denkir-the-Filtiarn

sigh Chop-ertunities was right there.

Choppertreenities?

DunKhaerion

I dont remember if it was stated, but primal arrows/bolts will be able to be used with eternal bows/primal cbows - correct? Even if damage is scaled down?

Yup, just how ranged has always work. Damage will just be capped at the weapon level as per

Icy_Childhood8325

Just kinda out of curiosity, is there any reason this wasn't approached as an overhaul similar to mining/smithing? Seeing as both sets of skills were in a place of having lots of mismatching between gathering/crafting tiers and needed fleshing out with more modern craftables it seems like it would have made sense to do another rework, if maybe a smaller one.

I touched on this a short while ago in my comment here https://www.reddit.com/r/runescape/comments/1g19a6c/if_woodcutting_fletchings_110_expansion_doesnt/lrhsz6u/

Bladekill990

Thanks for the reply! And fair enough, I should have put 3 as a seperate post.

I'm not sure I understand 1 still. Maybe I'm reading it wrong, but aren't the trees going on a timer, so they aren't falling from a log harvest?

Does it just update who chopped the last log every time one is cut? And who gets chosen as last cutter if two people get a log on the same tick?

IIRC from the dev implementation, when the timer runs out it looks for the last person to chop a final log and then disappears. So it's not just insant on timer hitting 0, it's nicer to players that way