Posts by JagexBreezy

shrinkmink

I find it funny they acknowledge that trees dying randomly can be frustrating but still decided to use that for material caches for archeology.

Also rip necklace prices...they been on the uptick since the last porter event. Overall this would've been a good opportunity to get rid of jewelry from bird nests and just add ore spirits/salvage. Crafted goods should actually be crafted, if members don't want to make them then let f2p do it.

I don't think the existence of one thing invalidates the other, it's not so binary good or bad. Each skill having it's own differences and being quirky in their own way is good.

You also have to consider core node vs. a not-so-core node, you could interact perfectly fine with all of Arch 1-120 without ever touching a material cache but not the same for WC's trees.

Alphadictor

Will the Grove - Tier 2 bird nest auto pick up work on the new bird nest?

Yup

justlemmejoin

did I miss when they decided to rename the new hatchet instead of reusing “life and death”?

Last I heard a jmod confirmed there wouldn’t be a unique name for it, which was not well received. Seems like they changed their mind? Haven’t seen anyone mention this

Quite the opposite actually! The feedback for having unique names was loud and clear

Funny that you mention this, just before gamejam mod Ramen and I were looking at the WC balancing for balancing the rates of the new Eternal Magic tree and i saw the log rates on Elders thinking that they could definitely be upped.

Now that gamejam's over i'm hoping to get a chance this week to look at doing exactly that while keeping the overall Xp/h the same as it right now. Will try to get this in for the 110 update release but no guarantees!

Byrand-YT

Will trees still function as a shared resource after the update or will they work more like how ore rocks do currently in game?

We haven't made changes to any trees mechanically, only the new eternal magic trees will have the new skilling mechanics we're introducing but we've designed them with back-porting in mind. I talked about this a bit not long ago, you can give it a read here https://www.reddit.com/r/runescape/comments/1g19a6c/if_woodcutting_fletchings_110_expansion_doesnt/lrhsz6u/

News post should be out next week, detailing everything in the update :D

ThaToastman

We still need a lore reason on how AOD managed to cut so many magix logs and still have time to get killed in under a minute thousands of times a day by gielinor’s greatest henchers.

We want whatever hatchet she has

She has the Hatchet of Angel and Death

The names have since changed, this screenshot was from a livestream in early October. There will be a newspost about the update next where we may or may not reveal the new names :P

Some of the conversation in this thread sums up our exact conversations internally too. Will talk about this in the news post for the update next week!

caleWurther

No... that would be too cheeky, Jagex would never... /s

Wood never*

Alzarith

I was so happy to see this post but then it didn’t include changing the method of obtaining auras, which was a bit of a letdown. Please, the way to obtain auras is horrible. Loyalty points are terrible.

That said, I love the way these look. Auras have been so difficult to tell apart based on visuals for far too long, so I do like this.

Thanks for sharing your thoughts, appreciate the feedback!

(and believe me i know, it's just not within my hands atm to do more with auras)

5-x

Truth be told you cannot improve much on the aura interface.

The actual work that needs to be done is to redistribute auras as rewards from various pieces of content across the game.

This is just straight up wrong, there's a lot that can be improved and making the overall experience of using such a system better on a daily or regular basis is such an improvement.

DraCam1

This is all cool and nice, but the graphics isn't the main issue with auras. It's the way how you obtain them, which you apparently realised with GIM release, yet refuse to do anything with it... This has been an issue for many many years now, yet nothing happens. Solving gameplay issues should be higher priority, than giving them a graphical touch-up.

EDIT: Also if you want player feedback, why use reddit and twitter, which is only used by a certain minority of players? You literally have an entire sub-menu called "Vote now!" with polls and such in game. Wouldn't that be better for feedback, than getting some certain cherry picked ones from people on social media, who might even not play the game actively anymore?...

Main issue or not, there's so much to gain from improving an interface players use on a regular basis, especially when it's something i can control vs. something i can't.

RE: Polls - they're good for getting data on binary style questions - yes/no, option 1,2,3,4 etc. but they're not good for discussion and conversation. I'm not asking if you want this or not, I'm asking what you like/dislike about it, could something be a different colour or a style of icon be better? what improvements you think could be made to the work we're showing? what QoL or additions you want to the UI? etc.

I can't get that form of feedback from a poll which only tells me how many people voted for option 1 or 2.

And also, we as game devs are required to balance and assess all feedback. It's not a case of cherry-picking from certain communities or a twitch streamer. It's about ingesting everything and then balancing it out based on what our needs and requirements are, what the players needs and requirements...

Read more
Sayan911

Sure there are a lot more things that could improve but the priority matters too.

Right but that's out of my control and a much bigger conversation than for a gamejam, unfortunately.

Right this very moment, the most productive thing for me is to get feedback on what I'm presenting here. The alternative is i just don't engage with players - but i don't like that. I want to be here and engage with the community and get your feedback on the UI/UX work we're doing.

woodcarbuncle

Refreshed icons are definitely an improvement. The main problem with the original ones (besides the small icon size) is that the border being large and the same colour as the icon prevents the icons from standing out visually. In my opinion communicating the tier in the icon is less important since you will never have two different tiers of the exact same aura. The new icon designs are good enough and any additional clarity for aura refreshes can be provided in the aura info when the icon is clicked.

One thing I would like to highlight is that the current order of auras is kind of nonsensical. Berserker is far away from Reckless and Maniacal, accuracy auras are sandwiched between skilling auras, and there's no logic to ordering even within the same group (like skilling auras could be alphabetical). The fact that everything is clumped together also makes it harder to find your desired aura in the icon mode. I would strongly recommend putting some time into grouping these into categories with headers, something like the currency pouch, and finding some sort of logical order for them within each category. An aura interface rework wouldn't be complete without this. Advanced search is nice to have but needing it to exist at all indicates a deeper underlying problem with navigating the interface.

EDIT: Thinking about it, I'm also curious if there's really a need for aura icons follow the same colour scheme. Like one thing that helps magic spells stand out is the different colours. Obviously the colours wouldn't be the only difference due to colourblindness, but is there really a need to not have them at all? Feels like a self-imposed limitation that doesn't provide much of a benefit

Thanks for sharing these, have noted this stuff down!

  • Colour: Something we can definitely explore. So far it's been an artistic choice to stick with a similar colour scheme as well as feedback from players to stay true to the original style when we tested out reworked ones. Personally, i think detailed icon colours would make the interface too busy so i lean toward keeping them uniform, but i'm all for experimenting with it next time round :)

  • Aura tier: I think you're right and it's something i've been pondering this gamejam. I think where it does matter is for things like aura refreshes or knowing what you have that can be upgraded and so on, but i agree overall it's less important than most the other things we're trying to achieve here

  • Aura ordering: Also with you on this, when we come to the interface portion of this it's definitely something i've been keeping in mind. Other things include tier ordering, alphabetical ordering and so on

Read more
GInTheorem

Limiting my commentary to the design, and not other aura issues:

I think it's pretty. I don't know that the icons are clearer per se? For instance, I have genuinely no idea what this is supposed to be:

https://preview.redd.it/kz45gbroeg2e1.png?width=116&format=png&auto=webp&s=c41d0790125899ca1bca12981ff51692c1d26a2c

The ones which I think are good are very closely connected to the skill's icon (see: DG, div) or core purpose (mining, fishing). The rest I don't think are really any clearer than the existing icons.

I don't remember much about the UI, but all I really want from the aura interface is (ideally customisable) categories and subcategories.

Thanks for sharing your thoughts! :D

Internally we've had this exact conversation constantly. The overall objective is to make the icons more easily recognisable at a glance vs. the blobs you see now which can get visually muddled and are straight up unreadable.

It's ok that the icons don't specifically show what the aura does, and truth be told it's actually quite hard to do that for most auras. But, the example i've been using is ability icons. If you randomly showed any of those to a random person on the street, they probably couldn't guess what 80% of them do... but with some use you eventually learn to associate the imagery to the ability and that's exactly what we're going for here.

With that being said, like you can see with the new aura icons above, we've tried incorporating things like the skill icons or imagery of the resources (like div wisps) where we could, just to help make them more unique and identifiable (less blobby).

If you do have any suggestions for iconograph...

Read more
Mini_Hobo

Looks great, these are a lot clearer already. Could there be a theme to some of the similar auras? e.g. all the zerk auras have a red border, or all the skilling auras are green. Also, would it be possible to order them alphabetically in the selector too?

Yeah absolutely, something we want to explore when we next come to work on this e.g. zerk vs. accuracy auras, skilling vs. combat or "misc" ones and so on

srbman

My one hope from this is that the aura tiers are (much) easier to differentiate. To this day, I can't tell which auras are which tier. I know it's the corners, but they're so small and the colours are fairly similar, that they all basically look the same.

Hoping to experiment with this next time round, and also add a "tier" category in the drop-down that separates auras by tier too

Zepertix

Would adding a small amount of color to the white symbols be a possibility? If auras are broken into categories by what they do, it might make them much more recognizable.

Skill auras slightly green

Once per day auras slightly gold

Combat auras slightly red

Or something like that. It'd help picking them out from a crown at least a little bit.

Yeah, see my comments on this:

https://www.reddit.com/r/runescape/comments/1gx4doj/mod_breezys_gamejam_bonanza_1_auras/lyet41z/

and

https://www.reddit.com/r/runescape/comments/1gx4doj/mod_breezys_gamejam_bonanza_1_auras/lyetiv0/

DraCam1

As long as you keep an interface where auras can be found in written form, not as icons, I'm happy. You can change the graphics however it is better for people, but having just the names there in compact form, instead of large icons will always be my go-to option to have.

Also I'd appreciate if the favorite system could be expanded a little so more auras can be right click quick-selected.

Absolutely, it's not in my deck of card to remove the text-view

and yeah, more favourites is also on my list of QoL for the interface rework :)

Mr__Perfect_

As long as it's still possible to keep the UI always open so we can still change auras during PVM it will be fine.

Yeah i definitely wouldn't do that, don't worry