Posts by JagexDaze

Malevelonce

Will CGIM be able to participate in holiday events skilling (Halloween, Christmas etc.) fully?

Hey, for launch we are planning on Group Ironman (regular and competitive) to get no XP from the Halloween hub - this is because we'd like to encourage players to engage with the wider game. However, GIM and CGIM will still be able to engage with the event in general, gather spooky tokens, complete the quest and unlock the cosmetic rewards via the intended systems.

Longer term, we plan on regular GIM to follow the normal ironman rules; while Competitive GIM we'd love to discuss more with the community which direction you'd like us to go in - would you like CGIM to be able to get XP from holiday events or not?

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GInTheorem

Hello,

Wanted to first praise the most recent blog - as a dull 'ironman integrity' bore it brought a massive smile to my face.

Something I'm not entirely clear on - in order to have both CGIM and founder status, do all five members of the group need to be logged on before anyone moves off the island? My group has people in timezones ranging from PT to GMT+2 so it's not the easiest thing to coordinate if so!

Hey, we've added a 7 day window from group creation for founders status. As long as it's just adding extra players to your group, you will retain founders. If someone leaves and then you add someone else in that slot, you will lose founders however.

msist

What happens if another player has damaged a monster, and then the monster regens hp back to full? Are cgim able to kill the monster and get xp/drops, or does it count the damage from before, making cgim ineligible?

If the monster resets back to full, then you will be able to get XP/drops again!

There will be a icon on the NPC's buff bar to indicate if you aren't able to get XP/drops so you can easily made a decision on what monsters to fight or avoid.

Congrazi

Do you get sent to the iron enclave before or after the optional completion of tutorial island?

After completion of the tutorial.

PMMMR

Does this include irons that convert to gim?

Yes, as long as you're group ironman, you will have access to all auras.

Primal2hs

There is a lot of emphasis on CGIM. How do you opt in and out of being a CGIM? Is CGIM the default option upon creating a character?

Also, what things can not be stored in the group bank and why was the trade restriction put in place with your group to trade with each other?

Hey, you will be able to choose this upon group creation. They're presented as an equal choice to the group leader. You can also choose to downgrade from CGIM -> GIM later by the group voting on it.

weeboots

With regular GIM, are there any limitations with creating group encounters with people outside of the group? My group has no intention of wanting to be competitive so more interested in differences with GIM interacting with groups like Ironmen or mains can do.

Regular GIM largely follows the same ruleset as ironman, so you'll be able to team up with mains and other irons.

5-x

This is a very good opportunity to lower start requirements in minigames to 1 vs 1, in:

Castle Wars

Soul Wars

Fist of Guthix

Trouble Brewing

Heist

Stealing Creation

Great Orb Project,

as well as allow for solo start in Pest Control.

Finally, you should unblock ironmen access to Fishing Trawler and Demon Flash Mobs.

It's something I'd love to explore more in the future. However, for this launch regular Ironman will now have access to:

  • Demon Flash Mobs
  • Blast Furnace
  • Trouble Brewing
  • Sinkholes

Aw thanks all! I do feel a bit bad because I'm actually not working on either them for this game jam actively - the first I've parked for a bit because I wanted to have a break from interface work for a bit (was working on the calendar at the same time) and the drop storage was more speculative to see if there was appeal - based on reaction there's an interest but an obvious concern around afk behaviour so needs some more design consideration before I pick it up actively.

However, I have been working on something for gamejam I've had in the back of my head for several years and I'm very excited to at least get it as a prototype in game - whether it makes it into game or not is a big question for the future and I don't want to say too much right now but will mention it's something around Slayer.

And beyond that I get the absolute joy of working on Group Ironman next so can't wait to start talking to you all about that in the near future!

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jlahjlahjlahblah

Mod Daze is a legend for looking exactly like Andrew Gower, the streets never forget

Dude.

5-x

I'm going to tag /u/JagexDaze so that ironman restrictions in Barbarian Assault are reconsidered for GIM.

We plan to review all minigames and content as part of GIM - can't promise everything for launch but we plan to prioritise the content that impacts the most. I've noted down Barbarian Assault and the others mentioned here though so we have a record.

HeyImCodyRS

Are these changes planned to be made for normal irons too, or just gims

If we change them for GIM, we'd change them for normal irons too while we're there I imagine.
Again can't promise anything as GIM will be the priority but will aim to address both as much as we can.

Denkir-the-Filtiarn

I am imagining a mod gets a rare drop another mod wanted, then sending a screenshot of that drop in that group email to taunt them. "Look who got spooned a vit!"

This is literally what happens! We have one mod who has got so many dyes from clues I am so insanely jealous of their luck!

Loads of us do. We also have internal hiscores that are emailed round once a week which are highly competitive as everyone is trying to move up the ranks!

frogsarenottoads

If anything it should spin more

I'm actually spinning it so fast it just looks stable - don't tell anyone!

Hey, so just took a look at this and with current options available I'm unable to remove the op without causing other issues with BGH. However, I can make it so if you accidentally click the ring it just won't use the ability instead.

How does that feel as a solution for now?

Edit: This will be a temporary solution; I have another longer-term solution planned. However it requires some engine work first. Once done, I can remove this temporary fix and replace with the full version.

electrofire1

Feels really bandaid but better than what we have rn atleast

Yeah, there is a longer term solution possible, but I can't guarantee when that would be as it requires engine work.

I find this an absolutely fascinating topic and could talk for hours on it. A few years ago when working on Davendale, we were able to do a load of playtesting where we watched various people play RuneScape for the first time and honestly it's mind-blowing the tiny details that new players stumble over.

I'm not going to lie and say the UI is perfect, but last year we created a new New Player default UI and saw an improvement - players were playing longer with it than the previous version. Check it out, very simple changes but as a summary we group similar interfaces together and make core gameplay like chat and the combat action bars front and centre.

However, I think for your average player to reach the point where the UI is problematic is way further down the line than people expect. Here's some examples of things I saw that were bigger tripping points early on:

  • Unable to progress chat because they kept clicking outside the box
  • Putting themselves into walk mode and then saying t...
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Californ1a

In general I agree, I think most people complaining about the new player UI is overdramatic and geared more toward those who are returning rather than new, and are looking for some kind of quick UI setup for getting into bosses, where you'd need to set up a bunch of action bars to be visible and a bunch of visible hud windows that a a real new player doesn't need. That said though:

I'd also love to explore simplifying things like the ribbon

The ribbon I think is the worst part of the default UI. The rest is decent enough, especially now that stuff like a second action bar and action bar binding is set up automatically on new accounts so it swaps bar for each style. However, the ribbon by default is a mix of "management window" buttons (clicking them opens the large center windows with tabs) and "action window" buttons (clicking them directly opens a hud window).

Personally, I think it'd make more sense to just put all the "management window" buttons on the ribbon by default, and none of the "action window" buttons, even though it might be slightly more effort for a new player to remember which hud buttons are under which management window dropdowns.

The problem I see is that a lot of new players can't tell the difference between the management and action window buttons on the ribbon, so they have no idea whether clicking any of the ribbon buttons will open a management or a hud window, so standardizing the default ribbon to only have the management window buttons by default would make it a lot more clear to new players that clicking any button on the ribbon directly will open a management window, and clicking any of the dropdown/hover buttons will open a hud window. However, I know that conflicts with mobile's ui design/tutorial, and conflicts with the first-order access that's sort of needed for tutorial island's unlocking of one button at a time, but it would probably end up less confusing long term for new players if all the buttons on the ribbon did the same thing by default.

More advanced presets is something I've been thinking about quite a bit. For combat, I think there's space for at least 2: a simple and advanced combat preset. The first would be aimed more around Slayer and early bosses; while the latter would be designed for those taking on advanced bosses and built around having more action bars visible at once.

You figured it out but the reason we opted for the '+' approach rather than stating 400% outright is because for the majority of things in game there are additional buffs. While there are no other additive buffs for Livid Farm right now, it future proofs it in case we do add any.