Posts by JagexHusky

Copy-pasting my response from the last time it got brought up. I do get why it keeps coming up though, it's a mild pain point in the minigame and the necklace just kind of presents itself as a potential solution just by existing.

I'm not opposed to an eternal binding necklace existing as an item, or some variant increasing charges which is where I think the heart of this suggestion is coming from due to the frustrations with using the existing one but I am strongly against it being the amulet of the eye.

I understand the thought process though, this content rewards an amulet item, it's on the log, let's use this item but the rarity of that item was not set for it to be something meta-defining and more of a nice way to tell a little story and to create that exciting experience of getting something strange and rare from the abyssal rift, it also provides a collection log stretch goal. I really am a big fan of being able to include these rare niche rewards without worrying about the s...

Read more

In all honesty, to some extent I think every player is uninformed, Yes-voters and No-voters alike.

While we've had a ton of player feedback during development it's been through closed NDA playtests (with hundreds of you who opted in through our surveys) it still hasn't really surfaced with the general community. THAT is what I hope the Alpha will accomplish the most, resetting it all so we all are all on the same page.

I spoke to hundreds of players at Runefest, Yes and No voters alike and the biggest thing seemed to be just vibes. People liked the Sailing vibe and voted yes, people disliked the vibe and voted no, or they disliked the vibe but trusted us so voted yes regardless.

Something I repeated a TON to multiple players at the event is "Blog 17 doesn't change an opinion someone had when they read blog 16" and I think that's so true for Sailing, even the few gameplay snippets we've shown of in-progress work don't fully capture the feeling of being on a boat and Sailing around t...

Read more

What the...

You're insane.

This will likely reduce over time. We've seen in the past that adding an additional new highscores where an existing variable exists can cause the highscores to struggle which affects players who rely on pulling that data themselves.

So over the next few months we'll likely reduce it bit by bit to help ease it.

Isthatyouson

How is the collection log menu when you actually go into the headers? Is it similar to the combat achievement system that is an absolute nightmare to actually use and awful to actually see anything?

This new interface is just an "Overview" interface. You can still directly open the old one, you need to go out of your way to see this one.

When you click on the header "buttons" it just takes you to that tab of the existing collection log, exactly how you'd expect it to look pre-update

I didn't want to do what CAs did and make you go through this everytime you wanted to see the log and just create additional clicks

JagexGoblin

Perhaps Husky can speak more to this but I'd imagine it's because those higher tiers are the only really 'competitive' tiers and if people want to compete then it makes sense to keep up with the curve, but for people lower down it's nicer to have fixed goals to work towards and know that you'll definitely get them!

During the Game Jam, Husky shared a Twitter poll asking what people preferred between static/percent and results were super split - this felt like a compromise that might suit both approaches at the right time.

What Goblin said.

We didn't have a clear consensus, there were two conflicting goals from player feedback:

  • Static thresholds give nice clean goals to aim for. Hitting 500 or 1000 for example feels like an important milestone that should be rewarded.
  • Dynamic thresholds have more longevity, as more slots get added we won't have gaps between tiers or need to make additional ranks.

Ultimately we've settled on a compromise, so that Gilded over time isn't going to get significantly easier as easier log slots get introduced over time (It will still slightly, but less than if it was static) while at the same time we'll reward significant milestones.

It's not perfect long-term but we can always add steps inbetween Dragon/Gilded if it becomes a massive issue. I've no clue when this would be though and player feedback will surely guide that.

I personally don't believe that the current system has an issue even at 2000 log slots (1800 for Gilded), but it probably does at 3000 log slots (270...

Read more
Justanotherstick

is there any chance we will get a reworked CA interface then? Also can we add a "quest" section to CA's. Any CA thats quest related is a huge pain to find. That being glough, seren, tds, galvek...might be missing some but thats the jist of it

I'd love to do it at some point, but "at some point" probably doesn't give you a clear answer. It seemed like a cool pokedex like UI when we made it initially but it's got some clear UX issues that have become clear over time.

Kukoshima

I feel with sailing we should be able to get higher quantities of fish, we gotta unlock the fishing level for a certain fish first, then the sailing level. Put together you catch fish at an accelerated rate, no more drop click. You actually get your monk fish and save some GP.

I completely agree!

We have some designs yet to be shared for an activity called Deep Sea Trawling that I expect us to poll and blog in the future.

(We've mentioned previously that secondary activities relating to other skills would require a separate poll)

It just wouldn't be a sea expansion without introducing some new fish. I'll save what those fish do for then but I'm genuinely excited for the acitivty, it's one particularly close to my heart.

JagexNox

mb bro

Damn, you're worse than me!

BJ_hunnicut

I once gave a player advice in hallowed sepulchre... it was an npc

LOL, thanks, this just made my day.

I remember coding all of those NPCs and having a lot of fun doing so

JagexArcane

I'm ready and here for it.

o7

I'm not opposed to an eternal binding necklace existing as an item, or some variant increasing charges which is where I think the heart of this suggestion is coming from due to the frustrations with using the existing one but I am strongly against it being the amulet of the eye.

I understand the thought process though, this content rewards an amulet item, it's on the log, let's use this item but the rarity of that item was not set for it to be something meta-defining and more of a nice way to tell a little story and to create that exciting experience of getting something strange and rare from the abyssal rift, it also provides a collection log stretch goal. I really am a big fan of being able to include these rare niche rewards without worrying about the sentiment that it needs to be useful.

Honestly I wish we hadn't even included the teleport on the amulet and just left it as a neat cosmetic. I'm also hopeful that if the scaling changes pass the current poll it'll alleviate the fru...

Read more
reed501

Thanks Husky. I really appreciate your thoughts on collection log "stretch goals." Luckily the minigame tele exists so the amulet tele doesn't really matter.

Do you think an imbued binding necklace could be retrofit into GOTR rewards or would you think new reward from something else? Maybe Varlamore? Sailing?

Ultimately, it's a game, we could go either way with it. I think I'm always cautious of retrofitting rewards into content that players might already feel like they've completed but that doesn't mean that's a hard and fast rule either, just something to be, well, cautious of.

In general when it comes to game design I'm usually a fan of having the problem and the solution come from two different pieces of content but I'm aware that can be difficult when content releases can be so far apart, I will say, I'm not aware of any plans for this reward imminently so perhaps that's another way of answering your question.

I will re-iterate though, I do think that the biggest pain point is the need to get more amulets coupled with losing your spot because the game filled up more so than the number of charges being a problem.

Read more
ScreamingEnglishman

My apologies i must have completely misinterpreted and missed that! Foggy head after last night

After a re-read it sounds good. Am I reading it correctly that the first 20 players won't be impacted by proposed scaling and only players that join thereafter will? Or do the changes apply to everyone in the game but are triggered after the 20th?

On the scaling thing, currently the game scales up to 200 players linearly, adding a fixed number of essence required to finish the game. I can't remember the exact number but for the sake of roundness let's say 100

So 20 players requires 2,000 essence and 200 players requires 20,000 essence.

This model assumes that players are expected to all contribute effectively but we do know that larger groups have higher numbers of players who are not participating at 100% efficiency.

So instead we're suggesting that we could be lenient and only scale by 80% as much after the initial 20 players. So for example:

20 players still require 2,000 21 players is 2,080 (instead of 2,100) and scaling up to 200 would instead be 16,400 (instead of 20,000)

Read more
Early-Wishbone496

Holy moly let me use fragments to repair broken barriers instead of essence at GOTR. This would save so many games where I beeline straight to strengthen the barrier after crafting my first runes only for it to lose its’ last hp just as I arrive and no one will sacrifice their essence to save the game.

That's in the blog! :D

Gz!

Bulky-Departure603

With regards to luffing the sails, if I'm in navigation mode and can't directly click on the sails to luff them would I need to exit out of navigation each time they need luffing?

Yes, you'll currently have to click the tiller/wheel to stop navigating and then click on the rigging of the sails to trim the sails.

The specifics of this and how it feels in actual gameplay is something we'll be directly looking for feedback on when you can all playtest it and it's something we've discussed heavily during development so far.

In general, having some friction during the early parts of Sailing is probably a good thing, especially as we can relieve that with meaningful upgrades to your ship or by adding crewmates (both of which will be discussed later on during development) to do the task for you.

It also kind of makes sense that it's something you do when you've got a smaller ship with less facilities as there isn't exactly all that much for you to do while moving around anyway.

There's still many variables we can tune over time which impact this

  • We can change how often it happens

  • We can change how long you have to trim the sails before suffering the speed penal...

Read more
Raima_Valdes

Yes, you'll currently have to click the tiller/wheel to stop navigating and then click on the rigging of the sails to trim the sails.

The specifics of this and how it feels in actual gameplay is something we'll be directly looking for feedback on when you can all playtest it and it's something we've discussed heavily during development so far.

This was literally the one thing in the blog that did not give me joy. "Oh no. Is entering/exiting navigation mode going to be miserably clunky?" Good to see it's firmly on y'alls radar to monitor.

Yeah it's on the radar for sure.

We have some experimental builds with middle-ground approaches too we're still going back and forth on what we like better. It's all very divisive though and ultimately we may just have to make sure that there are different navigation-style options which players can build a ship to accomodate for choosing the upgrades to enable the gameplay they want to experience.

ki299

Yes, you'll currently have to click the tiller/wheel to stop navigating and then click on the rigging of the sails to trim the sails.

Sounds tedious, clicking on the sail should automatically exit you that way you don't need to click to exit.. to then click to luff. then click to enter again.

What are your thoughts on the points I touched on with regard to skill progression, starting off with a little friction and then alleviating that later on?

I also mentioned in another comment that it's quite divisive, we've seen some people say during playtests that clicking the sails accidentally was a problem, other's say that they liked it, so I'm keen to see what player's say during the tech alpha and I'm open to us allowing ship upgrades to help customise the navigation options available to you on a ship by ship basis if we can.

Edit: Follow up on reading the comments below, this is all really subjective, hard to pinpoint requires lots of playtesting and balancing. I have no intention of releasing something that just feels bad and there's so many variables involved. If I'm hating doing this from my multiple playthroughs of the skill closer to launch then I will not be subjecting players to the same. I'd just like everyone to remain open minded for now until they've tried it the...

Read more