Posts by JagexPi

Jevaneaux

Thank you for checking on this, so I'm assuming you meant to say 8 times more common than off-task then?

As chance would have it personally my rng did catch up somewhat and I finished the uniques at 15k last night (6 uniques total).

If I could bother you with one more question about the WildyWyrm: any chance you could tell us how the 1 per kill restriction is applied? Because it appears that everyone who attacked the wyrm has that 1/512. What I mean is that if you kill the wyrm in large groups, you'll actually see the wyrm drops far more frequently as a whole than if you were to solo it. So is this intended? And how does it pick which person to give it to?

Appreciate the time you've taken to respond and appreciate the work you do!

So unlike most bosses, rather that iterating through a list of players in the order in which they did damage (most to least) the wildy wyrm finds every every player within a 20 tile range that did damage to the wildywyrm and gives each person a roll on the drop table. This is done to bypass hte max player limit on direct damage tracking which is 16 players as the boss was designed to support massing.

If at any point a weapon piece drops then it will no longer roll for a weapon piece for subsequent players. I would expect larger groups to have a better drop rate purely because they get more rolls for a weapon per kill.

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Hey,

Thanks for raising this, don't want my brain farts leading to invalid information!

The wildywyrm is a flat 1/512 chance (although luck rings do work) with a "1 per kill" restriction on the drop table. . I have edited the linked post to reflect this.

I also briefly checked the code for wyrm cluster tasks for the improved drop chance and it appears this is plugged in correctly for the lava noodle drops, it was fixed with a bugfix on the 6th of January.

https://secure.runescape.com/m=news/patch-notes---0601#general

Corrected some task-specific loot script that didn't always check against all NPCs' Slayer categories (Revenant dark beast counts as a revenant, a ghost and a dark beast for this purpose, for example)

If you believe this is still broken I am happy to poke QA to have a quick check for you.

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holydamned
  • Thanks Daddy Obo for all your wacky ideas, you're truly one of a kind, you embody what RuneScape is, you think out of the box and that isn't something most people are able to do. You keep things fresh and entertaining and your enthusiasm is infectious. Your writing is also a wonder to behold.

  • Thanks Mod Jack for your detailed work and your ability to listen. You are able to come up with solutions that truly solve the heart of the issues that face the community and the game. You are detailed and measured, a quality that every successful team needs.

  • Thanks Mod Ian for your passion in music and sound. Your role often gets overlooked or passed over in discussions on discord or reddit, etc, but this is due to the impeccable quality of your work. Thank you.

  • Thank you Mod Pi, you're legendary. The impact you've had on the game is legendary, truly it is impossible to name all the contributions you've had on the game and community and it would be a disservice to you to start naming them, but we all know what they are! Your legend can only grow further, wow!

  • Thanks Mod Timbo, you're of course another legend! Your contributions are numerous, but I also want to thank you for appearing on streams and giving your insight, your smile is infectious and it is obvious that you have an incredible passion for the game.

  • Thanks Mod Erator for your work on You Are It and the clue scroll overhaul. Especially the later, I'm still enjoying it right now! Your impact is growing by the day and I look forward to your future content and updates!

  • Thanks Mod Biscuits for all the great animations that have been coming to the game (especially lately) they do not go unnoticed!

  • Thanks Mod Ramen for inspiring so many people with your story, starting in QA and moving up from there. You're real honest and in tune with the playerbase, especially iron accounts!

  • Thanks Mod Poerkie for stepping into Shauny's shoes. It is a massive role to fill and I am sure it can be intimidating. I appreciate your bravery and boldness to take on that challenge.

  • Thanks Mod Raven for your continued passion in the game and championing queer/LGBTQ characters in game. A lot of people react negatively to the inclusion of diversity in games, but many of us who are queer, transgender, etc, notice this and appreciate it greatly. "

  • Thank you to all the QA team members who are truly the unsung heroes of the industry. Again, nothing is possible without you, it may not be glamorous, but I truly appreciate your ability to do what needs to be done to get updates tested and tried and as polished as they need to be. You are integral and I would love to see more of y'all on a stream some time so I can shower you with love and appreciation.

  • Thank you to player support for helping us with all our, well, player support needs! The amount of people you help get back in the game, get their questions answered, their issues resolved, it's truly staggering.

  • Thank you art & graphics team. So many beautiful things you create, I look forward to the environments, the items, the characters, etc, that come out of each update. So much charm and love is put into the things you create and that is something not easily to replicate.

  • Thank you Localisation, you increase access to this game for all to enjoy!

  • Thanks Web Team for all the improvements to the website over the last year.

  • Thanks Live Events team for your creativity within the restrictions you have and for finding news ways to engage the community.

  • Thanks to anyone else I didn't specifically name or mention, you too are integral to the game in more ways than you know. Drop in and say hi so we can love on you too.

  • And lastly, I know he is no longer a Mod, but Shauny, your impact will be long lasting, perhaps forever, thank you for championing the players, clans, and more. Thank you for uplifting other Jmods, pointing out their humanity and sharing their stories. Thank you for helping us understand Jagex a little bit better and Jagex understanding the community in turn.

Aww, thanks for the lovely words <3

Ted50

Slaughter is still not being cleared from bar with freedom/roots. Is this patch coming? Reaper neck buff was fixed last monday, but not slaughter.

Looks like it's still waiting to me merged in to a release, I'll see if I can get it pushed in to mondays update.

Hey I've just fixed the following issues and sent them to QA:

  • Slaughter wasn't cleared with freedom/roots/seren armour
  • Slaughter wasn't turned on when nihils perform slaughter
  • reaper neck buff wasn't removed when it is removed.
  • Weapon poison buff wasn't cleared on death.

If there are any more please do let me know and i'll fix them up!

Going to look at this today for you.

mporubca

Does this ability also work for specialty food such as Brews or Jellyfish? Does it put "cooldown" on food or you can use it similarly to Combo Eating (eating food+brew+jelly in 1 tick)

It is specifically food so jellys yes brews no.

shakikoko

how would it interact with both solid like sailfish and jelly? first in inventory?

The mechanics of eat food are simply: "Eat the first food I can eat in the lowest slot of my inventory"

So in this case it depends on the position of the sail and jelly fish in your inventory.

jorgelucasds

Hey,

There is a job for a set of improvements to the loot interface of which this is a part.

Sadly the team have not had time to look at that job yet as they have been working hard to get you some pretty exciting stuff, some of which I have shown off on live stream in the past (buff bars, improved bar binding etc).

I'll poke a few people see if we can get this looked at soon.

Gz

Hey,

There was somewhat sound reasoning behind the priority bump when a potion timer gets low. The bump in priority is because a potion with it's long timer has quite a low default priority which means if you have a small maximum number of buffs on screen (i.e. on mobile) your potion can drop off screen to more important buffs. Bumping the priority when it is in the final 30s ensures that the buff icon is there when you need it the most.

I get your concerns however and have placed a feedback job in to add an option to force static priorities for buffs which would mean they retain their relational position. No promises that we will get time to do it before we release it though I'm afraid.

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<3

RoskatRS

Mimic kill token is blue too for some reason even it's only 10k at ge and always gives lootbeam..

Coins counts as stack for color.

Yea, the kill token triggers the loot beam value override.

I did indeed allow coins specifically to take stack in to account as they do elsewhere in the game.

skull48211

Loot is also color coded no idea what the colors mean yet, can't be price or rarity as infer ashes drop green while 10x noted herbs are white

It's value but in the drop log it is a per item value not a per stack value as a lot of people don't clear it.

Values are like so:

  • <1k - white
  • 1k-1M - green
  • 1M-100M - blue
  • 100M-1B - purple
  • 1B+ - orange

There are overrides for specific items which follows the loot beam overrides, for instance an effigy uses a mid sized loot beam so appears as a purple.

I have a feedback job currently in for this, will add this to it.

Hey,

Sorry this has only just caught my attention, i shall investigate as soon as i can.

The deadclick issue sounds like the anti spam mechanic misbehaving so I'll start with that and then move on to the other issues raised i this and other threads.

Pi

Arlitub

Please give us the ability for it to 'snap' in place too, so we can have the buff and debuff bars next to eachother on the same height.

This is a tough one, I can but due to the behaviours of the type of interface this is, it deliberately doesn't snap to allow for free form positioning. If I forced it to snap now it could end up causing some serious "jankiness" when it goes live and mess up people's interfaces as it is forced to re-arrange everything to fit itself in as it sees best.

Jury's out on this one but for now I'd go for the cautious approach and maintain the behaviour for now rather than mess with interface setups.

Currently refactoring this for mobile, I think I can make this happen :)

Vex_rs

So thats why my queue’d ability doesnt go off after using concentrated blast? Thats dumb...

/u/shaunyowns /u/jagexpi

https://twitter.com/JagexShauny/status/1088458079320961025?s=19

Wistrum

atio

if you queue an ability instantly after using concentrated blast, the queued ability will not go off until concentrated blast completes its full 3 hit channel. This happens on revolution. This can kill you if you queue freedom after conc blast to clear bleeds at vorago because freedom doesnt trigger!

This has been picked up by another dev as I'm swamped atm. So hopefully it will be dealt with soon <3