Posts by JagexRowley

Zoinke

There is no way they are just sitting there leveling to 120. It’s a complete waste of money from a business sense.

Let’s just say it takes 120 hours to get to 120 arch for arguments sake. That’s 3 weeks of full time work. Not happening.

Yes I saw this quote:

We can also do more longevity testing which allows us to play the skill as a player would.

There is a HUGE difference between “longetivity testing”/“as a player would” and straight out leveling it from 1-120

Those of us playtesting have all started from level 1 and are avoiding use of mod cheats (except occasionally to mimic a live economy). Personally, I've only had time to reach the mid 40s so far, before Xmas, and have not had a chance to get back to it this year just yet, but I will (I'm part of the core dev team and we're also still implementing all the valuable feedback from the test and fixing bugs). I've heard others have hit the high 50s/low 60s (Xmas period gets quiet for some people).

My intention is to reach level 99 naturally (though I doubt everyone doing the playtest will get that high). We also intend to spot check key content across all levels including 99-120. The process has already led to a number of nice improvements. But, yeah, it would be a big ask to find time to train 1-120 naturally, and there would be diminishing returns in the value of feedback you get past a certain point anyway.

EDIT: Posting here encouraged we to train up to level 50 this AM (plus note tha...

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Bigm72793

Every. Fucking. Year.

Just once I’d like to see them at least get that fixed on time

Yup, and it feels like every year we have to point out how copyright dates work, but thankfully other people have kindly already posted on this thread. Maybe one year there won't even be a thread about it... :)

Juyiboi

Why won’t jagex fucking tell us how much they’re pushing archaeology back

All we've said so far is 'not January'. A new release date is yet to be determined, but we'll tell you when we know.

No need to swear, but I just take that as you being excited for the update, which you should be. :) It's in a very good state already, and now we have a little bit of extra time to add more polish.

No exact date yet. Arch release is to be after January; a new date is yet to be confirmed.

You need all skills maxed (99) to enter the Max Guild tower, Archaeology included after its release

Any grace periods are for comp, not max - e.g. Farming 120 and Herblore 120 (both of which are stated in-game currently, but *might* be extended when Arch releases), and *possibly* a grace for 120 Arch (though I am unsure on this point).

Legal_Evil

combat challenges will reward a lamp (because of pures).

Do pures still exist in RS3?

•After Archaeology we would like to focus on things like PvM Hub.

Can Jagex work on the PvM hub before Archaeology? I don't want the boss portal to be locked behind 99 Archaeology.

•We would love to do a Farming tick rework but it's a huge job.

How big of a job is it? OSRS already did it with a much smaller team.

It's not a case of how big an update is, but if there is capacity for the team to work on it. The Arch team would love if PvM hub could come out first, but at this late stage in our development, we're in need of certain resources that the hub also needs, so the only way PvM hub could come out first is if we delayed the release of Arch solely to allow for that (and you can imagine not many people here being in favour of doing that). Besides, the hub only became a possibility after Arch had been in development for a year.

It's possible we could put in a stopgap measure, though such is the opposite of guaranteed and not the best use of the Arch team's time right now. If we can't, then I would encourage players to just boss w/o the boss portal for a short while, rather than detriment their experience with the skill, but if that's what some choose to do it's up to them. At least PvM hub will be able to resolve this issue in the long term.

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AzureAlliance

We need seeds to regain some value.

Why?

Eh, 'need' was a poor word choice. It would be beneficial if they regained some value, though, sure, reducing or replacing them on some drop tables could also be good.

As the person who made magic beans, my vote would be no - they should always have required the seeds. I 'd have preferred that they stayed magic beans thematically, but I'm in favour of the change in functionality. We need seeds to regain some value. As for the additional clicks, yeah, ideally that could be improved at some point.

mitzi86

Can I get a jmod response in regards to what is going to be part of the grace period for archaeology? I think most people assumed that we would be losing the max guild on release. Is this still the case?

When we start discussing Archaeology in greater detail we'll cover this.

munclemath

Am I going crazy, or is there no mention of the dinosaurs from slayer in here?

Those are classified as varanusaurs, which were mentioned, but the word might be new and the connection not made.

mporubca
  • Woody Beans cost 4000 beans each, planting them in Elder Tree Patch results in guaranteed Elder tree, yielding 23,241 experience. This means you get 5.81 XP per bean.
  • Sundry Beans cost 400 beans each and you can plant them in:
    • Mushroom Patch. You're guaranteed to get Morchella Mushrooms, which give
      • 859 experience, which means you get 2.14 XP per bean
      • 18 Morchella Mushrooms (72k) and 0.18 Baby Zygomites (19k), yielding 252,2 gp/bean
    • Hops Patch. You get either Reeds or God Grapes, with equal distribution of both.
      • (1130 (reeds) + 3530 (grapes)) / 2, which is 5.82 XP per bean. Note that actual XP per bean is higher as you can get more (but not less) than 10 grapes, especially with Greenfingers aura
      • 1.8 Saradomin and 3.6 Zamorak grapes per seed, worth about 126k gold per Sundry Bean which is 324 gold per bean. Again, realistically it's higher, plus you can also sell Guthix grapes and produce from Reeds for extra ~10k per Sundry Bean.

So with 300k Beans OP would get:

  • Woody Beans
    • 1 743 000 XP
  • Sundry/Morchellas
    • 642 000 XP
    • 75 600 000 gold
  • Sundry/Hops
    • 1 746 000 XP
    • 97 200 000 gold

Much obliged.

I, for one, have just changed what I was planning to do with my beans over DXP. :)

mporubca

I recommend using Beans for Sundry Brans rather than Woody. They are slower to farm/gather but the yield is so much higher

In your case it's either:

  • Woody Beans: ~1 700 000 Farming XP
  • Sundry Beans: ~2 400 000 1 740 000 Farming XP and 90M cash

EDIT: fixed Sundry beans XP, didn't take Reeds into account

What patches are getting you those values?

I'm fairly certain what you're referring to is not game content, but something for the website. I'll ask about it tomorrow.

EDIT: Planned to be released this Friday, wherever blogs go (there'll be a news post too, I'm sure).

Dig Site quest was reworked earlier this year. The hand-in point should be the Seth Minas in the large building on the dig site, not the one in Varrock Museum.

We'll be releasing Archaeology journals for Stormguard Citadel (in November) and the Warforge (in December). These are just a bit of narrative to give some idea about what these two dig sites are about. We'll be doing proper road to release content (e.g. livestreams and probably some videos) in the new year.

AssaultPhase

They only said that to justify the fact they hadn't started work on the next expansion and so they wouldn't be held to their promises.

This is wildly incorrect. Parts of what was going to be the second expansion were peeled off and released as individual updates. Some artwork for it was seen in videos around that time.

Blakland

If the issue is annoying, but not utterly destroying the game, then generally we feel waiting until the next update is best bet.

First off, respect for giving a real answer, but please see the customer's perspective here;

There's people that can't do group PvM like raids and AoD cause their bar gets completely screwed. Losing a streak mid telos cause you can't see the damn virus seems like a huge disruption to the game as well.

People don't want to take a break from the content because of something that's out of their control.

I 100% understand that neither you nor any of the other J Mods want bugs to persist ingame, but when bugs are persistently popping up and you have the choice between a cold fix; taking the game offline for a short while or delaying problems by a week, it just makes people not want to play. It's no wonder the player count is dropping every week, RS3 is under 17K concurrent players a day now, and still dropping.

This is considering the customer's perspective. Most bugs affect a very small percentage of players, so rebooting the servers, which would disrupt every player (kicking them out mid boss-fight, for instance) to fix an issue that is probably not even affecting them, is not desirable. Only if a bug is widespread, serious and not hotfix-able is it prudent to make an unscheduled update to coldfix it. Sure, we have update timers now, but that doesn't catch everyone, and even still disrupts gameplay. You have to weight up all the pros and cons for all players.

Lower case is how it should be in this case. Where you see thing in upper case like that, it tends to be due to the sentence being constructed in script, pulling things like NPC names direct from the configs (capitalisation and all) or from a list, for the sake of efficiency and for ease of adding to larger systems in future. Not really answering you question, just explaining the discrepancy.

SolaVitae

Astral and Nature would come with EW5.

Law and Death with EW6.

Blood and Soul with EW7.

Can we not have 3 more elemental workshops? They have to be some of the most boring quests' storywise there are, with puzzles aren't justified by the reward

The series should be completed.

I'm hoping we can come up with a reward from the series that is worthy, and see that as a necessity to continue/complete the series.

There is a found narrative within the series that is coming to the fore more as the series goes on.

It need not be 3 more quests, per se, but 6 more runes/puzzles. That could be one quest with 6 puzzles or six quests with 1 puzzle each. Which would be your preference?

Players are also, of course, free not to play them if they really don't enjoy puzzles. That is not reason enough to not finish the series for those players who do enjoy them.

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The RS wiki notes the refresh days for each category of buyer. Log in on the appropriate day to roll a new buyer/contract, based on either what you have asked Granny to advertise, or what is in your pens if you've not asked her to do that.

https://runescape.wiki/w/Player-owned_farm#Reset_timers

It looks like tomorrow is when large contracts get refreshed.

However, assuming no issues arise, the dino farm update will make refreshes work based on last login also, as this has been a constant source of confusion for some players since POF's release.

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ATGCool

Why not make the elemental workshop armor the magic masterwork? If you require (not 600 of each, christ) some of all elemental bars to make the magic masterwork and require the soul armor to be made kind of like how Elder rune+5 is required for MW, it would fill in that niche.

I would rather leave that possibility for a potential future rework of other skills in a similar way to how Mining/Smithing was handled.