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    Wednesday, February 12, 2020

    RuneScape Imagine if GWD3 was delayed to 2021, and in October we got a slime boss as difficult as mole

    RuneScape Imagine if GWD3 was delayed to 2021, and in October we got a slime boss as difficult as mole


    Imagine if GWD3 was delayed to 2021, and in October we got a slime boss as difficult as mole

    Posted: 12 Feb 2020 11:36 AM PST

    That's the state of quests right now. The Desperate Times sequel, meant to release last fall, is in design/early development. The slime quest is as insulting to quests as a slime boss would be to pvm.

    submitted by /u/AssassinAragorn
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    I don't have any friends anymore who play RS but after 60 years of playing I finally have a Lumbridge Herald Cape!

    Posted: 11 Feb 2020 10:36 PM PST

    Just me and my cat doing some mining. He thinks he's helping.

    Posted: 12 Feb 2020 02:48 PM PST

    If we ever get quests again, You Are It should be the standard

    Posted: 12 Feb 2020 07:11 AM PST

    You Are It:

    • Related to a recent update (Clue scroll update)
    • Short development cycle (~6 weeks)
    • Almost no new graphical assets
    • Accessible and doesn't rely on knowledge of events from grandmaster quests
    • Expands on the world (brought Charos into the game as a personality, delved into Treasure Trails, wish magic, Duchess of Lumbridge, etc)
    • Iterates on existing mechanics (clue scroll system with unique clues)
    • Serious with some humor (a balance appropriate for Runescape)

    As one of the few bottle quests that actually stayed a bottle quest and wasn't blow out of scope, You Are It proves that quality can still exist in these smaller quest entries. A 30 minute adventure can be satisfying and important to tie us over between larger, landmark quests. Jagex is capable and the players are in need of quests like this.

    submitted by /u/Avernic
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    Quite nice just to remember...

    Posted: 12 Feb 2020 02:26 PM PST

    Quite nice just to remember...

    Do you remember when you just started playing on Tutorial Island and you didn't know how to move or open doors?

    Do you remember when you spawned in Lumbridge as a level three player and got lost as soon as you crossed the nearest bridge?

    Do you remember when you thought killing goblins for 15gp was rare?

    Do you remember when you didn't know how to light a fire?

    Do you remember when you would get very frustrated because you couldn't successfully cook a single piece of meat on an open fire?

    Do you remember thinking you were invincible because you finally got full bronze?

    Do you remember not knowing how to make a simple pot of flour, and having to ask every single person around you for tips?

    Do you remember the joy you felt when you finally defeated the all-might Delrith, who was at least 10 levels higher than you?

    Do you remember when you made your first 1000gp and how great it felt?

    Do you remember when you thought getting to level 15 mining would be torture, and now that you're above level 50 you laugh?

    Do you remember all of the good times you had meeting new friends and exploring new places?

    Do you remember having to memorize the path from Lumbridge and Varrock and really concentrate to not be lost?

    Do you remember getting your first mysterious box and beting totally confused?

    Reflect and enjoy. Laugh at your past experiences.

    submitted by /u/iHarryi
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    Dying in the wilderness with an aura active will yeet it off to your inventory.

    Posted: 12 Feb 2020 04:28 AM PST

    Treasure Hunter and Faster Skilling XP has made Quests feel less rewarding

    Posted: 12 Feb 2020 06:53 AM PST

    Back in the day, you'd rely on certain quests to get experience in skills that were expensive or slow to train. Nowadays the game hands out bonus exp and lamps through tons of sources, and skills are generally faster, so it feels like Quests have been left in the dust.

    Something that gives 50k exp in Agility no longer feels like a very good reward as I could easily get more than that from a daily challenge, or 10 minutes of training with bonus xp I got from daily keys.

    I think the answer isn't to make all quests just pump out exp or more keys either as skills already feel fast enough, but without some changes, quests just don't feel the same and I don't have nearly as much interest in completing them as I used to.

    Suggested fixes:

    Keep quests giving around the same exp as they have been and move the focus of rewards on improving the quality of items and activities that you can access after the quest.

    Improve old quest items and quest-exclusive areas to make them feel more rewarding:

    • I recently saw a post saying they want to make Decanting locked behind "As a First Resort". How bout instead of that you make some new Spas to make up for the fact that you outclassed all the existing ones in Anachronia...
    • Elemental Workshop: make some new armor perks that can be obtained by disassembling the equipment you get there, and possibly make it untradeable.
    • Improve Trouble Brewing's exp rates dramatically
    • etc
    submitted by /u/GStarG
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    Archaeology Update Is Here! How Are You All Progressing?

    Posted: 11 Feb 2020 04:24 PM PST

    For the international Pet day in April, can we bring back the Stray In A Manger (Christmas 2012) event to give the Varrock stray dog a kennel home?

    Posted: 12 Feb 2020 08:48 AM PST

    Broken Quest Promises (RF2019 & Current State of Quests)

    Posted: 12 Feb 2020 01:28 AM PST

    "There will be a number of quests next year that you can be sure of. Desperate Measures featuring Anachronia and Kerapac [...] and a City of Senntisten quest [...] the second thing we will be doing to address the number of updates is to create and protect two sub teams [...] one sub team dedicated to making quests [...] we can state that the quest team will be working on an Azzanadra quest after Desperate Measures"

    ~ Mod Osborne at RuneFest Keynote 2019


    It may strike you as strange that players could be unhappy with the state of questing, given that Once Upon A Slime was released on Monday. It's a nice quest, don't get me wrong. But if you haven't been paying attention, it would seem the upper management of Jagex has taken a backtrack on quests.

    Mod Raven said earlier this week that players should expect 2-4 quests a year. We also know that Desperate Measures hasn't left the design stage (despite originally being due last year, and then at the start of this year), and that if any quest is going to be cancelled it's probably going to be the Azzanadra Quest. This is a stark change from the aim of a quest per 2 months announced at RuneFest, and then later confirmed in December by Mod Jack. So what's happened in the last month or so to change this?

    It's important to mention that those who are part of the lore council (Jack, Raven, Stu, Rowley, etc) have no power over this. This is not their decision to make, and they have no control over what is to be made or released. Great examples of this are Sir Owen 2 (Mod Stu Quest) and Rite of Passage (Mod Raven Quest). I would imagine that they are very much fighting for more quests.

    Adding insult to injury, is the fact that the quest released on Monday was created by the MTX team. This isn't inherently a problem in itself, as I said, it was a great quest. However, this comes after a severe lack of quests and the main narrative of the game only moving once (Desperate Times, 2019) since Sliske's Endgame in 2016. This is despite quite a lot of humorous quests (Penguins, Evil Dave, Cheescake and now Slime). This is also following on from year after year of promises regarding more quests.

    Archeology seems very exciting, and will likely whet the appetites of lore players. Elite Dungeons were also a fantastic way of delivering both PvM and narrative content. But can these truly replace the role that quests serve? Probably not.

    When recently asked what the minimum number of quests released per year should be, the majority of players said six. This being from the annual survey, which asks all players, rather than just lore players.

    Another thing that keeps coming up is the 'value' of quests and that they can feel like poor investment, as explained by Raven in this Reddit comment. What's curious about this is the sudden change from the end of last year where a lot more quests was seemingly the plan. Why the change? What's happened since then?

    submitted by /u/Gaga_Lady
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    Suggestion for 2021 Roadmap: prioritize quests

    Posted: 12 Feb 2020 05:23 AM PST

    We are part way into 2020 and there is going to be dev piorities. So I'm not realistic to see more than 1 more quest this year.

    Quests are often a serious undertaking. A bottle quest can tie up a few resources for a quarter. A quest like Pieces of Hate can bog down an entire team. We won't get into Fate of the Gods.

    One perk of quests is that they aren't always just the quest, new bosses, mobs, items and abilities, and resources can come with them.

    One other reason is that be clearing out the old narratives that hung out there since the 5th age is that it frees up your devs to be freer to take entirely new narrative paths.

    Priority 1: NO GOOFBALL QUESTS. Not another Evil Dave or Back to the Freezer. A quest can be humourous at times, but not the attemp to have a joke with jokes.

    Priority 2: finish existing story lines. Much like how the Myreque and Pirate (pieces of Hate) were concluded (or something of a conclusion for the story arc) in recent years. Menaphos finale is the clearest example. Elemental Workshop and Gnomes are another example. Story lines that have stalled for 1 reason or another. The people who know these story lines and last worked on them still work at Jagex. Give them the chance to finish these stories.

    Priority 3: sequels to "good" stories. There are stories that the sequel won't end the series, but should be done to advance to story. Examples would be Death of Chivalry 2 and the Kerapac/Anachronia story.

    Priority 4: the quest redo. One of the Menaphos launch quests, the sea slug "finale", the King Arthur series. If you are serious about do something to update or replace the quests, this would be the time to do it.

    Priority 5: the bottle quests. Something like You Are It. Relatively low on the development cost but still tells a good story. Pick any obscure story elements and tell their tale.

    Priority 6: reclamation projects. There are a number of partially fimished projects. See if those have merit. Look at bringing back holiday events like Invention of Disaster and Ghost Stories as perma quests or,miniquests. Look at assets like the Hati/Skoll/Fenrir event and put that into a quest. These are examples of existing projects that can reuse assets to make a quest like the recent Once Upon A Slime.

    submitted by /u/sir_eos_lee
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    Revert the camera change on PvM Hub Teleport

    Posted: 12 Feb 2020 08:25 AM PST

    Title. It is very annoying especially since it faces your camera south and moves it down. Doesn't allow me to access my bank or surge/bd easily back into a portal. This applies the same to any teleport into prifddinas as well but since that's been the same forever I doubt that'll be changed. The change was the exact opposite of a QOL. Either force it to face north or revert it to how it was before this update.

    submitted by /u/ArcaneSilent
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    NEXT GEN: a MMOARPG in development by Jagex

    Posted: 12 Feb 2020 01:07 PM PST

    I have heard quite a lot of buzz around a new game Jagex has been working on. I first heard about it summer of 2017. I decided to compile a list of information known about this game.

    What we know about the MMOARPG, Next Gen, in development by Jagex:

    • 8 Sep 2014 - Jagex is designing a "Next-Gen MMO" and is looking for developers who have shipped titles on tablet or mobile.
    • 16 July 2016 - Runescape RPG Battler for 2017 and RuneScape Remastered MMO for 2018 was announced at RuneFest. Many have speculated that Next Gen is the project title for RuneScape Remastered.
    • 12 May 2017 - Next Gen logo leaked during RuneScape stream. PC Gamer article
    • 15 May 2017 - Redditor u/Inqueheart points out Next Gen was the project title for RS3 as far back as 2012.
    • 17 May 2017 - Jagex partners with Improbable to bring SpactialOS tech to the next project. It can define and build simulated worlds which can accommodate thousands of simultaneous players. It utilizes cloud technology allowing hundreds of game engines to work together. PC Gamer article
    • 27 Oct 2017 - Jagex is looking to hire a Gameplay Programmer for Unity for the Next Gen team.
    • 12 Dec 2018 - Nathan Richardsson, the former Executive Producer of EVE Online, joins the project as Executive Producer
    • 10 April 2019 - Dan Vargas, former Assassin's Creed art director joins the project. And Ian Thomas, previously director of engineering at Glint, joins the project as as technical director.
    • 6 May 2019 - Jagex is looking to hire a Senior Gameplay Programmer for Unreal Engine 4.
    • 19 Nov 2019 - Shanghai Fukong Interactive Entertainment, Jagex's parent company, releases spendings towards "Next Gen": about 2 million usd in 2017, 3 million in 2018, and 2.6 million by the end of April 2019.
    submitted by /u/xhanort7
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    Can barge please be updated to ALWAYS barge to the enemy like its supposed to?

    Posted: 12 Feb 2020 12:57 PM PST

    It's so irritating when i click on a monster and hit barge, my character walks up to the monster and then barges instead of barging to it like intended. jagex please fix

    submitted by /u/NexGenration
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    [Telos] 0-980 streaks with risking orbs vs 0-980 without risking orbs

    Posted: 12 Feb 2020 12:26 PM PST

    Results

    I created a rough version of a simulator and thought you guys might enjoy the data I got out of it. This is only a 40,000 kill sample.

    As you can see when you claim orbs as soon as you get them, you tend to have more kills at lower enrage and lower streaks and therefore get less drops, this simulation at this point does not take into consideration deaths, but that is something I am working on implementing

    Drop Data

    Item Risking to 980 Claiming Orbs
    Kills 40,000 40,000
    Orb 658 516
    Bow 92 69
    Staff 91 79
    Sword 85 62
    Codex 82 78

    There is still some noise as in a purely mathematical world the sword/bow/staff/codex would be identical, but this is a real life application of the formulas so there will be noise until we get to a massively sized sample. Additionally the numbers will change each time you run it because its based on RNG instead of math, however I've noticed that risking is ~1/60 while claiming is ~1/80

    How it works

    • Step 1: It chooses the initial enrage, this is imputed for the user and with this run I decided to start at 0
    • Step 2: Once the "kill" is over it rolls the drop based on hazelmeres formula (this is not 100% accurate as only Jagex knows it, but Timbo has said its close enough), if the drop rate is 1/1000 it would pick a random number between 1 and 1,000 and if it picks a 1 then it awards a drop
    • Step 3: If a drop is obtained, then it rolls a number between 1 and 115 to determine what drop it is
    • Step 3: If a drop was awarded it checks to see if they should claim or not based on the risking parameters (enrage, what drop it is, etc..), if its time to claim then it resets the enrage back down to the starting enrage and goes back to step 1.
    • Step 4: If the streak continues then its adds a random enrage, a number between 5-20 and goes back to step 2

    Hopefully with kill times added in for each bracket of enrage we can get a better understanding of what is the "correct" way of doing things for each individual player and people can make informed decisions on what they do at Telos.

    submitted by /u/WasV3
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    2011 The Void Stares Back - Quest Ending

    Posted: 12 Feb 2020 04:45 AM PST

    I wonder how many of my runescape girlfriends when I was 10 turned out to be grown ass men

    Posted: 12 Feb 2020 03:14 PM PST

    Never too old for love..

    Posted: 12 Feb 2020 01:13 PM PST

    [BUG] Reaper task (17 x Twins) done in 11 seconds. Bug report already submitted in-game.

    Posted: 12 Feb 2020 01:40 AM PST

    What if I didn't prepare for dxp?

    Posted: 12 Feb 2020 11:36 AM PST

    I see people say all the time that you should prepare. All my skills are 80+ with 99 wc, and all combats. I had a lot of workload for the last month but I get all of next week off. I only got 10m. What do I do if I didn't prepare?

    submitted by /u/tylerr098
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    I'm currently in the process of creating a Telos simulator (drop rates) and need your input

    Posted: 12 Feb 2020 09:42 AM PST

    Basically the idea behind the simulator is that it runs through 1,000,000 kills of Telos and outputs the total drops you get based on your input parameters.

    This is a step up from a normal excel sheet which just shows the drop rate at every part of the enrage, I wanted to make this to see just how much of an improvement risking orbs is to not risking orbs.

    Currently I have the following possible inputs but would like to add more if they makes sense

    • Starting Enrage, where do you start?
    • Ending Enrage, where do you claim/die if you have no uniques in the chest
    • Risk Enrage, what enrage do you stop risking? (I.e. I'm comfortable risking up to ~700%, but then I claim because I know death is much higher chance than the extra drops)
    • Orb Risk, do you risk orbs?
    • Bow Risk, do you risk bows?
    • Staff Risk, do you risk staffs?
    • Sword Risk, do you risk swords?
    • Codex Risk, do you risk codex?

    For example on a relatively small sample of 10,000 kills, doing 0-980 but claiming orbs leads to 127 (1.27% or 1/79), but if you risk them you end up with 172 orbs (1/58), nearly a 50% increase

    I've thought about adding a death chance in, say each person could input their death chance at each interval of 50% enrage which can then be taken into consideration as currently the simulator assumes you never die

    submitted by /u/WasV3
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    I just played for an hour without crash on mac client

    Posted: 12 Feb 2020 10:16 AM PST

    Literally a whole hour. Still cannot believe it.

    Seriously, fix crashes on mac client. I just spend 20 minutes today just to launch the client, it is impossible to play with that amount of crashes. Even if I finally launch the client I cannot get more than 30 fps on 15' Macbook Pro 2019, it is totally ridiculous. I also have bootcamp and the game is running on windows just fine but that is not the solution.

    submitted by /u/1Nv0ker
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    Will we get a easter event this year?

    Posted: 12 Feb 2020 07:45 AM PST

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