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helring

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Posts posted by helring

  1. New Runelabs competition is up. This time they want an area to develop, but not the specific content that goes in the area.

     

    My submission "Fossil Island-Continent"  https://[LikelyScam]/m=player-proposal/a=13/view-idea?idea=49047

     

    "North of Morytania lies a lonely continent, long ago inhabited but since then the people have all fled or died. The Anima Mundi on the Continent has been heavily damaged. At its centre is a castle inhabited by a Dragonkin focused on solving the curse that has damned his species. The surrounding lands are covered by the ruins of a civilization long gone, the bones of creatures long dead, and the results of the Kin's experiments. With dark forests, open plains, shattered ruins, and deep dungeons the Continent is ripe for exploration.

     

    The Experiments of the Lone Dragonkin have taken over the abandoned island beyond the castle's border. These Dinosaur-like creatures have been ignored and allowed to flourish by the Kin who has no need for them once he believes his experiment has failed. From gigantic behemoths to small agile animals, the island is home to a diverse group of creatures.

     

    The Varrock Museum has discovered this continent and have kept it as secret as possible for fear that others may go exploring and interfere with the Museum's research. As part of their cover-up they minimized the size of the continent to any outsiders they did tell, hoping if word did spread it would seem like merely a small island of little interest.

     

    Some Gielinorians have discovered the museum's deception. Fearful of the increased tensions, sporadic battles, and death that has accompanied the return of the Gods, these people seek to flee the main lands and colonize this new island as a safe haven. They have approached the World Guardian, and asked for help in discovering the Continent's location.The small colony on the Continent would need the World Guardian's help to set up and stay protected. It could possibly expand in the future as the colonists become settled but wouldn't be much more than a village at first."

  2. The miniquest was probably voted against because people feared Comp Reqs. In any case, there are ways to do world events so that players don't completely hate them. World Event 2 and the Falador Events, while not really popular or enjoyable - had  high participation rates because they were 99% AFK and had good experience rewards. Whereas the Halloween event is not.

     

    Honestly, I'm wondering if its not the grind but the daily cap that's the issue as well with those. All three events averaged out to about 30 minutes a day, but the Halloween event you can do that 7-8 hours all at once, so people may be looking at it as a worse grind than the other two.

    • Like 1
  3. The reaction across the board is that pretty much no one, except Helring, likes the event. So you aren't alone here. It's a completely lazy and uninspiring event, and I'm actually glad that people are giving negative feedback for the way holiday events are no longer fun miniquests but full on grind fests. I've felt that way for years, it's nice to see others finally catch up and reject these events.

     

    Just not sure what players expected when they voted for a "mini-world event" on Runelabs. World Events are mostly grinding. There was an option in the poll for a mini-quest and it came in last. 

     

     

    Also, full list of the changes in the event:

     

    * Special souls (which grant XP) now spawn once every 30-45 seconds, down from 60-90 seconds. They also have a slightly better chance to spawn once this cooldown period is over.

    * Increased the amount of Noumenon Favour received for certain actions:

    - Devourers now give 3, up from 1

    - When escorting souls devourers now give 10, up from 5

    - Defeating the Avatar of Amascut now gives 400, up from 350

    - Completing the escort of souls across the bridge now gives 300, up from 200

     

    http://[Use Quick Find Code]/[Please Use QuickFind Code]?15,16,498,65700409,goto,1#0

  4. As for calling it a Hearthstone knock-off, I can understand why it would seem that way since the cards look way too similar. But, the gameplay looks a lot different. I think comparing it to Hearthstone really does a disservice to how many CCG and TCG's are out there right now. Its like saying War and Poker are the same game because the cards are the same.

  5.  

     

    They have their heads all the way up their asses and I can only assume how hard it is to see what people want from up there.

     

    They generally deal with only small segments of the playerbase which can be loud but each have their own agendas. The players they interact with a lot tend to be the few thousand that are on twitter or reddit, which means that an idea may appear popular in those groups yet still not be overly popular with players as a whole. I can't blame them for being surprised that an idea ended up being popular with the general playerbase.

     

    I can, the topic was brought up on /r/runescape so many times. Plus that's their own fault for selectively frequenting social media sites but not spending time on other forums such as ours. So yes, I hold it against them.

     

     

    The majority of players probably aren't on any social media sites, they just play the game. 

    • Like 1
  6. The Temple Knights are only sort of White Knights. They don't answer to the White Knights and they barely share information with the White Knights. They're basically the CIA compared to the White Knights who tend to be the Government/Army. The Temple Knights generally do whatever they want to do regardless.

  7. They have their heads all the way up their asses and I can only assume how hard it is to see what people want from up there.

     

    They generally deal with only small segments of the playerbase which can be loud but each have their own agendas. The players they interact with a lot tend to be the few thousand that are on twitter or reddit, which means that an idea may appear popular in those groups yet still not be overly popular with players as a whole. I can't blame them for being surprised that an idea ended up being popular with the general playerbase.

  8.  

    sort of concerned that the rax/rago/raids team is handling it though, i'm getting kind of tired of running from aoes and prayer switching

     

     

    Not sure they're really the same team anymore (at least when it comes to bosses), the big lead behind all those projects was Chris L and he left after raids. So we'll see how it turns out.

  9. The one thing from this talk that left me with  slightly sore note was that they were surprised with how popular mining and smithing rework was in their poll stuff and how they thought we weren't 'that excited about it'

     

    It kinda shows how out of touch with the player base they still are. It's not like skill reworks was ever a quiet dead topic -it's been pretty consistently discussed and suggested since well before they even recognised it as something they might do and people constantly raise it in QAs and stuff.

     

    Honestly, I was surprised with just how popular it was. I thought it would be like RoP, where there was a relatively small but dedicated group that really wanted it to be done and the rest of the players didn't care. If you look at RoP it shows up constantly, is never really a dead topic, Always tops or nearly tops Runelabs, but then didn't really poll that well.

     

    I am really happy with the community on this because I do believe its needed, I was just never quite sure how much of the community agreed on that.

  10. I'm really glad to see the Gower quest thing. It's nice of them to pay homage to the two guys who started it all. I've sometimes wonder what Andrew and Paul think about their game now, especially since they're not longer a part of it. 

     

    Well, they thought highly enough to come back and make a quest at least.

  11. This article covers the content of Mod Mark and Mod Osborne's Updates of 2016 speech, given at RuneFest on October 3rd 2015.

     

    Hi everyone, and welcome to the big reveals for 2016!

     

    On behalf of everybody at Jagex, thank you very much for being part of the wonderful world of RuneScape. While we get to breathe life into the world of Gielinor, it's your energy, your feedback, your Runelabs ideas, your shouts of thanks and rants in Fally that breathe life into us.

    So, from the bottom of all our hearts, thank you.

     

    2016 will be a big, big year for RuneScape. There will be no overarching theme – instead, our objective is a simple one.

    We want every update in 2016 to feel essential. We want you to be wowed by everything that we release, and that means a couple of significant changes:

    First, we want to change how we update the game, giving you more bang for your buck. Each month there will be a major release – something you can really get your teeth into. To support this, we'll still have smaller, regular updates, keeping the game ticking over smoothly. This was the favoured approach when we polled you about update frequency in 2015, and we think it will really improve the game.

     

    The second part is how we involve you. In August, we tried something new - posting a survey that included all of our favourite large update ideas: your suggestions, staff ideas, and just updates that we've always wanted to do. We then asked you to vote on your favourites, and it's from that poll that we've built 2016's schedule.

    While things can obviously change and move around, we have moulded the year around these amazing ideas to give you a fantastic year of RuneScape.

     

    God Wars Dungeon 2

     

    A new God Wars Dungeon was the clear winner from the list of updates. How could we refuse?

    Rather than being another dungeon thawed from a past age, we want God Wars Dungeon 2 to reflect today's conflict – that of the Sixth Age.

    This will be a solo-oriented experience – very much in the vein of the original. It's a combat update for everyone – you won't necessarily need boss combat experience, and there'll be no elaborate Raid-like mechanics to grapple with.

    1_Tuska_GWD.jpg
    You'll fight mobs that earn you kill count, in turn unlocking doors to epic bosses with equally epic drops.

    Expect new god weapons to fight with, and a good few surprises, too.

    2_Godsworsd.jpg
    God Wars Dungeon 2 comes from the team of RuneScape combat masters who brought you Raids, Araxxor and Vorago. They can't wait to bring the new God Wars Dungeon to life.

     

    Mining & Smithing Rework

     

    This was the top answer from long-term players currently on a break, and third most popular from current RS players. You completely surprised us with this one – it's the Smithing and Mining Rework!

     

    This is the real joy of asking what you want – we've talked and talked about this for years, but we thought you weren't that excited about it compared to the big shiny stuff. Well, we were wrong - and you told us in your thousands.

     

    We're committed to make Smithing and Mining as awesome as they can be. Whether that means new training methods, we're not sure yet - but a priority is making the gear level-relevant. No more rune platebodies at level 99!

     

    Once we've moved things about, we will then be looking at the higher levels of Smithing, ensuring that the skill – along with Mining - is really worth training. These reasons will - naturally - include some top end gear that can complement or give cheaper alternatives to the bigger-hitting gear from drops, without replacing or undermining them.

    3_Mining_and_Smithing.jpg
     

    Nomad's Elegy

     

    Stories in RuneScape come out almost monthly. This is an opportunity to serialise storyline and really build some momentum. We haven't capitalised on that, until now.

    Next year, we are planning to reach the conclusion of Sliske's storyline, the storyline where Sliske offered the Stone of Jas to whomever killed the most gods.

    This will be three quests, building and building to a fourth quest at the end of the year.

     

    We are calling this Sliske's Countdown, each quest bringing us closer to the final event: his Endgame.

     

    The first quest centres around a well-loved character...Nomad. On the brink of godhood after the events of Dishonour among Thieves, he is ready to make his big play.

    He wants to siphon every soul, every ghost, ghast or wight, into the soul obelisk – including those from the various Underworlds of the multiverse.

    You will be joining up with dead characters from across RuneScape's history to lay siege to Nomad and defeat him. These will include some familiar faces:

    4_Nomad.jpg
    We're sure that Sliske, Death and Icthlarin will all have a lot to say about Nomad's plan.

     

    Ballad of the Barrows Brothers

     

    The next part of Sliske's Countdown involves everyone's favourite undead menaces the Barrows Brothers.

     

    In this quest, we will be finding out more about his hold over the Barrows Brothers, but - more importantly... We will be revealing a Barrows Sister, and how she fits into Sliske's grand plan. Can you release her and her brothers from Sliske's grasp? Does she need or want to be rescued? Can you remove the centuries-long curse of the Barrows Brothers?

    5_Barrows.jpg
    Ultimately, this is your chance to get close to Sliske, and understand the mystery behind the mask.

     

    Sliske's Endgame

     

    We'll skip over the next quest for now - we want to save that surprise for later but the final quest will blow your mind.

    This is it: the culmination of the Battle of Lumbridge, Missing Presumed Death, and so many more pieces of iconic, world-shaking content.

    Sliske is calling time on his game. He will total up the scores of god kills and invite those with scores to an event.

    This currently includes Armadyl and Vorago, but he has a habit of bending the rules.

     

    Remember, Sliske is a showman. He will want this event to be big and noticeable. He is also a fan of games, so nothing will necessarily be what it seems.

    6_Sliske.jpg
    The core aim for this quest is to react to as many of your previous choices as possible, and to allow you to make fundamental choices in the quest that will have far-reaching effects.

    We will then allow you to play the sections you missed as if they were deleted scenes.

    This will be a quest that rocks RuneScape, so make your choices wisely.

    To keep track of the god kills over the year, there'll be a God Scoreboard, and we will be giving a home to various gods by bringing them to the surface world.

     

    NXT | New Game Client

     

    For those of you who missed out on the great talk earlier on today, I'll quickly cover the new RuneScape game client. It's a great new way of playing RuneScape, offering you a more reliable experience with shorter loading times, and graphics far better than ever before.

    This one will be accessible by everyone using the current Java client and our extensive testing will mean it's at least as fast as - but probably far quicker than - your current experience. You'll get bigger draw distances, better lighting, shadows, and water, culminating in a far deeper, more immersive RuneScape experience.

    7_Client.jpg
    8_Client.jpg
    9_Client.jpg
     

    Solo Boss Encounter

     

    In 2016, we want to introduce the new big bad, and we're not messing around.

    This will test the very best combat players in the same way as our other solo bosses have.

    What you see next is just an example of what that solo boss encounter might be. Our concept artist went to town.

    10_Solo_Boss.jpg
    Nonetheless, this gives you an idea of the new environments, and new mechanics that you might have to get involved in.

    We want to let our combat team come up with something new that really pushes players to new limits.

     

    Fate of the Gods 2

    One quest topped all the story-related survey results and forms the third in Sliske's countdown - that's Fate of the Gods 2.

    Capable of building worlds, the elder gods are supremely powerful beings. However, Mah wasn't involved in building the universe we are in now, so she's planning her own.

    Furious after the events of Fate of the Gods, she is letting her anger out in the most dramatic way. She plans to scrap our universe and start again - and her first target is Freneskae.

    Freneskae is the Mahjarrat homeworld, and they will all react to her ripping apart their home: returning for a final goodbye, attempting to confront Mah, or to regain something they left behind.

    But the Mahjarrat aren't the only Freneskae natives on Gielinor. When Zaros finally returned, there was one scene that never got played out in Fate of the Gods. It deserved something special, and this quest is the perfect setting for the ultimate showdown – Zaros vs Zamorak.

    11_Z_vs_Z.jpg
    That's right – Fate of the Gods 2 sees Zaros and Zamorak finally square up, resolving unfinished business from the Second Age. The traitor who cost Zaros his throne and plunged the world into a cataclysmic war must surely be punished…right? Is Zaros really above petty revenge? How will this end?

    Right now, nobody knows for sure. Let us know what you think! It's an exciting time!

     

    Quirky Content

     

    We've talked about a lot of apocalyptic, god-level content so far, but we intend these to be the only real 6th Age content for the year. The other quests in the year will add to existing storylines, or tell standalone stories - character-driven, with more personal storytelling and – most importantly - more humour.

    12_Quirky.jpg
    We also want to up the number of quests in the year by creating more of something we are calling bottle quests, and by letting you know if a quest will be bottled.

    In the past, expectation attached to quests has hampered us. Each had to be the next big thing, and the time and production cost attached meant that we couldn't deliver quests as often or to the degree of polish that we wanted.

    With bottle quests, we will try to tell stories without creating too many new assets. This will allow our developers to focus on their storytelling, and deliver quests that partner some of the larger updates we are talking about today.

     

    Chronicle

     

    Chronicle is an epic card battle game where you create quest-like experiences for your hero, playing cards to earn loot, buy equipment and battle iconic monsters from the world of Gielinor.

    You'll find all your favourites in this unique RPG experience, battling other players for ultimate glory. It's very different from anything else out there so there will be plenty to play for, and we're giving you the chance to try out the beta of the game first. Do make sure you sign up using your RuneScape details on the Chronicle website.

    Chronicle is due for release in 2016, will be available on PC and on the tablet, and is perfectly playable while training those laid-back skills in RS!

    13_Chronicle.jpg
     

    More Raids

    In 2016, we will be bringing you the next batch of Raids.

    Much like Yakamaru, these will be mighty elemental spirits on the world of Mazcab.

    14_Raids.jpg
    15_Raids.jpg
    We've taken feedback on from the first Raids, though, and we're approaching the content in a different way.

    We're thinking of ways to reduce the barriers to entry – allowing more players access to the content – without making it any less challenging. We've also been discussing how solo players, skillers and smaller teams might be able to get involved.

     

    And as we talk about those things, we're going to keep The Watch, who created the first Raids, doing what they do best: intricate, involved combat mechanics that push you and your teams to the absolute limit.

    There'll be fantastic combat rewards, too, that will give you a real target for the next big update we have to tell you about...

     

    Invention

     

    Invention is coming in January 2016. It's an elite skill, requiring level 80 in Divination, Smithing and Crafting just to start it off, and it can be levelled up all the way to 120, just like Dungeoneering.

     

    Due to these requirements we can ensure that everything is designed to be suited to and valued by high-level players.

    It's a skill of two halves: one all about inventing and making new items to help you train your skills, the other all about enhancing and augmenting your existing weapons and tools, adding perks that do all sorts of wacky, mad yet useful things in a crazy mashup of magic and medieval science.

    You'll train Invention both by using invented items and by discovering new ones, allowing you to experiment and use the things you make to progress rather than simply filling your bank with stuff.

     

    There's crazy stuff like the duplicator, which has a 50/50 chance of duplicating any tradeable item you own, or destroying it. Or the Calling perk, that summons a signature hero like the Raptor to fight beside you. It all looks awesome, too:

    16_Invention.jpg

     

    Invention | Crystal and Clockwork

     

    Content throughout 2016 will add more devices to invent and perks to unlock, evolving throughout the year.

    In particular, we will have a substantial new addition to the Invention skill coming later in the year.

    Invention starts with three tech trees, but we are going to offer you another two. Invention: Crystal and Clockwork will add gnome and elf tech trees later on in the year, giving you substantial new mechanics.

     

     

    Player Power

     

    In 2016 we are taking a different approach to Player Power. We asked you in the polls what you wanted to see out of RuneLabs and it was quite different to the current approach.

    As we said at the beginning, we want to make sure that the updates this year have real meaning and feel substantial to you, and much of the RuneLabs content didn't do that. Yes, there were exceptions, but they were the bigger, chunkier things like Prifddinas and The Light Within.

    So we will be giving you the opportunity to submit your ideas for a whole new land mass, continent or city – a new area of the game generated by your ideas and polled and voted on by you.

    We're expecting some of the big names, but we also want to see some new ones, some brand new ideas that I know are bubbling along inside those crazy minds of yours.

    17_Fossil_Island.jpg
    18_Menaphos.jpg
    19_UnderwateR_City.jpg
    We also want you to determine how this new landmass grows in terms of the content it can offer. Later Runelabs submissions will ask for a quest, or a D&D, or a minigame - to go into that area.

     

    We want you to have an area that you can call your own, and together we will give it a place in RuneScape.

     

    Vampyre Finale

     

    We want to tell stories while they are still fresh in people's minds, and this means the final quest in the Vampyre storyline.

    Please note that this includes spoilers for Lord of Vampyrium. Skip to the next section if you'd rather not see them!

    20_Vampyre_Finale.jpg
    In this final quest, Vanescula will bring the vampyres to the Salve. She has a plan for crossing, which will force King Roald's to take military action, and the remnants of the Myreque will have to decide what role - if any - they want to play.

     

    This will be an entirely 5th Age quest - no gods allowed - but it will be no less epic for it.

     

    The team behind Lord of Vampyrium - the Guardians - are handling this one. They want to make the confrontation with Vanescula suitably poignant, and they plan to take you into Castle Drakan - properly this time.

     

    Expect many twists, turns and much-loved characters – plus plenty of revelations and surprises.

     

    15 Years | Emote, Classic and Documentary

     

    Next year is a huge milestone for us as we hit our 15 year anniversary, and we have some amazing things planned.

    We're currently filming a documentary all about RuneScape: a really honest bit of film all about the game's humble beginnings, epic highs, unfortunate lows, and the fun we've had along the way.

     

    When I say we, I really mean all of us, with famous and infamous players, ex-members of staff and influential individuals who've helped shape the world. There will be some special celebrations in game, too, with parties and unique items, and we're even planning to open up Classic again for a last hurrah! But surely there's something really awesome we can do, right?

     

    Gower Quest

     

    That's right. We're very proud and honoured to welcome back Andrew and Paul Gower as Guest Designers and Executive Producers on a special 15th Anniversary quest.

    This will feature them both as in-game characters and in real life development, with tons of 4th wall-breaking craziness, NPCs trying to escape the loop of being spawned and killed, quest NPCs trying to get back in the game, and more.

     

    Thanks for reading. Start looking forward to a great remainder of 2015, and – in 2016 – a year like never before.

    Mod Mark, Mod Osborne and the RuneScape Team

     

     

    http://services.runescape.com/m=news/a=13/runefest--updates-of-2016?jptg=ia&jptv=community_news

  12.  

     

    Admittedly I've barely skimmed through the topic, so this may have been discussed to death already, but I was quietly reading through the requirements list nodding my head "yeah, that seems appropriate" until:

    Delivered 25 chimp ices
    Killed 4000 chompies
    Unlocked all spells from Livid Farm
    Lol like wtf. Chimp Ices maybe since it continues to establish the monkey colony or whatever, but the other two AFAIK are related only in that they require quests to partake... And if included then this will still be a cape only Comp'ers will be keepsaking. 

     

     

    4k chompies has been reduced to 30.

     

     

    and Livid was removed completely

  13. Actually I'm only going by the amount of employees they have now still being on par with recent years, but the steady decline of the volume of content as well as, in my opinion, the quality of content, I.e. concept, mechanics, graphics recycling, etc.

     

    I think part of the problem is that they've been overly ambitious. They want better looking graphics, they want huge projects, etc. But they don't really have enough people for these huge projects, so they take up a lot of dev time and then fall short. The Tuska Event was a great example of this, that obviously took a lot of work, but was still lacking in so many areas because to fully do it right they needed even more. They could have done it simpler and either had it as a quest or had a relatively smaller event and done it well enough, but they stretched too far. Same with Mazcab I think. They could have just done a small area with Mazcab, added a boss or two, reduced the dev costs but still had the project work well and seem to be a quality project for what it was. But instead they expanded by adding a bunch of area and two villages where not much happens yet, so its less focused and kinda meh at the moment.

     

    I'm hoping quality will go up when they drop back the number of updates since they won't feel rushed to at least put something out. We'll see how it goes though.

  14. I'd also approve of perhaps the release of Archeron. You could tie in more than a few things with penguins and Frems and perhaps something akin to the size of Greenland or even a full blown arctic type continent.

     

    I wouldn't object to acheron, but when I think of it my brain basically comes up with a blank. I just think of this huge area covered with snow and ice and it sounds boring in my head. If someone comes up with a decent suggestion for acheron I would support it, but everytime I've tried I just kind of blank on it.

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