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Game Update FAQ - 12/04/10


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Link: Here

 

And here is a copy of the post.

[hide]Recent Update - FAQ

 

 

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This sticky has been created in response to the most commonly asked questions regarding the most recent game update.

 

 

 

 

Whilst we continue to gather feedback, we will add any other frequently asked questions regarding this update to this thread.

 

Read the Game Manual articles here!

 

Be sure to come back regularly!

 

 

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"We were told that the new skill would be unique. Dungeons arent unique!"

 

The content inside the dungeons is what was being referred to when we said unique. With most skills, the areas I visit are the same every time I go there, whereas with Dungeoneering each dungeon is a unique experience.

 

Each dungeon is randomly pieced together from hundreds of different room layouts, populated from a list of thousands of hostile creatures. The permutations of key, door, puzzle, monsters and boss positions number in the millions of billions!

 

 

"What happens if the person who logs out has one of the keys?"

 

If a player leaves the dungeon early through any means, the content of their inventory is dropped on the floor (excluding bound items). This ensures that keys and other critical items remain available for the rest of the party.

 

 

"Will Shattered Heart also feature stones from Dungeoneering?"

 

We do not have any plans to involve Dungeoneering with Shattered Heart at this time.

 

 

"Can we have a photo booth underground so that we can take an avatar mugshot in our cool Dungeoneering armour?"

 

Using the photobooth within the dungeon is a feature we intend to release. Just not yet...

 

 

"Will there be rewards after level 80?"

 

We do plan to add more rewards, however, the level requirements for them are still being finalised.

 

 

"Why is there a new magic prayer that boosts 20% accuracy, but no Ranged prayer?"

 

As above, more rewards are coming in the future.

 

This first update bought you the magic prayer, the second batch of rewards will bring you the ranged equivalent.

 

 

"In the recent Q&A you said you were working on a new dungeon with new bosses that have among the highest LP count in the game. Is Daemonheim it?"

 

Yes, although we do have future plans for expansions to other dungeons in the game too.

 

There are certainly some pretty fearsome beasts in the deeper depths of Daemonheim. To get the highest challenge within Daemonheim, youll need high stats and a full 5-player party (on max difficulty).

 

 

"Is it possible to bind more items at lower levels? The level requirement seems extremely high right now."

 

On one hand wed love to allow 4-item binding from the start, but to do so, it removes the need for kitting up within the dungeon which we feel is critical to the gameplay there.

 

There are no plans to change the way binding works at this time, but we will monitor your feedback, as always.

 

 

"What is Jagexs stance on players using all the resources they gather to buy logs, rune essence, etc. and then convert that into XP?"

 

That sounds fine. There are a limited number of resources inside the dungeon. What you do with them is entirely up to you.

 

Were sure that a player training that skill on the surface world would get more XP if they trained it normally in the same amount of time, and of course have gear to sell afterwards.

 

 

"Isnt Dungeoneering more of a minigame than a skill?"

 

No, it was always designed to be a skill. We agree that its more like a minigame than any other skill, but is that a bad thing?

 

There are plenty of traditional skills in the game already if you want typical content. Over the last few years we have tried to produce skills which are different from the rest of the game (Farming, Construction) and skills which have a big impact on the way you play the rest of the game (Slayer, Summoning). They are not like our older, classic skills.

 

With Dungeoneering, we have strayed even further from the concept of traditional skills, but we see that as a good design decision. The game NEEDED this sort of skill content, or we wouldnt have added it.

 

Really, the skill category was the only thing in RS we felt was appropriate for it and we will not be changing this decision.

 

 

"How is this a new skill when it incorporates all existing skills?"

 

We dont see this as a problem.

 

The Slayer skill (our most popular member-only skill) asks the player to use their combat skills to slay creatures. The ability to slay creatures and obtain drops was a function that already existed in the game, as were all the combat skills. Technically, it was a skill that incorporated all the existing combat skills. Dungeoneering also does that, but also asks the player to use other skills. Over the years we have added more and more features to the Slayer skill and we intend to do the same with Dungeoneering.

 

Looking back, the decision to include all other skills is one of the best weve made. The wealth of tasks available encourages individual roles within the party. The time youve already spent leveling on the surface has a distinct value, and will give you a more rewarding experience within the dungeons.

 

 

"What happens if a member of my party logs out or disconnects?"

 

If you log out or disconnect, you will be put into the Ready Room on the upper floor of the castle. When you log back in, simply use the Ring of Kinship, select Rejoin-party and type in the name of one of your team mates. Youll then be able to continue the dungeon with your original party providing they are all still there!

 

 

"If I play solo and get disconnected, will I need to start the dungeon again?"

 

Unfortunately yes as dungeons have a habit of moving around when nobody is looking; you need to have a party in the dungeon in order to rejoin it.

 

It is worth noting, if you had progressed through at least 50% of the dungeon, you may get some experience reimbursed to you (but it will be considerably less than if you actually finished the dungeon).

 

Please note we are working with our Game Engine Team to try to resolve this issue, but it wasnt something we could achieve for launch and wasnt a big enough issue to delay the whole launch or indeed withhold the ability to solo a dungeon.

 

 

"Is the maximum level for Dungeoneering really 120?"

 

The skill cape is available at skill mastery level: 99. For True skill mastery, youll need 120.

 

 

"Im a skilling pure, how am I supposed to play?!"

 

Team up with a partner that compliments your strengths! For instance, skilling pures party really well with combat pures.

 

If youre low in some stats, try to find other party members to fill those gaps.

 

 

"Did you know that RS is just like WoW now!"

 

Instanced dungeon raids are a large part of many games and we dont think that the game mentioned ever claimed they were the first to do instanced dungeons. Besides, there is much more to both games than instances and raids!

 

Those players who were with us back in 2004 would also know that we had plans to implement the following:

 

Randomly generated scenarios, where a new adventure is generated for you and your friends each time you go on it. Form an adventuring party and go on your own personal quest.

 

So its something we have been thinking about for 6 years.

 

 

"How did you come up with the name Dungeoneering?"

 

It was a hard skill to name. We wanted a name that described the essence of the skill and the term Dungeoneering fit the bill.

 

Mod Mark's personal favourite was Spellunking (the skill of exploring caves), but the whole spell part of the word would have confused people into thinking it was some kind of mage only skill.

 

Actually, the process of choosing the name Daemonheim was far more interesting.

 

 

"Will you be raising all skill caps to level 120? "

 

There are no plans to change any of the other skills at this time.

 

 

"Why is it so slow to level up, I have played it for 2 hours and Im level 7!"

 

Going through the low complexity levels can be slow XP; with small dungeons, guide mode on, and very little exploration available the xp is quite low. Once youre out of the initial forced complexity floors, you can focus on the things thatll get you more XP. These include large dungeons, bigger parties, higher difficulty settings and more bonus-room exploration.

 

Dont forget that your XP per hour is very much affected by your familiarity with the content. As you start to discover your role in the party, puzzle room strategy and boss mechanics, youll find that your XP rate increases.

 

 

"Why does it take so long to get tokens? Ill never get enough for a cool reward!"

 

The number of tokens you receive is directly related to the amount of XP you receive. As your XP rates increase, so too will your token rates.

 

 

"Why cant I use my XP lamps and penguin points for Dungeoneering?"

 

Please consult the FAQ article released with Dungeoneering, it can be found here.

 

 

"Help! I dont have the level to open this door! I am stuck!"

 

There are 2 ways this can happen. However, both can be easily avoided:

 

1. Members of your party have logged out or left the dungeon.

 

If you feel that some people in your party might log out, then make sure the difficulty level of the dungeon is set to 1. This means that all the tasks can be completed by the player with the lowest levels, so it wont matter if people log out.

 

2. The door is to a bonus room that you do not have to open in order to defeat the boss.

 

Within each dungeon there are rooms on the way to the boss, and rooms that are bonus rooms. Bonus rooms CAN require levels that nobody in your party has. You might be able to use a potion to boost your levels to complete the task, but you dont HAVE too. Remember, bonus rooms are explored by choice, not because you have to go there to find the boss. Any rooms you have to pass through in order to reach the boss are not bonus rooms and so would not require any levels that your party do not have.

 

 

"I am casting this spell in the dungeon, but dont get the XP listed on the magic KB page. Why?"

 

The XP awarded within a dungeon is different from the XP rewarded on the surface world. In most cases, the dungeon activity is different from the surface world activity, but for those activities like runecrafting and casting spells, its virtually the same. However, the XP is dramatically reduced for the dungeon. If you want to gain good rates of XP for casting spells, do it on the surface.

 

We will try to clarify these XP differences in the relevant KB articles.

 

 

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♥ Many thanks to Mod Trick, Mod Chris L, Mod Liono and Mod Mark for their time! ♥[/hide]

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Ah, this has been very helpful in reading. Answered some of the questions I personally had. Also I do remember that post from 2004. :)

A reflection is just a distorted reality held by glass and your mind.

 

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And so Jagex basically refuses to fix any of the massive flaws in the game, namely the absurd token costs for rewards, item binding, and solo disconnect issues.

 

Item binding is understandable, look at the players who already has 50 D'eering, I do not think is that much of a big deal anymore. They said that they are trying to fix the solo DCissue, so no they did not ignore it. The token cost is actually been considered to change..I cannot give you a confirmation on that one though because the mods do not allow it. You just have to take my word on the last one.

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And so Jagex basically refuses to fix any of the massive flaws in the game, namely the absurd token costs for rewards, item binding, and solo disconnect issues.

 

They mentioned that they were looking into a method for fixing the solo disconnect issue.

But as for the token issue, I agree that something needs to be done.

 

Either lower the token cost by like 25% or raise the required dungeoneering level to use them.

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Mod Mark's personal favourite was Spellunking (the skill of exploring caves), but the whole spell part of the word would have confused people into thinking it was some kind of mage only skill.

 

I love how they automatically think the majority of RuneScapers are idiots. Not to mention that everywhere I look, "spelunking" is written with one L.

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The token cost is not ridiculous. 10k xp equals 1k tokens. The token gain will increase DRASTICALLY ;)

"There are only two strategies in war. Move forward or change. The victor is the first to realise that when he cannot move forward he must change."

 

~ Mod Mark H ~

 

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Mod Mark's personal favourite was Spellunking (the skill of exploring caves), but the whole spell part of the word would have confused people into thinking it was some kind of mage only skill.

 

I love how they automatically think the majority of RuneScapers are idiots. Not to mention that everywhere I look, "spelunking" is written with one L.

 

Erm, I think the point is that writing it Spellunking was a pun on the whole fantasy genre of the game but because it had spell in the name it would confuse people into thinking it revolved around Magic.

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The token cost is not ridiculous. 10k xp equals 1k tokens. The token gain will increase DRASTICALLY ;)

 

I understand that, I'm talking about the fact that you need levels far beyond what the actual required levels are for the new items to purchase them.

For ex, the bonecrusher requires level 21 dungeoneering to use but costs 110k tokens which requires level 74 to purchase.

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Mod Mark's personal favourite was Spellunking (the skill of exploring caves), but the whole spell part of the word would have confused people into thinking it was some kind of mage only skill.

 

I love how they automatically think the majority of RuneScapers are idiots. Not to mention that everywhere I look, "spelunking" is written with one L.

 

Erm, I think the point is that writing it Spellunking was a pun on the whole fantasy genre of the game but because it had spell in the name it would confuse people into thinking it revolved around Magic.

 

So, they could have reverted to the (still better) name of Spelunking. Getting your "Dung level" asked is going to get old fast.

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Mod Mark's personal favourite was Spellunking (the skill of exploring caves), but the whole spell part of the word would have confused people into thinking it was some kind of mage only skill.

 

I love how they automatically think the majority of RuneScapers are idiots. Not to mention that everywhere I look, "spelunking" is written with one L.

 

Erm, I think the point is that writing it Spellunking was a pun on the whole fantasy genre of the game but because it had spell in the name it would confuse people into thinking it revolved around Magic.

 

So, they could have reverted to the (still better) name of Spelunking. Getting your "Dung level" asked is going to get old fast.

 

You say the majority of Runescapers aren't idiots, but many are still under 13 and thus many will not know what Spelunking even means, let alone then understand the pun. And personally I find Spelunking, whilst a good word ;), a worse name for the skill than Dungeoneering. Raiding would get them and insane amount of ranting about WoW copies, more so than they have now and I can't think of any other names off the top of my mind right now, but Dungeoneering seems to have been the best choice so far to me...It doesn't sound that bad. :)

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Mod Mark's personal favourite was Spellunking (the skill of exploring caves), but the whole spell part of the word would have confused people into thinking it was some kind of mage only skill.

 

I love how they automatically think the majority of RuneScapers are idiots. Not to mention that everywhere I look, "spelunking" is written with one L.

 

Erm, I think the point is that writing it Spellunking was a pun on the whole fantasy genre of the game but because it had spell in the name it would confuse people into thinking it revolved around Magic.

 

So, they could have reverted to the (still better) name of Spelunking. Getting your "Dung level" asked is going to get old fast.

 

You say the majority of Runescapers aren't idiots, but many are still under 13 and thus many will not know what Spelunking even means, let alone then understand the pun. And personally I find Spelunking, whilst a good word ;), a worse name for the skill than Dungeoneering. Raiding would get them and insane amount of ranting about WoW copies, more so than they have now and I can't think of any other names off the top of my mind right now, but Dungeoneering seems to have been the best choice so far to me...It doesn't sound that bad. :)

 

So? It's not like Spelunking is the first word which a, ahem, underage person wouldn't know. I'm not native English, so I don't know which words you (they, whichever) learn before the others, but I could probably think of a few words that would also fall under this category, like, say, "scimitar", "hasta" (which I didn't know of before it got introduced, either) or the many mechanics-related words that plague many of the dwarven and "abandoned cavern"-style quests. Besides, I was pretty young when I accessed the Internet first on a regular basis, but it didn't take long to figure out how to get the meaning of an unknown word over Google. Also, who talked about Raiding? I find that a terrible name regardless.

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Mod Mark's personal favourite was Spellunking (the skill of exploring caves), but the whole spell part of the word would have confused people into thinking it was some kind of mage only skill.

 

I love how they automatically think the majority of RuneScapers are idiots. Not to mention that everywhere I look, "spelunking" is written with one L.

 

Erm, I think the point is that writing it Spellunking was a pun on the whole fantasy genre of the game but because it had spell in the name it would confuse people into thinking it revolved around Magic.

 

So, they could have reverted to the (still better) name of Spelunking. Getting your "Dung level" asked is going to get old fast.

 

You say the majority of Runescapers aren't idiots, but many are still under 13 and thus many will not know what Spelunking even means, let alone then understand the pun. And personally I find Spelunking, whilst a good word ;), a worse name for the skill than Dungeoneering. Raiding would get them and insane amount of ranting about WoW copies, more so than they have now and I can't think of any other names off the top of my mind right now, but Dungeoneering seems to have been the best choice so far to me...It doesn't sound that bad. :)

 

So? It's not like Spelunking is the first word which a, ahem, underage person wouldn't know. I'm not native English, so I don't know which words you (they, whichever) learn before the others, but I could probably think of a few words that would also fall under this category, like, say, "scimitar", "hasta" (which I didn't know of before it got introduced, either) or the many mechanics-related words that plague many of the dwarven and "abandoned cavern"-style quests. Besides, I was pretty young when I accessed the Internet first on a regular basis, but it didn't take long to figure out how to get the meaning of an unknown word over Google. Also, who talked about Raiding? I find that a terrible name regardless.

 

I was just using Raiding as an example of a different name for the skill. Scimitar and hasta are fairly obvious once you see the weapon, I didn't knwo what hasta meant but seeing a long spikey thing, it was quite obvious it was a type of weapon. Scimitar? From what it looks like, and from what the examine says, it is a cruel, curved sword. From teh gist of the post Spelunking didn't seem a serious idea anyway, not much point arguing over it...And just to clear something up, Spelunking as in, to explore caves.

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Mod Mark's personal favourite was Spellunking (the skill of exploring caves), but the whole spell part of the word would have confused people into thinking it was some kind of mage only skill.

 

I love how they automatically think the majority of RuneScapers are idiots. Not to mention that everywhere I look, "spelunking" is written with one L.

 

Erm, I think the point is that writing it Spellunking was a pun on the whole fantasy genre of the game but because it had spell in the name it would confuse people into thinking it revolved around Magic.

 

So, they could have reverted to the (still better) name of Spelunking. Getting your "Dung level" asked is going to get old fast.

 

 

what ur spell lvl. ?

 

 

im lvl 99 now i can spell words like:

 

Antidisestablishmentarianism

I have all the 99s, and have been playing since 2001. Comped 4/30/15 

My Araxxi Kills: 459::Araxxi Drops(KC):

Araxxi Hilts: 4x Eye (14/126/149/459), Web - (100) Fang (193)

Araxxi Legs Completed: 5 ---Top (69/206/234/292/361), Middle (163/176/278/343/395), Bottom (135/256/350/359/397)
Boss Pets: Supreme - 848 KC

If you play Xbox One - Add me! GT: Urtehnoes - Currently on a Destiny binge 

 

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Some of the answers bug me a bit - for instance the "Is 120 really the max level for Dungeoneering?" question really could have used a simple yes or no. As to this one...

 

"Isnt Dungeoneering more of a minigame than a skill?"

 

No, it was always designed to be a skill. We agree that its more like a minigame than any other skill, but is that a bad thing?

 

There are plenty of traditional skills in the game already if you want typical content. Over the last few years we have tried to produce skills which are different from the rest of the game (Farming, Construction) and skills which have a big impact on the way you play the rest of the game (Slayer, Summoning). They are not like our older, classic skills.

 

With Dungeoneering, we have strayed even further from the concept of traditional skills, but we see that as a good design decision. The game NEEDED this sort of skill content, or we wouldnt have added it.

 

Really, the skill category was the only thing in RS we felt was appropriate for it and we will not be changing this decision.

That's kind of a non-answer. The question was "Isn't it more of a minigame than a skill." The answer was basically "We call it a skill." The answer they gave would have been better suited to the question "Why is Dungeoneering more like a minigame than a skill?"

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I'm excited to see what the second patch reveals, but I'm disappointed that they're not taking serious drawbacks to the skill (binding, some of the reward costs, etc) more seriously.

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To put it bluntly, [bleep] off.

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Some of the answers bug me a bit - for instance the "Is 120 really the max level for Dungeoneering?" question really could have used a simple yes or no. As to this one...

 

"Isnt Dungeoneering more of a minigame than a skill?"

 

No, it was always designed to be a skill. We agree that its more like a minigame than any other skill, but is that a bad thing?

 

There are plenty of traditional skills in the game already if you want typical content. Over the last few years we have tried to produce skills which are different from the rest of the game (Farming, Construction) and skills which have a big impact on the way you play the rest of the game (Slayer, Summoning). They are not like our older, classic skills.

 

With Dungeoneering, we have strayed even further from the concept of traditional skills, but we see that as a good design decision. The game NEEDED this sort of skill content, or we wouldnt have added it.

 

Really, the skill category was the only thing in RS we felt was appropriate for it and we will not be changing this decision.

That's kind of a non-answer. The question was "Isn't it more of a minigame than a skill." The answer was basically "We call it a skill." The answer they gave would have been better suited to the question "Why is Dungeoneering more like a minigame than a skill?"

 

Timbo gave a better answer in the Clan Leader forum, but he also said he wants what he says to stay in that forum. But basically the structure of his argument seemed to say that this skill is essentially Construction with actual stuff to do outside of build-mode. Which makes sense really, considering Woodcutting and Fishing are almost exactly alike, as well as Smithing and Crafting. So really this is a skill that takes the tech they used with Construction and gives it a hell of a lot more to do.

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Really, the skill category was the only thing in RS we felt was appropriate for it and we will not be changing this decision.

 

The typical Jagex stance to everything. They need to get over their power trip and realize they're customers come before their [bleep]s. They're such hard heads. It is not a skill, and it will never be. Just because it has XP does not make it a skill.

 

No, it was always designed to be a skill. We agree that its more like a minigame than any other skill, but is that a bad thing?

 

Yes, because it is a minigame not a skill. If it was designed to be a skill, then you certainly [bleep]ed up somewhere.

 

With Dungeoneering, we have strayed even further from the concept of traditional skills, but we see that as a good design decision. The game NEEDED this sort of skill content, or we wouldnt have added it.

 

Yes the game needed Raiding, because we've been waiting for a good combat update for years. However, let's keep it as Raiding, and not a skill.

 

 

 

Jagex: Your customers come first. Ask them their opinion before you go and get too far ahead of yourself. I think it's safe to say that a majority of us really were looking forward to a good skill. Skill, Skill, Skill. If you would have told us it was a minigame in the first place, then I certainly wouldn't be let down so much. After all of the hype I still have received no skill and just a minigame. Where is my skill Jagex?

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Batch two is always awesome <3 summoning

 

 

ps. hopefully i dont have to wait another 2 years for a new skill now. I've played 3 and almost a half year and have only seen 2 skills introduced

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I'm excited to see what the second patch reveals, but I'm disappointed that they're not taking serious drawbacks to the skill (binding, some of the reward costs, etc) more seriously.

 

Binding isn't a serious drawback to the skill... it's an essential part of it. Also, they did say they would address the level requirements of the rewards (and likely, they'll consider the prices too).

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