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Behind the Scenes: June 2013


helring

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I am genuinely excited about the ranged slayer dungeon (I wonder if they can only be fought while on slayer tasks)...and it's about time f2p get some new armour. I am cautiously optimistic about Jagex' plan for the remainder of the year. You can never have enough good quality quests...together with the implementation of HTML5 and NIS, should be very promising. The POP expansion and the construction rework can be exciting as well as the possible addition of t90 mage weapons from 'bosses'. But they should be very cautious; if things are released prematurely like the EoC, they can cause dissatisfaction among players...and that's the last thing anyone wants to see.

'Time you enjoy wasting is not wasted time.' T.S. Eliot

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The new dungeon and its monsters do not have an on-task mandatory requirement. The keys to the bosses aren't tradeable, but the components of the ascension crossbow can be traded.

 

Cautiously optimistic is the best way to describe the logical and reasoned with portion of the community. Im interested in the dragon stone armour as well for filling out my potential f2p section. The majority of the updates hold my interest and are fairy large in my eyes.

 

I have a feeling that we might expect to see global hotspots for the construction rework/update. Some entertaining ideas might be additional "coal trucks" or lumber hauls at popular training areas. Something like that within the tai bow wannai tree grove would be amazing.



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Keys should be tradeable - I remember a comment made by Mod Jack that if they weren't, we'd never see a full crossbow.

Maybe I'm totally off, but I read it as you will always get one of the signets required for the crossbow for each of the bosses you fight. In this way, you would get 1/6 of the necessary components for the crossbow per boss fight.

 

But I might be wrong.

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Keys should be tradeable - I remember a comment made by Mod Jack that if they weren't, we'd never see a full crossbow.

Maybe I'm totally off, but I read it as you will always get one of the signets required for the crossbow for each of the bosses you fight. In this way, you would get 1/6 of the necessary components for the crossbow per boss fight.

 

But I might be wrong.

 

"The base monsters drop tradeable keys (rarely) which are used to spawn a private instance with one of the bosses. The bosses drop the components of the weapon. The bosses are very difficult, at least initially."

 

"If the keys were untradeable, you'd never see a crossbow."

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Loyalty Store Update: New stuff!

Really? Get lost.

 

I was lost a long time ago, man.

 

I suppose I'm biased. C'mon, y'all know the story, right? Short version: I started RS in 2003 after my undergrad studies and career plans went to shambles. I'm on disability, and I have a little bit of extra time on my hands, although I do need to make time for my kids with special needs, homesteading chores (IRLfarming, IRLconstruction) and otherwise being a parent who owns a home.

 

Y'all know that my situation is not unusual but that I communicate with you a lot more than many others do. (Many of them, I found, save e-drama for a private "adult" community/clan.) Anyways, I've been fairly consistent with my membership since 2003 and I still am grandfathered for the 5US$/month rate still. I also like Solomon's very much and spent a little here and there for something amusing. I don't have as much disposable income as some my age due to fixed income, but I like using the Loyalty Programme myself. I would imagine others might agree.

 

Killing off PvP in favor of PvM

 

I met a few "honorable" PKers, but the vast majority of the ones I came in contact with were trash-talking hotheads. I'm not sorry PvP took a hit in the least little bit.

 

So someone can't play RS for an hour or two a day and have goals (in RS and RL)?

 

Can't really have more than 2 goals in your life at a time. Otherwise you get very little accomplished due to lack of focus. Besides, 1-2 hours a day isn't really enough to keep up with the game and its community these days.

 

I think since even casual gaming has changed and RS has grown enough that Jagex is competing with mainstream MMOs, the time investment has grown. I can't tease my WoW-playing friends as much as I used to, although I still think Runescape is easier to pick up and put down quickly-- and I must, given how my children are too smart for their own good and don't take much time to get into trouble.

 

2003-Prod, thank you very much! :D

 

May I virtually shake your hand? It's always a pleasure to meet someone cheerful that's come to the game about the same time as I did.

 

A crossbow?

I'd rather a boomerang.

 

Well the RS version of chakram (Toktz-xil-ul) never really took off, and that's the closest equivalent, albeit it was set up as an expendable thrown weapon. Not sure how they'd do a ranged weapon that returned immediately to your hand-- it'd be like a halberd with a slightly farther reach. Nor how they'd justify it-- I would say they'd probably make it degradable, so it's like a crystal or Zaryte bow.

 

Okay, actually, they could do it. They could. It might be more of a challenge to animate right, but I think they could. Let's see if they do. They might, because they've taken ideas here (bank in the Cooking Guild among many others) and implemented them.

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With that said I'm wondering if the keys will be similar to the crystal key, but players can only create an instance if another player trades them another half? As in maybe the keys can't be stocked and act like clue scrolls where only one is dropped. This sounds almost like a reverse engineer of the slayer skill. Only now this time the people who are slaying will get the monetary value the key hunter is looking for. Mind you both are slayers, but one is sacrificing a potential chance to enter the boss fight for the potential high vale the other places on getting the keys. If my hypothesis is correct on the mechanics then we got a fairly nice piece of content coming down the line!



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Barrows Brothers Deluxe: Can they really get more awesome? Yes, they can.

What? Do we need this? Barrows is perfectly fine at the moment.

 

I'd have to disagree.. As it stands now, Barrows is way too easy. A bit of revamp would help out quite a bit tbch,

Barrows definitely isn't too easy for players using Lv. 60 equipment wish ~Lv. 70 stats.

You know, the players that Barrows is targeted towards.

 

This gets said alot about things.. "targeted towards low level players blah blah," and I agree the rewards are. However anytime the rewards are useful to anyone the price goes up and therefore higher level players who can reap the rewards quicker/more efficiently will do so for cash inflow, and in some situations this limits it's usefulness for it's intended audience.

 

So I'm going to throw out an idea and see what you guys think.

Every area that is aimed towards a lower level should sync your levels and gear to be appropriate if you are higher. So if you go to Bandos with full Torva and 99 stats it sets your gear bonuses to tier 70 and your combat stats as well. This would increase the longevity of some bosses, decreases solo-able bosses, and make them more accessible to the intended audience. However, this system really only works if bosses can be killed at those stats, say Nex by people with 80 stats and 80 gear, and also requires the whole tier system to be filled out with 95 and 99 tier gear and bosses.

 

If my explanation doesn't make sense, it's similar to level-syncing from FFXI. http://wiki.ffxiclopedia.org/wiki/Level_Sync

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I really, really, really hate when Jagex upgrades low level content because they don't want their pet updates to die. Instead of updating barrows, we could release a new dungeon that gives level 90 armor. We don't need to ruin content for low levels in the process.

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Just imagine if that was how the slayer monsters and dungeon would work. Everyone would get a slice of the pie and the low level slayers who get a key half drop could troll the higher levels and make them cough up the money for it.

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I really, really, really hate when Jagex upgrades low level content because they don't want their pet updates to die. Instead of updating barrows, we could release a new dungeon that gives level 90 armor. We don't need to ruin content for low levels in the process.

 

To me the barrows update sounds distinctly like hard-mode GWD kind of update opposed to outright upping barrows that already exists.

Maybe it'll even tie to Sliske quests and be a new locale where he has other wights stored, afterall the emissary lore said he had hundreds (granted icthairn killed all them to free them but how easily sliske made akrisae gotta assume he made more than 6 in the interim)

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Just imagine if that was how the slayer monsters and dungeon would work. Everyone would get a slice of the pie and the low level slayers who get a key half drop could troll the higher levels and make them cough up the money for it.

 

That would just turn both sides into a bunch of colossal shit heads.

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Just imagine if that was how the slayer monsters and dungeon would work. Everyone would get a slice of the pie and the low level slayers who get a key half drop could troll the higher levels and make them cough up the money for it.

 

That would just turn both sides into a bunch of colossal shit heads.

Not for the right price. After all its a huge jump from 81-95 slayer and that money would look better in your cash bag. Instead of risking the chance of saving the key half you know you won't see another drop until you sell or destroy it anyways. So players without the level to enter will end up selling it. Mind you I bet the starting price of a key half would be probably 5m at least depending on the rarity of signet drops.



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Why on earth would I want my character progression to feel stagnant?

With respect, that wasn't the point he was making.

 

He was referring to a feature which is present in several RPGs where you can customise your own level down, deliberately making enemies harder to kill or more risky in the process. That level then proportionately affects the rewards received from those enemies. For example, if you're level 100 (argument's sake) and you kill an enemy using your normal level 100 gear/stats, you'll get the normal rewards. If you're level 100 and you nerf yourself down to, say, level 50, you'll receive increased rewards, but obviously the risk is far greater, and also possibly the time taken to kill in the first place. If you were to translate it into RuneScape, it would work something like this: If you're max combat and 'nerfed' all your combat stats to level 70, so you could only equip/use level 70 items, you'd get an increased return of rewards than someone who's max combat and doesn't nerf their stats, or someone with level 70 combat stats.

 

It's a very effective way of maintaining a good risk-reward gradient while keeping old content challenging even when character stats are far beyond what the challenge requires. It also reduces the randomness of drop-style rewards, as in RuneScape, by giving players a certain amount of proportionate control over the drop rates. The main problem is that it sometimes rewards high-level players too heavily, effectively meaning they can farm items, which devalues the rewards being gained.

 

Some, of course, would argue that you effectively have a system like that in RuneScape now, where the higher your combat potential, the higher the kills/time rate, and therefore, the higher your rewards/time rate. However, I'd argue that if those higher-leveled played low-leveled content like Barrows, they'd barely find it a challenge at all, and it therefore seems like a very poor system to use in what constitutes a 'game'; you shouldn't really be rewarded more for things you find less challenging.

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Why on earth would I want my character progression to feel stagnant?

With respect, that wasn't the point he was making.

 

He was referring to a feature which is present in several RPGs where you can customise your own level down, deliberately making enemies harder to kill or more risky in the process. That level then proportionately affects the rewards received from those enemies. For example, if you're level 100 (argument's sake) and you kill an enemy using your normal level 100 gear/stats, you'll get the normal rewards. If you're level 100 and you nerf yourself down to, say, level 50, you'll receive increased rewards, but obviously the risk is far greater, and also possibly the time taken to kill in the first place. If you were to translate it into RuneScape, it would work something like this: If you're max combat and 'nerfed' all your combat stats to level 70, so you could only equip/use level 70 items, you'd get an increased return of rewards than someone who's max combat and doesn't nerf their stats, or someone with level 70 combat stats.

 

It's a very effective way of maintaining a good risk-reward gradient while keeping old content challenging even when character stats are far beyond what the challenge requires. It also reduces the randomness of drop-style rewards, as in RuneScape, by giving players a certain amount of proportionate control over the drop rates. The main problem is that it sometimes rewards high-level players too heavily, effectively meaning they can farm items, which devalues the rewards being gained.

 

Some, of course, would argue that you effectively have a system like that in RuneScape now, where the higher your combat potential, the higher the kills/time rate, and therefore, the higher your rewards/time rate. However, I'd argue that if those higher-leveled played low-leveled content like Barrows, they'd barely find it a challenge at all, and it therefore seems like a very poor system to use in what constitutes a 'game'; you shouldn't really be rewarded more for things you find less challenging.

 

That isn't what he said at all.

 

He said a system whereby you have no control over it. Your stats and equipment is simply nerfed down to the maximum for the target audience of the content.

Ergo a level 70 boss no matter what gear or stats you have it's nerfed down to equal a lvl 70 meaning that bosses can never be camped out by high levels and push out the low levels the content is aimed at because the playing field is levelled.

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Not that it matter with barrows as you get your own brothers.

 

Personally I think that rather than nerfing higher levelled players' combat potential, any low-med levelled areas which are also popular enough with high levels to make low level training difficult should be instanced. Only real example I can think of is high level players camping KBD for the lost rider journals, although I doubt that's a problem a world hop or two couldn't fix.

 

What low-med levelled content is camped out by higher levels to the detriment of the intended audience's gameplay? There's no point working on a solution to a problem that doesn't exist. (This message should be glued to the top of every Jagex employee's monitors.)

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Maybe the barrows will get updated along with storyline content, like it did with the addition of Akrisae?

 

The new dungeon and its monsters do not have an on-task mandatory requirement. The keys to the bosses aren't tradeable, but the components of the ascension crossbow can be traded.

Not doubting you but do you have a source for this? I haven't seen this mentioned but it would help a lot if it was true.

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I really, really, really hate when Jagex upgrades low level content because they don't want their pet updates to die. Instead of updating barrows, we could release a new dungeon that gives level 90 armor. We don't need to ruin content for low levels in the process.

 

To me the barrows update sounds distinctly like hard-mode GWD kind of update opposed to outright upping barrows that already exists.

Maybe it'll even tie to Sliske quests and be a new locale where he has other wights stored, afterall the emissary lore said he had hundreds (granted icthairn killed all them to free them but how easily sliske made akrisae gotta assume he made more than 6 in the interim)

That'd be awesome!

I think it'd be pretty cool if there was at least 6 new Barrows brothers (3 more Rangers, 3 more Mages, with at least one of each having a Prayer bonus.)

That's because I'm kinda annoyed that Meleers has the choice between four Barrows sets, while Rangers and Mages only have one option. They could make new set effects that would bring them more in-line with the current Melee brothers set effects (Guthan's and Dharok's set effects come to mind there.)

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Maybe the barrows will get updated along with storyline content, like it did with the addition of Akrisae?

 

The new dungeon and its monsters do not have an on-task mandatory requirement. The keys to the bosses aren't tradeable, but the components of the ascension crossbow can be traded.

Not doubting you but do you have a source for this? I haven't seen this mentioned but it would help a lot if it was true.

Look for a thread made by someone named Lady Cookie on the FGU forums. She should have the resources. I believe a mod posted o the topic and that's where she got it.



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Maybe the barrows will get updated along with storyline content, like it did with the addition of Akrisae?

 

The new dungeon and its monsters do not have an on-task mandatory requirement. The keys to the bosses aren't tradeable, but the components of the ascension crossbow can be traded.

Not doubting you but do you have a source for this? I haven't seen this mentioned but it would help a lot if it was true.

Look for a thread made by someone named Lady Cookie on the FGU forums. She should have the resources. I believe a mod posted o the topic and that's where she got it.

Oh found it, cheers.

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[hide=]

I really, really, really hate when Jagex upgrades low level content because they don't want their pet updates to die. Instead of updating barrows, we could release a new dungeon that gives level 90 armor. We don't need to ruin content for low levels in the process.

 

To me the barrows update sounds distinctly like hard-mode GWD kind of update opposed to outright upping barrows that already exists.

Maybe it'll even tie to Sliske quests and be a new locale where he has other wights stored, afterall the emissary lore said he had hundreds (granted icthairn killed all them to free them but how easily sliske made akrisae gotta assume he made more than 6 in the interim)

[/hide]

That'd be awesome!

I think it'd be pretty cool if there was at least 6 new Barrows brothers (3 more Rangers, 3 more Mages, with at least one of each having a Prayer bonus.)

That's because I'm kinda annoyed that Meleers has the choice between four Barrows sets, while Rangers and Mages only have one option. They could make new set effects that would bring them more in-line with the current Melee brothers set effects (Guthan's and Dharok's set effects come to mind there.)

 

I guess that's because at the time of release, melee was still the sort of #1 combat style (it became to be more so with rapier). They ought to release some more ranged & mage stuff for it, adding a bit more balance to the T70 area. Probably should have done that sooner though, rather than release dw mage and range from it. Could have made two more brothers to provide the dw for those two combat styles. But then again, we have duplicates for melee brothers, so it leaves it open to expansion.

I don't think they can just add another crypt like they did for Akrisae - I imagine it'd be another sort of excavation lead by Varrock Museum (or an independant archeologist (hi Indiana Jones) as idk wtf people from across the Salve would be doing in Morytania).

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Quest Cape | 99 Defence Achieved 11-Jul-2011 17:41 | 99 Prayer 11-Jul-2012 | 99 Constitution 02-Aug-2012

99 Attack 31/10/2012 | 99 Dungeoneering 31/10/2012 | 99 Strength 31/10/2012 | 99 Magic 2/12/2012

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