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another little something before the divination DnD goes live sometime this month:

 

 

- Update 10/10/14

 

Hi all!

 

One last dev blog for the Divination DnD! It’s been a quick project, but hopefully we've kept you reasonably well informed!

 

The DnD is now complete and about to go through final testing. We've been keeping an eye on this thread as well as conducting group playthroughs within the Runescape team and we've made a few changes based on everyone's feedback.

 

The most obvious change is to do with how points are distributed. Originally we were worried about the potential leeching issue, but we thought our planned mechanics would keep it under control. However, from your feedback it was made it clear to us that you guys will always find a way (shakefist!). From our playthroughs the points distribution was also an issue with a large amount of players as the points would go up really quickly. So, we decided to make the points personal - you deposit a memory, you and only you get the points. This means you can’t leech, full stop.

 

Similarly, we found that playing as Cres (or for you lore-fiends, playing as a memory of Cres) was actually pretty boring as you didn't feel like you were actively gaining points. So, we decided to give players points for subduing automatons - making it more rewarding. It's much easier to subdue automatons than ferry memories, so we also put a cooldown on Cres. You can only play as him for one minute, after which you have to wait one minute to play as him again. We're hoping this will encourage players to do both roles at different times, and in our playthroughs since then it has felt a lot more fun.

 

Sadly, we had to go back on our aim not to force players to hold any items. We hit a technical block and unfortunately couldn't find any alternatives, so we are now requiring players to have their hands free (i.e. not hold any weapons/shields/etc) when they carry memories.

 

We've also added some boosts when you convert a certain number of memories, or subdue a certain number of automatons. These should make the gameplay more fun, as well as helping your points total ;).

 

I think that pretty much covers the major developments, however I’m sure you want more information! We mentioned rewards last time, so here’s what we decided on based on your suggestions and balancing discussions:

 

- As mentioned previously, on completing the DnD you'll receive a chunk of Divination XP. This will be based on how many points you gained in the DnD.

 

- After the DnD, you'll also receive the following boosts for a certain amount of time (based on how many points you got, up to a maximum of 20 minutes):

When you use a sign of the porter, you'll have a 10% chance not to use a charge when teleporting an item

When you use a divine location, you'll have a 10% chance to get double loot, without that extra loot using up your gathering limit

When you use a crater, you'll have a 10% chance to convert all the memories in your inventory in one go!

 

And now the graphics are in, it'd just be wrong not to include some shiny screenshots! Modelling courtesy of Mod AoB, and animations courtesy of Mod StuO! Click on the images to see bigger versions :).

 

vROi4K2.jpg

 

LYyELee.jpg

 

GMDqGIN.jpg

 

We're almost done! One last thing - in the feedback a few people have mentioned the area potentially being very busy. This is something we are aware of. As with most updates, the DnD will no doubt be very busy on launch day. However, the gameplay is designed so the number of players should not matter, and hopefully when it settles down it should be about right. Nonetheless, this is something we are aware of and if it does become a problem we will look into solutions such as instancing it so a certain number of players are allowed to join before new instances are made for the rest.

 

That's all for now! As always, when the DnD goes out we'll be watching player feedback for post-release tweaks. Other than that, keep an eye out for the next project dev blog, and keep those ninja requests coming!

 

-

 

The information above is subject to change during development.

 

Mods Ana, Asherz, Ryan, Stu O and Aob




Maxed [February 14, 2012] | Completionist [October 25, 2012] | Trimmed Completionist [in Progress]

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double post...




Maxed [February 14, 2012] | Completionist [October 25, 2012] | Trimmed Completionist [in Progress]

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how would the crater boost work? in theory, one could just spam click the crater until it procs

 

also, stop finding all the exploits before release guys, you're taking the fun out of jagex overlooking things

 

the only way we get things that are actually enjoyable is when jagex doesn't know that we're getting a fair amount of rewards


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I agree that the player made ones are nice but I do think it's unrealistic to implement them in game

 

They have got a huge graphics team. Surely they can design 26 unique items? Especially when the artwork is already out, all that needs doing is translating that model in-game? I am not saying it wouldn't take time and effort, but it seems to me doable. They never seem to have problems pumping out extravagant Solomon's stuff out on time.. We're talking about items that are historically pretty significant and very prestigious items still (skillcapes), if they don't have the willpower or the ability to do it justice they should just not bother, and not insult everyone's intelligence with these shitty designs. Even the OSRS people said they eventually plan on having Max Capes (once there is enough people that are maxed) and making it something truly awesome.

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I don't think there's a particular need to have each skillcape look unique, given that they have historically been recoloured templates of each other, as well as the precedent it would set by having to have each new skillcape be unique. On top of that, it would practically require a revision of all the current master skillcapes, given that they're supposed to be a step up of their level 99 counterparts.


6Ij0n.jpg

In real life MMO you don't get 99 smithing by making endless bronze daggers.

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That's a good point (skillcapes historically did have a uniform look to them). I guess we are all just smitten by Vanhellsing2's design and smoking pipe dreams. Still though, the 5 proposed designs are soo horrible. Those tassles/suspenders-like-thingy are hideous. They may as well just update the icons a bit (so they don't look totally outdated) and make the colours a bit  more polished and keep the design the same.

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A bit of deja vu but I think updated icons, added texture to the entire cape (so they don't feel so flat), and fixing clipping issues with most items/breasts would be enough.

 

I would absolutely love for those designs to be implemented somehow but I think it's too outlandish both from a development and historical viewpoint.


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[2:21:46 PM] Baldvin | Leik: these comp reqs are so bad

[2:22:36 PM] Arceus Dark: Time to get...req'd?

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The ninja team has created a dedicated thread to posting teaser images for their upcoming updates they are working on. This next one I think a lot of people are going to go crazy over.

 

- 14/10/2014 -

Teaser picture of the day!

 

Here's one of our upcoming Ninja fixes...

 

Max_and_Completionist_cape_presets-14101

 

Max and Completionist cape presets!




Maxed [February 14, 2012] | Completionist [October 25, 2012] | Trimmed Completionist [in Progress]

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Wow.  Prepare for color-clashing skillcapes!


"Fight for what you believe in, and believe in what you're fighting for." Can games be art?

---

 

 

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My blog here if you want to check out my Times articles and other writings! I always appreciate comments/feedback.

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Because max capes need more flashyness...


Popoto.~<3

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Yay! I'll be able to have my presets for Dragonbone, Nex and Tectonic coloured Completionist Capes set without having to figure out the codes each time!

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Dont hate on the update. You know ghis isnt about "flashy-ness". Considering these capes are supposed to be customisable they should have had this content.




Maxed [February 14, 2012] | Completionist [October 25, 2012] | Trimmed Completionist [in Progress]

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The interface always seemed clunky and seems like a fitting "quality of life" update I'd expect from the ninja team


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[2:21:46 PM] Baldvin | Leik: these comp reqs are so bad

[2:22:36 PM] Arceus Dark: Time to get...req'd?

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Am I the only one who noticed that they say skillcape though?  As in, the 99 capes?  Not just Max/Comp which sure, should be customizable as intended.


"Fight for what you believe in, and believe in what you're fighting for." Can games be art?

---

 

 

cWCZMZO.png

l1M6sfb.png

My blog here if you want to check out my Times articles and other writings! I always appreciate comments/feedback.

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Am I the only one who noticed that they say skillcape though? As in, the 99 capes? Not just Max/Comp which sure, should be customizable as intended.

Where do they say "skillcape"?

 

 In the giant interface title that says 'skillcape customiser'


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Operation Gold Sparkles :: Chompy Kills ::  Full Profound :: Champions :: Barbarian Notes :: Champions Tackle Box :: MA Rewards

Dragonkin Journals :: Ports Stories :: Elder Chronicles :: Boss Slayer :: Penance King :: Kal'gerion Titles :: Gold Statue

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Am I the only one who noticed that they say skillcape though? As in, the 99 capes? Not just Max/Comp which sure, should be customizable as intended.

Where do they say "skillcape"?

 

3JbqG9B.png


"Fight for what you believe in, and believe in what you're fighting for." Can games be art?

---

 

 

cWCZMZO.png

l1M6sfb.png

My blog here if you want to check out my Times articles and other writings! I always appreciate comments/feedback.

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Probably just an oversight


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[2:21:46 PM] Baldvin | Leik: these comp reqs are so bad

[2:22:36 PM] Arceus Dark: Time to get...req'd?

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If you check in game the current screen for chaning cape colors says the exact same thing.

 

On another note we are getting a magic/runecrafting outfit on TH. Considering its design is much like the magic golem outfit i would think it has similar properties. A 5% xp modifier for each set and a 6% xp modifier for the infinity set. On top of that the infinity set should have a perk like the magic gemstone golem set. Im guessing something like having a 10% chance to not depleat a rune essence creature.

 

Blood ethereal outfit:

Bz6lycqCUAAIIYd.png

 

Law ethereal outfit:

Bz6loWbIUAASWIv.png

 

Death ethereal outfit:

Bz6lpjuCIAEGW4R.png

 

Infinity ethereal outfit:

Bz6oqg2CEAAV877.png

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Maxed [February 14, 2012] | Completionist [October 25, 2012] | Trimmed Completionist [in Progress]

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Talk about slimming clothes.


"Fight for what you believe in, and believe in what you're fighting for." Can games be art?

---

 

 

cWCZMZO.png

l1M6sfb.png

My blog here if you want to check out my Times articles and other writings! I always appreciate comments/feedback.

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hey, let's make this thing that could have worked for the elemental workshop quest series and put it on treasure hunter

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Hunting for the lost treasures that would never be


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[2:21:46 PM] Baldvin | Leik: these comp reqs are so bad

[2:22:36 PM] Arceus Dark: Time to get...req'd?

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will they give bonus rc xp even if you don't have master runecrafter robes?


best drops (reasonably accurate/up to date): 1x Elysian Sigil (LS), 1x Arcane Sigil (cs), 4x Armadyl Hilt (solo at 100m, 100m, 50m, and 5m), 2x Saradomin Hilt (solo at 25m), 5x Draconic Visage (34m,1.2m,1.2m) and various cs/ls/ffa Nex splits.
Drygore Drops: 7 Longswords, 3 Maces, 3 Rapiers, 3 Off-hand Rapiers,  5 Off-hand Maces, 3 Off-hand Longswords

ROTS Shields: 12  Seismics: 16

Ascension Crossbows: 6  Spider Legs: 10

Countless Armadyl armour pieces, Saradomin amulets, Dragon Hatchets, and Fremenik Rings.
Range~Herblore~Construction~Constitution~Defence~Farming~Magic~Attack~Prayer~Strength~Summoning~Slayer~Mining~Dungeoneering~Firemaking~Agility~Magic Mastery~Summoning Mastery~Cooking~Smithing~Fletching~Thieving~Hunter~Woodcutting~Fishing~Runecrafting

 

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will they give bonus rc xp even if you don't have master runecrafter robes?

Golem outfit requires the mining suit so I assume no. But if it does they'll sell more spins


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[2:21:46 PM] Baldvin | Leik: these comp reqs are so bad

[2:22:36 PM] Arceus Dark: Time to get...req'd?

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i hope it at least includes the mory legs effect because i keep [bleep]ing forgetting to put those on before doing the daily blood runs


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