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Cowman_133

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Well i suggested that wildy wyrms spawn randomly around the wilderness, but i guess that was nixed. I also thought it might be cool if the woldy wyrm spawned at random places with an announcement. It could count for 10 kills and have a much larger drop.



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Fro those interested in some extra minigame stuff the winter weekend bonus events for this weeekend are:

 

Minigames Weekend

12:00 GMT 12th December - 12:00 GMT 15th December

 

- +1 Castle Wars gold ticket per game, regardless of win, lose or draw

- Double commendation points from Pest Control and Conquest

- Double Bonus XP and gambling rewards from Barbarian Assault

- Bosses killed in Dominion Tower are counted twice for the purposes of reward unlocks*

- +50% Dominion Factor earned

- Double produce points at Livid Farm

- An extra 600 daily bonus points in Cabbage Facepunch Bonanza.

 

Tears of Guthix

00:00 GMT on 13th December until 23:59 GMT on 14th December

 

- One extra run of Tears of Guthix per day

 

 

Player Owned Ports - Three Week Benefit

12:00 GMT 12th December - 12:00 GMT 1st January

 

- All Ports voyages return 30% extra trade goods or resources

- 25 voyages a day instead of 15

 

* = Does not effect the rumble mode achievements.



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Tears of Guthix is a weekly right?  So you can do it 3 times this week?  (initially misread, fail on me lol.)

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6 if you have a D&D Weekly reset ticket.

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Mod Sayin tweeted this concept art for what i think is going to be callex "Nefarious weapons". The staff is probably a drygore rapier and abyssal wand. The bow is something im not sure of.

 

B4qz61tCcAAsjcL.png

 

People are well aware that this is the soul weapons and most likely will be from invention of its integration into the game.



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Mod Sayin tweeted this concept art for what i think is going to be callex "Nefarious weapons". The staff is probably a drygore rapier and abyssal wand. The bow is something im not sure of.

 

B4qz61tCcAAsjcL.png

 

People are well aware that this is the soul weapons and most likely will be from invention of its integration into the game.

 

Sayln is mtx though, its probably just overrides from solomons

 

Edit: Yea they're just solomons overrides http://[Use Quick Find Code]/a=13/c=os89rSdK6Wk/[Please Use QuickFind Code]?309,310,973,65535457

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Oh alright then... We have some hype on two unknown updates coming soon mentioned in BTS #130.

 

Could be quests I suppose with that, Raven and Ana both have pretty highly anticipated quests that they would write, but each would take a decent amount of dev resources. Rite of Passage for Raven, or the next Myreque quest for Ana.

 

Could be something else completely, but they both tend to work on unrelated updates so its the only thing I can think of.

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Rite of Passage is definitely not a 'highly anticipated' quest. It was supposed to be novice or beginner or whatever, and involved doing tasks like getting water for Armadyl or whatever. Most people never cared about it, and it was supposed to be released before WE2 or whatever to hype Armadyl's background, but it's been long delayed. Seemed to be the sort of quest where you'd go into a portal, find lots of empty room/instance (Armadyl's world), run around a bit, do the quest, and never end up using the place again.

 

The Myreque is a different matter, it is of course very highly anticipated.

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Rite of Passage is definitely not a 'highly anticipated' quest. It was supposed to be novice or beginner or whatever, and involved doing tasks like getting water for Armadyl or whatever. Most people never cared about it, and it was supposed to be released before WE2 or whatever to hype Armadyl's background, but it's been long delayed. Seemed to be the sort of quest where you'd go into a portal, find lots of empty room/instance (Armadyl's world), run around a bit, do the quest, and never end up using the place again.

 

The Myreque is a different matter, it is of course very highly anticipated.

 

 

I don't know, at least for lore people it seemed pretty highly anticipated, it gets brought up decently often. Visiting his homeworld, exploring his origins as well as what the second elder artifact he had was. Also seeing Aviansie culture.

 

Was supposed to be an intermediate quest, but lore heavy

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I wouldn't be surprised if they are building into the skill reworks vs inventor poll.

 

Raven has talked about the reworks before iirc.

Ana did Div so fits for inventor.

 

And we know from runefest they intend to poll such.

 

Also Rite of Passage is deffo highly anticipated for all of us who care for lore - dat elder artefact 8/12!

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yea, it could be reworks versus inventor, and tbh I don't know which way I'll vote. If its that then I will wait to hear their pitches.

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It's possible even the name is canned.

 

The status it is at is: The concepts have been cannibalised and reused for other stuff (ie springcleaner), but it still stands that there is a new artisan skill to be paired with divination to be created that is currently is being referred to as 'inventor' even though it may not be that anymore.

 

Personally I think in reworks vs inventor reworks will win - You get more bang for your buck that way imo.

 

You can bring divination into more skills during the rework process and for ultimately less dev time you can achieve more.

 

For example Team 1 - The Quick Fix:

Take Mining and Smithing for example - rejig the level reqs and create some new top end stuff. Possibly create some new mechanics for the new high end to make it more than just the same old same old. As your working begin to do some work around crafting and jewellery.

 

Using that work as a framework you can then look at cook/fish and wc/fletch and do them much quicker using the same principles and also redo more parts of crafting at the same time. Maybe look to move more magic gear out of crafting and into runecrafting to give that skill more options and fit in with the popular smith = melee, craft = ranged rc = magic notion.

 

Team 2 - The Midterm Goal:

Start looking at coding the construction rework with all the nifty concepts already aired.

It'll be a bigger job than team 1 got, but the fundamental ideas and basis to build from is there.

 

Team 3 - The Long Game:

Start to concept and poll ways to improve agility and firemaking. They probably don't need as much coding work as construction will, but they also don't have a clear concept that can be launched into right away. Plus fm does kinda need to be informed by any wc and cook changes.

Maybe explore agile being used in combat for evasiveness.

Maybe fires could be used in specialised training methods e.g. smoking fish.

 

Team 4 - Beyond:

Draw together concepts and notions for skills we haven't talked about reworking that could be put on the agenda for the long term.

Are the strong ideas for a big overhaul of summon? Farming? Hunter?

What about support for the idea of strength being used for all 3 combat types and making magic and ranged pure accuracy like attack?

 

Within the year you could probably get all of team 1 and 2's work in-game with team 3's close to launch and a healthy bunch of ninja fixes; plus you could have drawn together a clear roadmap for further work for another year or 2 of reworks and the result would be big improvements to large portions of the game.

A new skill would probably take nearly a year and just strap on some hopefully useful content to already broken content making the reworks more of a mammoth task.

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Agreed with Sy, I would vote for Reworks anyhow...

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Confirmed amounts of port resources needed. Im still thinking golems might need anywhere from 1-5k resources. I also think this might be a confirmation in weapons requiring two resources to make. This is most likely to boost scale and pearl value.

@JagexRowley:

@The_Epochs Azure in the high tens of thousands; terracotta less so. 100-200 plate/chi; half as many pearls/scales. Jade/steel for totems.

7:03pm - 12 Dec 14

 



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^I think that is because they don't fix the other skills when new stuff comes out. They just release a new skill and let other skill content die because the new stuff makes the other skills less worth it...

 

Also they indeed said they were going to poll it, but the way they said it looked like it was already decided that inventor will be scrapped, they seem to assume that the rework side will win...

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Confirmed amounts of port resources needed. Im still thinking golems might need anywhere from 1-5k resources. I also think this might be a confirmation in weapons requiring two resources to make. This is most likely to boost scale and pearl value.

@JagexRowley:

@The_Epochs Azure in the high tens of thousands; terracotta less so. 100-200 plate/chi; half as many pearls/scales. Jade/steel for totems.

7:03pm - 12 Dec 14

 

 

Didn't they say in the twitch broadcast that the golem pets hadn't made it into the final development?

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Confirmed amounts of port resources needed. Im still thinking golems might need anywhere from 1-5k resources. I also think this might be a confirmation in weapons requiring two resources to make. This is most likely to boost scale and pearl value.

@JagexRowley:

@The_Epochs Azure in the high tens of thousands; terracotta less so. 100-200 plate/chi; half as many pearls/scales. Jade/steel for totems.

7:03pm - 12 Dec 14

Didn't they say in the twitch broadcast that the golem pets hadn't made it into the final development?

I dont know...



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It's possible even the name is canned.

 

The status it is at is: The concepts have been cannibalised and reused for other stuff (ie springcleaner), but it still stands that there is a new artisan skill to be paired with divination to be created that is currently is being referred to as 'inventor' even though it may not be that anymore.

 

Personally I think in reworks vs inventor reworks will win - You get more bang for your buck that way imo.

 

You can bring divination into more skills during the rework process and for ultimately less dev time you can achieve more.

 

For example Team 1 - The Quick Fix:

Take Mining and Smithing for example - rejig the level reqs and create some new top end stuff. Possibly create some new mechanics for the new high end to make it more than just the same old same old. As your working begin to do some work around crafting and jewellery.

 

Using that work as a framework you can then look at cook/fish and wc/fletch and do them much quicker using the same principles and also redo more parts of crafting at the same time. Maybe look to move more magic gear out of crafting and into runecrafting to give that skill more options and fit in with the popular smith = melee, craft = ranged rc = magic notion.

 

Team 2 - The Midterm Goal:

Start looking at coding the construction rework with all the nifty concepts already aired.

It'll be a bigger job than team 1 got, but the fundamental ideas and basis to build from is there.

 

Team 3 - The Long Game:

Start to concept and poll ways to improve agility and firemaking. They probably don't need as much coding work as construction will, but they also don't have a clear concept that can be launched into right away. Plus fm does kinda need to be informed by any wc and cook changes.

Maybe explore agile being used in combat for evasiveness.

Maybe fires could be used in specialised training methods e.g. smoking fish.

 

Team 4 - Beyond:

Draw together concepts and notions for skills we haven't talked about reworking that could be put on the agenda for the long term.

Are the strong ideas for a big overhaul of summon? Farming? Hunter?

What about support for the idea of strength being used for all 3 combat types and making magic and ranged pure accuracy like attack?

 

Within the year you could probably get all of team 1 and 2's work in-game with team 3's close to launch and a healthy bunch of ninja fixes; plus you could have drawn together a clear roadmap for further work for another year or 2 of reworks and the result would be big improvements to large portions of the game.

A new skill would probably take nearly a year and just strap on some hopefully useful content to already broken content making the reworks more of a mammoth task.

This looks very interesting. +1

 

They've mentioned before that reworking a single skill actually requires more development work than creating a new one from scratch.

This kills content like is mentioned in the quote below this.

 

^I think that is because they don't fix the other skills when new stuff comes out. They just release a new skill and let other skill content die because the new stuff makes the other skills less worth it...

 

Also they indeed said they were going to poll it, but the way they said it looked like it was already decided that inventor will be scrapped, they seem to assume that the rework side will win...

It's funny, because games like Diablo don't worry about dead content. It's all still relative; but that's also primarily because weapon stats as well as their drop rates are controlled by the RnG -- Random number generator. Also referred to as "Random, no good." lol. I think RS moving in that direction would be cool. It would create variety in combat, and make it actually worth it to fight for better gear...

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