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UaexkillerMember Since 29 Jan 2005
Offline Last Active Oct 02 2015 08:19 PM
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01 October 2011 - 10:35 AM
Imagine a sentient tower that can trawl through your memories, allowing you to relive those fights in a new, purpose-built combat arena. Imagine a tower that can give you challenges based around those unlocked bosses, giving you arcade-style bonuses and weaknesses as you progress to the top. Imagine a tower that can reward you for completing those challenges with unique gear, allowing you to show off your progress and flaunt your success in the battered faces of your enemies.
You may say I'm a dreamer, but I'm not the only one...for at the very end of this month we will be bringing members... the DOMINION TOWER!
Fight over fifty different boss monsters; engage with multiple fight modes to test your skills from endurance mode to climber mode; cope with over 20 new combat handicaps; battle in 8 brand new speciality battles, using dominion weapons and bombs. Once youre done, chuck down a marker with your achievements, see how youve competed on the high score table and mock your rivals as they fail.
As well as generous Combat XP and new consumable items to use on the surface world, youll also have the chance to unlock the dominion glove sets, designed to offer new unarmed combat options and offer some of the best stats available for the glove slot. Plus youll get to play with the deadly dreadnip; a new ally to help you in your hardest and toughest fights yet to come. We are even intending to run a special sneak preview session at RuneFest this month to allow those attending to have full access to the tower on special test servers, and even invite the players there to design their own, brand-new dominion boss!
Chat Changes and Camera Controls
Were adding new ways for you to control your camera movement by adding a new mouse cam. Sadly, this isnt a small rodent with CCTV strapped to its back (which would be cool too), but it does allow you to use your middle mouse button to change your camera angle - which means you can navigate the game world using solely the mouse. To use the feature, youll simply need to hold the middle mouse wheel to pitch and rotate the view. Our chat features are going through a massive overhaul too, and will soon be able to offer features like auto wrapping text and chat modes, allowing you to change your default typing mode from public to Clan, Friends, guest clan etc. This is designed to make chatting in different modes even easier but will still allow users to stick to their old // methods if they prefer.
Its worthwhile noting that all of these camera and chat changes affect both the free and members versions of the game, and were based on suggestions from our players via our forums and fan sites, as well as those in game.
The Pit (Agility Distraction and Diversion)
If you find yourself training your Agility skill towards the end of this month you might find yourself bumping into a mysterious talent scout whos interested in finding some candidates for The Pit, RuneScapes newest and least forgiving D&D. Its somewhere youll only be able to reach via an invite, though, as you take on one of 6 different madcap events designed to give you a well-deserved break from your favourite Agility spot and test your luck and skills. Those that do well will earn generous XP rewards, unique cosmetic gear and the respect of the crazy characters at the course. Are you good enough to catch the talent scouts eye? Start running laps and find out if youve got what it takes!
Halloween 2011 Deathcon 2
Where better to hold a Halloween event than the citadel of Death himself? Grim is inviting all comers to his own Halloween-themed castle to help out with Deathcon 2, a 2 week convention to celebrate all things spooky. Meet new characters and old favourites as you engage with perplexing puzzles and catastrophic conundrums, earning you new cosmetic items, a new emote and a chance for non-clan members to see what citadels are all about. Theres even an exceptionally cool hourglass item available only to RuneScape members for this Halloween, so be sure youre subscribed during Deathcon 2 if you want to get your hands on it. Theres plenty to see and do as you help Death and his horsemen get everything ready for the evil event of the year.
With both RuneFest and Deathcon 2 happening at the same time, I wonder if Grim has anything special in store for us. Dont forget....nothing is certain apart from Death itself.
Have fiendish fun!
31 December 2009 - 02:18 PM
During the first half of 2009 we learnt a whole lot from our community and focused mostly on improving our underlying technology and switching back to weekly updates. While this was possibly less exciting to some, it was very necessary to set the stage to make possible the updates we had planned for the second half of the year. Looking back at 2009, there have been some pretty big updates. A few highlights include:
Finishing the goblin storyline with The Chosen Commander.
High-level training updates for several skills with the Living Rock Caverns, the Agility extensions and the Woodcutting sawmill.
New rewards for skills, like the ancient curses, the extreme potions and the dragon pickaxe.
The Evil Tree.
Cool quests like Curse of Arrav, Blood Runs Deep, Hunt for Red Raktuber and The Temple at Senntisten.
The Objective and Advisor systems.
And lets not forget about new support for resizing the game window (even in Standard Detail mode) - no more playing in a tiny window!
So, what is the new year going to bring? For one, we want to continue producing quests at the rate and quality that we have been, which means expanding the most popular storylines and bringing a couple to dramatic conclusions. Well also be casting a critical eye over our existing skills, searching for holes, and filling them with new training activities and rewards. Thats before we even mention the new skill that is coming in 2010! And yes, there will be new combat equipment as well, and also a new Grandmaster quest but more on that closer to release.
Of course, we havent planned every single update yet because we want to take on board your ideas for RuneScape content as well, and naturally give ourselves the spare resources to make it happen. RuneScapes success over the last decade wouldnt have been possible without your passionate input, and we promise to continue to solicit and take on board your feedback. So, go to the forums and get your ideas seen, heard, then - in some cases even played in 2010!
We hope you have a great one!
Andrew, Mark Gerhard and Mod Fetzki
07 December 2009 - 03:34 PM
did pass recovery and it got denied(my fault, put some wrong info ) and then my acc got locked.
did another recovery and after 3 days it got accepted.
I login to find that my pin got changed, my recovery questions gone and all my friends deleted lol( i only got 12 friends in my list now)
The hacker tried to make Uaexkiller his by changing everything and also made it member
since i didnt know the new pin...i had to wait 3 days for it to get deleted and this is what i find in my bank today
10 June 2009 - 09:13 PM
Current Skill: Runecrafting, PVP Weapons/Armour
Topics can be found at Suggestions - PvP and at Suggestions - Skills
Here at Jagex we are always happy to hear every suggestion which you may have. These suggestions help us shape the game and introduce the content that you want us to provide. We know that you all have many opinions on what we could do to make the game better, but you might not always choose to share these suggestions.
This thread aims to change that! The way this thread will work is that we're going to put up a weekly topic for discussion where you can give us the suggestions you think would make an excellent addition to the game.
This is not a guaranteed content thread, so we can't promise that the things you suggest will definitely make it into the game, nor does it refer to any content which may be under development or planned for development.
The topic for suggestion this week is:
Extensions to the RuneCrafting Skill
We would like you to let us know what further features you think RuneCrafting could feature. We're specifically looking for further extensions rather than changes to the existing method.
In order to make your suggestion please try sticking to the following template. This will make it easier for us and everyone else to review your idea:
Suggestion Title: The name of the extension
Brief Description: Aim for around 100 words
Requirements: What levels do they need, whats quests do they need to have done
(Optional) Detailed Description Say as much as you like!
Remember that this is not a reflection on planned content and that we cannot guarantee that anything suggested will be a feature in the game. However, we think that the best people to ask about the game are the people who play!
Please also ensure that your suggestion focuses only on the discussion topic stated. If you want to make suggestions for another topic then use the regular forums or wait for the next thread in a weeks time.
29 May 2009 - 01:03 PM
If a diary is not here, its been eaten by the 51 page monster in RSOF forums so i can't get them
Ill be updating this every week with the new Q&A
Latest Update - 8th June - New Diary Q&A and few more Q&A for dwarf 4
I can confirm this won't be the final boss fight. What we have planned is much more complex than that.
And persuading you of the value of brushing your teeth is not going to be the moral of the story
Also, as I mentioned in the Blog, The Fairy Tale Quests do have a serious undertone, and this will continue. Although there are aspects of fairies that appear childish, the aim is to juxtapose the inherent silliness associated with fairies with a serious and somewhat martial story.
we are aware that adding an NPC with a big combat level is a pretty unsatisfactory way to create a good boss fight.
Although many of the earlier boss fights were like that, these days, we have more techniques available to us to manipulate a boss fight, and indeed if you look at the more recent quests, there is usually something else going on than simply clicking on the big boss and eating food till he dies.
But, it does mean that the process of designing, prototyping and implementing a boss fight is a lot more complicated now. A lot of the thinking that went into the FT3 brief was designing the fight.
I think it looks great on paper, I hope you find it to be a good challenge when you get to play it.
I'm given general objectives, but within that I have quite a lot of freedom. Any idea I come up with has to be accepted by Mod Mark, and if he doesn't like it he can send me back to the drawing board. When involving major elements from the world history, I consult with the developers in charge of other pieces of content to make sure I don't contradict anything their storylines are doing.
I know that a Grandmaster difficulty quest will have skills of around level 70-75 as a requirement, but will you release what skills that will be required in the new quests?
The skill requirements for the new quests haven't been decided yet, but, since we're talking about Dwarves, Mining and/or Smithing will probably be involved at some point. There will probably also be 'defeat a level something enemy' requirements as well.
I know you've worked on the Cave Goblin storyline in the past, but which other quests have you been in on the development for? Would you say this one is a lot like the others, or is it radically different? (in terms of writing, "style," etc.)
I've written the following quests:
The goblin series:
The Lost Tribe
Death to the Dorgeshuun
Another Slice of H.A.M.
Land of the Goblins
The Chosen Commander
The Golem (this was my first project when I joined the company )
Shadow of the Storm
Tears of Guthix
Perils of Ice Mountain
Recipe for Disaster (just the Evil Dave segment)
Dragon Slayer (rework)
Demon Slayer (rework)
Goblin Diplomacy (rework)
(rework) means I didn't originally write the quest but I did re-write parts of its text, so it's partly my work.
I also wrote The Chasm of Lights (Lores and Histories website page)
The big difference with the new dwarf quest is that I'm continuing a storyline that another developer had already started. All my other quests have either been stand-alone or part of my own goblin series.
rumors have been going around of a new myreque quest.. can you confirm this, and tell us if its just in concept or allready in practical development ?
I can't say anything about projects other than the dwarf quest. Sorry!
Mod john A, now that we know there is a splinter cell of the Red Axe (at least I think they were with the Red Axe, cant remember) will that play any role in the new quest?
The Red Axe in the new quest will be the real Red Axe, not any splinter group.
Mod John A, will the Red Axe be involved in this quest at all? Without giving anything important away, could you confirm whether or not we'll see the head of the Red Axe (I can't remember his name, but he's the old dwarf with the cat and the beard)?
I don't think I'm spoiling much to say that yes, the Red Axe are involved. The head of the Red Axe (his name is Hreidmar) will be making an appearance.
How many diaries do you think will be released in total for this quest? And will you be releasing diaries up until the release?
I don't know how many diaries will be released in total, but I am planning to keep doing diaries up until the quest is released.
Was the new penguin quest the dwarf quest?
No. The new dwarf quest is still in development.
Do you think it'll be launched before or after the third fairy quest will be launched? Or in other words, who is further in developing their quest now, you or Mod Ingrid?
I really can't say. I don't want to start talking about release dates. Both quests will be done when they're done.
Human chatheads ALREADY highlight how bad the old-style dwarves are. I'd say it would make the quest a whole lot better if we didn't have to stare at the old ones. If you could at least consider it, that'd be great.
We've considered it, but I think the best option will be to do the whole graphical rework in one go rather than try to get certain bits of it ready for release before the rest.
If you really don't like the dwarf graphics, you can always hold off doing the quest until the rework has happened. (I can't say how long that would take, though.)
I remember from an earlier diary that you were also tasked with adding a new training area to Keldagrim. Any ideas with regard to that? Will it be added independently of the quest, involved in the quest, or will we be given access to it as a reward? Can you tell us anything at all ?
I've been coding this today, actually. I won't say anything specific, but I think I can reveal this much:
In the end we decided on adding three different training areas/activities for different skills. Two of them have the quest as a requirement, but the third one won't. As for what they are and what skills they will involve, you will have to wait and see!
Do you plan to make a sheduled time bar like is done with Impetious Impulses Dev Diary?
No. I'll be describing the rough stage the project is at in the diaries, but I don't want to give any kind of progress meter or completion date. It'll be done when it's done.
Hopefully it will be out very very soon^_^ Yes, im the incredibly impatient type!
Sorry to disappoint, but developing any piece of content takes time and we are still talking about months rather than weeks until release.
Very Good, but what team do work with Java?
The Game Engine team work with Java.
We distinguish between the game engine and pieces of game content. The game engine is written by the game engine team, in Java, and the content is written by the RuneScape content team, in RuneScript.
It works kind of like this:
The code that gives NPCs the ability to talk is written in Java by the game engine team.
The code to make a specific NPC say a specific thing is written in RuneScript by the content team.
(That's a bit of a simplified example, but you get the idea.)
will kelgadrim also be recieving an update along with the dwarven npcs?
I don't think that's been decided yet, but I'm pretty sure that the main focus of the rework will be the dwarf NPCs rather than the architecture.
Will the Dwarven Explorer who wrote the explorer's notes about the Godwars Dungeon before it was released be making an apearence? And will you also be delving further into the troll vs dwarves war?
It's probably best if I don't give any details about the plot or which characters will appear. I don't want to accidentally give everything away
Did you think up a name for the Quest yet, Mod John?
Not yet. It wouldn't be the first time I've left a quest nameless until right before it's finished.
Also, even though the full dwarf rework won't be until after this quest, would it be possible for the Chatheads of dwarves involved in the quest to be updated upon release, much like was done with Hazelmere for While Guthix Sleeps?
I don't think this is something we're planning to do. We don't want to update only some of the dwarves and have two different types of dwarf in the game at once. It would just make the old-style dwarves look even worse!
Is this bluescreen thing playable? I mean, are you able to play the puzzles or move around in new places to search items? (like the red squares, what are they for?)
As I said in the diary, right now the quest is just about playable with the placeholder graphics. The majority of the content is still unfinished, but the 'skeleton' is in place. (For example, there are some bits where I talk to an NPC and rather than having a conversation it says 'conversation to go here'.)
Here are some comments to posts I've seen so far:
You'll be pleased to hear that some of your suggestions (or very similar) are already on the list, and others are things I'd like to keep in mind for the future. Some (the stopwatch and the manual counter) are so good for this project that I've just spoken to Mod Mark and we're going to squeeze them in They're really good examples of how a little effort on our side can be a worthwhile benefit for you.
I know it's frustrating to have things to suggest for a project and only hear about it after we've designed it, but Mod Emilee has run threads for just this kind of thing on the misc/other suggestions forum. Sorry if you missed them.
At this stage there won't be any support for putting rewards in your player-run events. I know you'd like to and I'd love to give you that ability, but so far we haven't found a way that we can be sure would be safe against real-world traders.
This project won't change anything fundamental about the way Clan Chat works. There are loads of things we'd love to do to improve the support for clans but unfortunately the way it currently works means that making any change would be a huge project. That doesn't mean we won't keep looking into it, of course, but it does mean it won't change soon.
Above all, thanks for your suggestions and please don't be offended if you don't see your idea in game. Some things need to wait for a different style of project, while others are much harder to make than you'd think (the Engine moves in mysterious ways) and you'd get more benefit from us doing simpler things instead. Some are definitely going on the list of things to do if we get time later
For now though I need to get off the forums and get some coding done, otherwise you might not even get these Keep the ideas coming.
A: This update will be beneficial to both high level and low level players. It is something which is currently being balanced.
Whats that platebody the pink haired guy is wearing?
A: I believe it is just normal player kit when a character is first created
I'd like to ask, if we will be able to "sit down" any where?
A. You will be able to sit down anywhere within reason, even when your run energy is 100%.
I just want to know if there will be any bards in the main areas
A. The musicians are placed on well visited routes, both in main areas and the routes between.
I noticed one of the things you test is whether or not the updates clash with existing run-based stuff. When I read this, I immediately thought of a few things that might have issues:
A. Those are exactly the kind of things we've been checking, thanks!.
Yes. Resting near musicians will simply improve your runenergy restore rate.
2. Will Resting nerf agility?
No. It should make agility more useful in fact. The walking restore rate is calculated based on your agility, and so will both the normal resting or musician resting restore rates.
3. What about lvl 99ers who won't need to rest
I agree, those players on low to mid-levels of agility will see the greatest benefit from this feature. Those on high levels of agility will see little effective benefit at the moment, as the times when you need to restore run energy at all are already pretty rare, and there is little other reason to have very high agility.
However, I don't think this is a problem with the resting mechanic, but rather an indication that we do not have enough high end agility content.
I'm afraid this is outside the scope of the rest project, but I assure you we are well aware of this, but I can't make any promises about how and when this will be addressed.
4. How will resting affect energy potions?
Pots restore you runenergy instantly, resting will not, so pots will still be very useful in combat, or other situations where staying stationary is not an option.
5. Will Rick Astley be in this update?
No he will not
- Yes, we'd be happy to do one for you
"Will we be able to enter tree-houses? Are there any cool features in them? Do players shrink when they enter the houses? Does the player appear larger when inside?"
- Currently there are no plans to be able to enter the really small houses (although this would not be impossible).
"Are you going to add fairy style houses to the Construction skill?"
- Again, there are no plans at this stage, but it wouldn't nesessarily be something I would rule out if we are going to investigate the above point
"Will there be any more Development Diaries on this topic?"
- Yes, we are writing the animation diary right now which will take you guys through the next step in our graphics pipeine.
"What is happening to the non-fairy NPCs? Do cows still talk and such?"
- The non-fairy npcs are still there. Cows still have the power of speech
"Do you have any plans to update Mortania?"
- Good question, glad you asked. We have a big plan of where in the world we want to update. I think Morytania for me certainly could be improved but we would like to focus on some of the really dated parts of the game first, such as the Gnome race and areas and the Dwarves (Koennijssen9 - we are actually looking at the Dwarven Mine right now ). Although we don't have anything set in stone for Morytania itself I can tell you that Vampires are slated for some kind of update. Watch this space
"Are you going to update the circus fairies too?"
- Yes, the entire Fairy race will be updated and made consistent, including the Circus ones.
Mod Joe - There were a couple of questions about future graphical updates "Are There Going to be better graphics on trees,armor,weapons?". All I can say at this stage is that trees and some of the basic weapons are being considered at this time. I can't say any more than that - watch this space
In response to some of the queries as to the final colour of the area - don't worry too much, you will almost definitely find the final colour of the area may look different from these screenshots. For me, this is an interesting aspect of us showing you guys a little more of our development process - many things can (and do) change before they are released...
Yes, we are still planning on releasing the new quest and the graphical update at the same time.
No. This is something I really dislike in games and I will be avoiding it.
What other quests will the new quest require?
Probably only the previous quest in the series, Forgettable Tale... . I thought about making Between a Rock... a requirement but decided to do that for the fourth or fifth quest in the series rather than this one.
Could the "Red Axe" stand for a Dragon Pickaxe?!
It certainly could do, but whether it does or not remains to be seen. (I'm not going to reveal anything about rewards at this stage.)
Since the Dwarves can't use magic, does it really make sense to have a mage level requirement?
There's no Magic level requirement in the next quest. There was one in The Giant Dwarf, which makes sense in the context of the quest even though dwarves don't use magic. I don't know yet whether there will be a Magic requirement in the last two quests of the series.
Would players be able to access more of the dwarven realm as a reward?
I'm not going to reveal anything about rewards.
As an aside, though: one of the advantages of a series that takes place underground is that it's easy to add new areas. On the surface, it's quite hard to find an area of land that isn't already used to something. With content that's set underground, I could just add a new cave entrance that gives access to a whole new area.
If in the Dorgeshuun series you turn into a goblin, will you need to turn into a dwarf in this series?
This isn't something I'm planning, although I'll think about it.
Will we have more drinking parties with Dwarves?
Can one of the rewards for the next quest be a teleport to keldagrim spell? / will there be a way to make keldagrim more accessible?
Yes, I'm going to be making it easier to get to Keldagrim (although it won't necessarily be a new spell).
The Update for the Dwarf Commander was interesting, however, he was commander of the "Black Guard" so mybe his armour should be more black?
The picture was just an initial concept, and the final graphics will probably be a bit different. I'll be making sure his armour is appropriate for the Black Guard.
Will you be releasing a new development Diary on the Dwarf Quests showing some Graphical Imrpovements?
Yes, eventually, but there won't be anything to show for a while. The next dwarf dev diary probably won't have any very impressive graphics, I'm afraid.
theres 3 diaries so far for this quest, so im expecting this new quest to be exceptional
I'll be doing my best, but please don't assume that the dev diaries mean that this quest will be special in some way. Think of it as an example of the quest writing process, rather than a special case.