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Offline Cool like Redtunnel

TL;DW 354 - RuneScape Content Showcase
« on: October 25, 2017, 00:39:53 »
TL;DW 354 - RuneScape Content Showcase
The big chunky expansion teams - Eternals and Titans were split into five smaller teams.
  • Judges - Raven, Rowley, Chaose
  • Spec Ops - Ryan, Ramen
We became a little hesitant to show work-in-progress (because of players critiquing unfinished content) but depending on how this goes we'll do them more regularly.
  • These teams are the ones working on Unfinished Business and clearing the back log.
  • We want the teams to choose what they work on based on interest and their skill set, Eg Ramen is good at bosses - Each team has their own identity in this way.

Pieces of Hate

  • 'Judges' team (Raven, Rowley, Chaose) working on Pieces of Hate (with the help of Ells/Clumsy/Viktor G)
  • Invasion of Mos Le'Harmless to conclude.
  • Placeholder map of Mos Le'Harmless
  • Kill zombies at each of the four locations to reduce the threat (# of skulls)
  • Repair barricades and launch cannons.
  • Phase II
  • Suggest rewards here
  • Mi-Gor model.
  • Not all characters will be graphically reworked due to time restrictions.
Previously Known
  • More likely to be released early 2018. [20 Oct 2017]
  • Pirates quest series finale.
  • Investigation into horrificness, crazy puzzle-solving, jokes, packed full of nautical action.
  • It seems the Krassian creatures have been roped into Rabid Jack's plans and you'll find yourself exploring ex-dragonkin temples underwater using your trusty diving gear and more besides.
  • Reunite the pirate captains and take down Rabid Jack forever.
Why Pirates if it was third on the list?
  • Slayer quests are not really a storyline and OSRS are looking to go down that route with Dragon Slayer II.
  • Mod Raven had a design for Pirates which was just spot on - one of the best quest docs Mod Osborne has ever seen.
  • Mod Osborne also doesn't want to be mathematical about it and work through Unfinished Business in a list exactly what is desired.
  • Spiritual successor to A Clockwork Syringe - high on humour with action.
  • More of a Rabid Jack finale since we can always do more pirate quests.
  • We haven't decided the rewards yet.
  • Rather than a fetch quest or a talky quest, this is a much more get involved quest.
  • Mi-Gor is one of the worst models we have (alongside Slagilith, Glod and a few others).
  • Mi-Gor's model will be graphically updated.

Ghost Stories of Gielinor

  • 30 October.
  • Miniquest.
  • Will stay in the game for two weeks.
  • Login screen
  • Closure works like death; helps tell their story so they can move on
  • 10 stories
  • No voice acting.
  • Focuses on story-telling: 'sad tales from tormented ghosts around the world.'
  • Solve putrid puzzles. 'at least one mean puzzle.'
  • Some puzzles are simple and short the later ones will be more involved.
  • One of the stories: Find who the Werewolf is in a room (it isn't Steve).
  • Each completed story gives you a ghost treat which can be opened for prizes
  • Rowley opened one on stream and got: Toffee Apple, Small XP lamp, Ancient bones.
  • Can get candy skulls, different types of bones and ashes etc.
  • Poll blog on Monday asking if you want it as permanent content.
  • Half the stories are from JMods, the other half are taken directly from player submissions.
  • F2P can do five of the stories.
Rewards

Treasure Trails Rework

Reward caskets are
  • Stackable
  • Have no cap
  • Bankable
Fixes
  • Zamorak wizards are Wilderness only.
  • All Elid clues are correctly on the east side of the river.
  • Moved all kharazi scans so they're all in the jungle and not herblore habitat.
  • Mages will only melee you if you're in MD (otherwise they mage).
  • Meerkat pouches will increase your scan range by 5.
  • Big list of patch notes for when the rework goes live.
  • Collection log will include general clue rewards (broadcastable like boss log)
  • Already being tracked live.
  • Master tier will be added to the log.
  • Potentially titles but not 100% on it yet.
  • Log can be used to access Argento's options
  • Able to obtain clues from Fishing, WC, Mining, Divination as well.

Mining and Smithing Rework

  • None of the figures for XP or time are remotely final. All are placeholder values. (Final result won't be slower than current rates, will either be the same or very slightly faster. Won't be significantly faster or cheaper).
  • 20 double sided pages long of a rework.
  • Even disassembling figures/components requires balancing.
Mining
  • Runite ore is now level 50
  • XP rates will be suitable for T50.
  • Related items and equipment will have T50-worthy prices and alch prices.
  • On release we are aiming to preserve people's bank values by substituting items for other items.
  • Click a rock and AFK
  • Every so often your character will take a break
  • You can click immediately to make your character resume mining (more active but better XP)
  • You can choose not to click again and your character will resume mining (more AFK)
  • Agility level affects how often you take a break.
  • Mining and Strength level affect how quickly you mine.
  • Get XP with every strike but not ore every strike.
  • Experimenting with stackable ore
  • 28 is too low of a number to satisfactorily get any mining or smithing done
  • On the other end, don't want players to infinitely mine.
  • 'Exploding rock' will give you a chunk of XP
  • Adding 4 new tiers above Runite - 60, 70, 80, 90.
  • Won't be obtainable through combat at all.
  • Seren Stones - torn between (i) keeping it as the extremely afk version of mining that doesn't produce anything relevant for smithing or (ii) incorporate it into the core of mining (eg have it give a secondary ore for T80/T90 bars)
Smithing
  • Since coal will be stackable, coal bag will be reworked to do something else.
  • Stackble ore used to smelt into stackable bars (Make-60 but can be higher/lower when it comes to balancing)
  • Not sure if we like this or not. Still experimenting.
  • Experimenting with an artisan's workshop method where you bring noted ores and convert (assuming stackable ores aren't able to be balanced). Or, smithing directly from your bank.
  • We like that mining has an optional level of interactivity and we want to add this to smithing.
  • If we make the smithing take longer, we'll have a progress bar above the character's head to show progress for individual items.
  • Alternatively we could make parts of an item to be combined into one.
  • Will produce less items than current smithing (which will drastically affect invention).
  • + items
  • Create +1 +2 +3 +4 +5 versions.
  • 'Rune longsword +1' requires Rune longsword & 10 Runite bars.
  • 'Rune longsword +2' requires Rune longsword+1 & 20 Runite bars.
  • Upgraded items are for better XP rates
  • Decorate the + item and hand it in for more XP or sell the undecorated version on the GE.
  • Might put the 'handing in XP' on the decoration process and make them disappear.
  • Aim for + items is to destroy the items for XP.
  • probably won't change Dungeoneering but will have to make sure it still works after the changes.
  • All drop tables need to be looked at.

Deep Sea Fishing
  • (the squares in the screenshots are placeholder fishing spots)
  • Thinking about locking it behind Fishing guild (68 fishing). Undecided.
  • Looking to have thematic banking like the pulley system in LRC.
  • Ironman friendly.
  • High intensity, High XP fishing where the spots keep changing. Want it to be better xp/h than Waterfall fishing.
  • Looking to slightly reduce the xp/h of Waterfall fishing
  • Waterfall fishing is lean-back high XP and we don't want to make methods faster than the live xp/h.
  • Lower waterfall fishing xp/h slightly so more intensive methods can take its place as best xp/h.
  • Will still definitely be viable.
Bait spot
  • Will be creating new baits (undecided on how they'll be obtained).
  • Bait the spot to attract the fish which you can then fish (eg. Sea turtle bait will attract Sea turtles)
  • Each bait will attract X amount before depleting (like arc).
  • Use another bait to attract more and continue.
  • Will have 4 spots which you can choose to bait (can be different).
  • Non-instanced social fishing.
  • There are lots of unused, dead content, hard to get fish in the game like Tiger Shark, Sea Turtles, Manta Rays, Great White Sharks that will be used for this.
Shoal spots
  • Move like regular fishing spots but not very often.
  • Catch stackable fish.
  • Stackable fish will be low healing food much like purple sweets.
  • Has a cool use with magical relics when they get released.
  • Trade them in for a form of currency or maybe XP.
  • Reasonable XP.
ZMI Fishing
  • Regardless of your level you'll catch random fish (but the frequency of higher tier fish scales with your level. Eg much harder for lower level fishing to catch a shark).
  • Doesn't necessarily have to be all the highest tier fish.
Sailfish
  • 4 spots, with two active at once.
  • What the area will look like
  • Red moves more often but has a higher catch rate.
  • Sailfish will be higher than Rocktail and probably heal more than them.
WIP environment
  • A fishing HUB split up into different areas with each of the activities listed above.
  • Various regular fishing spots scattered around.
  • Looking to have each area have its own theme which changes; and the changes
D&D area
  • D&Ds usually take you away from your skilling area and interrupts your gameplay.
  • We're incorporating D&Ds to your location for this content and interrupting your gameplay in a good/fun way.
  • Giant shark will be one of the D&Ds.
  • Maybe as you're fishing birds come to your spot, if you shoo them away you get benefits; if you leave them be you'll get slower catch rate.

Evil Dave

  • Medium sized quest.
  • Playing Dave and doing Dave-like things. An adult with a mind of a child.
  • Recruit your hellrat task force to help.
  • Smuggle rats past Shantay at one point.

Combat Pets

  • So close to being complete. Being tested, gone through balancing.
  • Summoning pet is balanced around time taken to get charms too - despite people having large stacks of them.
Titles
  • Jack of Blades - 3 combat pets.
  • Jack of All Blades - All 9 combat pets.
  • Master of all title - All 27 pets.
Since Slayer is becoming a combat pet those who have 5 skilling pets including slayer will lose their Jack of Trades title (since they'll now only have 4 and 1 combat). Alternatively, those who only need Slayer for JOAT will have JOAT broadcasted on log in.
  • Inventory models.
  • 1:16:10 for pet anims.
  • Sparky the Ranged pet will have his model updated in the main game world as well.
  • Grenwalls will be updated with a similar model to Wallace.

Solak

  • No pre-reqs.
  • Solak jumps to the middle and spawns a vinehealer.
  • Killing the Vinehealer leaves behind a little pulse (Solak is still healing).
  • Dive into the pulse and vines will pull you into the ground and throw you up to the canopy.
  • Deal with a huge root while you're up there.
  • Kill the huge root to be dragged back down to the ground where a huge attack disables Solak's shield.
  • Part of the multi-level fight. Some will be fighting up in the canopy. Some on the ground.
  • Rocks fly up from the ground and explode back down.
  • Solak roots himself and begins to slam his hands into the ground
  • DPS the hands to reveal his legs, DPS those to get to the chest
Witness my fury:
  • Put his hand on the tree.
  • Charging a massive hit.
  • Pick up the shield to block it.
'Solak's core is open and the energy is spilling out' - when Ramen accidentally phased to P2.
Previously known:
  • Release aimed for December or January.
  • 6-7 man mode.
  • Duo-mode
  • We understand finding large groups for PvM can be an issue.
  • Different, alternative mechanics.
  • Drops will not be different to the 6-7 mode.
  • Although it probably won't be solo'd, Ramen will not bet his Blue Phat on it.
  • Really want to push high-end PvM.
  • Sub-attacks will be thrown into the mix on top of the auto attacks. Not as brutal as special attacks but still something you'd want to look out for.
DPS checks
  • We know players can output an insane amount of DPS and we want to incorporate that into mechanics.
  • Say Solak is charging a massive attack that if you do nothing about, will kill you. Test the players' DPS, the more DPS the less damage it will do until it hits a threshold where you can either survive or even make it hit nothing.
  • You have a massive arsenal at your advantage
  • Intercept-cade for example. That is a really OP combo. And what we usually do is skirt around it, we'll knock your barricade off or take your intercept away.
  • Don't want to skirt around for Solak. Want players to utilise everything in their arsenal instead of handicapping them as a means of making it more difficult.
  • Say you intercept-cade for a stunned player, and then you're faced with a DPS check which you don't have the adrenaline for.
  • With these sub-attacks, we want to make it really change the way the fight plays out. Make players adapt. Make every fight a little bit different.
Multiple health pools
  • Maybe go through 1, 2, 3 health pools before unlocking the final 4th.
  • Really want to explore this avenue with new bosses going forward.
We're about to change the face of PvM and high-level boss monsters as you know it.
  • Currently in development, has a fully-playable fight from start to finish. Play-testing will start in TAPP as soon as we can.
  • T92 Dual Wield Ranged Crossbows
  • Uses special ammo which is also available from the slayer monsters.
  • Will be very expensive on release.

Revamped Poll

  • Next week alongside the halloween poll.
  • Will be more OSRS survey-like
  • Top 20 most requested ninja fixes will be surveyed
  • Short blog alongside this.
  • Want to have one every couple of weeks or months.
  • Do the ones we know everyone wants and are easy and are pointless to poll.
  • Skip option for the first time (which won't affect the % of votes)
  • 75% threshold to pass.
  • Results hidden until you vote - don't want current vote to influence your decision.
  • You cannot change your votes.
  • Should we create an omni greegree? An omni greegree will consume each of the existing greegrees and let you transform with it.
  • Should we show abilities in the ability book that you haven't unlocked? (Please note this will be a lot of work. This will reduce the number of ninja fixes we can do sooner).
  • will be adding all the options shortly

Permanent Gold Accumulator

  • Coming very soon (next month along with the slayer interface graphical rework).
  • Not removing the old one, the existing system will still work but can just buy a new permanent one.
  • Permanent Gold Accumulator will cost 1,500,000 dungeoneering tokens.
  • PGA will 'eat' 10% of the coins it picks up as tax for being permanent.
  • 500 slayer points to put it in toolbelt.
  • Can be toggled off while in toolbelt.
  • In the wilderness coins go in your inventory.

Others

  • Luck messages were teased again - coming very soon
  • Aura bag will be an interface you can activate auras from + save bank space (not coming soon).
  • Revolution++ release first week of November.
  • Small event in November.
December event
  • Advent calendar.
  • Winter weekends and two new ones (we nailed some last time so we've copied and pasted them).
  • A new Menaphos one with 8-9 new additions to Menaphos (things like Double XP for bird hunting).
  • Updated some of the combat ones - +50% anima for Shattered Worlds. RDT one will return.
  • We've split skilling this time into Artisan, Gathering, Support.
  • Retelling of Pinocchio
  • Santa is fed up of the 4 children across Gielinor.
  • 4 miniquest. One per week.
  • Similar to 2015 Christmas Event with returning characters.
  • Festive Aura (Begins 1 Dec).
  • Christmas decorations
  • Including bosses (we accidentally deleted the christmas models for bosses while cleaning up some unused assets).
  • GE
  • Poll like the Halloween event asking if you want it to be permanent content might happen.

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Offline Powerless

Re: TL;DW 354 - RuneScape Content Showcase
« Reply #1 on: October 25, 2017, 06:58:43 »
Love this idea of releasing the works in progress so they can get feedback and opinions before release so necessary changes that may be needed might be spotted by someone else before release to avoid chaos.

Looking at the skilling content that I'm most interested in... I'm LOVING the Mining/Smithing rework ideas. The only thing that scares me is the higher and higher experience rates being offered among skills. It's like a never ending cycle. More and more easy experience methods. The only thing I do like about this is that they are going to be very click intensive and interact versus more AFKable methods for lower experience. Jagex doing this for a lot of experience-related updates recently is more satisfying than just simply adding more and more AFKable versions with higher and higher rates. I'm most excited for the Mining and Smithing rework though. Seems like a lot of interesting ideas. Definitely doing an approach I didn't expect.

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Offline Cool like Redtunnel

Re: TL;DW 354 - RuneScape Content Showcase
« Reply #2 on: October 25, 2017, 10:15:59 »
Totally agree that there are some interesting ideas with the mining and smithing rework, especially some content added that I wouldn't have thought of myself. I really like how they plan to make it more AFK, but less rewarding, too.
Quote
  • Click a rock and AFK
  • Every so often your character will take a break
  • You can click immediately to make your character resume mining (more active but better XP)
  • You can choose not to click again and your character will resume mining (more AFK)
  • Agility level affects how often you take a break.
Personally though, I wish they would work on the bank rework before the mining and smithing rework. The bank of Runescape is something everyone interacts with. The M&S rework won't be as major as the bank rework, as once you hit your goal you're basically done with the skill.

I love how Mi-gor looks in his updated character model, looks post-apocalyptic


Some good updates coming out soonTM, just wish they were soonerTM

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Offline Redtunnel

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Re: TL;DW 354 - RuneScape Content Showcase
« Reply #3 on: October 25, 2017, 12:00:21 »
Yay, clue scroll rework :)

Not quite sure why they are working on improving fishing when there are plenty of great methods for that skill already. Have people asked for a fishing update specifically? Agility or Construction needs new methods more than fishing, in my opinion.
"The purity of a person's heart can be measured by how they regard cats"



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Offline Charms

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Re: TL;DW 354 - RuneScape Content Showcase
« Reply #4 on: October 25, 2017, 18:49:12 »
No active development on group ironman currently though :(

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Offline So Soft

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Re: TL;DW 354 - RuneScape Content Showcase
« Reply #5 on: October 26, 2017, 12:55:17 »
Yay, clue scroll rework :)

Not quite sure why they are working on improving fishing when there are plenty of great methods for that skill already. Have people asked for a fishing update specifically? Agility or Construction needs new methods more than fishing, in my opinion.

Love an agility update that's a bit like rooftops from old-school and construction is already really fast and they're making quality of life updates for construction to make it easier on the hands
#GOLFWANGFOREVER

 

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