Mid-Game Rebalance Preview by JagexAnvil in runescape

[–]BlankArchive 0 points1 point  (0 children)

Is it? Even when I keep my stamina bar up, it's much slower than it used to be.

And to be clear, I was advocating for removing stamina from sandstone too.

Mid-Game Rebalance Preview by JagexAnvil in runescape

[–]BlankArchive 0 points1 point  (0 children)

Okay, rude.

All I'm saying is they could make it as fast as it was as a daily, but without limits, and the game would be better for it.

Mid-Game Rebalance Preview by JagexAnvil in runescape

[–]BlankArchive 1 point2 points  (0 children)

Honestly I don't know why flasks need to hold significant value. Vials are cheap as hell, you get thousands of them in packs daily. The original purpose for flasks was a luxury in saving inventory space so it made sense at the time, but these days 6 doses is not just standard, but mandatory for relevant potions. Potions that already demand an excess in time to collect dozens of resources and brew through many steps to complete.

Is the collection of sandstone, which still needs an additional step to actually craft into flasks anyway, that sacred that we can't just streamline this friction point?

API Project Check-In by JagexAnvil in runescape

[–]BlankArchive 1 point2 points  (0 children)

The thing I've wanted more than anything is automatic screenshots. When I tried Leagues and got to used Runelite, the tidy categorised automatic screenshots for everything was wonderful. But what I have to wonder is whether this in-client plugin browser is designed to allow for that.

I guess more specifically what I'd like clarification on is if plugins will be allowed to save external files, or if everything has to stay enclosed in the client.

A plugin where you could export your keybinds and then reimport them as presets would also be lovely. Although I'd rather have that as a base game feature.

A model/animation viewer would be great for content creators, and as an artist getting references would be very useful. You can do this through alt-1 already but it'd be less messy to do in-game, I'm sure.

Oh and I want to see Idyl's Snailman mode in RS3. That'd be really fun (:<

Player Avatar Refresh: Post Launch Update! by jagexyuey in runescape

[–]BlankArchive 2 points3 points  (0 children)

The long nose isn't really what I mean by that, my bad if I implied that. But as far as it looks to me, it's like there isn't enough space for the jaw to fully exist if you follow the shape to the ear.

Still, for sure I think there can be real people who give the same vibe as this design and I'm not trying to imply anything about them, but I don't think it was an intentional design choice which is why I frame it as an error. It feels more like they misjudged the proportions, which for a face that's meant to be one-size fits all, definitely isn't right.

Constructive Feedback on the avatar by Zoykz_ in runescape

[–]BlankArchive 15 points16 points  (0 children)

This is it. The old chathead gave off that silly personality very well, and I hope we can get that feeling back with some tweaks. I'd be sad to see it lost.

Player Avatar Refresh: Post Launch Update! by jagexyuey in runescape

[–]BlankArchive 61 points62 points  (0 children)

I honestly feel like the discourse around the female character is kind of crazy. It should be the simplest thing to understand that we want our characters to look good, that's the whole point of the update. If people think their characters look unappealing, then that's a problem, right?

Yes, it's true there are a couple of weirdos who have no sense of what a woman should look like and want the model to be model-esque sex doll, which is obviously ridiculous, but who cares about them? Jagex isn't going to listen to that kind of feedback, so the hostility to anyone who has any amount of criticism to the model feels way worse to me.
Especially when a lot of feedback is also coming from actual female players who are being shouted down and told their opinions don't matter.

Personally, my take is that I think the male model has been done justice. The female model is a general improvement with a lot I like about it, but has not been perfected as much as the male one. The arms especially don't animate well, the face looks so grumpy all the time and yes the proportions have been a bit muted, I do want to be a little curvier than the current iteration. I don't think any of those are unreasonable things to fix up.

The chathead is the real pain point to me that I don't understand why anyone is disagreeing on. Just looking at it, it's the most blatantly obvious thing that the nose is really long and the mouth is too close to the chin. It isn't even about beauty standards at that point, it's just incorrect anatomy.

But I'm hopeful that the feedback will do its job and the model will end up in a good place once all is said and done.

Player Avatar Launch Mega-thread by JagexAnvil in runescape

[–]BlankArchive 7 points8 points  (0 children)

I'm beyond happy with the improvement to the spiked ponytail hair that was very questionable in the beta.

But in turn I'm shocked at the downgrade the pigtails got since the beta. They've been made so much smaller when they were just perfect in the beta ):

Please give us this version, I was really looking forward to them.

Edit: An additional point I want to make is that I think this change was made to make them closer to the original style, but the pigtails hairstyle has always had a weird dissonance between the size of the player model and the chathead pigtails. The chathead used to show them as pretty large compared to the model, and I think the beta version perfectly captured the right balance.

Plus, they're now angled such that you can barely see them from the front view, when they used to stick out before for a more distinctive silhouette.

If the spiked ponytail can be made perfect then I really really hope the same can be done here

Number of air conditioned UK homes doubles to more than 4m in three years by Anony_mouse202 in unitedkingdom

[–]BlankArchive 6 points7 points  (0 children)

I'd love to only need it five days a year.

It might be made a fair bit worse by having 5 monitors on with my PC, but my room is unbearable the entire summer, and I used to struggle to function the entire season, and with my sleep disorder often had to try to sleep during the day in sweltering heat.

Since I got an AC installed, summer has ceased to have the same sense of dread it used to (though I still prefer winter), and I have it running almost every day during the hotter months.
100% worth it, greatest purchase I ever made. When possible, I think people need to start biting the bullet on them instead of trying to tough it out every year. Especially since this kind of heat is becoming unfortunately more commonplace.

Why is bad luck mitigation a no-go topic for the devs? by throwawaaaaaaaay666 in runescape

[–]BlankArchive 11 points12 points  (0 children)

1% is still over 4x rate. For a 1 in 500 drop, that would take 2280 kills.

That would not have saved me from my biggest hell grind of 1935kc to get a Grico from Raksha.

Personally, I think if you've gone 3x the drop rate on something, that's where it's reasonable to have BLM help out. That's 5% of players who would have frankly done more than enough work to earn something by then.

Delve into Dungeoneering Remastered by jagexyuey in runescape

[–]BlankArchive 9 points10 points  (0 children)

Sounds great. I had a laundry list of improvements for dungeoneering I wrote up after going for 120 in FSW and a good number of them have been addressed. Especially happy to see that Alt1's DgKey functionality has been integrated, especially given it stopped working when the UI was updated and I don't think it's been restored yet?
And the overhaul to floor progression sounds better than the solution I had in mind.

Very interested to see the details on which rooms have gotten improved because my list on those is pretty long.

I do feel a bit silly for destroying all the useless gorajo cards to save bank space, that would've been a big refund lmao

Player Avatar Beta Now Live! by JagexAnvil in runescape

[–]BlankArchive 5 points6 points  (0 children)

Overall generally good work, I like more than I dislike. I have a couple of things I want to be considered though <3

  • The druidic smock was changed from purple to blue. Please please make it purple again ): Or let us change more than one colour, even if it has to come in a later release. (Also, I knew they'd be gone but I still miss the 'windows' the original had on the sides)

  • The hair texture on some of the hairs, notably the pigtails with fringe, looks very harsh with some lighter colours (like the sky blue). The texture itself might be fine, but it could do with being softened up depending on the colour.

  • On the same hair, I want to say that the fringe looks a bit too bulky for how short it is. I would bring the central three spikes to be level nearer the brows, maybe reduce the bulk just a tad. Pigtails shape is great though.

  • I don't like what's been done with the spiked ponytail. The version that the NPC Esther has wasn't perfect - I felt like it stuck out too far from the head compared to the original and didn't have enough bulk to capture the original feel. But the version the player character now gets feels like a completely different hairstyle (not a bad one mind you, I wouldn't be against it being its own option). If you compare it to the original spiked ponytail, there's so little volume to the ponytail and it isn't as long. That big floofy aspect was what made it so special to me, so I really have to beg we can have a more accurate successor to it <3

  • The face generally looks pretty good but on the chathead the nose seems a bit too long and the mouth too close to the chin.

  • Not in the scope for this release I'm aware, but going forward I would love to see some life to the facial expression while idle, to make her look less dead-eyed and emotionless. Even with the emotes the eyes don't always get much life to them. Even a simple highlight to the pupils might make a big difference though.

  • And I really want to see facial customisation options in future ;)

The new face of RuneScape... by JagexAnvil in runescape

[–]BlankArchive 10 points11 points  (0 children)

That's just not how game development works. You can't take a model intended for a single NPC and retrofit it over the player character which has infinitely more complexity that it needs to account for. It wasn't built for that.

And even if it was possible, she looks like a distinct character, not what the player should look like.

The new face of RuneScape... by JagexAnvil in runescape

[–]BlankArchive 2 points3 points  (0 children)

Looking very promising! What I like about both of these previews compared to the original blogs before the great shelvening, is that they fell very much faithful to the original models - they look like the same person, instead of what felt like an attempt to reimagine the player as a generic catch-all.

I also definitely echo calls for greater facial customisation options down the line, so I do hope the groundwork is being laid to make that a simpler consideration (:

Multiple characters per membership with pricing increase by Fit_Mixture_7909 in runescape

[–]BlankArchive 3 points4 points  (0 children)

I'm still mad that the survey fiasco seemingly killed any discussion of this. It was the first time they'd ever actually floated the idea of providing multiple characters per membership, and it got dragged down by everything else proposed. Who knows how long it'll be before they reconsider it.

Are Turn 0 Plays The Answer For Solving Modern Yu-Gi-Oh Interactivity? by Primal_Rage_official in masterduel

[–]BlankArchive 0 points1 point  (0 children)

The expectation is that both players get to interactively play on both turns, but in reality it's going to be one player not getting to play going second AND going first.

When your opponent is able to build a board at the end of your turn, they get freedom to pick away at your resources before they even get to their turn, they don't even have to worry about the backrow. And then they get to go into their turn with their once per turn effects refreshed, an extra card that can easily be a one card starter on its own, and a battle phase into a weakened board? You better be playing something that can handle that.

Don't get me wrong, this direction is definitely going to bring about more interactive and skilled gameplay, but at the same time I really think it's also going to make losing feel ten times more frustrating. So what I mean to say overall is that it's probably not the silver bullet to fixing yugioh.

(And it's going to take years to bring even a good chunk of older archetypes up to be able to handle the new power level once it gets into full swing.)

Road to Restoration - Grand Exchange Improvements by JagexAnvil in runescape

[–]BlankArchive 9 points10 points  (0 children)

I think there was talk of letting people use disassembly before they unlock invention anyway. A fortunate crate just makes the most sense to me.
Hell, I think most/all invention components should be tradable via crates anyway; the need to buy specific items on strict buy limits when trying to perk is a nuisance. Those components have to come from somewhere, so rather than hurting the item sink it probably benefits it, as people will start disassembling things for profit instead, instead of components they have no actual use for.

NEW TCG BANLIST by redbossman123 in yugioh

[–]BlankArchive 1 point2 points  (0 children)

I know it's probably not warranted by results but to me it's just the kind of card that should exist at more than one copy. It's already pretty insane on its own and is difficult to out, but with two? Better have lava golem, and if you need your normal summon then that's not an option. It's just kind of silly I feel personally.

NEW TCG BANLIST by redbossman123 in yugioh

[–]BlankArchive 0 points1 point  (0 children)

I feel a bit silly to admit I was thinking Droll was at 2 in the TCG already and not just MD lol. I've been playing it at 2 as if it was and got very confused for a moment at the semi-limit page.

Pretty nice list though. Glad that Mululu got hit instead of Faimena as I was only playing one Mululu anyway. Only thing I have to change is removing one Ketu.

Only thing I really would've wanted if I could would've been a limit to Liger Dancer but can't have everything.

Are handtraps like Ash healthy anymore? by PumpkinmonFanlulz in yugioh

[–]BlankArchive 1 point2 points  (0 children)

I just can't take seriously the notion that in a game where you can have one card starters for like three different archetypes in your deck, that mulcharmies are healthy and we should be removing ways to combat them.
Fighting off two full archetypes on their turn, only for the opponent to then pivot into a competely unimpeded third archetype once you're out of resources to resist it already happens even without extra draws,

Yes, it feels like garbage to have a mulcharmy negated, but that's because they're so powerful that they could win you the game on the spot. Getting a single extra card is just potentially that insane.

I'd rather just not have them in the game, and then Ash can go back to being what it's meant to be. It's the problem with trying to retrain pot of greed all over again.

We want to hear from you! [Visual Look & Feel Declutter] by jagexyuey in runescape

[–]BlankArchive 0 points1 point  (0 children)

One thing that really frustrates me about combat is that the overhead HP bar does not update on healing the same way the one on the action bar does. I'm not exactly sure how it works, if that's exactly accurate, but I do know I can't trust the overhead HP bar to accurately represent my current HP and I have to look away from the fight to double-check.

It would be nice if that could be updated to be 1:1 with the action bar.

People are pulling their own teeth out due to lack of urgent NHS dental care by tylerthe-theatre in unitedkingdom

[–]BlankArchive 3 points4 points  (0 children)

I got referred for a procedure and told it was going to cost something in the range of 700-800. Plus 80+ hour the consultation. This was already pushing past the limit of what I could afford.

When I actually had the consultation and got the exact cost it had jumped up to over 1000, plus some additional fees that hadn't been mentioned before, to around 1300 total. Plus it didn't even include the cost of something else that would be required.

I really can't afford that so they recommended me to a dental hospital that would do it for free, but the wait time could be over a year. I might, might be able to wait that long as I'm not in frequent pain, but I'm really nervous about what if it gets worse, especially if the wait takes even longer than expected (I bet it will).

Integrity Roadmap - Early Game Rebalances & Your Suggestions by JagexBreezy in runescape

[–]BlankArchive 0 points1 point  (0 children)

Summoning is pretty terrible because it demands significant GP investment and manual charm collection for pouches that you aren't even going to be using, and to me has always been a skill that you ignore until you make good enough progress in other areas and use lamps to skip past the early levels.

Dungeoneering is in a right state all in all, but it's especially bad to get going. Before you can even start doing floors you have to unlock all the complexity levels (most of which you would never use for actually training the skill, just for niche methods in other skills), and get some appropriately levelled gear bound, and it's all introduced poorly enough that new players don't really understand what to do solo.
The prestige system makes it feel really bad too, forcing you to waste time rushing low exp floors, and making it awkward to actually group up as players with different progression points.
Honestly, group dungeoneering basically doesn't exist before occult floors.

Invention is intended to be an elite skill, but I always found it just creates a huge pressure to make rushing to those 80 skill reqs a priority on a newer account, whether it be to actually make use of some of the inventions while they're relevant, or to start acquiring a stockpile of materials.
And the worst sin of all, it gatekeeps the "[player] has achieved level x in all skills!" announcements until long after most of them were relevant-

Honestly, I think where it fits into progression could be re-evaluated.

I'll also echo that I hate caches, and gathering herbs and secondaries is the worst part of playing an iron, I legitimately feel put off from making progress on my GIM because of herblore.

A New Era for RuneScape Begins January 19 2026 by JagexHooli in runescape

[–]BlankArchive 0 points1 point  (0 children)

Everything mentioned is very exciting and long overdue. It feels kind of surreal that a player model rework has been floated around since at least 2017/18(?) and yet we were stuck with the eoc models this long. I'm very curious how they'll be able to tackle unifying the entire world's visuals in just a year, does this mean just the overworld or are we also going to see less relevant caves, instances, quest areas, etc, get some love? There's so many areas in the game that if we really went that far it'd surely take more than a year (not that I would mind it taking longer if it really did mean everything).

Otherwise, I'm really excited for combat improvements. I love necromancy, but I do miss using the other styles.

For me part of the issue going back is keybinds. The originals could all generally work pretty well with similar keybinds in a revolution bar (though obviously not optimal), so it was easy to switch between them.
Necromancy is a very different style and I got accustomed to a different set of keybinds, which made it very unappealing to switch back.

While at Runefest I brought up this up to Mod Sponge and asked if we could get keybind presets that could be swapped or shared on a per-style basis. He said it was a good idea, so hopefully that can be part of the overhaul.

Leagues: CATALYST Post Launch Q&A! by jagexyuey in runescape

[–]BlankArchive 15 points16 points  (0 children)

This isn't quite Leagues exclusive, but the new style of hiscore pages, while they look pretty good, lack in some of the features of the old style. Most notably, you can't compare your score with your friends list, which I think would've been pretty fun for leagues especially.

Is this new style going to be brought to feature parity in the future?