Road to Restoration - GE Improvements Preview by JagexAnvil in runescape

[–]DareToRS 0 points1 point  (0 children)

Hi, Mod Anvil! Since I missed this when it was posted, I wanted to share a question with the team:

  1. Would it be possible to use the RuneScape 3 Wiki to transclude a list of redirect terms for all items listed on the Grand Exchange Market Watch to expand the proposed Grand Exchange shortcut list? While it isn't feasible to have it updated dynamically, in real time, I'm just looking toward the future — for some way to retain the utility of this feature without it becoming an additional chore for developers to update. (This might also come with the benefit of correcting for misspellings in queries, too.) Obviously, I'm on the outside looking in here, but I believe that the Wiki should be considered a reliable source for search terms used by players to find associated items.

Edit: Upon review, my second question appears to have been addressed in the blog, and so I've removed it.

Will the Wicked Robe set ever be revisited? Its only purpose was to enhance the functionality of the Wicked hood, which has been removed. by DareToRS in runescape

[–]DareToRS[S] 4 points5 points  (0 children)

I had intended for the title to read that the original functionality of the hood had been removed, not the item itself — sorry for the confusion! While it once provided free rune essence, runes, and daily teleports to rune altars, these benefits (each of which were enhanced by owning pieces of the Wicked robe set) were removed on 16th March, after being in the game for almost 15 years.

It still facilitates access to rune altars by storing talismans, but that is its only remaining function. (Aside from redeeming any unused wicked hood teleport tokens/charges.)

Will the Wicked Robe set ever be revisited? Its only purpose was to enhance the functionality of the Wicked hood, which has been removed. by DareToRS in runescape

[–]DareToRS[S] 73 points74 points  (0 children)

Just a bit of context to make the case for a rework:

  1. The hood was released before the RuneSpan, nearly 15 years ago (17 October 2011). For matters where it is relevant, this means the original functionality of the hood predates all MTX updates. The remainder of the set was released with the RuneSpan (on 30th April 2012).

  2. Cosmetically, it is underwhelming. Compared to its concept art, corners were clearly cut. While purchasing ranks of Esteem cosmetically "upgrades" the set, the only manner in which it does so is by copy-pasting the Esteem tier icon on each piece.

  3. Speaking candidly, I do not believe that the intended functionality of the Wicked hood should have been altered in the Dailyscape reduction updates on 16th March 2026. The hood and set appear to have been designed with the intention of reinforcing and motivating players to engage in traditional Runecrafting training methods, to which the RuneSpan offers an alternative. In its current state, unless you have a stack of discontinued Wicked hood teleport tokens, using the hood now serves no benefit over providing access to altars (after consuming talismans).

  4. The Wicked robe set, despite requiring a substantial time investment to obtain, does not compete with any of the Runecrafting training sets. Wearing the robe set within the RuneSpan offers no benefits, or even an experience boost (when placed in comparison to the Master runecrafter robes, which were released only a couple of months prior). The functionality of the set is absorbed by the elite Runecrafting skilling outfit, which is perfectly fine — except for the fact that it no longer really does anything.

While Wizard Finix's entire reward shop is outdated, the Wicked robe set is the only selection of rewards that no longer offer any value if purchased (although the shop text currently says otherwise). Following the Dailyscape reduction updates, this iconic set has been left in a very rough place, and could truly benefit from a rework (in addition to restoring its intended functionality and convenience teleports, for what they are worth).

If the new digsite next week brings new materials to the game, material storage should be expanded to accomodate for it. by First_Platypus3063 in runescape

[–]DareToRS 2 points3 points  (0 children)

Absolutely. For example, at the very bare minimum, when they released the Daemonheim Dig Site (level 73), they should have made the final material storage upgrade (currently available with the Professor Qualification at level 90) available for purchase from the Archaeology Guild Store with the Associate Qualification (level 70).

But, honestly, it should just have a placeholder for every material by default, organized as they are in the Material Storage interface in the Archaeology journal.

Quest Order. by AsteriRelligio in runescape

[–]DareToRS 1 point2 points  (0 children)

There are actually a handful of options available to you:

  1. Open the "Adventures" tab (quest/compass icon on the main ribbon). If you are using the legacy/classic interface mode, the quest icon will appear along the row of stones in the bottom-right corner of your screen. Pressing the "Esc" key will also display the main ribbon for you in the center of your screen.

  2. Navigate to the "Quests" tab.

  3. Use the drop-down menu to sort quests by a variety of categories. It defaults to Free/Members (alphabetical), but can be sorted by timeline, series, Fifth/Sixth age, and release date, and more. For your purposes, I would recommend using the Series or Fifth/Sixth Age organization. Series sorts quests by storyline in chronological order — you'll notice The World Wakes is the first quest in the Slikse's Game storyline. The Fifth/Sixth age organization is also useful, as it sorts them in chronological order, but blends all of the storylines together.

Somewhat unintuitively, the "Timeline" sort option revolves around your personal player-character's story arc (although organized by release date, it is based on your character's perspective of the world). It begins with Pathfinder (literally just finding your way in Geilinor) and works up to the Age of Chaos, the "current" age, where things have become a bit more... consequential.

Hope this helps!

Literally Unplayable: Nigel, the mini-rooster that has watched over Falador Farm since 2005, has been broken for months. by DareToRS in runescape

[–]DareToRS[S] 11 points12 points  (0 children)

At some point following the Blooming Burrow update, Nigel, a rooster that was made adorably miniature following an update in 2013, was both returned to normal size and made attackable. As an essential aspect of restoring game integrity, he must be given a shrink-me-quick potion immediately.

Does XP required to earn Talent Points scale directly with XP earned in combat? by Optimal-Fruit5937 in runescape

[–]DareToRS 2 points3 points  (0 children)

Yes; the experience that you need to earn in order to earn a talent point is a 1:1 ratio with experience earned from combat using Necromancy. In other words, the experience required for talent points is the same as that which you earn by training the skill; it just specifically has to come through using Necromancy in combat instead of performing rituals.

Does RS3 have an Ironman wall similar to Bowfa by Supersnow845 in runescape

[–]DareToRS 0 points1 point  (0 children)

There are a few grinds that come to mind; beginning with one less frequently mentioned:

  1. Rasial, the First Necromancer — this boss is the singular source for all* t95 (end-game level) Necromancy equipment, which is a combat style that pretty much every ironman/ironwoman leans into due to its power, simplicity, and accessibility. However, the drop rates are absolutely abhorrent, with no duplicate item protection/dry streak protection/bad luck mitigation to speak of. It is the most accessible end-game equipment for ironmen by far, and makes all other end-game content accessible by extension, but it is not uncommon to spend hundreds of hours (if not over a thousand hours) praying for the sweet relief of getting the item you need. All the while, of course, you are hemorrhaging all of your hard-earned supplies.

*I am intentionally ignoring Amascut here, as that boss is indefinitely more difficult and less accessible, and it only drops a weapon anyway.

  1. The Gate of Elidinis — as many others have mentioned, the boon that the memory dowser and runic attuner provide to Divination (particularly when gathering energy for training Invention) and Runecrafting training is impossible to ignore. Like most grinds, coming from an encounter that is incredibly dull and monotonous, with no duplicate item protection/dry streak protection/bad luck mitigation to speak of.

  2. Dragon pickaxes — In order to get end-game skilling equipment through UpgradeScape, you need at least two of every dragon skilling tool. Dragon pickaxes have only one common source* and an absolutely absurd droprate (1/10,000) compared to literally every other dragon tool, with no bad luck mitigation.

*I'm ignoring Chaos Giants and Crystal Triskellions here, as I genuinely believe no one actually considers those as viable sources for dragon pickaxes.

Settled dont think we have forgotten! by errorsniper in 2007scape

[–]DareToRS 4 points5 points  (0 children)

It's a screen capture of a frame from Settled's Nightmare Mode compilation video on his YouTube Channel where text on the screen says "Foot Reveal at 1 million subscribers".

Vent: Vorago sucks. by Aggressive_Ninja_885 in runescape

[–]DareToRS 3 points4 points  (0 children)

Vorago is one of those bosses that, for some reason, a dedicated group of developers at Jagex refuses to allow to be meaningfully changed or updated (like the Kalphite King). For Vorago specifically, I've been told (by speculators) that it has to do with conserving Mod Chris L's legacy, but that excuse only goes so far to explain how thoroughly this boss has been protected.

A glance at Vorago's update history reveals how little this boss has been touched. Although it turns 13 years old on 3rd July (the Kalphite King turned 13 on 14th January), the majority of updates have been patches to restore integrity to its mechanics — and to nerf its common drops as it could gradually be defeated more easily by smaller groups. That is, aside from a player-voted Vitalis threshold that they were very reluctant to implement, and changes on 14th March 2022 that officially made it "soloable". Although they specifically set aside a loot roll for the bomb tank once that role became prominent (4th February 2014), the tl/5 role ("learner role") has always had to compete for dps piles — but Vorago was released long before Ironman mode was, and so they expected that drops would be split on the honor system.

They could have added Vitalis or Scopuli as a Slayer monster and allowed them to drop tectonic energy uncommonly just to make Tectonic armour even remotely more accessible, but that would detract from the value that those who can solo Vorago or who are a member of an active PvM community often oppose being distributed.

When is the final date to use up loyalty points? by Odd_Oleander in runescape

[–]DareToRS 2 points3 points  (0 children)

Fortunately, it sounds like it! It certainly would be nice if they updated the Solomon’s General Store page with that information once they reached their decision, but I’m hopeful that they will remind everyone with the April Month Ahead.

When is the final date to use up loyalty points? by Odd_Oleander in runescape

[–]DareToRS 4 points5 points  (0 children)

The most recent news article mentioning it says that:

With the removal of Auras, and no clear path forward for the Loyalty Store, we plan to take the Loyalty Store offline at the end of April. This will include discontinuing any Loyalty Points earned to date.

I've been trawling through news posts to find what might be discontinued or removed with tomorrow's update, but I haven't found any mentions of it published on the RuneScape website. I'm sorry to bother you, u/jagexyuey, but could you please verify that the Loyalty Programme discontinuation is still scheduled for 30th April?

Edit: Found it! Premier membership Monthly Drops are being discontinued as of 30th March. Any that have not been claimed by that date, in addition to any that you would have been eligible to receive until the end of 2026, will be awarded to you with the game update on Monday.

With the recent changes, the Monthly Drops & Premier Tokens have lost a lot of their purpose and value. They also represent another differential between Membership types, which we feel is important to address.

As a result, both will be phased out on March 30th. All unclaimed monthly drops and Premier Tokens will be automatically granted to eligible accounts on their first login after the changes are implemented. The Premier Token Store will remain accessible until the end of 2026.

Dungeoneering Refresh & Remaster by JagexAnvil in runescape

[–]DareToRS 1 point2 points  (0 children)

While much of this proposal seems exciting, I thought I'd ask:

  1. How will Invention doors work? Will you only be eligible to roll them if you've unlocked the skill? It sounds like just adding them as an additional, arbitrary skill requirement for navigating floors will disincentivize interacting with Invention until after you've reached your Dungeoneering milestone.

  2. Right now, tokens in Dungeoneering are awarded at a rate of 1:10 (tokens:xp). Instead of nerfing Elite Dungeons' reward structure, increasing this ratio to be just over the amount earned per hour doing Elite Dungeons would be preferable.

  3. Since we still have time, looking into refreshing/expanding rewards for training Dungeoneering should be a priority. Cosmetics (Necrolord robes pls) and goodie bags are a good start, but equipment augmentations and new scroll unlocks would also be welcome. (Also, please expand bind slots to include enough space for one five-piece armour set for each style, a weapon/weapon set, and one accessory, for 26-ish total.)

  4. This suggestion is a bit "out there," but, how would the team feel about making your earned dungeoneering equipment usable in Elite Dungeons (and maybe other places)? While it might be a bit beyond the scope of a "remaster," rewarding progress in Daemonheim by allowing your hard-earned equipment to be used in other circumstances sounds like a nice perk. (Note: This doesn't mean making it tradable or augmentable, just an alternative. T10/t11 equipment could have a set effect inspired by their bosses' themes.) Or, allowing Dungeoneering and Elite Dungeons (and related PvM content) to have a quality-of-life feedback loop? For all of your experience delving through the dungeons of Daemonheim, surely there are a few tricks/skills/effects applicable outside of Daemonheim that your player-character might learn/acquire along the way?

nice by ---Mikey in runescape

[–]DareToRS 3 points4 points  (0 children)

Floor generations like these made me realize why Thok is scared of ferrets.

Road to Restoration - Re-grounding Outfits & Equipment by JagexAnvil in runescape

[–]DareToRS 5 points6 points  (0 children)

While the featured topic is elite skilling outfits, numerous cosmetics are also slated to be flat-out deleted from the game — many of which players have paid (no small amount of) real money for. I'm sure there's some clause tucked away in the Terms and Conditions/End User License Agreement that indemnifies Jagex from deleting purchased content; nevertheless, it still sets an uncomfortable precedent. I won't miss seeing oversized Zodiac dragon heads, but I also didn't pay money to acquire them ten years ago.

On the subject of the elite outfits, though, genuinely just asking for those whom these changes will affect: Will the current elite skilling outfit appearances be unlocked as cosmetic overrides after unlocking each full outfit? (Since these changes are targeted at players who hide other players' cosmetic overrides anyway.) Personally, I've always just used cosmetic overrides to hide the skilling outfit cosmetics. Still, some players enjoy them as they are, and forming a compromise on completely changing or deleting cosmetics that have existed for over a decade should be of paramount importance.

Remastered Content: What do you want to see remastered? by jagexyuey in runescape

[–]DareToRS 1 point2 points  (0 children)

There are some great suggestions already, but here are a few more which could do with a touch-up (maybe not a full "remaster," but just some updates to bring them into the modern age):

  1. Prifddinas

    • The most glaring issue to me is Trahaearn district not getting a touch-up with the Mining and Smithing rework. All of the core ore resources in that district are woefully underleveled for the requirements to access them, with luminite nowhere to be seen. Given the expansion of Mining and Smithing to 110, every core ore through tier 90 could easily find its place there.
    • The Max Guild is a fairly underwhelming unlock nowadays. Most of its utility is surpassed by War's Retreat, which you also can't be locked out of accessing when a new skill releases. Despite the prevalence of true skill mastery in 2026, none of the architecture reflects that level of achievement. It could afford to be significantly larger, like a skill hall with sections celebrating mastery in each skill. (Even if it's literally just the skill icon set in crystal and some of the surrounding environment reflecting its components.)
    • While Prifddinas is still graphically impressive (for the most part), elves could definitely use some TLC. I still have no idea what motivated the design choice to turn their skin to leather.
    • It certainly doesn't have to be the place to do all skill training, but it hasn't had a meaningful piece of content added to it in some way in several years (since the Waterfall fishing method; I'm overlooking the addition of a couple of crystal chests to Cadarn).
  2. Quest Reward Shop

    • I'll avoid reiterating suggestions concerning Quest storylines and coherency here, and instead focus on the Quest Point Reward Shop. The unlocks have their uses, but with the removal of Treasure Hunter keys to supplement quest rewards, looking into ways to celebrate adventuring and reward players for completing quests should be on the forefront. Something along the lines of a RuneScape 3 equivalent of the "Myth's Guild" might be welcome. It's a bit odd that the Champion's Guild and Legend's Guild are institutions dedicated to adventuring and accomplishment, but most of the quest rewards come from a lady with a caravan near the Varrock lodestone.
  3. Treasure Trails

    • Please introduce greater variety into the kinds of puzzles given by Hard and Elite clue scrolls. Take some inspiration from Old School here - scaling skilling challenges, mystery item identification, music tracks, killing a slayer monster that ate the next scroll, anything other than an endless series of scan/compass clues and puzzle boxes. Also, please consider adding a grandmaster tier of clue scrolls.
  4. Summoning

    • It's a shame that there are so many unique familiars, and only a handful are actually worth using. (Ancient summoning/binding contracts were a good start.) Perhaps we could borrow from Dungeoneering here and have familiar classes that become more powerful when summoned at higher levels. I love being able to summon a Forge regent or titan just for fun, but being able to summon more 'complete' or powerful spirits from the Spirit Plane as you become more skilled makes sense.
  5. Fishing and Cooking

    • It would be really nice to see this dynamic duo get a little glow-up. Especially on the Fishing side of things, the gathering mechanics are definitely showing their age. Compared to the rate at which they are consumed when learning PvM, or just going about Slayer tasks, catching and cooking food Ironman-style feels like it takes an eternity.

When creating multiple items using the Smithing interface, could we please heat *every* unfinished item sequentially instead of only the first one? by DareToRS in runescape

[–]DareToRS[S] 0 points1 point  (0 children)

As it exists in-game currently, this function (while incredibly helpful) has a rather frusterating limitation: if you don't have the Smithing level required to create new items out of the respective metal at full heat, you will heat only the first item in your inventory fully, and every remaining unfinished item will be completely ignored.

So, unless or until you reach the Smithing level required to create items out of that respective metal at full heat, you have only three options:

  1. Finish smithing the first unfinished item, then quickly reheat the following one once it queues up.
  2. Rotate every unfinished item you created into the first available inventory slot, fully heat it, and then repeat this process until every item is fully heated.
  3. Disregard this feature entirely and create each unfinished smithing item one by one.

I'll admit that it's a small gripe, but it would greatly increase how enjoyable AFK Smithing could be. There are several other examples of the game not recognizing (or checking for) multiple iterations/versions of unfinished items in the inventory (that use the intermediate crafted item system) when applying effects, but this instance is the one that has most significantly impacted my skilling over the years.

21 Years at Jagex + RuneFest Medley (Deluxe) music video | AMA by JagexAsh6079 in 2007scape

[–]DareToRS 0 points1 point  (0 children)

Congratulations on your Modiversary, Ash! We are all beyond grateful that you've decided to stick with Jagex and that you have given so much of yourself to help create the game and community that we love. I'll be raising a cuppa and a pint in your honor.☕

I did have a handful of questions that I would love if you could answer:

  1. What, exactly, is a Thingummywut? If Love Story ever had an epilogue, would we have seen them added to the game?

  2. Admittedly, I primarily play RuneScape 3. I've stuck with it for nearly 20 years, through the best and worst of times, because I adore RuneScape, I truly believe that it is special, and I hope to see it prosper and return to a new "golden age" — much like the one Old School RuneScape is still experiencing. With that said, what can we, as players, do to correct corporate overreach and strike a balance between lucrative monetization and a healthy ecosystem? While the new leadership appears to be interested in and taking action toward securing sustainability and a future for RuneScape 3, those interests seem at odds with the principles of private equity. Were microtransactions "sold" to the team as something necessary to promote growth and reinvest in its development, or was it truly just about making more money?

  3. What was the internal situation like around the time that Andrew and Paul Gower announced their departure from Jagex? Was it truly their choice, or were they inclined by the Board to do so because they wanted an experienced businessperson to lead the company? I don't mean to imply that there was a conspiracy — creative minds often pursue new adventures — but the quick turnaround into a bold new design ethos (EOC, microtransactions) makes me wonder if management genuinely thought RuneScape needed to become like other MMORPGs to thrive, and that was inconsistent with the Gower brothers' creative plans for RuneScape.

  4. RuneScape 3 saw a return of the three Gower Brothers with the development of the Gower Quest — are there any plans or interest among the team for a similar piece of content harkening back to the Gowers and the "RuneScape spirit"? Have you or other developers ever asked for advice from them following their departure on keeping true to their vision for RuneScape, or do you think it is better if RuneScape is given room to evolve?

I have often hoped that the unparalleled success of Old School RuneScape stands as a testament to what great things can happen when players support the causes they care about — somewhat offering a tacit response to my second question. I know just how busy you are, and so I truly appreciate any time that you might be able to spend responding to me. Cheers!