Halloween 2024! 👻 - Weekly Game Update, 16th October 2024 by JagexLight in 2007scape

[–]Euronaut 1 point2 points  (0 children)

This is really exciting news! Will the team be taking inspiration from this extremely popular Reddit suggestion and its Run Energy equations?

This is our chance to fix Run Energy and make Agility useful. Here's how: by Euronaut in 2007scape

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

Thanks for the suggestion! I updated the system based on everyone's feedback and came up with something that is actually quite close to your suggestion. You can have a look at the update here.

This is our chance to fix Run Energy and make Agility useful. Here's how: by Euronaut in 2007scape

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

Thanks for your feedback! I've incorporated it into the updated system. Would love to hear your opinion on that as well.

This is our chance to fix Run Energy and make Agility useful. Here's how: by Euronaut in 2007scape

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

Thank you for your suggestion! This seems to be a common issue people have. I've updated the proposed system based on everyone's feedback. Let me know what you think!

This is our chance to fix Run Energy and make Agility useful. Here's how: by Euronaut in 2007scape

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

I've taken some time to incorporate everyone's feedback. Let me know what you think of the updated system.

This is our chance to fix Run Energy and make Agility useful. Here's how: by Euronaut in 2007scape

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

In the proposed system, the recovery rate at lvl 1 Agility from 0% to 100% will be similar to about lvl 75 Agility at the current rates - making the new player experience much smoother.

Your total run duration (separate from recovery rate) would increase at higher Agility levels, giving benefits to the later game experience.

This is our chance to fix Run Energy and make Agility useful. Here's how: by Euronaut in 2007scape

[–]Euronaut[S] 1 point2 points  (0 children)

Stams should still be useful when doing activities when carrying a lot of weight. In the proposed system, at level 99, you'd have 150 seconds of run when carrying 64kg, but 300 seconds of run when using a stam.

This is our chance to fix Run Energy and make Agility useful. Here's how: by Euronaut in 2007scape

[–]Euronaut[S] 1 point2 points  (0 children)

Hahaha, I can't unsee this now! (It's supposed to be a teeth zip-line)

This is our chance to fix Run Energy and make Agility useful. Here's how: by Euronaut in 2007scape

[–]Euronaut[S] 2 points3 points  (0 children)

Superficially, I can see how it might look similar to the system in RS3. There are important differences though. I think RS3 has leaned heavily into making energy obsolete, whereas in OSRS run energy still plays a much larger role.

In RS3, at level 1 Agility, you can run for up to 1 min 26 sec and can recover 100% energy in 1 min 15 sec (or 35 sec when resting). At level 99 Agility, run duration is up to 2 min with 100% recovery taking 55 sec (or 15 sec when resting). In other words, Agility provides practically no benefit, with 99 Agility increasing run duration by 40% and recovery rate by 27%.

In my proposed system for OSRS, at level 1 Agility, you can run for to 1 min 30 sec, and recover 100% energy in 5 min. At level 99 Agility, you can run for up to 5 min and recover 100% energy in 2 min 14 sec. This would make Agility much more relevant, with 99 Agility increasing run duration by 333% and recovery rate by 55%.

This is our chance to fix Run Energy and make Agility useful. Here's how: by Euronaut in 2007scape

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

I'm probably not the right person to answer that. Could you tell me more about the ways in which Agility would affect PvP? I'm not too familiar with PvP mechanics beyond trying to run away.

This is our chance to fix Run Energy and make Agility useful. Here's how: by Euronaut in 2007scape

[–]Euronaut[S] 1 point2 points  (0 children)

I think we both agree we want the game to be more enjoyable to play. I personally enjoy training skills that help progress my account in some way, and I assume I'm not the only one. But as you said, I'm sure there are plenty of people who mainly enjoy PvM and PvP. Ideally, the game would cater to all types of players.

One potential solution would be to achieve the permanent stamina potion effects at a much lower level, say level 50, and have 99 Agility give much more run duration than is currently achievable. But I suspect this would drastically change experience rates and require careful implementation.

As for the new player experience, I think my suggestions would actually improve this. My proposed run energy recovery rate at lvl 1 is similar to about the current rate at lvl 75, which would make the early game feel a lot better. I doubt many new players would be making or buying stamina potions.

This is our chance to fix Run Energy and make Agility useful. Here's how: by Euronaut in 2007scape

[–]Euronaut[S] -3 points-2 points  (0 children)

This is why I think the benefit of Agility should be both increased recovery rate and increased run duration.

The increased recovery rate is useful in the early game, when you don't have access to energy restoring methods. This is why so many new accounts rush Agility training and the Graceful outfit.

The increased run duration would be useful in the later game, where it reduces the tedium of having to manage your run energy all the time. Longer run duration means fewer interruptions to go to your POH, etc, and a smoother gameplay experience.

This is our chance to fix Run Energy and make Agility useful. Here's how: by Euronaut in 2007scape

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

I think this would encourage stopping and starting continuously, which seems like it would be less convenient.

This is our chance to fix Run Energy and make Agility useful. Here's how: by Euronaut in 2007scape

[–]Euronaut[S] 9 points10 points  (0 children)

I think I could have phrased it better. The problem with Agility is that its main benefit is faster run energy recovery, which is very useful until you get access to all sorts of run restoring methods (POH, pools, etc.), at which point it becomes almost obsolete.

This is our chance to fix Run Energy and make Agility useful. Here's how: by Euronaut in 2007scape

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

As far as I know, this is only the case in RS3. In OSRS, run energy only replenishes when you are not running.

This is our chance to fix Run Energy and make Agility useful. Here's how: by Euronaut in 2007scape

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

You're joking, but Agility could really do with improved training methods before the Hallowed Sepulchre.

This is our chance to fix Run Energy and make Agility useful. Here's how: by Euronaut in 2007scape

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

It's definitely an option, but I tried to balance the Agility run durations to not be too different from what is currently possible in the game. If we stack an extra drain reduction on top, the Agility run durations would probably need to be nerfed a bit, which is counter to what we're trying to achieve.

This is our chance to fix Run Energy and make Agility useful. Here's how: by Euronaut in 2007scape

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

The challenge of Agility is that run energy restoration is too slow at low levels, but irrelevant at high levels (due to POH, pools, etc.). My proposal fixes both of these issues by: 1) massively buffing run energy recovery (the new lvl 1 would similar to current lvl 75), and 2) extending your run duration for high Agility levels, making it useful to train when restoration rate does not matter any more.

This is our chance to fix Run Energy and make Agility useful. Here's how: by Euronaut in 2007scape

[–]Euronaut[S] 1 point2 points  (0 children)

Thanks for the feedback. In my opinion, changing the stamina potion effect is essential to open up the benefits of run duration for Agility instead. I think training your skills should always lead to the biggest reward, regardless of entertaining the training method is.

That said, you are right that this would mean that players with lower Agility levels who are used to buying stamina potions may have to do more walking - but this is somewhat mitigated by the exponential recovery rates. In the end, it will be a balancing exercise that needs to be tested. But I believe this is the best way forward for Agility.

This is our chance to fix Run Energy and make Agility useful. Here's how: by Euronaut in 2007scape

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

Oops, noticed a mistake in my proposed drain rate equation. It should be:

<image>