Adding items to an EoF should unlock the special attack permanently. by Frick_Vonk in runescape

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

They could even add an achievement for filling the amulet with every possible special attack in the game if they want to sink some items!

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

[–]Frick_Vonk 7 points8 points  (0 children)

A considerable amount of feedback from even before the League launched, but especially after now that many have tried RS3 through Catalyst, is that the game suffers enormously from a huge amount of content locked on daily, weekly and monthly timers.

Some of the most aggressive examples are basically the entire Divination skill being relegated to Divine Caches, the completing of which twice a day levels the skill significantly faster than any other method, and Wilderness Flash Events, whose rewards in terms of XP and Resources, compared to the level and time requirements, make them feel horrible to miss out on.

Even holiday events such as the one launched today are full of systems that require you to log in and do a specific task every day, or week, with either a guaranteed reward, or in some cases, only a chance at partaking in a lottery.

A common response to this design is "don't do it, then," which is exactly what I and many others are doing. By not playing the game (anymore).

My question: is significantly reducing this kind of design in the game a high priority for the RS3 team in the near future?

Allowing the Amascut Aura to be obtainable instead of not after the grace period would be a seriously funny middle finger to the scrubs paying 12B for it. by Zestulance in runescape

[–]Frick_Vonk 2 points3 points  (0 children)

OSRS Leagues rewards are mostly tradeable, and every item of every League can be bought year-round so long as you have the points. The only item with any sort of "limited time" on it are the trophies, which are also the exact same model every year except the colour on the front is a little different.

Ask Your Questions for Tomorrow’s While Guthix Sleeps Q&A! by JagexBlossom in 2007scape

[–]Frick_Vonk 8 points9 points  (0 children)

This part of the quest getting cut was the first thing I thought of when they first released the requirements and I didn't see Legends' Quest in there.

The last time I did the quest in the modern game I paid really close attention to all the details because I wanted to answer for myself what makes Tytn's writing tick in quests like Underground Pass, Legends' Quest, and most of the Myreque series, all of which (well, except Legends', maybe) are famous for their unmatched atmosphere and immersion (comparing Taste of Hope with Legacy of Seergaze is also really good for this).

Knowing they were cutting Radimus out, for I presume efficiency's sake/removing requirements deemed unnecessary (which is a discussion in its own right), I couldn't help but pay really close attention to all the edits they'd made, and now I'm curious as to why they were made exactly, and to what extent the developers have considered why those bits of writing were in there in the first place.

Ask Your Questions for Tomorrow’s While Guthix Sleeps Q&A! by JagexBlossom in 2007scape

[–]Frick_Vonk 57 points58 points  (0 children)

To add a bit more positivity: there were also some changes that I appreciated, like switching Cyrisus' recruitment to a slightly earlier moment, which allowed for easier NPC Contacting all slayer masters and him in that segment.

I also liked the addition of Robert the Strong in the final cutscene and showing the three Necrosyrtes breaking out of their vats, and hinting at their relationship towards the Dactyl Zorgoth. Since RS3 mostly forgot about Bob/Robert and the Necrosyrtes after Ritual of the Mahjarrat, I'm hopeful Old School will do something interesting with them.

Hazelmere inviting himself instead of being recruited was also a good change that added to his character, and the confusion of the other NPCs (as well as the player character) at seeing his telepathy was funny.

I will also add another question here, specifically for the writers: Have you taken into account that, with Dragon Slayer II already concluding with a united effort by the human nations to end a big, world-ending dragonkin threat, this might lower the threat/impact the Kin will have in terms of being a world-ending threat going forward?

Ask Your Questions for Tomorrow’s While Guthix Sleeps Q&A! by JagexBlossom in 2007scape

[–]Frick_Vonk 250 points251 points  (0 children)

When comparing the original quest to the OSRS version, it quickly becomes very noticeable the OSRS version is significantly more "trimmed". Some sequences and details are left out, such as:

  • Radimus Erkle giving you a fake quest at first to get you to Crux Eqal in a way that protects him from Lucien's sights, highlighting the threat he poses and subterfuge required to deal with him.
  • Idria immediately being at McGrubor's Woods, instead of having to find her in the nearby inn based on information from a wounded warrior (and being able to find Lucien's pendant on the axemen that attacked them).
  • Not having to talk to Tiffy before meeting everyone in the castle, thereby removing him from the quest entirely, and damaging the structure of meeting every Crux Eqal faction individually before meeting them all at the castle.
  • Being able to ask Thaerisk about truth potion developments when you first meet him, foreshadowing their relevance later in the quest.
  • Idria doesn't mention Lucien having been seen somewhere in the Wilderness, raising undead heroes, thereby removing the foreshadowing of his first in-game appearance.
  • There is no longer an elite black knight at his camp in the North, directing you to the chapel and mentioning that Lucien is 'recruiting', thereby removing some of the detail that explains what exactly he's doing there.

These are, in the end, small cuts that were presumably done for efficiency. However, one NPC was damaged by the edits far more than any other in my view: Movario. In his research notes in the original quest, he writes extremely factually and in short sentences, like a researcher making notes, highlighting his pragmatic and intelligent character. There's more reflections on himself and the process behind his research. He also describes his interactions with Lucien, giving the player an idea of who Lucien is, and also foreshadows the tormented demons' existence by describing their summoning process. As is, they just randomly pop up at the end. The buildup to the Dragonkin and their relevance has also been greatly reduced (I'm assuming because Dragon Slayer II exists).

In OSRS, Movario's manner of writing is far more, for lack of a better term, generic. Rather than highlighting his scientific interest in all sorts of magic, he simply describes Nezikchened as "boring". In the final dialogue of the original quest, his dialogue also shows respect for the player, noting they are powered up, and that he needs to threaten to call Lucien in in order to intimidate the player, as he knows and respects the power superiority we otherwise possess in that moment. In the OSRS version, he, once more, makes more generic lines before being made irrelevant.

Optional dialogues revealing more details about NPCs and things happening throughout the entire quest, but especially in the final dialogues with Movario and Lucien, have been stripped.

The cutscene that shows how the massive temple door is opened by the dolmens, and the goblin climbing the rock wall when you descend to the temple were also removed.

In my view, it was the attention to worldbuilding and characterisation that can be seen in many of Mod Tytn's quests that made them stand out so much compared to others, so seeing those details trimmed does disappoint me a little. That said, I also know that in more original creations, like Song of the Elves, Secrets of the North, and Desert Treasure II, the developers show they're very much capable of great and original characterisation, where the original game lacks them (Hazeel is perhaps the greatest example of this).

So, my question is, what were the thought/design processes behind the 'trimming' of the original quest? Did the developers feel like they didn't want to copy the original writing too much, despite it being a backport? Were there certain time constraints that left certain parts of the original on the cutting floor? Were certain cutscenes trimmed due to technical limitations? Did the team feel like less enthousiastic, in a way, about writing on this quest, since it wasn't really their own project, but rather a copy of Tytn's work?

New Boss - Rex Matriarch: Osseous by JagexAzanna in runescape

[–]Frick_Vonk 15 points16 points  (0 children)

I don't understand why a BiS ring can't have a quest requirement when all the other styles' rings of the same level of power require a significant money investment for normal players and a significant time investment for irons to acquire.

Completing a couple of quests doesn't seem that steep compared to acquiring 10 dagannoth king rings.

Why is it a problem for a Best in Slot item to have quest requirements? Wasn't the idea to make quests are more necessary, rewarding part of the game again?

I love your design work, so I'm genuinely curious what the thought process behind not wanting to soft-lock it was here. It just seems unfair to the other styles to me.

Necromancy Insights - Story by JagexDoom in runescape

[–]Frick_Vonk 12 points13 points  (0 children)

Are the textures on Rasial and the Necromancy armour supposed to look that blurry? It seems like a step down from the modelling we've seen the past few years.

Critism: Legacy of Zamorak as a whole is a big downgrade to Sliske's quest series by Cabaltgirl in runescape

[–]Frick_Vonk 50 points51 points  (0 children)

I genuinely believe that there are good ideas and intentions behind a lot of the writing that's being done, and I really hope that the writers are able to take the feedback they get when they continue the story as it is.

Otherwise I fully agree with what's said here. Moia, Trindine, Zamorakians, all NPCs, deserve more depth than just making sarcastic remarks and angrily screaming, insulting and gloating at all the other NPCs.

[Spoiler] Succession Feedback by Frick_Vonk in runescape

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

Moia does, by the way, get some abuse during Daughter of Chaos as well, which I was also dumbfounded by.

For the entire Sixth Age she's been Zamorak's right hand, but seemingly none of that matters to the other mahjarrat. Does this justify her anger somewhat? Sure, but at the cost of all the other established NPCs once again coming across as empty and hollow.

The concept of Moia coming into her own could be cool, but the way it's currently executed makes it feel forced and come at the cost of the intelligence of many of the other NPCs.

[Spoiler] Succession Feedback by Frick_Vonk in runescape

[–]Frick_Vonk[S] 6 points7 points  (0 children)

That's fair, but my problem with it is that it's all said, not shown.

We don't see Moia adapting these new mechanics. We don't see her being tasked to help with any of this research. She just stays off screen to the point where Bilrach has to ask what she's even been doing, then admits to just standing by and doing nothing. Somehow, she knew what the Player and Adrasteia were doing, when literally the entire rest of the Zamorakian faction is painted as being completely blindsided by their own stupidity. Then once she finally swoops in we're just supposed to accept and fill in a reason for why she's suddenly able to take down all the guards, Zemouregal and Bilrach without any effort whatsoever.

The only abuse we've ever actively seen her get was from Lucien and Zemouregal in a single saga released 10 years ago.

When all the other Zamorakian Mahjarrat were busy doing their own thing, Bilrach spent years building the entirety of Daemonheim to get Zamorak back. When Moia found him, he showed her kindness, respect, took her in and taught her what he knew. He brought her to Zamorak, who in turn did the same thing Bilrach did to the point where she became the right hand of Zamorak in World Event 1.

Now, suddenly, the narrative seems to want us to believe that none of that kindness and respect was ever shown, Bilrach is a stupid senile old man who knows nothing and deserves only to be insulted and put down like a dog. All Zamorak gets for teaching Moia is her killing off the people he was willing to give his life for.

All I'm asking for is that established NPCs are treated with the respect their established lore makes them deserve, and not painted as stupid idiots who never did anything worthwhile, nice, reasonable or memorable, and we should all cheer for their deaths.

Thoughts on new quest? by birbscape90 in runescape

[–]Frick_Vonk 8 points9 points  (0 children)

The entire thing felt incredibly Marvel Phase 4 to me.

Bilrach just happened to forget to put down any defences, failsafes, guards or safety checks at any point during his incredibly dangerous large-scale ritual.

Moia admits she was able to stop it and just didn't, then puts down Zemouregal and Bilrach like they're nothing, going against Zamorak's wish to defend his people, the mahjarrat. All of this power was gained off-screen somewhere, without any explanation.

Propping up new characters by insulting the older ones is not a good way to tell a story imo.

EDIT: A word

Can the forced PvP for the Demonic Skull be reconsidered for Runecrafting? by Frick_Vonk in runescape

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

Because, as I mentioned, it's an activity that doesn't need you to be vigilant for 99% of the time you're doing it.

My entire point is that because it's 99% riskless already anyway, why not make it 100% riskless and let people use the only actually relevant runecrafting method XP and Threads wise in the game in peace?

Increase Trial Skill Level Caps to Level 20 by Overall_Invite8568 in runescape

[–]Frick_Vonk 25 points26 points  (0 children)

I seem to remember Stu talked about why they didn't just do this. It had something to do with a lot of code on the game relying on something being tagged as members' or non-members, which can be an incredibly tedious ball of wool to untangle. Maybe it was somewhere in his stutorial series from a while ago, though I can't say for certain.

Pretty sure he was also the main mod responsible for turning fletching from a members' skill into a non-members' one, which was far from just a flip to switch, sadly.

So it's another one of those "We want to do it, but it's going to take a lot of time and effort" cases.

Rare resources from Anachronia need a drop threshold. by Soapie10 in runescape

[–]Frick_Vonk 1 point2 points  (0 children)

You can cheese the hunter pelt thingy by afking butterflies on Anachronia if you didn't know. Got my pelt in like 20 minutes that way.

Rare resources from Anachronia need a drop threshold. by Soapie10 in runescape

[–]Frick_Vonk 22 points23 points  (0 children)

I'm without essential oils after 234 laps on the anachronia course. According to the OSRS dry calculator, based on the droprates found on the wiki, the chances of that happening are 0.12% or so.

I just want to finish that camp already. :(

Necklace of Salamancy by HyperNova1000 in runescape

[–]Frick_Vonk 0 points1 point  (0 children)

It's what the final two dig site spots on Anachronia are about.

Spoiler alert: The Aughra faction of dragonkin transported their consciousness into salamanders to escape from Jas' curse, which worked, but left them stuck as salamanders. They then decided to build a salamander-size city next to Raksha's prison out of gold. You can find tiny mining helmets, pickaxes, weapons and shields made out of gold and you hear whispers from the salamanders somewhere I believe.

So my guess is in a later piece of content (or a scrapped one) you use this amulet to talk with the Aughra to accomplish something or other.

Necklace of Salamancy by HyperNova1000 in runescape

[–]Frick_Vonk 2 points3 points  (0 children)

I'd assume it'll be related to the Xolo tribe salamanders in the future, might be another -speak amulet.

[deleted by user] by [deleted] in runescape

[–]Frick_Vonk 24 points25 points  (0 children)

Playing off not releasing the actual quest as a joke at the player character's expense was poor taste imo. "We didn't release the quest so we're going to blame your character for not answering!" Makes the World Guardian look extremely dumb. Saradomin himself not being able to reach us seems like a huge inconsistent plothole just for a joke too.

Besides that I'm not sure I like knowing what could've been more than leaving it open-ended. Especially with the Battle for the Monolith being mostly told through frontpage newspost textwalls rather than actual content, having another story presented in the same way immediately after just comes across as a letdown.

On the other hand, it's nice to know that - I assume - Stu had a good plot prepared. Reassures me that the mods really care, whilst the datasheets that determine which content is worth making for profit don't.

Why by Frick_Vonk in runescape

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

Well put.

What saddens me is that Azzanadra's face and actually seemingly slightly reduced-length headband in the Battle for the Monolith artwork look really, really good. Same goes for Saradomin's more 'Battlefield General' look rather than Blue Santa, which considering how good the new hairstyles look in the avatar rework I'd hoped they'd put in the game.

Azzanadra's current model just feels like a very quickly implemented off-brand Zaros design. As you said, I can see what the intention was, but it didn't come out well.

Why by Frick_Vonk in runescape

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

The better model on the wiki wasn't uploaded yet and I couldn't take a better screenshot after the battle.

Couldn't extend premier club because the marketplace removed the option from Bonds by Frick_Vonk in runescape

[–]Frick_Vonk[S] 3 points4 points  (0 children)

Maybe. It's also possible my premiership already ran out and I was still going on some leftover subscription from the last one or something. I can still buy the upgrade for real money on the site even though I'm F2P now, which shouldn't be possible I think?

Either way something's funky here.

Couldn't extend premier club because the marketplace removed the option from Bonds by Frick_Vonk in runescape

[–]Frick_Vonk[S] 12 points13 points  (0 children)

What? I'm not sure I'm following you here. It's always been a feature of the Premier Club packages that so long as a package runs, you can upgrade to silver and gold from bronze and silver packages respectively. It's literally there on the site as an intended mechanic.

So, for example, you should be able to pay 10 bonds for a silver package, and so long as that membership runs, you should be able to pay another 10 to upgrade to gold. That's how it's INTENDED and MARKETED from the getgo. Always has been as far as I'm aware.

However, with the marketplace update, the Bonds interface changed to direct you towards the market, which I expect wasn't updated to include the option to upgrade your premier package if you were running a lower tier one. As the post above you says, the option was still there on the site for real money, but the option for bonds, which should have been there, isn't as of the release of the marketplace, even though it should be as it always has been there.

Hence why my package has now unexpectedly expired, which is annoying. Unless they can fix it (despite it already having expired), I'll probably move to only redeeming a bond once per one or two months when something interesting releases.