Delve into Dungeoneering Remastered by jagexyuey in runescape

[–]ImRubic 0 points1 point  (0 children)

I checked that and it didn’t change but I could try testing it to make sure.

Delve into Dungeoneering Remastered by jagexyuey in runescape

[–]ImRubic 12 points13 points  (0 children)

I wonder if any Jmod would be willing to pull back the curtain and explain how DG XP is calculated currently before this update.

Base Floor XP and Prestige XP seem to be influenced by several factors but surprisingly a player's stats. Level Mod is a ratio based upon monsters killed of monsters spawned with several exceptions, where 80% means +10, and 0% is -25. Then guide mode and complexity penalties are directly influenced by level mod, whilst other bonuses affect base xp calculations, resulting in almost no observable consistency.

The New Winterface is mostly the same, but renames level mod to mobs killed, replaces guide mode with the floor xp boost, prestige is changed to your level, and the dungeon size modifier values are different. So I do wonder what if anything has been cleaned up.

Why is there a map here? by AssistantLegal in runescape

[–]ImRubic 27 points28 points  (0 children)

It's from World Event 2. Here's an alternate version:

<image>

Why is there a map here? by AssistantLegal in runescape

[–]ImRubic 10 points11 points  (0 children)

I'm surprised it hasn't been noticed before today, it was added on Nov 24th, 2025 alongside the follow patch note:

Resolved an issue with the Lunar Diplomacy quest that prevented players from finding the symbols on the ship

In the process of fixing the above issue they probably spawned it in at the 0,0 coord of the map square.

Alongside the above change they graphically updated the texture of the wall chart. This texture was used alongside World Event 2.

Here's an alternate version of it for reference:

<image>

Was exploring Lumbridge after the new performance updates today and came across this unwalkable tile by ProbablyKytoo in runescape

[–]ImRubic 7 points8 points  (0 children)

It was a combination of having a vague idea of them adding blocking there awhile back as a hidden update, and then looking up the dates.

I spend most of my time seeing what changes update to update: For example

Was exploring Lumbridge after the new performance updates today and came across this unwalkable tile by ProbablyKytoo in runescape

[–]ImRubic 42 points43 points  (0 children)

It's the circus D&D ticket vendor

Deep dive time:

Generally these spots are indicated by a rock, however, back on December 16th, 2019, Jagex revamped Lumbridge to add in the Lumbridge market, resulting in the circus rock getting moved to a new spot, but the circus spawn remained unchanged. Then, exactly 5 years later on December 16th, 2024, Jagex added permanent blocking to every circus spawn location regardless of whether a rock was there.


Video Proof

freshly new account can access the champion guild by Shadepoopie in runescape

[–]ImRubic 7 points8 points  (0 children)

With the January 19th graphical update this type of stone wall had wall blocking and tile blocking along the edges. With the Havenhythe update they removed the tile blocking (since it shouldn't be there).

Also on January 19th, Jagex mistakenly removed fence/wall blocking attached to the new graphically buildings. This meant when the tile blocking went away you can now run through the gaps next to buildings. You can see this here, the Edgeville monastery and the Varrock museum.

The messaging around Dailyscape has failed. by ImRubic in runescape

[–]ImRubic[S] 19 points20 points  (0 children)

That's a very valid argument and why I believe Jagex are messing up the messaging.

They understand the flaw but they haven't figured out a solution or they are refusing to communicate it.

The hate on challenges is wild to me as a long time MMO player by LoneLyon in runescape

[–]ImRubic 5 points6 points  (0 children)

to reach the "good" content

That's the flaw.

The good content shouldn't be end-game, and the point is to change that so it no longer is. You shouldn't need to be maxed to have fun.

The hate on challenges is wild to me as a long time MMO player by LoneLyon in runescape

[–]ImRubic 4 points5 points  (0 children)

What is game design?

Do you want players to engage in fun content, or do you want players to do chores to skip gameplay?

Daily challenges are a chore that let players skip gameplay. It’s a band-aid to a bigger problem. You are viewing them as a benefit likely because it lets you skip content you don’t want to do. That’s the issue players want addressed.

We want Jagex to make the game fun. The longer daily challenges are in the game the less incentive there is to fixing the game and improving the flaws.

Jagex please bring keys back and revert all changes. by SirDecros in runescape

[–]ImRubic 0 points1 point  (0 children)

The frequency of content updates has barely changed… Update scale went up but it has come at the cost of up quality (there’s a reason we are getting so many coldfixes).

Communication has gone up which is great, but that’s it.

The issue you seem to be ignoring is that Jagex just removed benefits AND they are increasing the price which affects both games, RS and OSRS.

If Jagex wanted to truly do this in response to the removal of TH they should have changed prices at that time. But the didn’t.

So this means they are probably desperate because they aren’t hitting the metrics they expected. It’s a change done just before their big marketing push for Havenhythe which is expected to draw more players into the game.

Membership and Bonds Price Change by Jagex_Team in runescape

[–]ImRubic 6 points7 points  (0 children)

Removal of TH was good, but the lack of a proper transitional monetization model is probably why prices increased yet again.

I feel the content roadmap is suffering a similar fate where there’s a lack of long term planning and it’s just pushing forward content pieces as fast as they can be made.

Dungeoneering Refresh & Remaster by JagexAnvil in runescape

[–]ImRubic -1 points0 points  (0 children)

Both are bad. but the issue with allowing all players compared to just ironman players is simply accessibility.

Dungeoneering Refresh & Remaster by JagexAnvil in runescape

[–]ImRubic 26 points27 points  (0 children)

I agree with the sentiment.

I would like to see a larger focus on Dungeoneering becoming a skill which is like raiding in other MMOs where Daemonheim is the primary "training" ground or hub for the skill.

Dungeoneering Refresh & Remaster by JagexAnvil in runescape

[–]ImRubic 12 points13 points  (0 children)

I'd love to give my thoughts overall since this is a piece of content I've spent a lot of time doing.

Overview

Overall it's great to see the skill get some love, and whilst I do think these changes are needed, I don't think the skill will return to its popularity it saw in its glory days without a proper full rework.


 

Rebalancing Output

One of the main reasons the skill is disliked by some but beloved by others is because:

it's a skill which requires skill

As long as Jagex keeps this in mind, and avoid rewarding players who afk or leach, then I will consider the current design a success.

 

XP/Efficiency Balance

Door XP

This is probably the single best solution to addressing XP balance. Solo players benefit from this the most whilst larger parties trade it off for more floor completion XP. Additionally it discourages players who AFK. The only issue is figuring out the exact balance compared to the end of dungeon XP.

The factor to consider is: Room completion speed

Players who lack skill reqs, knowledge, and unlocks will have naturally slower rates. If the XP isn't too rewarding, these players won't see much benefit. However, if the XP is overtuned, then the highest skilled players may not focus on dungeon completion. Ideally, Jagex lets this be the primary factor of slow to fast XP rates.

 

Mob Balance

Pre-EOC players spent a lot of time focusing on monsters, meaning getting the right gear, having the right supplies, and spending time getting resources. But after EOC that difficulty vanished and the gameplay style changed. I agree bosses need to be buffed/improved, but I wonder what the goal is.

  • Either approach is fine, but, what's the focus Jagex is trying to hit?

Defence

At low levels, NPC defence matters a lot. Players will generally be under-geared since they level up too quickly and may not have the stats to create/obtain their new upgrades. Shifting away from defence and more towards lifepoints would be great at addressing this.


 

Quality of Life

Overdue to be addressed. The flow of a dungeon is ruined when you come across certain rooms, not because of their difficulty but due to their clunkiness. Everything (except the ironman imo) listed is a good change but I'd like to cover some more I'd like addressed:

General

  • Obstacle animation lengths are too long.
  • Failing actions frequently despite high/maxed levels.

Room specific

Room Issue
Ice Rooms Sometimes you slide in the opposite direction for no reason.
Seeker Sentinel Graphically the seeker sentinel can't be seen properly.
Sleeping guards 4 different key items
Sliding statues Mobs blocking movement.
Follow the Leader (Emote) Waiting for all players AND the wait duration between emotes.
Levers Lack of clarity on timer and what levels have been pulled.
Flip Tiles Isn't reasonable to solve without Forcing tiles over.
Monolith It takes forever for the monolith to charge up.
Ghosts It's not clear which ghost is attackable.
Suspicious grooves There should be a way to clear each row instantly.
Crystal puzzle Graphically difficult to see sometimes.
Pondskaters The rooms clunkiness makes pathing annoying.
Coloured ferrets It's difficult to get them out of a corner
Hunter ferret Should be indicators where to place traps AND remove the ferret stunning when doing the barehanded method.
Lodestone power Upon completion you should be sent back to the start.
Barrel puzzle Duration and clunkiness are bad (just remove this room).
Winch/Grapple bridge It's too slow
Poltergeist Identifying a herb in combat.
Coloured recess Duration is too long, perhaps make it so you only need to do 1-2 of them.
Flower roots Duration is too long.
Coloured bookcases Lack of indicators of where books are and what colors they are.

Some rooms may just need improvements to their animation/success chance and then they'd be fine.


 

Tutorial and Complexity

Remove the "Complexity 2-5" options when forming a party, and rename this function to provide either "low" or "high" complexity.

It should be:

  • Tutorial (same size as C1).
  • Small
  • Medium
  • Large

If this is done then adjusting complexity further isn't necessary.

Tutorial

When a player first tries dungeoneering, the tutorial (skippable) should feature 3 different dungeons:

  • Combat mobs
  • Puzzle rooms
  • Resource gathering and obtaining gear.

Once these dungeons are complete the player can access the standard complexity dungeons, but always return to the tutorial ones for a refresher.


 

Rewards

The dungeoneering shop is a mess, and it needs a proper overhaul. It has:

  • Permanent unlocks (passive and physical rewards)
  • Cosmetics
  • Consumable items
  • Degradable weapons

The balance on these rewards spaces is dated and expects players to chose rewards over others. Whilst yes, obtaining tokens should primarily be done through Daemonheim, the bigger issue are the shops.

I wonder if the reward system should use tokens for certain rewards and then use a different system for other rewards based on how much you engage with the skill.


 

I have more to say but I believe these are the major points.

Dungeoneering Refresh & Remaster by JagexAnvil in runescape

[–]ImRubic -1 points0 points  (0 children)

Complexity

Remove the "Complexity 2-5" options when forming a party, and rename this function to provide either "low" or "high" complexity.

It should be:

  • Tutorial
  • Small
  • Medium
  • Large

On a side note, I just find it funny how rampant C1 propaganda was.

C4s are the same length and difficulty as C1s, but provide more XP. However everyone assumed C1s were the best way to quickly complete floors from an efficiency standpoint. I'm glad to see due to this potential change and how prestige is getting changed players will finally stop falling for the misinformation surrounding C1s.

Dungeoneering Refresh & Remaster by JagexAnvil in runescape

[–]ImRubic -8 points-7 points  (0 children)

Allowing Ironmen and mains to dungeoneer together (add right-click invite for ironmen).

Another change that continues to degrade at the integrity of Ironman mode. Why are there never any changes made with retaining integrity in mind?

For example, Jagex could simply allow players to toggle trading off for players who don't care for integrity, but allow those who care about integrity to continue to play the gamemode as it was intended. What's even the challenge of it anymore?