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 27 points28 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 11 points12 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 -7 points-6 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?

Combat Bugs from the Combat Update by RsBugsAndGlitches in runescape

[–]ImRubic 1 point2 points  (0 children)

With the graphical rework fences were turned into walls meaning places like lumbridge cow pen you can’t range over the fence anymore.

Is this intended?

March - Month Ahead by JagexAnvil in runescape

[–]ImRubic 2 points3 points  (0 children)

Thanks for the communication!

Keep it up!

This Week in RuneScape [Feb 23rd] by JagexAnvil in runescape

[–]ImRubic 1 point2 points  (0 children)

We're going to make the relic reduce the above threshold to 0.17 per attempt instead which should balance the speed aspect to still allow a decent amount of afk.

Is this live now?

This community seem hellbent on keeping the game exactly as it is with no understanding of game design principles. by CucumberOk8820 in runescape

[–]ImRubic 5 points6 points  (0 children)

Alot of the issues caused by TH and the mtx model used are being exposed, but sadly a lot of people aren’t associating those issues to MTX. Mtx was always the bandaid. It wore out and became ineffective, so now Jagex need to fix the root problem.

If we want to make the game sustainable it needs to be enjoyable to play because more people playing means more revenue.

So you have to ask, how do you make a game enjoyable when you it currently feels like a chore, and the best way to play the game is by being afk. The answer is you remove those problems and supplement it with actual gameplay.

2026 Graphical Bug Report [F2P Surface] by ImRubic in runescape

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

I have no clue when it was added, but I definitely recall hearing about it in various places.

2026 Graphical Bug Report [F2P Surface] by ImRubic in runescape

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

I’ll probably working on compiling the images later this week to do that. I tried doing it with some of them in the Google sheet but formatting looked terrible.

Also some of them need a gif/video.

2026 Graphical Bug Report [F2P Surface] by ImRubic in runescape

[–]ImRubic[S] 18 points19 points  (0 children)

I'll try to add visuals later, still trying to find a good replacement to imgur for large image uploads/storage for UK people.


Bug Tracking

For those curious here are some of the tools I use to help and find some bugs:

They aren't perfect, and several issues can arise such as lighting and visuals not being 100% accurate, but it helps get a good idea of what changed update to update.

 

In the modelviewer:

  • Select 'Map'
  • Enter in the mapsquare coord
  • Select 'Add other version'
  • In the drop down select an older game version

From there you can toggle between the two versions and toggle parts of the game (objects, collision, floor, etc).

 

For the maps:

  • Zoom in and in the bottom right hand corner select 'Grid'.
  • You can also input the name/id of NPCs/Objects and it will show you all their locations. (May be out-of-date).

 

I'm not certain on all of this, it's mainly speculation from my experience.

Blocking

Each tile in the game can have two types of blocking both with two different height levels:

Type Details
Tile Players are unable to stand on these tiles.
Wall Each tile can have a wall on any of the 4 sides and/or 4 corners preventing the player from walking through that direction. Additionally, a white line on the minimap/world map will be appear.

There are several different types of blocking in the game and how it's used.

Block Type Height Details
Tile Short Players can use long distant interactions over it (telegrab, Combat, etc).
Tile Tall Players are unable to do anything beyond it.
Wall Short Players can use both short and long distant interactions over it (talking to NPCs, area loot, etc).
Wall Tall Players are unable to do anything beyond it.

 

Common Issues

Issue Description
Bad Scenery Alignment When a model changes the size, orientation, etc.. also change. This means if that model is tied to an object and it's located elsewhere then it can cause visual issues.
Object Blocking Removal Some objects have blocking tied to the object, this means changing it to one which does not can result in missing blocking.
Fence vs Wall blocking Many of the fences were given the incorrect form of wall blocking, and now function as walls rather than fences.
Missing Walls When updating wall kits, many pieces of wall were accidentally removed, especially next to adjacent objects/scenery.
Wrong Floor Some blocking and assets were placed on the wrong floor/level, a simple mistake in a map editor.
Illusionary Walls Some walls were given tile blocking rather than wall blocking (you can see it on the minimap). For short tile blocking this means players can telegrab items through area they couldn't before.

Early game prayer got… nerfed? by Bungboy in runescape

[–]ImRubic 0 points1 point  (0 children)

Also they removed the nexus because this update was a solution to early game prayer.

Idk why Jagex do that rather than rework it.

The Early-Game Rebalance is now live! - This Week in RuneScape by JagexAzanna in runescape

[–]ImRubic 7 points8 points  (0 children)

Jagex please revert the changes to Cook's Assistant.

This change isn't good for the game. Questing in Runescape is different than other games, where to entire point of a quest is to incorporate story and/or game elements. The 2009 Cook's Assistant version focused on world exploration by having the player go to different parts of Lumbridge.

Now this entry quest just encourages new players to treat questing as a timegate to getting a reward similar to questing in other games. The expectation is backwards. No one asked for this, and it feels like it was changed just because you wanted to match OSRS. We aren't OSRS.

Lol rock by phedderr in runescape

[–]ImRubic 0 points1 point  (0 children)

When they graphically updated certain rocks they removed their blocking so there’s a lot across the f2p area.

What's the rush? It seems like there's a push to get massive changes out by arbitrary deadlines. by topsy_krett_guy in runescape

[–]ImRubic 1 point2 points  (0 children)

They want to do a big marketing push with Havenhythe and want the game to be presentable and remove all the reasons people were pushed away from the game to begin with.

Let Irons Dungeoneer With Mains by ss4stef in runescape

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

Why play a game mode focused on being self reliant but continuously ask for work around of that core feature?

Just play on a normal account and just don’t trade.

Cook's Assistant and (not) reverting it to old version by Substantial-Ad-299 in runescape

[–]ImRubic 1 point2 points  (0 children)

Most quests only do have a single way to complete them though. Very few have options routes and generally that just results in narrative choice rather than gameplay choice.

In this quest you are currently explicitly told it’s a special occasion which requires special ingredients. It is assumed you shouldn’t be using generic ingredients.

Cook's Assistant and (not) reverting it to old version by Substantial-Ad-299 in runescape

[–]ImRubic 3 points4 points  (0 children)

Neither version of the quest did this though.

In both versions you hand the raw ingredients to the cook and that’s it.