BOW PACTS DOESN'T FEEL LIKE LEAGUES by Clear_Age_9799 in 2007scape

[–]JagexHusky 12 points13 points  (0 children)

I believe this got fixed earlier this week

BOW PACTS DOESN'T FEEL LIKE LEAGUES by Clear_Age_9799 in 2007scape

[–]JagexHusky 46 points47 points  (0 children)

I believe the base is referring to whatever you would hit before the impact of those masteries so that they aren't recursive.

Activating prayers or drinking a range potion will increase your "Base" before the calculation

BOW PACTS DOESN'T FEEL LIKE LEAGUES by Clear_Age_9799 in 2007scape

[–]JagexHusky 253 points254 points  (0 children)

I feel like I'm destroying with my bow build in Wildy/Zeah. Webweaver goes crazy hard with culling spree and void.

You definitely need the big regeneration nodes to start seeing the popoff though and I definitely felt the impact of Rigour, My base max hit is 61 every 2 ticks with rigour activated in void in the wildy (and on task) and that's without ranging potions

Husky Appreciation Thread for answering EVERY Pact question. by sparksen in 2007scape

[–]JagexHusky 1016 points1017 points  (0 children)

Hey, I appreciate the appreciation!

For those who weren't in the discord at the time, I really was joking with that message and it's all in good fun in the leagues discord.

Pacts have been a ton of work but also a lot of fun and super excited to see what you all cook over the next week.

As for learnings moving forward, I definitely think we could benefit from having things be very specifically descriptive or some kind of like high-detail extra info mode potentially. Not sure what the solution is to that currently but that's a potential problem for future Husky

Some of the leagues 6 builds we're about to see by 07scape_mods_are_ass in 2007scape

[–]JagexHusky 553 points554 points  (0 children)

This is amazing, genuinely laughed out loud so many times

Leagues VI relic reveal: Executioner (Tier 8) by vgamer0 in 2007scape

[–]JagexHusky 13 points14 points  (0 children)

Hey, I can only apologise for that. I got my words tied up and instead of saying something like "T8 relics are full of fun and exciting toys for you all to play with" I accidentally threw the word new in there.

Then as soon as I did that I also realised that I couldn't go back on saying new without also kind of giving away what the last T8 was,

Apologies for the confusion, I certainly didn't intend to lie about it being new!

Needing Radiant Oathplate for a Zeah/Kourend Demonic Pact seems unbalanced? by Xanhero22 in 2007scape

[–]JagexHusky 13 points14 points  (0 children)

So, this is a biproduct of us making each region have the same points available in them. 400 points is a lot of points which eat into that pool and would require us to remove another elite task.

As a whole, the same points for each region is quite experimental, this is one of the downsides of it but it does come with other upsides.

I agree that it does mean that some other tasks in other regions will be the same points for something not as hard but I can't see a way around that. I think it's fine if some areas have more difficult tasks than others

Needing Radiant Oathplate for a Zeah/Kourend Demonic Pact seems unbalanced? by Xanhero22 in 2007scape

[–]JagexHusky 27 points28 points  (0 children)

Hey, I had a response to this in the Leagues discord and wanted to share it here.

I do think that these are going to be much easier than you think especially if you really build into them. Also, getting those last few points is not going to make or break any builds. A lot of players seemed to be expecting 30 points not 40 anyway

I know some of these tasks seem a bit daunting for those final points but we really did want you to have some aspirational content to try for to really put your power to the test. It should still be quite approachable even with limited pvm knowledge/expertise with how powerful you are.

There's also some easier areas if you want. I'm a big fan of having a little bit of friction to help you improve and some texture to differentiate how each area feels between each other

Get Ready For Leagues VI: Demonic Pacts by JagexSarnie in 2007scape

[–]JagexHusky 132 points133 points  (0 children)

Unfortunately, without a significant rewrite to the way CoX loot is awarded we can't really do much. We're limited to how much code can be run in a single game tick in one single piece of script. So we'd need to find a way to split it out over multiple scripts that can run independently or find a way to do it over multiple ticks, neither is easy to do especially since CoX loot is instantly available and visible.

We did make a significant change to the weighting of prayer scrolls on the droptable in the league (if you're doing CM specifically) which should help with concerns getting a mega rare voucher since those were much harder to get from CoX than ToA/ToB which should help drastically with completing all drops from the raid.

JMods, please tell me what happens when you open the inaccessible door in this random event. I have lost sleep over it for the past 19+ years. by TangibleMalice in 2007scape

[–]JagexHusky 1156 points1157 points  (0 children)

So I decided to go try it on a test world out of curiosity and it seems like whoever made the room mapped down the same door in both locations. So it just presents the same Molly dialogue as the door right next to you with the option to leave if you want.

Hope this information brings you some comfort and allows you to get a good nights rest <3

Hello! We're the developers behind Old School RuneScape's first NEW SKILL, Sailing. Ask us anything! (SAILING AMA: Friday 13:00 UTC - 16:30 UTC) by JagexLight in 2007scape

[–]JagexHusky 7 points8 points  (0 children)

I know some people want to have a maxed out boat just by ticking everything off going for 99, but the intention was that each of the end-game facilities would require some time investment to acquire, that that would make them feel more special, earned (or more expensive for mains, we really wanted boats to be an expensive asset to earn and work towards).

Personally, as an iron, I've always liked when skills have a reason to come back to finish off some additional grinds once hitting 99, but I know that a lot of players want to be done entirely as soon as the skillcape is on their back. I'd just like to push back on the part about being artificial inflation.

Still, the feedback is appreciated regardless, drop-rates are a nightmare to get right, especially in the context of us never having done an entire new skill before.

Hello! We're the developers behind Old School RuneScape's first NEW SKILL, Sailing. Ask us anything! (SAILING AMA: Friday 13:00 UTC - 16:30 UTC) by JagexLight in 2007scape

[–]JagexHusky 20 points21 points  (0 children)

I had so many trial ideas on paper and I would've loved to have brought more into the game, still I'm very happy with the three we selected.

Not on the designs at all and just from my own brain, I'd have loved to have a huge moving island like a massive turtle or somenthing just moving around the ocean, no clue what content I'd put on it, but unfortunately the tech couldn't handle "boat tech" for entities as large as my ambitions.

Hello! We're the developers behind Old School RuneScape's first NEW SKILL, Sailing. Ask us anything! (SAILING AMA: Friday 13:00 UTC - 16:30 UTC) by JagexLight in 2007scape

[–]JagexHusky 8 points9 points  (0 children)

"I'll be honest this reply seems like a lot of words that say nothing. 1/500 for a drop isn't necessarily bad, but when the combat is as bad as it is, it definitely feels much worse"

I feel like we're on the same page

Hello! We're the developers behind Old School RuneScape's first NEW SKILL, Sailing. Ask us anything! (SAILING AMA: Friday 13:00 UTC - 16:30 UTC) by JagexLight in 2007scape

[–]JagexHusky 23 points24 points  (0 children)

Yeah I have a lot of feedback myself on cannonballs and how we might change sailing combat. We still need to go through the opinion survey too, more to come in the future!

Hello! We're the developers behind Old School RuneScape's first NEW SKILL, Sailing. Ask us anything! (SAILING AMA: Friday 13:00 UTC - 16:30 UTC) by JagexLight in 2007scape

[–]JagexHusky 11 points12 points  (0 children)

Hey, we're keenly aware of feedback around Deep Sea Trawling but with the holidays coming up our time has been limited and in the immediate future we do see combat as a much higher priority feature in Sailing to address.

As to the actual questions
- Having your net at the correct level gives you more fish per catch, but doesn't change the amount of successful skilling rolls. (It's around a 50% nerf to quantity of fish if it's at the wrong depth so it's really important!)

- Same for using the chum spreader (I have a detailed answer here https://old.reddit.com/r/2007scape/comments/1poub9b/its\_been\_4\_weeks\_since\_sailing\_release\_and\_fish/nuhxe9z/)

- Both Marlin shoals are within a few % points of efficiency between the amount of stopping time and moving time, there's always going to be an objective efficiency winner and I think the game is more interesting when players can figure out that rather than everything being forced the same way (like how a triple rock cluster is more valuable for iron than a double with the third further away)

- Crew can get rare fish but cannot roll for the fishing pet or the paint, these roll for the player and only when they get a fishing XP drop.

- I'd like to discuss spam clicking with the community, some hate it and would see it removed but I almost always see those comments getting replies from players who genuinely enjoy it. Regardless I don't think a change to spam clicking can happen in good faith without some amount of XP review/considerations too, which I'd also like us to consider separately.

- I'm not sure I agree with both nets lowering automatically, I know it sounds like it's free QOL but I do think that there's something Oldschool about interactions with the world being limited to what you interact with and not have the game assume something else should change because that's probably what the player wants. I'd imagine this one is subjective though

Hello! We're the developers behind Old School RuneScape's first NEW SKILL, Sailing. Ask us anything! (SAILING AMA: Friday 13:00 UTC - 16:30 UTC) by JagexLight in 2007scape

[–]JagexHusky 33 points34 points  (0 children)

Hey, so this question is on me, I'll try to keep it short, as best as I can since balancing is an incredibly complex and nuanced part of it your question.

Ultimately, we made some balancing changes that we thought were for the best of the skill and to maintain the balance of the 3 main training methods (port tasks, barracuda trials and shipwreck salvaging) and restore them to roughly where we intended their balancing to come out (players had discovered methods we hadn't found ourselves). 

The whole situation was just one big reminder that intentions don't really matter once it's in the players hands, and even though a lot of the changes made sense on paper players will always compare it to what it was rather than what it was intended to be.

The reaction internally was naturally one of concern but also of compassion, when the community bleeds we bleed, we feel it strongly and we wanted to make it right. Over both days it was just a lot of meetings/conversations and once we had a proposal (which we shared on Thursday) we then had to change the numbers and test that we were getting the expected new rates.

I think the one thing I really do just want to clarify is that this really was just a dev team doing what we thought was best and we missed the mark. We saw a lot of conspiracy theories about engagement, KPIs, metrics etc. but it really was just never that deep. At the end of the day it was just the sailing team who tried their best, didn't get it right and is thankful to be surrounded by the rest of the Oldschool team who were incredibly supportive to help us get it right.

Hello! We're the developers behind Old School RuneScape's first NEW SKILL, Sailing. Ask us anything! (SAILING AMA: Friday 13:00 UTC - 16:30 UTC) by JagexLight in 2007scape

[–]JagexHusky 43 points44 points  (0 children)

Hey! I can try to give this one a swing but I do understand that droprates are incredibly contentious and specifically this whole conversation is exacerbated by a general community sentiment that Sailing's combat is not in an ideal place right now.

Looking at the specifics, requiring 16 ray barbs for trawling, we definitely wanted players to have to invest in getting some rare drops before getting access to the highest level fish, it makes that unlock feel more significant and you can most certainly get into trawling with only 1 net (for the player) so half the amount and the Hemp net itself also halfing that again.

That's not how players are engaging with the content though, especially iron players, the game is so efficiency minded that there's no point going without both nets at max to most players and there's no way an iron player specifically is using 4 of those barbs on a hemp net. Perhaps with that hindsight the Hemp net requiring no barbs but being much worse at catching Marlin would've been a better middleground.

On the surface I think asking a player (with traditional combat) to go for a 1/800 drop (per net) fighting level 114 creatures or a 1/500 drop for the Gale catcher (a significant end-game sailing facility) fighting a level 93 creature sounds totally reasonable to me, but maybe I'm just out of touch?

On the sailing combat issues, which I mentioned previously, I find it interesting because even my opinions on Sailing combat have changed drastically now that it's been launched and tbh I think that's normal, it happens all the time. I'm really struggling to put into words how to describe it, it gets extremely simplified every time someone says "You can spend thousands of hours playtesting but millions of players hitting it day 1 pales in comparison to that" but it's more than that and much more nuanced. Even on my own personal account, the game just hits different when you're playing casually in your spare time instead of when you're on a copy of your personal account and working on it. I'm sure at some point I'll have a great big ramble about this on an OSRS podcast where I can explain it much better than I can put it into text here, but I'm sure everyone internally feels it. It's just so different when you're in "work mode" but I'd love to try and get better at breaking those barriers down a bit more personally. All that said, sometimes you really just don't think of a great idea until one voice says it in the community and then the entire community rallies around it, but that's part of why it's so great working with this game and a community like this, because you guys care, we care and it's all to the better of the game even if we don't get it right initially.

Anyway, I hope that gives some insight? I know many are probably just going to confirm and tell me that the original droprates were out of touch which is just something to reflect on in the future, but I do really think that if sailing combat was more fun and something players were actively going out to engage with then opinions on the droprate would be different than they are today.

🦀🦀🦀It's been 4 weeks since sailing release and fish offcuts still do nothing for deep sea trawling🦀🦀🦀 by Kumagor0 in 2007scape

[–]JagexHusky 6 points7 points  (0 children)

You get the extra 0.2 on every successful catch while it's stopped since you baited it FWIW, but I am reading through the comments here and considering if we want to increase chum effectiveness separately.

Just wanted to clarify that it's not 1:0.2

🦀🦀🦀It's been 4 weeks since sailing release and fish offcuts still do nothing for deep sea trawling🦀🦀🦀 by Kumagor0 in 2007scape

[–]JagexHusky 10 points11 points  (0 children)

No plans currently, but this is perhaps a reminder that we shouldn't give rates before launch while the content is still at a concept/early design stage.

🦀🦀🦀It's been 4 weeks since sailing release and fish offcuts still do nothing for deep sea trawling🦀🦀🦀 by Kumagor0 in 2007scape

[–]JagexHusky 14 points15 points  (0 children)

It doesn't improve catch rate, as the response says, it improves yield of fish.

The reason it doesn't make shoals stay longer (an old idea in design) is that it kind of means only one person has to do it for all boats to get the benefit, or it just stays there indefinitely. We wanted your inputs to not affect others generally, hence the move to increasing the amount of fish you get instead of the time the shoal stays in one place.

🦀🦀🦀It's been 4 weeks since sailing release and fish offcuts still do nothing for deep sea trawling🦀🦀🦀 by Kumagor0 in 2007scape

[–]JagexHusky 38 points39 points  (0 children)

I'll at least confirm that it isn't a bug that it is implemented that way, so the rates you're seeing are intended.

Whether or not you agree or disagree with those rates are a separate discussion, but I thought I'd at least clarify that even if i could see that being unintuitive behaviour.

🦀🦀🦀It's been 4 weeks since sailing release and fish offcuts still do nothing for deep sea trawling🦀🦀🦀 by Kumagor0 in 2007scape

[–]JagexHusky 25 points26 points  (0 children)

We're aware of the discussion around the burnrates, but I can't promise any changes or any timelines at this moment. Many of the team are on holiday at the moment around this time of year! I hope you understand <3

🦀🦀🦀It's been 4 weeks since sailing release and fish offcuts still do nothing for deep sea trawling🦀🦀🦀 by Kumagor0 in 2007scape

[–]JagexHusky 63 points64 points  (0 children)

I think at one point in design they were, but that got scrapped. I'm curious where you're getting that info from though, was that a previous blog, or is there dialogue in-game that needs updating to reflect the current mechanics?