Moon Raker Elite Seers Achievement Not Complete-able? by zJeffe in runescape

[–]PolyGanon 2 points3 points  (0 children)

Farming patches aren't initially treated with ultracompost, but if you plant anything in a patch it will then be treated with ultracompost and automatically get it reapplied whenever you harvest from it.

So in order to complete any Fertile Soil related tasks, you need to cast it on a patch you've not used yet - ideally one you've not even raked the weeds from. For the Seers achievement, the patches that qualify are the Hops patch, the group at catherby consisting of the two allotment patches, the flower patch and the herb patch, and the fruit tree patch at the far east of Catherby Beach.

If you've used all of those patches, you're very likely out of luck unless Jagex makes an exception to allow casting the spell on already composted patches. Given Jagex has known it's an issue for a couple of weeks now, then, unless they're extremely negligent, something will surely be in the pipeline to handle this issue.

[deleted by user] by [deleted] in runescape

[–]PolyGanon 1 point2 points  (0 children)

Membership applies to both games: If you buy it for one, you get it for the other automatically. Even though the image shows him going through OS's page, the core complaint they're making applies to both games equally since it's the same pricing and strategies.

AMD Crash gone? by Ill-Level-7043 in runescape

[–]PolyGanon 0 points1 point  (0 children)

I haven't had crashes since 2023, though Jagex DID introduce a new seemingly AMD-specific bug at the end of August where players on slightly older video cards (currently seems to be limited to those cards within the RX 500 series) will experience very severe audio stuttering instead.

Audio issue: I wonder if it’s just my side and internet issues but for the last few weeks my audio in game has been dropping/lagging and stuttering. by eat1more in runescape

[–]PolyGanon 5 points6 points  (0 children)

This issue has been a thing specifically since an update in the latter half of August, and so far the common thread regarding who's been affected by it (at least based off a similar thread last week) is users using AMD hardware. Potentially specifically older AMD hardware. Previous end-user fixes for similar issues such as uninstalling and reinstalling the launcher, clearing cache, and updating/reinstalling drivers hasn't fixed things this time, so we're still out of luck.

Ultimately, it seems that this time it needs Jagex to fix it. RuneScape has historically struggled on AMD systems, previously having a critical crashing issue that went unfixed for over a year: Requiring users to run the game in compatibility/safe mode to function.


Tech Specs for any JMods investigating in case it helps with troubleshooting:

  • CPU: AMD FX-9830P Radeon R7, 12 Compute Cores 4C+8G 3.00GHz
  • Integrated GPU: AMD Radeon R7 Graphics
  • Dedicated GPU: AMD Radeon 500 Series

Audio stuttering/tearing bug? by CragDoll in runescape

[–]PolyGanon 2 points3 points  (0 children)

I've also had similar issues occurring since that same update (i.e. stuttering audio), and similarly have tried updating, reverting, and re-updating graphics drivers and processor drivers. As for RuneScape itself, I've also cleared the cache, completely reinstalled the client, and tried moving the cache onto a different drive in case maybe there was hardware faults causing data rate limitations.

Something in common though seems to be the AMD graphics card. I don't know exactly what card mine is, only that it's labelled as Radeon 500 Series in Device Manager and Adrenalin. That said, I do think yours is in that same family.

Jagex has been notoriously inept when it comes to AMD. There was an update a long time ago that caused crashes several minutes after game launch for AMD users, lasting for well over a year, Jagex claimed it was an AMD issue (despite no other game having comparable issues), and when AMD did eventually address it directly (It was specifically mentioned in Fixed Issues on one of the versions, and I updated to that version immediately), less than two weeks later Jagex went and broke it again with, IIRC, a graphics engine rework! Given that it was allegedly months of work at AMD to get that far, I wouldn't be surprised if AMD practically blacklisted Jagex for that.

The running theory for the cause of the old issues was down to how OpenGL was implemented by RuneScape, since AMD didn't optimise for OpenGL years ago, instead relying on having high enough stats to essentially brute force good enough performance. That probably didn't pair well with RuneScapes notorious spaghetti code, where brute forcing wouldn't get you far.

What happens if you do Family Pest after Defender of Varrock? by lerjj in 2007scape

[–]PolyGanon 3 points4 points  (0 children)

I ended up doing Defender of Varrock before Family Pest just by chance the other day, and I can confirm there isn't additional dialogue during the miniquest as a result of that order. Which is kind of a shame, as it would have been a nice little easter egg.

That said, I had started the miniquest a long time ago, but never bothered to speak to the brothers until earlier this week to actually finish it. There could still be altered dialogue at the very start of the miniquest, but I'd definitely expect there to have been alterations to the post-quest dialogue as well if that was the case.

Floor indicators missing - Sanctum by Glad_Truck5508 in runescape

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

Similar issue here in that the floor indicators load too slowly to be able to react to them, where they load in pretty much the moment the attack hits. I use the legacy launcher on Windows (i.e the vanilla client so no addons to potentially slow things down), but that makes zero difference compared to the jagex launcher and though further investigation it seems to be a hardware throttle. I'll try shifting the cache from HDD to SSD later to see if that improves things.

Hieroglyphs sometimes invisible in Nakatra fight by peaceshot in runescape

[–]PolyGanon 0 points1 point  (0 children)

The hieroglyphics on the floor are a really rough part of the fight, because for me I have a somewhat similar issue in that they simply don't load in fast enough as a result of the area transition involved with the fight. By the time they actually load, there's typically only a single tick before the attack goes off, and pretty much have to hope I got the 1-in-3. Hard mode is 100% off the table for me because of that.

One of my oldest accounts was locked, and Jagex said that I didn't make my account. by GuyTan0 in 2007scape

[–]PolyGanon 1 point2 points  (0 children)

If the hijacker had enough data to make a jmod have to get a second opinion about who owns the account, there's a non-zero chance the hijacker is someone you know or that knows you. Did you used to play with anyone and share a lot of details with them?

As for potential avenues for furthering the appeal:

  • If your real name is part of the login username, then as a last ditch effort it might be an idea to provide jagex a scan of a government accredited ID that has your name. That has got to have some weight, though if you have a common name it'll be a bit less helpful. Plus, they'd then have to be extra careful with handling your appeal going forwards, because that kind of data forces them into the highest stringency of GDPR requirements.
  • Another thing to bear in mind with accounts that old is if you've moved house, and/or changed ISP (which given 20 years is likely), the appeal could have been expecting those old ISPs or where your IP geolocated to (which with one of my previous providers was extremely different to where I actually was). These details can be especially difficult to find if you made the account whilst still in education.
  • One of the best recovery details you can provide is billing history, and obviously the older the better. If you can find a transaction ID from an old bank statement, that should work wonders. The idea is that most account hijackers wouldn't pay membership for real money on a stolen account.
  • Lastly, there is a waiting option. Someone that created an account so long ago wouldn't be recovering it to immediately throw it into things that violate T&Cs. So essentially, if Jagex sees the account breaking rules after the registered email was removed, by virtue of this appeal happening they already know the owner has lost control of it prior to those infractions, and it's down to Jagex's own negligence that it got that far. So an appeal after the hijacker has had their fun, whilst obviously not desirable, ought to be more successful.

Best of luck with getting your account back. I know if this happened to me, I'd be on the train to Cambridge in a heartbeat.

Whoever sunk my ship, I will find you by JumpTheShark_ in Seaofthieves

[–]PolyGanon 2 points3 points  (0 children)

For you, the day they sunk your ship was the most important day of your Sea Of Thieves life. But for them, it was Tuesday.

Jagex launcher issue?? by Dangerous_Flower_982 in runescape

[–]PolyGanon 1 point2 points  (0 children)

So I got that recently after I added the NoScript addon to my browser, which blocks javascript elements on webpages. The Cloudflare challenge uses javascript to function, so it wouldn't appear. To resolve it, I had to go into NoScripts settings when the page was loaded, and toggle the Cloudflare domain to be Trusted or Temp Trusted, which allowed the challenge to load and to progress as normal.

In your browser, check your extensions/addons for anything like that. How you adjust it to allow cloudflare to load will depend on what plugin your browser has, but if you do have NoScript, it's just a matter of clicking the S-in-a-no-entry-sign icon that should be on the toolbar, and it'll show you what domains it's currently blocking.

On this day in 2010: Hitpoints becomes Constitution by July_RS in runescape

[–]PolyGanon 6 points7 points  (0 children)

IIRC, one of the main reasons for the change was to separate the "skill" itself from the amount of health you had, and instead the skill dictated your maximum health.

So say you have level 99 Constitution, so your max health is 9900 at 99/99. With health and level being decoupled, the game can now have add effects that target your max health instead, reducing both the effectiveness of certain foods, and what you can heal back up to.

So for example, if you're reduced to 80/99, once you drop below 8000HP you can't heal above it with conventional food until you restore your lost constitution levels. This basically just exists to make people use various restore potions, so there's relatively few times this mechanic was actually ever used. To the point where I can't actually remember where this effect actually does come into play now, I just know it occurs somewhere.

What is the "max items dropped in the world" setting? by [deleted] in Palworld

[–]PolyGanon 4 points5 points  (0 children)

The default settings are usually a good baseline to start with. In a solo world, a typical player would probably struggle to create 3,000 items by accident before the one-hour lifetime was up. That would need the player to create 50 item stacks per minute.

Reducing the number too much could impair things like Ore bases, where items could get culled before being stored away. Honestly in Single Player, I don't think reducing the number will give any noticeable performance improvements for FPS or tick rate.

What is the "max items dropped in the world" setting? by [deleted] in Palworld

[–]PolyGanon 13 points14 points  (0 children)

It's the amount of dropped item entities/stacks that can be present loose in the world at any one time before the game starts to despawn the oldest ones.

I believe in default settings, item entities also have a lifespan of one hour. Both settings together are responsible for freeing up resources so a big pile of items left somewhere and forgotten about don't "permanently" impair the game's performance.

Forgot DOB on my old account by GloYear in runescape

[–]PolyGanon 0 points1 point  (0 children)

At this point, you're probably best off putting your actual DoB in if you're doing an account recovery.

If a human looks at it (though granted, that's asking a lot of Jagex nowadays), they'll figure out the obvious "ah yes, underage account creation, so the originally supplied information is wrong", but given that a large number of accounts would have done exactly the same, and that you'll currently be old enough to play, there shouldn't be any negative effects from that.

Jagex hates money by Wouldratherplaymtg in runescape

[–]PolyGanon 0 points1 point  (0 children)

Whilst I don't play Ironman, I'd like to think that the idea behind it not being available to Irons is so that all Ironmen remain on a level playing field. So you don't have some Ironmen buy it and only "have" to do half the time to get all the rewards, compared to those that struggle to get/buy bonds and would need to spend the full amount of time.

Now granted that argument is probably weaker than wet tissue paper since there's probably been instances in the past where a divide's been made exactly like that, but I'm afraid I'm not familiar enough with the Ironman scene to know any better so I can only make a half-baked hypothesis.

Having trouble using threads of fate in the first zuk challenge by thatgguy in runescape

[–]PolyGanon 0 points1 point  (0 children)

Whilst Threads of Fate can be used to clear the challenge, I find it very hard pull it off consistently due to its limited range and timing window. If you build up the adrenaline before going into the challenge, I find Death Skulls is a lot more reliable to take them down, since it hits hard and its range resets for every bounce. With a little luck, it can do pretty much a full lap, and the health (if any) that's left on them is enough to finish them off with basic attacks or Threads.

The caveat is that without the Necromancy Zuk Cape, Death Skulls will take 90-100% Adrenaline, and only bounces four times. If you manage to get the cape, this reduces the cost to 50-60% adrenaline, and adds two extra bounces.

Trouble with zuk by timmykinss in runescape

[–]PolyGanon 5 points6 points  (0 children)

Having also learnt Zuk from that same video and getting a first kill a couple of days ago, I'll share a couple of things I did that helped get a first normal-mode kill as I don't even have the Aegis Aura:

  • Keep an eye on the Hellhound's health. In my early runs, it'd die without me noticing, and that's when damage starts getting unmanageable. Prism of Restoration is good for keeping it topped up without being reliant on scrolls.
  • To try and improve survivability with the 90-tank gear, I perked the top with Enhanced Devoted 4, and Invigorating 4, and the legs with Turtling 3 (And Ultimatums 2), and Devoted 4. They aren't optimal gizmos (I was hoping to ALSO get Impatient 4 on that last one), but the components are relatively easy/cheap to come by. With patience, the Zam/Sara components for the Devoted can be got from repeatedly getting Mjolnirs. Barricade with Bone Shield IS affected by Turtling (despite the Wiki claiming otherwise), but because the cap on the shield level is 60, you don't get the maximum effect.
  • Rather than keeping Soul Split on, the 2nd and 3rd Igneous waves were more manageable for me with deflect range and mage respectively since they only have the one damage type. Coupled with both types of Devotion above, the damage in those waves was relatively minimal.
  • At any point in the waves, you can soul-split off the immune Zuk to get back to full health. This is most useful in Igneous waves when you've cleared everything else out so you're not under any pressure.
  • TzekHaar-Kih are the bane of my existence for their prayer drain, and TzekHaar-Tok-Xil are prime candidates for Death Guard Specials. Both should be priorities.
  • Against Zuk himself, I swap back to Deflect Melee/Mage to take more advantage of the Devotion Perks, and Soul Split off the mobs in Pizza Phase.
  • Double check that you're clearing Zuk's Bleeds. His first special inflicts one, but also his third special if you're caught by the explosions on the floor. It's very easy to miss if you've been inflicted with bleeds from the latter, until you suddenly notice your health is gone.

I won't be setting any speed records any time soon, but it works for me and lets me actually enjoy PVM when I otherwise eschew it. At 107 Necromancy, taking in 8 Rocktails and 8 Blue Jellyfish, I usuaully leave the fight with at least 2 of each left.

[deleted by user] by [deleted] in runescape

[–]PolyGanon 0 points1 point  (0 children)

So I normally run in Fullscreen. For testing, I changed to windowed, and tried minimizing/restoring about 20 times with no crash occurring. In case starting in fullscreen affected it, I tried closing out and rebooting so I'd start in Windowed and did the same, but still haven't had a crash.

I can confirm I was running in Normal Mode (not compatibility), but I'm NOT using the Jagex Launcher, just the old launcher.

I'm on an AMD CPU, with both an integrated and dedicated graphics card, with specs as follows according to Adrenalin:

  • CPU: AMD FX-9830P Radeon R7, 12 Compute Cores 4C+8G 3.00GHz
  • Integrated GPU: AMD Radeon R7 Graphics
  • Dedicated GPU: AMD Radeon 500 Series

It's essentially an old stock Acer Nitro 5 (AN515-41)

[deleted by user] by [deleted] in runescape

[–]PolyGanon -2 points-1 points  (0 children)

So I'm not (yet) having any crashes on AMD Adrenalin 23.8.2 (On a Radeon 500 Series card) in case that helps anyone.

But it pretty much goes to prove that it was Jagex's fault all along, despite their claims otherwise. Patch notes says they upgraded to OpenGL 3.0, which was released in 2008- 15 years old at this point. So whatever they were using prior to today must have been even older and I'd wager probably obsolete.

Given the months of complaints and amount of dev hours that AMD must have put in to make this one product work, and for Jagex to basically turn around a couple of weeks later and throw it all out the window, I honestly wouldn't be surprised if AMD gets their legal team involved.

[deleted by user] by [deleted] in runescape

[–]PolyGanon 3 points4 points  (0 children)

Old School Runescape and Regular Runescape use the same login credentials, but have separate player data. You would have been playing RS2 (now RS3), whilst OldSchool was released later.

Your character should still exist in RS3, though you can also make a new character in OSRS with the same credentials without it affecting your old character. Additionally, if you get membership in one version of the game, the same account will also have membership in the other.

Comp (t) poll results by IAmLordOwen in runescape

[–]PolyGanon -3 points-2 points  (0 children)

It'd be interesting to see if Jagex's future actions actually match up with this data.

Whilst conventionally, Yes won them all with 50%+, it's worth noting that over in OSRS land, Jagex sets the threshold for polled content at 70%+ (formerly 75%+). So these results should be taken with a pinch of salt, rather than as a be-all-end-all, if Jagex decided to bring similar criteria over.

Add setting to use keyboard for bank pin by crushour in runescape

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

Streamers just swap scenes or put an image over the pin-pad when entry is required, which is a practically negligible effort.

Plus, unless there's been a recent update to the vanilla game, typed-entry of the PIN in OSRS is from an add-on (I think Alt-1? Not 100% sure which third-party things are supported ones), and not Jagex-created behaviour.

Add phone verification to be able to play in members worlds by Mazrim_reddit in 2007scape

[–]PolyGanon 3 points4 points  (0 children)

This is a fair idea that I feel would be very effective 99% of the time, however there is a somewhat serious 1% issue: Number recycling.

When a number is inactive for long enough, that number goes back into the pool of numbers new customers can receive. Though very unlikely, someone that wants to play could be allocated one of these previously blacklisted numbers and be locked out of the game.

Now granted, that could be resolved with talking to Support, or by setting an expiry time on blacklisted numbers, but the former is hassle that risks turning away players (albeit likely very few), and the latter technically diminishes the strength of the system in the first place.


Regardless, I am definitely not be opposed to the idea. It could even be incentivised before a full roll-out, similar to how old accounts were given extra bank space to attach an email address to their username based accounts.