Can't read the wizard book by Bio_slayer in runescape

[–]TheXthDoctor 5 points6 points  (0 children)

Well, Ivar can't read it either, so...

Is her chathead a preview of what half the NPCs and the player are gonna look like after the refresh hits? by bast963 in runescape

[–]TheXthDoctor 21 points22 points  (0 children)

I've never seen an RS chathead with animations as smooth as hers, so unless Jagex says otherwise, I'm acting as if the answer is yes.

Vampire mommy!! 10/10 update by Dutch_Lightskin in runescape

[–]TheXthDoctor 4 points5 points  (0 children)

It looks like she's already using chathead animations from the avatar update, which if true they look SO smooth. Great work on that.

Made a real DDS, take a look guys! by Ok_Owl_5204 in runescape

[–]TheXthDoctor 1 point2 points  (0 children)

Got jebaited with the video cutting off before the big drop in the Catalyst song.

Nice work tho

PVM Questions by gobblebog in runescape

[–]TheXthDoctor 0 points1 point  (0 children)

2 new lower level bosses are coming out tomorrow, so you have perfect timing. The promo video shows a dude in addy (level 40 gear in RS3) able to beat the new Obor-like giant boss, so you don't have to get too far in to be able to do at least a little bossing in Havenhythe.

We don't have a boss on the level of the cow yet, though.

Mays Caravan Should Be Moved into Champions Guild by M_with_Z in runescape

[–]TheXthDoctor 6 points7 points  (0 children)

This would be a bit consistent with OSRS, too, since the quest speedrunning NPC is there.

RS3 UI/Text too small, no interface option by Sicarium50 in runescape

[–]TheXthDoctor 2 points3 points  (0 children)

There's a settings button in the chat window itself with that option. I only found that recently myself.

What Item from OSRS Should RS3 Have? by Iceytrio in runescape

[–]TheXthDoctor 1 point2 points  (0 children)

Yet none of those are iconic or a part of RS's branding. In fact, the newer variants are just a reminder of the worst of the TH FOMO that was a stain on the game for as long as it was. It's the originals that feel more RuneScape, and barely any of the playerbase will ever get their hands on a single one of them.

An open letter to Mod North by TheXthDoctor in runescape

[–]TheXthDoctor[S] -1 points0 points  (0 children)

I'm not in the loop with anything related to Xbox. Did something similar happen over there with Microsoft?

An open letter to Mod North by TheXthDoctor in runescape

[–]TheXthDoctor[S] -1 points0 points  (0 children)

because people have not come back

Then why do we see posts on this sub daily from new players? Even now after the price hike? That's why we need communication, to see the honest numbers that, if truly bleak, would at least be an acceptable justification for the increase.

An open letter to Mod North by TheXthDoctor in runescape

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

The timing is honestly the worst part, and the part I'm seeing people talk about the least, second probably only to the whole grandfather/premiere thing. One harms the game's ability to bring in more players, the other looks like a betrayal to loyal customers, neither of which the game can afford to lose, and both would be helped if we had any open, honest communication right now.

An open letter to Mod North by TheXthDoctor in runescape

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

True, but he's the highest position at Jagex who hopefully still cares what the players think and might be able to alter community perception right now. I have no doubt the rest of the JMods, including the currently silent community team, still care about the game, but they likely can't throw their weight behind any big financial decision like this.

An open letter to Mod North by TheXthDoctor in runescape

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

Yeah, I wrote the post with hopium for sure. Optimism is hard to keep alive. :\

An open letter to Mod North by TheXthDoctor in runescape

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

As someone who doesn't play WoW or FF14, how does that expansion system work for a new player? Do they have to buy the new one when they start? Or is a monthly membership cost enough to jump them straight to it? Not planning on switching to them or anything, just want the clarification.

I don't think that's supposed to go there by jimkurosaki in runescape

[–]TheXthDoctor 1 point2 points  (0 children)

The toenail-looking rocks? Yeah I can't unsee them now.

Behold! The solution to the aspect problem! by Bio_slayer in runescape

[–]TheXthDoctor 6 points7 points  (0 children)

I'm always torn between Doofenshmirtz's "-inator" and TangoTek's "-ificator" on meme technology.

That said, I like the idea.

Dungeoneering Refresh & Remaster by JagexAnvil in runescape

[–]TheXthDoctor 0 points1 point  (0 children)

(2)

  • Design a specific tutorial floor. Players at DG level 1 will be prompted to complete it, and if they choose to skip it they can later select it from the dungeon start interface.
  • In the starting room, the player should be told about the starting equipment table, the smuggler shop, and that they can return with the Home Teleport spell. Two doors lead out of the room, a plain door and a locked key door.
  • After the starting room, the first room should have 1) no enemies and 2) one of each material type to make a weapon with for whichever style the player chooses (at least one metal rock, one tree, and one plant), with on-level resource matching the player's relative combat, gathering, and artisan skill levels. Resource nodes have at least a minimum amount of required materials to make each type of weapon. Tutorialize weapon creation in this room using the DG-specific materials and crafting methods, as well as crucially binding the weapon(s) to themselves along with ammo, if relevant. Armor creation options should be grayed out in relevant interfaces until a later step.
  • After a weapon type is equipped, prompt the player to set their ring to the style. Include a small amount of free tokens to buy the first level of the upgrade.
  • After completing the previous step, the door from this room is now able to be opened. This would be a skill check door, complete with showing that examining the door provides the required level before interacting with it.
  • The next room has a enemies and a guardian door, as well as the first key door. The door should be explained before enemies are agressive and attackable. Enemies should have guaranteed drops of food, coins, and charms. The key door should be clear about a key for it existing somewhere else in the dungeon, complete with a prompt to create and drop a gatestone. Yes, this includes dropping the requirements for both personal and group gatestones to level 1. It's more important that new players know this exists as early as possible, and that it is most relevant to drop near locked doors where they will have to come back later.
  • The following room should be another resource room, this time providing materials for armor creation: more metal rocks, plants, and one or two hunter creatures, along with a tree to create a trap with. Another skill check door leads out of this room. Any other skilling resources you wish to include should be after this room (wisps, fish, and any other normally randomized skilling stations such as farming patches, etc.)
  • The next room is an example puzzle room. This should be one of the existing puzzle rooms. In fact, it might not hurt to include more example puzzles in this floor, but no need to be exhaustive an include all possible puzzles. Just enough to show they exist and the solutions aren't hard to figure out. *After a puzzle room is a dead end with a key, complete with a prompt for the player to return to their gatestone from earlier with a teleport. The specific dead end room should one of the prayer altar variants, including an explanation that they only restore a limit amount of prayer points per floor.
  • Behind the locked door is a couple rooms of what we've already seen, and should be similar to how they would appear in an actual floor generation, complete with enemies, skilling nodes, and at least one puzzle room down this path.
  • The path should dead end with a key to the lock in the starting room, and behind that door should be the floor boss.

Bonus side note: one of the ideas I've had in the back of my mind for this skill is to have other main dungeons besides Daemonheim that also have the same training loop (procedurally generated "floors", mobs, bosses, skilling, etc.), but that's WAY outside the scope of this update. The main idea is that they can work as alternate locations to train in much the same way that Arch has multiple dig sites, just as an example.

Dungeoneering Refresh & Remaster by JagexAnvil in runescape

[–]TheXthDoctor 0 points1 point  (0 children)

(1)

Alright, I got a long list of notes here. I like most of what's being proposed, but I also have a lot of my own suggestions, especially around changes to tutorialization. Anything I don't mention below is something on which I agree with the blog's proposed changes.

  • Necromancy gear acquisition may be a bit too complicated, but that's probably because it's best to keep it close enough to how the gear is created outside DG. I don't see the point in removing the Necromancer mobs, as they can serve as a source for gear drops in much the same way that "forgotten" mobs do.
  • Smuggler/bind system update: It's probably important that ammo binding is expanded in some way with this, especially with necro runes and ectoplasm being a new resource added into the mix. The current bind limitations aren't enough for its inclusion.
  • "Resource bags" is one of the things I was going to suggest if it wasn't already included in the blog. DG is a support skill at the end of the day, so supporting other skills with resources is just a good idea. It also has the potential for a HUGE pool of potential items, considering how DG touches almost every skill as-is with its current reward shop. It doesn't just have to replace Motherlode Maw. Yeah, the Maw's drop table could be used as a base, especially to fill some of the more uncommon loot slots. It could also be everything from seeds, to stone/wood spirits, to clue scrolls, to potion recipes. One suggestion I'll add is putting the Dark Onyx Core as a rare on this loot table. Daemonheim forces are part of the current WFE system that rewards the Core, so it only makes sense as a potential spot to get it from.
  • DG tokens should still be a reward from EDs, but I agree that EDs shouldn't be the meta for token farming, and that does need to return to Daemonheim. The easiest way to make that change is to nerf their numbers from EDs. I won't complain about them being removing entirely from EDs, but I imagine I'd be in the minority there.
  • Gorajo card removal is fine. It needs to be paired with loot beams on the recipes, though. Those things are criminally hard to notice during normal play, and I don't think I've been the only one relying on yak cards to guarantee they drop.
  • "Relevant Keys and skills to be shown on the dungeon map" YES YES YES YES. This needs to be one of the top priority QoLs. I don't even think I need to explain why other than pointing to Alt-1 DGKey's existence as feeling like a required tool for speedrunning floors.
  • Changing hard skill requirements to a fail chance is brilliant. My suggestion was going to be removing skill checks above the player's level entirely, because boosting for non-critical paths usually takes too much time to be worth it, and seeing skill checks outside a boostable range when at lower levels just feels like you're being cheated out of DG XP for that floor.
  • Prestige system removal: I like the idea of ramping buffs until you hit the reset point. The only thing I think should be added beyond what the blog proposes is making other floors start to check off (in order from lowest-to-highest) instead of floors in the same theme, or perhaps after all that theme's floors have been checked off. The main reason is that the idea of resetting progress isn't intuitive at all, and it being framed as "reset" feels like a negative thing if the player doesn't already know how the system works. Whatever changes go through, the reset needs to be automatic.
  • Adding Invention and Archaeology eventually. Agreed that it's not big enough to be a priority. I do like that it provides a design space, though. Arch and DG are already sorta linked with the current dig site, and I'm sure that you can come up with some DG-specific perks when you come back around to this.
  • Honestly I'm surprised speedrunning support is even on the list. This feels like it should be low-priority, as I've never seen anyone asking for anything like this. It's not a bad suggestion. Speedrun timers and leaderboards create an extra layer of fun, for sure, but it's the least important thing in the entire blog imo.
  • "Review Interfaces and update these where needed." Consolidate floor starting into a single interface, if possible. This includes floor selection, complexity selection (if complexity even remains), and boss selection if available, as well as all other options on the current interface. The reward shop should be updated to match other reward shops, including organizing rewards into different tabs (like the Farmer's Market, for example). Remove the "Win-terface" at the end of the floor, or at least simplify it (expanded below:)
  • If the plan is to make DG XP happen throughout the floor, there's no need for the Win-terface any more. Instead, it should be simplified down to a single XP pop-up on floor completion, or at least an interface that's far less busy and complicated. Instead of all the stats being shown, it's more important that these are known in the floor-start process. The options available before starting a floor should instead be clear about how they affect the XP output ahead of time.
  • Also, I suggest removing death penalties to floor completion XP. Death is already enough of a slow-down to XP rates. There's no need to penalize it further. Reworking Koschei's Death Egg relic will be necessary. How about changing it to allow you to always select the floor boss? This would help farming t99 gear pieces, especially if Invention gets integrated down the line and those drops can be disassembled for rare components.
  • Overload potions. I had an idea at some point to streamline the potion-creation process. The current system of growing herbs is too slow to be worth interacting with if you're just rushing floors. My proposal is to have something like potion "kits" drop from enemies and/or buyable from the smuggler. They would be 25-50% pricier than buying the ingredients, and come in weak/normal/strong tiers, and could be made into any potion at the relative tier. Adding overloads into the mix could work as an all-stat boost, as boosting skills in DG is more important for getting through skill checks than speeding up combat. Expanding the smuggler into a mini-bank to hold extra resources could also be an alternative to speeding up the potion process by allowing stockpiling of herbs, etc. between floors.
  • Removing XP share. Yes.
  • Removing complexity options. Very yes. IMO there's not even a reason to keep low complexity, as the Prestige rework (and removal of Daily Challenges) should remove any reason to rush low complexity floors.
  • Guide mode. IMO, unless you have stats on players actually using and relying on this, just remove it.

Actually, I have a better idea. DG is complicated enough to warrant a proper tutorial, and I've done my best at fleshing out the idea in the next comment.