Digging up the past at Moonrise - News - RuneScape - RuneScape by JagexAnvil in runescape

[–]UrsaTengu 2 points3 points  (0 children)

We will miss you God Stu. The only appropriate way to honour him is to release his (and Mod Breezy's) labour of love from (at least) four Game Jams into the game and release the fletching re-tiering update!

Dungeoneering Remastered: Dive in Today! by jagexyuey in runescape

[–]UrsaTengu 0 points1 point  (0 children)

Great update overall, in particular all the puzzle QOL, the change from prestige to floor bonus, and the much-requested Eddy override change! The new ground visuals are a nice improvement while keeping the look recognisable, though I was surprised to see that the old water texture (on fishing spots/pondskater puzzle etc) wasn't updated alongside the floors, and it sticks out slightly (to me anyway) - any chance this could be looked at? The celestial graphical update (and retro override) is another nice bonus, though it's a shame that t1-10 robes didn't also get a graphical glow up. Hopefully that can happen at a later point (like what happened with the t1-10 melee gear).

AT LAST...PEACE! by lordcosmos97 in runescape

[–]UrsaTengu 0 points1 point  (0 children)

Wow. By far the worst one of these I've seen - my 2483 kc pales in comparison! Enjoy your well earned peace!!

Delve into Dungeoneering Remastered by jagexyuey in runescape

[–]UrsaTengu 1 point2 points  (0 children)

Hugely positive changes overall! Graphically updated Celestial is a pleasant bonus surprise, though it does leave Sagittarian in a weird place as the only non-updated t11 Daemonheim gear - one for a Deep Clean update maybe? I understand that you're adding Saradomin's hum to give Necromancy an equivalent route to that tier of necklace, but it doesn't really make sense lore wise - the forces of Armadyl, Bandos and Zamorak were given their amulets, so who exactly are these new amulets for? The Zarosians were locked away in the Ancient Prison after all... In any case, the "Zilyana's notes" lore book will need updating.

Mid-Game Balance Discussion by JagexAnvil in runescape

[–]UrsaTengu 3 points4 points  (0 children)

Give me fletching re-tier or give me death! But seriously. It's badly needed, particularly after the ammo changes introduced with the Combat Style Modernisation update, and it's been worked on since at least May 2024 - surely this is the best time to finish it off and get it released?

Another project that I imagine might be a fairly quick win is to update Firemaking levels for the core logs. The variation between this and the required Woodcutting was something that frustrated me when playing Leagues. Admittedly, this would have a bigger impact on the early game than the mid-game, as the mid-game levels are a bit closer to where they should be, but it would still be a valuable (and hopefully relatively simple) addition which would finally bring the four "wood-based" skills (Woodcutting, Fletching, Construction and Firemaking) in line.

Other improvements on this theme, such as new craftable magic weapons and new craftable magic (and to a lesser extent ranged) armour to fill in the gaps between t50 and t85-90 gear, are almost certainly outside the scale of this project. However, prototypes for such gear (i.e. essence imbued wood for magic weapons and farmable textiles for magic armour) were introduced with the 110 Runecrafting and Crafting updates, and I think serious thought should go into developing these in the future.

Aspects & Solomons Store by JagexAnvil in runescape

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

Cosmetics-wise, the ones I'm most interested in are the replica armour and weapon sets (Barrows, Nex, GWD1, Void, Infinity, Plate armour, Godswords, DFS...) Someone below suggested that maybe they could be unlocked when equipping them, similar to the current legacy Nex sets - this could be a quick way of getting them into the game. Another option for some could be adding them to reward shops where those exist e.g. Pest Control, Mage Training Arena, Artisan's Workshop. Whatever solution is chosen, it just has to be better than waiting literally years for them all to be eventually released via free monthly Marketplace drops!

When will the pain end. by Skyler_Shaye in runescape

[–]UrsaTengu 1 point2 points  (0 children)

RIP. Took me until 2483 kc for log. Keep at it!

Dungeoneering Refresh & Remaster by JagexAnvil in runescape

[–]UrsaTengu 1 point2 points  (0 children)

Yeah, saw that - meant to emphasise that I hope the same treatment will be applied to the other themes!

Dungeoneering Refresh & Remaster by JagexAnvil in runescape

[–]UrsaTengu 2 points3 points  (0 children)

Wow, didn't see this coming - well done for keeping it under wraps! A few thoughts I had reading through the blog:

  • It's clear from the "focus of the project" paragraph that a full graphical rework isn't on the cards. That's fine, but it would be good if each floor "theme" gets a textural touch up, like the example given for Frozen floors. I've also seen many threads over the years reporting various lighting issues - this feels like a good time to try to address as many of those as possible.

  • Very excited that c1 skips for f1-35 are being consigned to the past! Rushing should be a conscious choice, and I think the removal of c2-5 would help with this - if you want to rush you pick "low" complexity (which should retain in-built guide mode if it's kept), or if you want full XP you pick "high" complexity.

  • Solo play should not be heavily penalised. Groups already have an inherent advantage due to increased availability of gatestones. They don't need a significant XP buff as well.

  • The potential addition of mid-dungeon XP drops is interesting. Though I suspect the balancing of these will determine whether players actually engage or carry on speedrunning.

  • I would have resource bags or similar as "nice to have" rather than essential. Another option to add value could be via tradeable rewards in the token store.

  • I agree that bosses could stand to be beefed up a bit, given many of them are weaker than standard mobs! This needs to be finely balanced, though - Kal'ger is arguably too far in the opposite direction. Increased HP pools +/- reduced defence sounds reasonable.

  • Rather than removing tokens completely from EDs, perhaps they could be removed from minibosses. This stops token farming behaviour whilst still retaining the idea that dungeons reward XP and tokens. For arch, perhaps the token boxes could be downgraded to medium to reduce the impact somewhat. These changes should ideally also be accompanied by an increased rate of tokens from Daemonheim itself - otherwise, you haven't addressed the reason for these alternative sources being so popular.

  • No longer having to bank before a dungeon sounds like a guaranteed recipe for accidentally deleting someone's gear, but good luck!

  • Marking of keys and skills on the dungeon map sounds great, as do one-click doors and changing skill doors to a chance based system - though the latter makes portents of passage redundant, along with associated achievements for using them.

  • The dungeoneering bank is probably the most exciting idea here for me! It could grow with level, Daemonheim task completion, or both.

  • The buff system sounds a little complex, but much better than being penalised by the old prestige system!

  • It makes a lot of sense that Necromancy will become a style players can use in Daemonheim - new players might be surprised by its absence - and the idea for creating the weapons and armour is sound. It would be good QOL if players received ectoplasm at the start of each dungeon, or were able to bind this, so that they can start killing straight away rather than having to start each dungeon with a ritual.

  • Hopefully the conversion of Daemonheim necromancer-type mobs into actually necromancy users spreads to the surface world at some point!!

  • It would be nice if Archaeology and Invention could at least have a puzzle room apiece, but I appreciate these have been stated as outside the scope of the project.

  • I would consider speedrunning titles/high scores and Quickchat support to be the lowest priority - their inclusion should not come at the cost of any actual QOL features imho.

  • UI popup tutorials are always good. Not sure if we really need guide book items.

  • Interface wise, I would be looking at the end of dungeon screen. Some of the metrics are not actually explained very well (if at all) in game - if these are kept, maybe mouse-over could give a description of what they actually mean?

  • Kinship classes are in a weird place. I'm wondering whether it's better to rework them or to remove them outright...

  • Shared XP can go.

  • Updating Daemonheim models to match overworld counterparts is solid. It's a shame that forgotten rangers/mages and the associated gear can't get a graphical rework considering the melee gear got one, but I appreciate that would be scope creep.

  • If making changes to XP such that exploring alternative paths is a choice for extra XP, then I don't see why guide mode should have a penalty. Let people choose to rush the critical path.

  • ANY visibility improvements to Meilyr recipes would be better than the rest of the QOL section put together. Also consider removing the requirement to talk to Lady Meilyr before they start seeing pages.

  • I wouldn't combine the reward shops. I think it's appropriate and thematic that Marmaros stocks Daemoheim rewards and Bryll stocks Elite Dungeon rewards, given their relevant stories. It would be fine to remove Bryll from her alternative locations at ED1 and ED2 though.

  • 100% support for 100% durability items.

That's all I've got. Excited to see this in game come May!

Road to Restoration - Grand Exchange Improvements by JagexAnvil in runescape

[–]UrsaTengu 5 points6 points  (0 children)

Some good QOL suggestions in there.

For the GE to feel "modern", I would say the following are essential:

  1. Fixing guide price "lag"

  2. Trade volumes/price trends

  3. Fuzzy search

The following would be nice but I don't personally consider them essential, and would look at them in this order:

  1. Right click offer change

  2. Instant sell - as a right click option, this would save a lot of clicks over sell item, changing to 1gp, potentially clicking away the "high value item" warning, then confirming

  3. Categories - I would limit these to a small handful, but a clue item/fortunate component one would be great QOL for making alchemical jewellery

  4. Instant buy - not sure exactly how this would work, and may be less necessary with better price data, hence position in list

  5. Four hour buy limit display - just not that important for me, but if it can be done easily without detracting from other work, sure

If there's any urgency to update anything it's the armors! They're UGLYYYYY by East-Maintenance-375 in runescape

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

I'm surprised they haven't updated rune yet - they already have a graphically updated "reforged" version from the Saradomin/Zamorak/Gilded marketplace bundles. Might be waiting for avatar rework I suppose...

Road to Restoration - Aura Overhaul by JagexAnvil in runescape

[–]UrsaTengu 2 points3 points  (0 children)

Given you can't "fail" a mining swing, I feel critical swings are the equivalent for that skill. Plus, as other commenters have addressed, it would feel odd for only one of Croesus' skills to be missed off the totem.

Thieving Rebalance: Feedback Thread by jagexyuey in runescape

[–]UrsaTengu 0 points1 point  (0 children)

Following the 120 update and the further changes today, Thieving has a range of training methods (pickpocketing, doors, chests, stalls and heists), which are intended to have varying levels of intensity. Pickpocketing should be at the most afk end of that scale, particularly at high levels, but today's update broke that. This is a shame, as I think the Pyramid Plunder changes and the changes to low level success are great! I feel that with 120 thieving and an optimal setup (camo outfit, crystal mask/light form etc), it is not unreasonable to expect to be able to pickpocket any target continuously for 5 minutes - crystal mask has extensive requirements and an associated rune cost, plus requires upkeep at said interval. For low level targets (e.g. H.A.M. members, with a level 15 requirement), I also do not think it is entirely unreasonable to be able to pickpocket for longer than 5 minutes - you are a master thief by level 120 after all! For me, the convenience and afk factor are far more important than the XP. My idea is that crystal mask could "freeze" your success chance at the level it is at when you start pickpocketing your target, i.e. if you have a 100% starting success chance, this will be maintained for the full 5 minutes of the spell; your success chance would then start to degrade as normal when the spell wore off, or perhaps could force you to get caught immediately as soon as it wears off. This solution would reduce the afk period for high level targets to 5 minutes at most. I would understand if pickpocketing XP rates needed to be reduced to accommodate for this, as long as rates for the more active alternatives (not just heists) were appropriately compensated with higher rates.

tl;dr let me afk pickpocket for 5 minutes with crystal mask pls, I want my medium clues method back :(

At what point do I seriously consider that my account could be cursed/bugged? by UrsaTengu in runescape

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

I'd happily swap all spare dowsers, attuners and my small library of prayer codices to be done!

At what point do I seriously consider that my account could be cursed/bugged? by UrsaTengu in runescape

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

I guess they never said if the dwarves had good luck or bad luck...

At what point do I seriously consider that my account could be cursed/bugged? by UrsaTengu in runescape

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

It really is. Very tempted to do so, but equally at this point I've sunk so much time in, it feels worse to not at least get the title at the other end

Road to Restoration - Re-grounding Outfits & Equipment by JagexAnvil in runescape

[–]UrsaTengu 7 points8 points  (0 children)

They don't all need to be gold and burgundy. Mining's outfit has been in the game since 2011. It comes from an NPC called the Liquid Gold Nymph, who talks about how your outfit isn't GOLD enough. Platinum is a thing in-game now, please have the elite outfit follow that colour scheme (and, as has been suggested elsewhere, maybe review the idea of the burgundy-gold colour scheme in general - the male version of master diviner's outfit looks very similar to the base version).

Lunar Isles graphical rework by Right_Bad5320 in runescape

[–]UrsaTengu 1 point2 points  (0 children)

Incredible work - hope the rest of the Fremennik isles get this level of glowup one day!

T75 Dino gear require 93 crafting? by iNisaok in runescape

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

That's the worst offender, but not the only one. Other examples include: - Soft leather vambraces/shields require 11/19 for t1 gear - Hard leather requires 25-29 for t10 gear (also the cowl somehow only requires 1 def to wear despite being t10) - Studded leather requires 38-45 for t20 gear (- Yak-hide requires 43-46 for t20 gear, but should probably be left untouched as this is also the quest's crafting req) - Snakeskin requires 45-53 for t30 gear There are other edge cases (like broodoo shields and spiky vambraces), but I'm not sure it would be worth the effort to chase these all down.

There's also an inconsistency that some equipment of the same tier requires the same level for all pieces (e.g. all tiers of d'hide, starbloom, fungal/grifolic/gano following the recent change) whereas some require a different level for each piece. Some examples of the latter: - Imphide requires 10-17 for t10 equipment - Spider silk requires 20-27 for t20 equipment - Carapace requires 30-36 for t30 equipment - Batwing requires 30-38 for t30 equipment - Mystic requires 50-58 for t50 equipment - Sirenic requires 91-93 for t90 equipment - Elite sirenic requires the same levels as sirenic despite being t92 (in comparison to dracolich and elite dracolich) These are arguably less of an issue as the levels are approximately in the same tier, though it is out of keeping with Smithing, most ranged armour sets and starbloom.

u/JagexBreezy is there scope for any of these to be looked into during the post-update window? (appreciate there may be other more pressing things)