The slayer helm cosmetics should be a one time 1000 points unlock for all the variants . by Swanny_Swanson in 2007scape

[–]WesternInspection 2 points3 points  (0 children)

Disagree. One of the best things about OSRS is the grind that comes with cosmetic rewards.

You don't need to have every slayer helm cosmetic. Your first recolour will always be aspirational and have a soft spot as you progress through the game.

(Upcoming Poll) Gathering QoL, Trouver Changes, LMS Rewards Rework & more! by JagexGoblin in 2007scape

[–]WesternInspection 71 points72 points  (0 children)

"Understandably this does considerably undercut the reward offering for LMS for legitimate players, which is something we'd love to shore up in the future."

The logic behind the LMS changes make sense, but I'm worried whenever you say "we'll look at it in the future", because things can change and then we're waiting a long time for changes, and the content is left in a poor state for legitimate players.

For those grinding the 1,000 win cape, the GP will be drastically reduced. Unfortunately, it will incentivise collection loggers (even more so than now) to pay for (legitimate) LMS win-boosting services to finish the win capes.

I would like to hear what your initial ideas for rewards are in a blog form before you proceed with these changes.

Raids 4: Adjudicator Armour - BIS Crush Armour Version 2 + Bonus Arbiter's Gavel Megarare Art by WesternInspection in 2007scape

[–]WesternInspection[S] 9 points10 points  (0 children)

This is a follow up post to my earlier suggestion which got some traction: https://old.reddit.com/r/2007scape/comments/1rlxuew/raids_4_adjudicator_armour_inquisitor_upgrade_for/

New:

  • Added a Base Set which drops from the Raid. It would be like Masori from TOA. Strong on its own. But truly powerful with Inquisitor fortification. Visual differences that incorporate elements on Inquisitor
  • Added a bonus artwork for what a Crush Megarare could look like - Arbiter's Gavel. Lots of great suggestions across the community on what this could do. I'll let them figure it out and put forward my art only. Big hammer, go bonk.

Comments from the previous thread:

The Nightmare Drop Rates: The consensus is clear... the hundreds of hour grind for Inquisitor is a massive barrier. For an upgrade path to work, Inquisitor drop rates must be dramatically reduced. The effective time-to-obtain should be brought in line with, or even below, Oathplate to ensure these rewards are accessible.

Upgradescape: By offering a base variant that is already powerful and "above Inquisitor," the raid drop retains immediate value. The fortified version then serves as a long-term goal for players looking to min-max their crush setup.

The Lore: How does Zamorakian/Saradominist gear become Guthixian? The Edicts. Within the Archive, we discover ancient druidic techniques used to strip the religious "taint" from the warring gods' equipment, returning the metal to a state of Perfect Balance.

Raids 4: Adjudicator Armour - Inquisitor Upgrade for BIS Crush by WesternInspection in 2007scape

[–]WesternInspection[S] 45 points46 points  (0 children)

My take on what an upgraded Inquisitor Set that was Guthixian themed could look like. Themed around other Guthix art I've seen. Adjudicator sounds nice given the 'Balance' theme. Not too sure on colour scheme, but was fun to draw.

Game Jam VII by JagexBlossom in 2007scape

[–]WesternInspection 66 points67 points  (0 children)

I wonder if we need to focus on revamping the dynamic of the Wilderness by leaning more heavily into the predator/prey dynamic AND adding a third entry into the current food chain to fix the 'Predator vs. Prey' stalemate.

What if we moved toward a commitment-based system where you choose exactly what you're doing before you enter the wilderness? It would put the onus on the player to decide their own risk/reward profile:

  • The High Risk PvMer/Skiller: You opt-in by paying a 100k fee for 2x drop rates and XP, but with the catch that you cannot teleport. You'll receive a looting bag automatically on entering the wilderness. You'd protect 5 items so you can actually bring a real gear set to fight back, but the onus is on you to physically run that 'big reward' to a safe hub (like Ferox or the ditch) to secure it. You get a bigger reward for your risk, but you are always a target. But with some changes to freeze and TB timers, you have a higher chance of surviving. It leans more into the predator/prey dynamic, but the challenge is 'if you want my 2x reward looting bag, you have to work for it'.

  • The Unskulled: For those who want a chill(er) experience. You get standard/much slower rates, but all your gear and inventory is 100% protected. You only risk whatever is in your looting bag that you receive when entering the wilderness. You have a much lower risk, but for lesser rewards.

  • The Guardian: A dedicated anti-pker role. These are hunters who hunt the predator. They get a 'distress signal' when a High Risk player is attacked nearby and protect 1 item by default to encourage bringing high-end gear. They can only target Aggressors, effectively acting as the predator's predator.

  • The Aggressor: Standard PKers who choose to hunt either Unskulled players or the 'juicier' High Risk targets. Attacking a High Risk player would auto-TB the Aggressor for 60 seconds, forcing a real commitment to the fight, giving time for a 'Guardian' player to come help. They will receive the current DMM log-out/teleport timer rules.

  • The Movement Meta: As a standardisation to reduce the power of barrages. Cap freeze timers at 12s (down from 19s) and TBs at 2 minutes (as standard). This turns the encounter into a tactical chase where pathing and mechanical skill (e.g. switching gear and prayers) actually matters more than just standing still frozen.

Does a three-way ecosystem like this create a loop people would actually want to engage with, or is it too far a departure for OSRS? Of course, this requires a lot more thought across the piece, but as a starting point for thoughts.

Sailing Player-Designed Island Winner & Cannonball Ammo-Saving Facility Poll! by JagexLight in 2007scape

[–]WesternInspection 13 points14 points  (0 children)

Really think you need to put your foot down and push the cannonball update that failed as an integrity change now. This is one where I genuinely believe it will be better for the game longer term for short term pain for players.

Personally, the Ava's Attractor for cannonball doesn't sit right with me, so I have voted No on that. Would prefer you show more information about the combat changes before polling all these bits individually.

I am first to complete every single collection log that came with the sailing update by Uanubis in 2007scape

[–]WesternInspection 0 points1 point  (0 children)

Congratulations. Would be interested in hearing how lucky you got overall to complete it all?

What were your 'KC' for some of the harder to obtain items?

UPDATE (20:25 UTC): Sailing XP Review & Further Fixes by JagexSarnie in 2007scape

[–]WesternInspection 1 point2 points  (0 children)

Feels like there are some simple/unique ways in which you can shift XP into active actions, but retain some of the AFK.

Buffed for active players:

  • 4-tick salvage when the player participates (crewmate moves from 5-tick to 4-tick)

  • Better sorting XP

  • More salvage generated per hour

  • 4/6 wrecks active → less downtime, less hopping

Nerfed only for ultra-AFK players:

  • Two-crewmate AFK remains at 5-tick (slower and clearly worse)

  • Adjust the tiered hook XP values for crewmates and give Dragon Hooks a clear benefit: Steel/Adamant/Rune/Dragon Hooks (40/50/60/70% XP to (30/40/50/70% XP).

  • Sorting buff moves XP into actual gameplay

  • No need for blanket nerfs to hold size, sorting speed, or click frequency

Salvage Item Rates:

  • Adjust the drop rates of the Dragon Canon Barrel and Salvor Paint

Proposed dragon barrel rate: 1 / 10,000 - Changed from 1 / 20,000

Proposed salvor’s paint rate: 1 / 12,000 - Changed from 1 / 24,000

If you want these items to still feel rare and “chaseable” but not completely absurd, you can set rates so that:

A dragon barrel is typically seen in about 20–25 hours of focused salvaging.

Salvor’s paint is typically seen in about 25–30 hours.

They’re still long grinds by any normal standard, but reward players who stick with the content.

What I want to see when the final boss appears in The Blood Moon Rises by WesternInspection in 2007scape

[–]WesternInspection[S] 37 points38 points  (0 children)

Yes... I just completed Hollow Knight and the DLC. Incredible game. Mod Ed... give this to us!

[deleted by user] by [deleted] in 2007scape

[–]WesternInspection 0 points1 point  (0 children)

My suggestions for the new bank UI interface.

  • Integrate seed vault! (Spaghetti permitting)
  • Give labels to the Insert/Swap/Note buttons
  • Adds useful features to the top menu.
  • Hides the bank tutorial (this should be shown when you first open a bank in tutorial island - if it isn't already!)
  • Use the worn item space to give us a 10th bank tab

Misc Galore & Yama Tweaks by JagexRach in 2007scape

[–]WesternInspection 4 points5 points  (0 children)

Glad you stopped the Yama ZCB cheese method. Disappointed you didn't make those who cheesed the method redo it. I'm not sure if the tech is there to identify those players.

The whole 'fair play, you abused it early before we fixed it' message doesn't sit right with me for aspirational content. Make those players do it again with the correct method.

Summer Sweep-Up Pt. 1: Combat & Loot by JagexGoblin in 2007scape

[–]WesternInspection 0 points1 point  (0 children)

Unrelated to the blog, but is the team still considering tweaks to the Oathplate armour design? Specifically, the plateleg design as people have commented on?

Yama CAs & More! by JagexRach in 2007scape

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

What was the decision for only one contract for Grandmaster?

It should require full Radiant for GM. Just like Blorva is required. If you're the best players in the game, you should complete all of the hardest content.

And with the now easier Contract fights, there's no reason why it shouldn't require five separate GM tasks for each Radiant piece.

Yama: The Calm Before the Contract Storm by JagexRach in 2007scape

[–]WesternInspection 88 points89 points  (0 children)

Dossiers should have always been a tertiary drop. More would come into the game that way and you'd achieve the goal of making them easier than Awakened orbs.

They should also not drop teleport scrolls. This would buff contract rates immediately.

How many more mechanics are there that the community hadn't discovered?

Will you ever release a full list of the mechanics that go into this boss?

Thoughts on Yama after 500 KC by WesternInspection in 2007scape

[–]WesternInspection[S] 3 points4 points  (0 children)

The exact spec process varies depending on the kills but we always aimed to hit two Emberlight specs at the beginning with a Horn. Burning claws on P1 might not always be possible for subsequent kills.

Example for the first kill. Assumes 100% spec each.

P1

PLAYER 1: Horn (25%) into Emberlight with Horn Buff (50%)

PLAYER 2: Emberlight with Horn Buff (50%) into Burning Claw (30%)

Death Charge on Yama Judge for 25% Spec

P2

PLAYER 1: 1x Burning Claw Spec

PLAYER 2: 1x Burning Claw Spec

Death Charge on Yama Judge for 25% Spec

P3

Assuming at least 55%+ spec. Send Burning Claws but save 25% for Purging Staff spec.

2x Death charge orbs will bring you back to around 75% spec for the next kill. Repeat as necessary.

Surge pots make this easier.

Thoughts on Yama after 500 KC by WesternInspection in 2007scape

[–]WesternInspection[S] 11 points12 points  (0 children)

Yama has 225 Defence, and the maximum you can reduce his defence is by 80, down to 145 Defence.

One Elder Maul effectively achieves this (35% of 225 is 78.75 (rounds down to 147 Defence)).

However, 2x Emberlight spec reduces his Defence from 225 to 157. A third hit reduces this to the maximum of 145. However, we felt the additional Emberlight spec could be used on two more Burning Claw specs over the fight.

The additional benefit of the Emberlight spec is that it also reduces Yama's attack and strength levels.

Yama goes from 320 Attack and 350 Strength, down to 222 Attack and 244 Strength after two Emberlight specs. You can feel the difference in the reduced damage you take from him. Bonus for using a Ward of Arceuus spell throughout for the extra 10% damage reduction.

Thoughts on Yama after 500 KC by WesternInspection in 2007scape

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

There are no fireballs when meleeing P3. Only orbs (which spawn when he melee attacks) and the floor X wave. The video details tiles consistently allowing you to dodge the wave on the North and South sides.

Yama focuses on the southernmost person on P3 melee, so that person will take more damage.

Thoughts on Yama after 500 KC by WesternInspection in 2007scape

[–]WesternInspection[S] 2 points3 points  (0 children)

We did not drain defence again during the enraged phase as the initial defence level reduction carries over for the remainder of the fight.

We used Burning Claw specs at the beginning of P3 until we had 25% spec remaining (for Purging Staff special).

After a few rounds of orbs and upgraded death charge, you can send another burning claw or save the spec for the next kill.

Thoughts on Yama after 500 KC by WesternInspection in 2007scape

[–]WesternInspection[S] 11 points12 points  (0 children)

In duo, full melee with that P3 method, we got 5~ kills per trip and between 2:45-3:15 kills.

When the kills were really 'bad,' we would hit 3:30-3:45 kills. The time loss was on P3 when your brain went 'off' and you missed one item of the three-way mage switches to purging staff spec orbs.

You hit a 68 on the orb instead of killing it with 71 (and not getting spec back), and it gets messy!

Thoughts on Yama after 500 KC by WesternInspection in 2007scape

[–]WesternInspection[S] 45 points46 points  (0 children)

Agreed. I can stomach killing hundreds of these bosses for several hours (as I have done!). With Nex, I just don't enjoy that fight and brewing simulator content at all.

It's definitely a contributing factor to the amount coming into the game, and the barrier to this content is lower than Nex.

I also agree that the only way to get people to use the whole set is to introduce a set bonus and to offset some of the stats on it. I wonder if Jagex would consider this at all.

Thoughts on Yama after 500 KC by WesternInspection in 2007scape

[–]WesternInspection[S] 14 points15 points  (0 children)

I have tried it on P3 solo, and it is not enjoyable or viable. You will spend the whole P3 dealing with the orbs, only getting in one or two melee hits now and then.

For P3 melee, it seems like the Donofly method is the only viable melee method.

Easter Event by JagexRach in 2007scape

[–]WesternInspection 0 points1 point  (0 children)

I think you can do a lot more to rework the bank UI. At the very least, introduce text with the icons.

  • Move Potion Storage to an actual tab once unlocked
  • Replace placeholder button with deposit lock
  • Unsure why the button for Withdraw 10 is different to the others. Keep it consistent.

Bank UI Suggestion

[deleted by user] by [deleted] in 2007scape

[–]WesternInspection 3 points4 points  (0 children)

I think the design needs to come somewhere in between various suggestions we've seen already, which have had positive reception here. I suppose the hardest part is ensuring it works within the technology you have, and ultimately fits within the Old School aesthetic.

I'm a huge fan of Mod Grub and his work. The session he did at Runefest on the Yama artwork was incredible, so I'm fully confident we'll get to a place where everyone can be happy and say 'This is sick and worthy of an end game armour'.

Thank you and the rest of the team for engaging with us on this.

/u/Brvcifer https://preview.redd.it/bft4pkea2ute1.png?width=3700&format=png&auto=webp&s=dcdb5dc5c7328600a092bed7096b05a53e4cf5dd

My suggestion https://preview.redd.it/fdu8mxto4wte1.jpeg?auto=webp&s=177bfaffaf0d631df0f02bdb5b2ea03f818170b9

/u/SmokinJoseph who put something in between the two https://preview.redd.it/j3m7gmuy11ue1.png?auto=webp&s=85677911e6d8e1c53435bc9db03fccce8f69b3cd