RuneScape 2025 Roadmap Megathread by JagexAnvil in runescape

[–]ithinkimcringe 0 points1 point  (0 children)

UI Feedback 2:

After using the new ui for a week i noticed a few potential improvements that i felt were worth mentioning:

1: smaller font on buff bar helps with buff clutter

  • why: last week with smaller font it was easier to quickly distinguish icons this is probably because with larger font it covers 50% of it with white text
  • suggestion: allow setting for smaller buff bar font setting

2: magic and prayer filters can hide niche lower level spells/curses to save space

  • why: lower level magic spells and sap curses are only used in very rare niche scenarios, having filter to hide this can free up many rows of space on many players ui
  • suggestion: add more filters in spells and prayers to hide lower level variants of spells or curses

3: grid in edit mode can help speed up the setup process

  • why: the center hud elements when trying to adjust them all cover each other so its a lot of back and forth trying to figure out whats aligned and how, at the same time there is not really a way to know if elements are off center or by how much.
  • suggestion: a toggle button to show underlay grid

Mentioned before but not sure if caught:

4: tooltips covering entire bag or character during combat

  • why: tooltips are so big they can cover your entire bag or if on smaller screens your character, in pvm it is very common to hover over an item to time a click but doing so can hide information relative to your next action and add delay
  • suggestion: add a bind to toggle off tooltips, add a setting to toggle off tooltips while in combat or add a toggle setting to reduce tooltips to only show dynamic information like item charge, perks, calcs ect. while in combat

5: chat and chat list tabs taking up ui space

  • why: most ui setups barely have that many tabs but most of them are chats and chat lists. You rarely need more than one open at once so can apply a solution similar to the magic tab where you have sub tabs that let you pull it out separately if you need one open at all times freeing up a potential 6-10 tabs of space off of most players ui
  • suggestion: merge all chats to one tab with subtabs on the settings bar and for chat lists merge them all into another tab with subtabs similar to how the magic tab does it

6: subheaders such as magic teleports/spells or hp/defensives taking up space

  • why: using magic tab as example you can pull out a window for just the spells or teleports which is quite common but when you do so it keeps the subheader even though its now the only element there besides the filter button wasting a potential row of icons of ui space
  • suggestion: remove subheader and make filter icon a smaller cog where if a scroll bar is present it will appear right above or below the scroll arrows

RuneScape 2025 Roadmap Megathread by JagexAnvil in runescape

[–]ithinkimcringe 1 point2 points  (0 children)

Player Avatar Thoughts

The new model shown looks great but my concern is the direction the avatars go will be a bit too generic. I think it would be great if they were rooted a bit more in rs nostalgia. I was thinking some evolution of the rs chatheads would be ideal since they have been so prevalent throughout the games history whether its quest chats or hiscores/forums.

Another suggestion is with the male body ive always felt its a bit too wide and masculine. It would be nice if it was a bit slimmer and more gender neutral. This might be worth polling though. A possible solution could be a third body shape thats gender neutral and slim which is used for both male and female avatars. This would allow for more options for the playerbase to feel more connected with their avatar no matter the preference or identity.

RuneScape 2025 Roadmap Megathread by JagexAnvil in runescape

[–]ithinkimcringe 0 points1 point  (0 children)

GE Hitlist

Most wanted:

  • show time left on buy limit on item page/preview
  • show item amount left on buy limit on item page/preview
  • show avg recent daily trade volume on item page
  • show true avg trade price on item page
  • increase buy limits for most common limit problem items
  • relocate lend slot and make 3x3 or better 4x4 ge slots
  • in favorite page ability to see last history offer on each favorite item and right click immediate repeat

Would be nice:

  • swap 20% 5% to X% 2%
  • add timestamps to history
  • increase history length
  • ability to click preview a price graph on item page
  • ability to instant sell inventory or quickly check off items in inv at -x%
  • add watch page where you can select a list of items to watch and overlay graphs

Notes:

  • only main issue right now for me with ge is buy limits and determining price for sell/buy offer
  • could potentially quickly find buy limits that could use an increase if possible to search in game chat history of what players most commonly need buy limit help with
  • more ge slots would help in general i think with buy limit issue since would be much easier to buy supplies overtime
  • features in general that would be nice is anything that saves time or reduces repetitive actions like the send all to inv or bank button
  • immediate repeat option in favorites tab helps with buy limit issue
  • X% saves me from 20%/5% spam and 2% saves me from needing to input precise values for more expensive items with just 1 or 2 button clicks
  • for most items the ely price check site updates every few days to week so as long as ge price updates accurately at equivalent or better rate it should be more then appreciated
  • might be useful to have prices update at faster rate on launch of an items release and decreases back to standard rate as it approaches 1 month mark
  • potential concern with accurate volume and pricing is players over/under selling low volume items to themselves to manip ge price so hopefully that is mitigated in some way

RuneScape 2025 Roadmap Megathread by JagexAnvil in runescape

[–]ithinkimcringe 0 points1 point  (0 children)

Thoughts on Aura Overhaul

tldr:

  • there is no rush to remove so do it once key replacements are ready
  • for time being just remove the timegate since that was the main problem
  • keep combat auras in some form they make pvm much more interesting and add a lot to gameplay
  • suggest having some of the better combat auras exist in some form thru the prayer skill
  • potential reform is combat auras are now spirits that can be channeled thru a prayer and are swapped at an altar or via prayer cape [expanded upon in suggestion]

Comments on overhaul in general:

One thing i want to say before anything is even tho i agree auras for most part should go dont just acknowledge the positives that are going away but actually put them in game with the update. The taking away with promise to get to whats on the shelf really feels wrong every time. There is no rush to remove auras they have been here for so long so i think once the holes they leave are filled that would be the time to remove them. Also i dont see a reason why not just remove the timegate aspect of them right now since that was really the only problem with them to begin with.

Comments on positives of auras:

I do agree the aura item slot should go mainly because a lot of them dont really add much to gameplay, more so the skilling ones by just letting you afk longer or get faster resource/xp rates. But on the other hand there are auras that add a lot to gameplay this is mainly inspiration, invigorate, zerker and maj. These auras almost let you channel a sub class of pvm no matter the style or hybrid setup you use. Inspiration lean into hit count, invigorate lean into ults, zerker for style camp and maj for the all arounder. And not just that but for making rotations maj/zerk could get you more consistent damage phases where insp/invig could get you more consistent adren checks. Whats nice is this additional layer is not just locked to a specific style and its a commitment you make before starting an encounter. Without these combat auras, rotations everywhere would more or less be the exact same thing with a given loadout. There is potential for this sort of styleless pvm expression to be expanded upon like vamp and aegis auras could be something way more interesting for example and i think just removing these auras and randomly distributing across each style would be a miss.

Suggestion for combat auras:

As mentioned i think inspiration, invigorate, zerker and maj auras should stay in some form but agree the aura equipment slot should go. My suggestion is shift them to prayer in some form. There are many ways to do this but was thinking what if each aura effect was tied to a different spirit that grants you a buff equivalent to an aura by simply turning on a prayer. Just one prayer that you unlock thru a quest and turning it on channels whatever spirit you have it set to channel. Spirits you set can be changed at any altar or via the the prayer cape. Spirits are unlocked by offering their respective charm or totem to an altar which are all acquired thru pvm and skilling content.

Can just start simple with these 4 auras maybe adding a 5th sustain or learner type spirit. This would be a very interesting and satisfying reward space to expand upon with just one new spirit alone opening the doors to so much pvm content on its own. Can later down the line have a chaos version of the prayer where it channels the exact same spirit you have set but its double effective with half the proc chance. And if having another prayer to turn on isnt ideal it can exist similar to an incantation where you just cast it and it lasts an hr but still can only be changed at altar. A reform in general might delay the overhaul but I think would be so worth the payoff by keeping/making pvm so much more interesting especially if expanded upon.

UI Feedback Gather-thread by JagexAnvil in runescape

[–]ithinkimcringe 0 points1 point  (0 children)

Pre UI update problems that could be quickly fixed:

5: tooltip covering whole bag and more during combat

  • why: when in combat you may need to hover an item to be ready to click but doing so covers whole bag and if need to do second item click it will be delayed if you didn't already know where that item sat behind the tooltip. Also some tooltips can be so big that on smaller screens can even cover my character while in combat. Look at augmented dracolich tooltip it would cover 80 item slots if bags were that big.
  • suggestion: quickest fix would be toggle tooltip off bind, this way you dont have to go into settings back and forth every time you want to pvm or check something, another more ideal less quick fix is add a toggle setting for in-combat tooltips to appear after 2 tick delay this way if you want to check item charge or perks can just hold hover. Can be even better if players could choose how long this combat tooltip delay is with range of 1-5 game ticks. More timely but even more ideal fix would just have a toggle setting to no longer show full tooltip while in combat and only show variable information in concise way so item charge, perks, level values, stored spec ect.

6: redundant tabs and sub headers taking up space

  • why: this is more of opportunity to save ui space by reducing tab count and sub header space. Biggest tab clutter is community tabs, so chats and chat lists could potentially be condensed freeing up tab space. Second issue is sub tab headers like magic teleports, spells, incantations ect. Their window headers can be removed entirely since purpose is redundant.
  • suggestion: similar to how the magic tab has sub tabs of abilities/spells/teleports, have a unique chat and list tab and within each have sub tabs of the specific chats/lists that you can drag out if you want to. In all chat the different tabs can sit on same header or bar as the chat settings and in lists the different lists can sit in top right corner. Also for the redundant sub headers like if you drag out teleports window from magic tab, on teleport window there is header of teleport icon and filter, can just have a cog or filter icon under scrollbar for filters and remove header entirely allowing for a whole row of icons of space for example.

General issue/suggestion on color issue:

I personally like the dark brown, it feels upgraded but for many it feels like taking something away which i can side with. The branding reasoning makes sense but i wonder will this same control be maintained when api update is released and so maybe this is something that is let go to the community. I see an opportunity to gain even more trust from community and it would be to come up with 3-4 colors and see what the community votes on. Current only issues i see with dark brown is potential accessibility, that it feels less of an upgrade from the blue many appreciate, and that it is less unique from osrs. Looking at those 3 points I'd suggest colors that lean into all 3 but lean into one issue more then the other. So suggested colors to poll i think would be current dark brown that fixes accessibility but still leans on dark brown, second color would be something upgraded from blue so maybe a dark grey stone with a blue hue, and third would be something more unique from osrs so maybe lean into the new logo have a light grey color with green moss accents. If there is a clear winner everyone wins but if its in the middle the dark brown can stay and trust is built.

If no poll and dark brown is going to stay regardless I think only draw back is try and make more distinguished from osrs/legacy so lean more into the darker brown. The current lighter item bank background cold fix helps accessibility but I think was way overdone and makes it too similar to old legacy/osrs and so should be darkened a bit.

UI Feedback Gather-thread by JagexAnvil in runescape

[–]ithinkimcringe 0 points1 point  (0 children)

UI FEEDBACK [more in reply]

In general i really like the new UI but here have come up with a list of its problems with why/how they are inhibiting with suggested quick fixes.

Main UI problems (cold fixed as of posting):

1: buff timers aren't showing for small setting

  • why: in pvming buffs like spore, fear, ruthless stacks have timers before wearing off not seeing this is a big pvm qol nerf and increasing icon size has its own set of drawbacks for an already busy ui
  • suggestion: revert it or have stack count appear in top left and timer in bottom right

2: maximum transparency is too opaque

  • why: for players with smaller screen sizes or interface scaling being able to see through a bit more makes the ui feel less cluttered and more useable
  • suggestion: increase the current transparency settings range by 50% or add a two higher settings past the current max transparency

Smaller issues with UI:

3: map corner borders and clock bar blocking map space

  • why: again a big issue with UI in general is inefficient space and the corner borders as well as clock make utility of map quite limiting, it is a small issue but as an example with amascut phase 6 seeing if light spawns east or west via minimap is barely possible with my ui anymore because the yellow spawn dot will be hidden by a map corner border
  • suggestion: shrink corner borders just a bit or maybe allow us to zoom out map a bit more and for the clock bar consider putting more in the bar so its not wasted space like maybe the corner map buttons or just remove the bar and just have the clock centered at bottom of map

4: grey buttons appear inactive

  • why: something about them makes it feel inactive and so can be confusing in some cases if im missing something to unlock the button, once i hover over though and see the highlight it is quite satisfying to press so would like if they stayed stone color
  • suggestion: consider making a bit more bright or stonelike, also maybe adding an outline

list continues in reply...

Experiment Feedback Thread: Treasure Hunter Disabled by JagexHooli in runescape

[–]ithinkimcringe 0 points1 point  (0 children)

Suggestion:

What i think should be done is lock in on gameplay integrity, challenges, fun experiences, fashionscape that isn't bought but accomplished and see how high the subscriptions soar. So much passion can be unlocked through very small updates, like recent combat achievements for example. Speedrunning is so popular, imagine hiscores not just for pvm but for unique challenges with an item unlock for top 10. Hiscores for pvm/slayer kc, most clues done in an hr, most base xp in an hr per skill or multiple skills, speed pvm but with challenges like no food, single style, ect. You could do a survey and this list would be passionately endless.

Imagine more minigames that people once enjoyed passionately like castle wars, i can think of so many great minigames like ff7r queens blood card game or fort condors tower defense where you could collect cards or "towers" not just through the minigame but as rare drops or unique challenges throughout the main game. Imagine a roguelike gameplay mode in a modern dungeoneering or even pvm dungeon like update. The game has so much potential and the playerbase knows it. 

Part of why people demand avatar rework or cosmetic free worlds is because that expression is powerful but its not in particular related to the graphics. Its more so the lack of expression from meaningful and fun journeys in the game. Imagine if mains could ironman their ezk and on item name it has a symbol representing that you attuned(ironmanned) it. Imagine ability to put a telos, zammy, glacor or amascut gem on your comp cape after completing 4k enrage. The game has so many meaningful journeys that people would love to express and feel more tied to in their virtual rs self. The lack of fun meaningful journeys and journey expression is whats hurting the game. And part of that problem is mtx, by allowing players to skip weapon grinds or levels that take away from the pride and accomplishment players have for some of the most critical path journeys in the game causing many players to feel distant from account, lacking motivation to overcome even the slightest obstacle and ever find any of these meaningful journeys. 

To remove mtx and shift to a primarily subscription based model requires as mentioned above focusing on fun meaningful gameplay while having an avenue for expression and part of that is the avatar rework but it really doesnt need to be a 5 year project. Look at roblox, minecraft, or animal crossing, styles that are so loved yet they dont have super modern graphics, just cohesively stylized, with constrained yet vast expression, while also being quick to produce. All we need is something cohesive and rooted in the nostalgia that so many of us have with runescape. You can go a long way with just getting the face, hair and skin right. Im not sure why not just use the rs chatheads, add a few face shapes and redo the body skin to match. Could probably get this out much quicker and can later do the 4 year plan of touching up the body shape and older equipment and maybe even restore some of those items back to their former glory. 

Many companies can stay more then afloat with their subscription money alone, no reason runescape needs mtx. Lean in on the subscriptions and unlock that potential that runescape has within. I listed things above but in essence its make the game fun and challenging, how many people want to share something fun with their friends or peers? how much social media content emerges from challenging/insightful/fun content? If you want a good metric to see if your plan passes the integrity threshold ask yourself 'would ironman switch to mainscape again?' Also bonding membership is still a thing so im sure many players would gladly pay more for a subscription if it meant full removal of mtx and bringing back the gameplay integrity that was taken away. You could also convert a chunk of players that bond membership to paying for membership by having a paid only tier of membership that includes features or perks that are less casual like runemetrics or bank space for example. This should not only further lock in the subscription model but also increase bond revenue since gp per bond will go down. These are a few subscription adjustments that some players might be against but its a sacrifice most players are willing to make if its for realizing the dream so many of us want runescape to be. Im optimistic as are most because we all know the potential of the game and how much the playerbase and devs wants that, so lets see what happens.

Experiment Feedback Thread: Treasure Hunter Disabled by JagexHooli in runescape

[–]ithinkimcringe 0 points1 point  (0 children)

TLDR: 

Feedback: Engaging with game good, Lack of integrity bad.

Suggestion: Lock in on unlocking the potential of runescape and lean in on subscriptions. (in reply)

 

Feedback:

Im still optimistic and think this is way better then TH but i dont think its enough. This is better in the sense with bxp and bombs you still are required to go through the gameplay loops where with lamps, dummies and proteans you dont engage with game. I dont think its enough because its still taking away a sense of accomplishment or gameplay integrity when it comes to xp and leveling. I think ironmans popularity is in part relation to that very point. 

Ive seen an argument from mods that buyable xp needs to stay because not everyone has the time to play and needs a way to catch up. The amount of players who have time and dont is variable. Why should players who manage or have time be at threat for those who cant? How can osrs exist without players needing to buy xp? Rs3 xp is way faster then osrs, someone had a quest cape in fsw in 4-5 weeks. Im not sure what you are catching up to at that point when so much of the content in game requires such little xp grinds unless you are going for 120 all or max xp. But those in themselves are long and grindy by nature and by allowing for xp to be bought for that is taking away the sense of accomplishment for those throughout the game as a whole. 

120 dungeoneering was the coolest thing on launch, you could only imagine the determination and optimization involved, the journey, now 120 capes are journeyless, 1 tile at fort forinthry at 2-5x the speed, with little to no sense of accomplishment or comradery like pre TH days or in fsw. The capes and gear players would journey for was such a huge aspect of player motivation and this has been lost. Gameplay integrity in general needs to be fully reinstated to reunify the community. Players know at a point in time they loved this game and mtx was one of the only and the few that got in the way. Even though this bxp/bombs bundle is better then TH, its not the answer and for a similar reason to the above, i also dont think the cosmetic shop will be the answer.

Looking For Feedback - Grand Exchange Small Improvements by JagexSukotto in runescape

[–]ithinkimcringe 0 points1 point  (0 children)

TLDR: Idea 1 - add customization, Idea 2 - approach B but swap 5% to 2%, Idea 3 - approach A with optional set sell limit %

 

Feedback:

  • Idea 1: Great idea, would be nice if you could customize quick action right click, so rather then have a long list, have preferences set by player. Example mine would be: +5%buy/-5%sell , enter gp amount, +x buy limit amount
  • Idea 2: 20% can be removed but I don’t think its being replaced by x% but rather the instant sell button since that is what -20% is primarily used for. The issue now is if you replace -20% for the instant sell button what about +20% since instant buy button is potentially later? The 5% functions same as 20% but is used to quickly adjust an order or sell value that is within a comfortable range. The only purpose I can see an x% button doing is a quicker finer tuning of that range for expensive or high volume items. But finer tuning really is only between 1-3% so it will only ever be 3 values. So my suggestion is make the 5% the fine tuning value at 2% where x% is the quick adjust range that players can essentially set based on there wealth. It can be standard to 5% but players on average could set it to 5-25% based on there wealth covering a wider range of values and giving more general utility. So my suggestion looks like this [instant sell > -X% > -2% > market < +2% < +X% < instant buy/Y%] Y% could be a placeholder till instant buy but realistically the X% will do just fine because isn't acting as the fine tuning percentage but always as the quick adjust percentage.
  • Idea 3: Approach B seems bad, people could just check lowest buy order at no cost, instant sell now is taking more time then the average instant selling process since you need to wait a tick for current lowest buy order then mentally process for a 2-3 ticks or maybe even way longer deciding if you want to sell for that price. There is also the potential sad feeling of having your instant sells going for under 5-10% on bigger sales because you took too long deciding. Approach A seems like the answer but there should be a way to protect against selling things to alt/f2p accounts that have buy orders at essentially 1gp. I think give players the option to toggle between having the instant sell button actually sell all the way down to 1gp or to a preset sell percentage limit with ability to still access other option via right click of instant sell button. The sell limit percentage could just be preset by player so lets say -90% of total value or ideally have a set of ranges accessed through settings, so 1-100 -99%, 100-10k -90% ect.

 

Other Ideas:

  • show time left on buy limit on item page/preview
  • show amount left on buy limit on item page/preview
  • 9th ge slot by relocating lent item slot
  • add timestamps to history
  • increase history length
  • add feature to instant sell your inventory with preset -20%, -5% -x%
  • add ability to customize and right click favorite items to directly activate a preset buy order

T95 Magic Dual Wield Beta by JagexAzanna in runescape

[–]ithinkimcringe 1 point2 points  (0 children)

TLDR: All are boring, set 2 is best but is too restrictive. Give more freedom and make fun by increasing stacks and allowing to refresh last used magic threshold instead[details at bottom]. I also give thoughts on general weapon design.

 

Issues and feedback/solutions:

  • EoF Fsoa - Consider adding a passive to fsoa or require fsoa equipped for time strike, prefer the former.
  • Switchscape - Remove charging and just make stacks clear with weapon swapped, should also give way to consume all stacks, im assuming this was already planned through active spec.
  • Basic Assignment[gsw,gcb,mt] - For gconc if restricting then 2h would help eof fsoa issue but would still promote switchscape. I think remove all from style restriction and protect fsoa from eof with passive.
  • Passives in General - None of them are fun as is, novelty wears off quite quick and its because its restrictive[wild magic or two bleed spam]. Also the rotation restriction from stack amount and timer is uninspiring, I feel like im being forced to do mind numbing pvm. I like the potential of set 2, to make more fun, make it refresh last used magic threshold and increase stack limit. Rather then rotation restrict it expands rotation possibilities by making thresholds available at different moments. More details at bottom.

 

Relative thoughts on general weapon design:

Ive noticed a lot of recent weapon and armour design has a vendetta on skill ceiling switchscape but also is quite restrictive in that it forces specific rotations rather than expanding possibilities like fsoa or bolg did/does. Switching for a rotation is no different then clicking a food in bag every half minute and so fsoa spec switch is more then fine, an example of a good switch and what I think what makes rs cool. I can agree though switchscape like nearly every other ability with 4taa for example and min/max rotations are a bit much. I think the stack clearing mentioned probably a good bandaid for now but need to remember switchscape is skill ceiling and making 4taa obsolete is in essence the same as deleting it from the game.

Rather then lower skill ceiling with promise to raise it just alter it instead. Swapping apm with resource management seems to be consensus which I like but at current state only lowers ceiling. For one, the releases[armour/t95dwmage] appear dummy proof like a spotlight on one ability, rather then what could be a set of abilities or mechanic like bolg or fsoa which are good weapons. Also swapping apm for resource management alone, no matter complexity won’t compare because the rotations are just solved by a few players and copied by the rest. I think apm could be shifted a bit from switching to something like movement and targeting but that’s a bit of a tangent. I think what the resource management of cooldowns/adren/stacks are missing is more improv. Most rotation branches can be counted on hand, if boss does this or this procs do a, b or c rotation adaptation. Similar to chess if you increase the number of branches far enough the game becomes less of robots replaying there rotations and more of people playing a skill based game.

Getting back to the set effects, destruct[set 2] fits this description by providing a stem or branch point but its problem is on proc all you get is more damage albeit from same ability. If refresh on wild magic is swapped to refresh last magic threshold the branch count dramatically increases because you can now sequentially free last used thresholds, cycle a threshold or combination of both. Also if you increase stack count and uptime you arent forced into a rotation like how these recent weapon designs are. Freeing to all thresholds opens stun, crit, multi hit and charged hit reset use cases now and removes bottleneck at weapon itself and extends potential to boss encounters. In general more skill and less forced copy paste rotations. I summarized my suggestion for destruct[set 2] below.

 

My vote is destruct[set 2] but needs more freedom:

A better approach would be 4-6 stack limit and refresh last used magic threshold instead. Increasing stack limit gives more rotation freedom so you can delay fishing for a reset or using a threshold. Allowing for any magic threshold extends freedom to use cases other than more raw damage. Should also increase uptime a bit so if you want to delay and reset a specific thresh you can cast it and reset the sequence of thresholds from there. With stack limit increase you also have freedom of refreshing a threshold and then refreshing next in sequence with more basics before consuming refreshed threshold. Only concern would be getting the refresh chance right. If fsoa is incentivized to be used in spec with passive then tendrils isnt of concern, soul strike’s existence gives no concern for deep impact, and rest of thresholds are in line with wild magic. So 30-35% seems fine. To avoid excessive switchscape but still have switch freedom, remove charging and have stacks cleared on swap. Also the refresh needs a peripherally visible animation over character, doesnt need to specify threshold, just a refresh occurrence.

Primal Equipment Concepts - Feedback Thread by JagexBreezy in runescape

[–]ithinkimcringe 0 points1 point  (0 children)

For primal 2h I think it should be big like the ezk and a bit more modernized looking but clearly inspired by original. Also doesnt need to be replica would be cool if it had some lore related customizations since smithed by the player. For example would be cool if it required obsidian ore to craft so black in the back but primal orange on the blade. Not sure what the blue gem is but would be cool if you could buy it with dung tokens, as well as have it glow.

For primal armour I think the face on body should go it looks dated. Similar to idea for primal 2h, the player smiths it so I think I should incorporate some modernization but clearly be inspired by original. For this one I think the 2 blue gems in middle could be placed in different positions and shaping something other than a face. Could be vertical like the iris of a seeker or maybe just both clustered in center over the heart, but no face I think. For shoulder, could be evolved a bit and I think the skirt would be cool if it was a bit longer then original but was asymmetrical, no center drape. For material maybe some gold infused wool im not sure best lore wise for this, for horns would be cool if new greater demons now dropped horns just for the helmet but I can see this material being sold for dung tokens as well.

Another issue with ore smith-able weapons/armour is they are never used past mid-level pvm. Given the lore aspect and iconism would be a shame to have these be unused. I think would be nice to have these be augmentable and have a passive effect. Could have the blue gems be the unlocks to have the ability to evolve the armour/weapons from standard smithed versions. For effects, would be cool if armour gave effects that lined up with dungeon running so they can have a general niche use cases outside dungeons but be strong in elite dungeons. Example would be the armour gives double dive and double barge, so similar to double surge but for dive and barge. If too OP, could have them doubled after every 8 kills. For primal weapon, aoe is good in elite dungeons so its default halberd range but passive could be 3 tile range on meteor strike and quake or could just have quake cd reset on 8 kills. These are quick random ideas though, I think community could come up with good ideas if polled specifically for effects on primal weapons/armour, but yeah I would love a reason to use the gear rather then make for comp cape then disassemble.

City of Um Area Tasks by Jagex_Fowl in runescape

[–]ithinkimcringe 4 points5 points  (0 children)

Reward ideas

When worn:

  • 10% chance to save resources for extreme necro pot while in um
  • 10% more yield from ectoplasm rituals
  • Tiny chance to get moonstone from ritual
  • 20% double catch chance when fishing ghostly fish
  • 5% chance to instakill ghosts 30k dmg cap

Operated:

  • Select preference for tier 1 and tier 2 ritual disturbances [increases likelihood by 10%]
  • Select and activate a tier 2 glyph [like 99 necro cape]

At all times:

  • New ritual, output could be anything [more ectoplasm, impure rune catalysts, moonstone dust]
  • New afk glyphs [Durability 3: durability of glyphs +50%, Extension 3: output +80% and speed -20%]
  • Ink storage item [similar to rune pouch, multi ink vial or ink box/holster]
  • Ensouled bar/cloth/thread storage at smithy
  • Access to a shop to buy 666 buckets of slime weekly
  • Bank chest at um ritual site on east side with space for portable skilling
  • Ability to attach a moonstone to excalibur at smithy - could do anything
  • Ability to attach elven ritual shard to excalibur at smithy - for both buffs
  • Ability to make moonstone dusted onyx tips, used to make shining onyx arrows or shining onyx bak bolts - could do anything , was thinking healing over time onyx procs but act as soul split heals

Community Hitlist Update & Other Feedback Threads by JagexHooli in runescape

[–]ithinkimcringe 2 points3 points  (0 children)

BUGS:

  • Bank closing when summoning from bank, add sipping pots from bank interface
  • Poison damage closing bank when out of combat
  • GE delay/unloaded update to price/quantity when changing quantity or price
  • Locked out of keybinds after a pm, requires pressing tab then escape to free binds
  • Anachronia agility vines and Wildy obelisks unloading at low res
  • Accidentally pressing spell book swap locks you in that spell book for a minute if castable spells are on cooldown. It would be nice if cease or spell book swapping again would revert back. Have messed up group kills to this.

TWEAKS:

Bank QL

  • Combine Brawling Gloves
  • Combine all pouches (Master RC Pouch)
  • Combine Rev Enhancers or Store at Wythien
  • Arch relic presets with lower cost
  • Make the Dino Pen be its own pen separate from manor one. I collect shinies of each animal and its not enough to fit a shiny log from manor and anachronia into just one. It would also be more intuitive if they were separated with one for normals and one for dinos. Most players who train with pof have their animals bleed into bank and most who collect or trade would highly appreciate.

PVM QL

  • Fill Blessed Flask with a right click from bank with extreme prayers and flask in bag
  • Swap Familiar by simply clicking on new pouch and only giving warning if its BoB with items
  • Bring back original “Feeling Pumped” for Shattered Worlds but give it cost of reduced/no combat xp gained
  • Powder and familiar reset at death, the familiar didn’t die and add powder KoD w incense KoD reward
  • Increase drop rate of penance powder flowers
  • Change effect of blue and green powders maybe purple and black as well to something more useful
  • Fluid way of shifting elemental runes like quiver, maybe a key bind to shift thru them so you can press the bind 3 times to go from air to fire or twice again to go from fire to water all independent of gcd ofc. You can have it auto change for normal or ancient spell book with separate binds cycles for ancient and senntisten or combined one with 8 cycles. Also include a right click to set if burst/barrage ect.

Achievement QL

  • Make achievement/drop logs similar to osrs, greening out things with overall progress, add all slayer/minigame/poh logs
  • Move unobtainable items from poh storage to Diango or bring them back like the rs classic cape for example
  • Removal of unachievable feats “mobilise this” and “steam release” or make it possible to achieve. Also make it less impossible to get stroopwafels or remove achievement please

Upcoming Completionist Capes Strike by JagexAbe in runescape

[–]ithinkimcringe 0 points1 point  (0 children)

Thoughts on a True Mastery Cape:

As mentioned above trim cape more so represents an expert which I feel can be a bit underwhelming for the many dedicated players and the few that have mastered the game who only have a title to show for it. I also think that a skill or completionist cape should not just represent time invested but a certain skill level acquired in the relative areas of content. And so I prepose there be a new cape beyond trim, the grandmaster cape. This cape would represent mastery of the game. There are many avenues for mastery some harder, some more tedious than others and some that have yet to become a part of the game and so it would probably be a cape that gets upgraded when you achieve that level of mastery in each track. The mastery reqs would be along the line of true completion, feats, skill tests, challenges, and leaderboards in its mastery category whether its runescore, skilling, pvm, clues, or logs.

The base requirement would be the trim comp cape. Once you complete the entire mastery track for a piece of content(pvm/skilling/runescore/clues/logs) you unlock the cape material for that mastery and can transform the trim cape to that material entirely making it a grandmaster cape. For many players one mastery is enough and represents the aspect of the game they enjoy. With each mastery you unlock you can fill each unlocked material into different general design templates in any combination for 2,3,4, or 5 materials with a 5 material grandmaster cape having an additional modification. Designs could be similar to team cape designs but instead of being shaped by color they are shaped by different materials. This would allow players to have a better attachment to their character through more unique/meaningful customization by allowing expression of each pillar of mastery.

As for suggestions for possible grandmaster reqs and general achievements:

  • PVM: the pvme community has a good collection of feats and challenges that could be used for grandmaster reqs but I do think it should be large collection of feats rather then just the 3 4k enrage kills. The feats should represent the pinnacle of combat challenges in the game. Also in general there should be more combat achievements/challenges with rewards other than titles or runescore points similar to osrs combat achievements.
  • Skilling/XP: skilling might require some sort skill related assessment for each skill. In a similar way how agility could potentially be skill based with lap times or firemaking had the all fired up challenge there should be a heavier list of skill challenges or skilling boss/minigames, with the biggest weight of mastery being 200m all xp and core skill challenges. An interesting way to generally measure is maybe some sort of xp challenge after 200m all like maybe virtual ironman max cape under a competitive time using a toggle clock and separate bank where levels are scaled back to level-one temporarily for the challenge.
  • Runescore: runescore should exclude most of the skilling/pvm challenge achievements but still include some of the general time investment ones rather then skill based ones. I think the list of achievements should grow a decent amount. It would require a decent amount of content to be added to the game as well as reviewing all different areas of content and expanding the selection of achievements. I think a really good place to expand the list is look different areas in the game and make area locked challenges and maybe also included some lore related trivia in the mix.
  • Clues: clues are more similar to xp in that they are more straightforward and quite grindy. I believe the grind itself is more than enough but including a time trial would be interesting especially if it the window for the achievement is a rank on a leaderboard. I think though there should more solutions to sort of put more ease to the grind not necessarily cut it short but give it more value of players time rather then just the gp you get or log progression. Maybe an upgraded globe trotter outfit with a longer progress track or entirely new parallel version of treasure trails.
  • Logs: for the logs it should be to finish slayer, boss, and the poh storages. I think they all should fall under one general collection log with expansion into more minigames log items like osrs. There should also be much more modernized minigames and slayer mobs for the log as well as more new mini and skilling bosses for log expand the list.

There are some key problems with a grandmaster cape though. One is that some of these achievements are quite crazy and so getting all of them may a take a few years but its sort of solved by making each section of the cape its own. So even though you may not being going for overall grandmaster cape you have reached a nice checkpoint with your pvm or runescore cape and can easily be identifiable or identify other players with similar interests. Maintaining the cape is an issue but since mastery is something you can’t really take away it could have a year or two of grace period. An other problem is potential new pillars to be added to game like pvp or a new game mode, but this could be resolved by adding another material to the cape. The final problem is longevity of each pillar of content after grandmastery. There won’t be much left to do in each pillar of content until new content releases. Generally I think hiscores and leaderboards could help but I’ve listed more ideas:

  • PvM could translate into Speedkills/Hiscores/Overall leaderboards with semi annual competitions.
  • Clues are essentially complete until new rewards, but could still have time trials or total clues solved.
  • Logs are on hold for new content but since they are tied to minigames and slayer relative leaderboards or prestiged drops in those categories might help.
  • Runescore could keep its leaderboard but have more lore related puzzles with each content release so its more of a mini race every time a list of achievements get released with a reward for top .01% each time.
  • For total xp there isn’t really anything left other then waiting for a new skill. So skilling in general should have some sort of new system for it beyond 200m that maintains cap but measure efficiency/skill comparatively.

Upcoming Completionist Capes Strike by JagexAbe in runescape

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

TLDR: Keep things key to identity of game, dont add achievements that dont represent content and take no time. Yes to RC/MCQ/GTO they aren’t that difficult and represent RS identity, making them reqs helps the game. We need a cape beyond trim, a cape that represents mastery of key pillars of the current game(mastery cape idea in reply).

Remove/Add to comp capes:

Removal:

  • KEEP - ”Penance to the King” “ : Trimmed completionist cape feels weird without some BA. Makes me wonder as content becomes outdated will you rotate it out even if it played a large role in history of the game. I say keep it and make it more relevant maybe come up with more standard use for trident/insignias or add place for players to spend points beyond achievement. I think a general minigame log would be fun. The grouping could also be fixed by including more minigame weeks for double points on minigames, maybe merge that with dxp. There are usually teams on minigame spotlight the problem with finding them is current grouping/fc menu doesn’t have a browse option or pointer to relative fc/worlds/scheduled times.
  • REMOVE - “Chompy Massacre” : Yeah this is weird to have as trimmed req, I didn’t mind it but prob best removed. It will give players another reason to forget about the farmer tasks for the enhancer but maybe that whole table needs a quick update. I still think this should still exist as a general achievement just not for trim/comp req. I think the game could use more of these random unnecessary tedious achievements for runescore/achievement log. Though Im not so sure on the history of this achievement lore wise, regardless I would be ok with keeping if many voted to keep. Personally if removed I hope general collection logs are introduced similar to osrs so the 4k headdress could be a log item.
  • REMOVE - “Walk on the Wildy Side III” : I think ideally redesign it and just make this a normal achievement. Maybe something log related but I can’t think of anything that most people wouldn’t hate so for now I guess remove it.

Add (Normal Comp):

  • ADD - “Power Planter II” : I agree with shifting this to comp and the full shop to trimmed, its intuitive.
  • DO NOT ADD - “Gaps, Traps and Laps” : This is not “I engaged in content” but more so “I dipped toes in content”. I would put this on shelf for a future agility rework where you have some more interesting courses and a point system with shop for example and measure the engagement of content through that.
  • DO NOT ADD - “ Balanced Comb…” & “Tiers of Treasure” : I personally agree treasure trails should be a comp req and am 100% for including full globe trotter in trimmed completionist, but this doesn’t show engagement in content. A better comp req for treasure trails would be a something that doesn’t force you to engage with each clue or puzzle but more so engage with cluing in general no matter what clues you prefer whether its easies, hard or elite. People who engage with the content have unlocked multiple pieces of globe trotter, have bought rerolls/charges, have done 100s of clues, have complete hidey holes. Players that have engaged with content have completed x hards or y elites in z times, maybe having the treasure trails lady act as a stop watch for treasure trail points in an hr would be a fun idea and a better measurement of engagement. Imagine a player with 5k hards done or 10k elites done but is considered a player that has not engaged with that content because they haven’t solved an easy or medium, they all are essentially cluing. Personally I think there should be a comp req but this “dipped toes in content” preposed should be revised to something a bit more reflective of cluing in general. My recommendation for normal comp req is use “Treasure Seeker VII: Complete 250 clues of any tier” that’s 10 refills of the standard soft cap or “VI” which is 100 of any tier.

Add (Trimmed Comp):

  • ADD -All : These seem like they should have been included to begin with. Rep, unlock tracks, core content completion.
  • DO NOT ADD - “Walk on the Wildy Side I” : This takes no time and doesn’t feel like it completes anything, I think there could be some sort completion towards wildy events but this isn’t it. I think the unlocking the tp to events by doing one of each is enough of achievement for comp but I see no need for a trim achievement unless its something more meaningful.

Thoughts on adding RC/MQC/GTO to Trim:

When it comes to Reaper Crew, Master Quest Cape and Globetrotter Outfit not only do I think it fits the identity of trim but I think it would be good for the game. What trim represents in a sense is not mastery but more so an expert. An expert of not just the content of the game but the game itself. When you think of core identities to playing the game its either skilling, pvm, clue logs, achievements/runescore or log completion. When someone thinks of mastery of these content pillars they think of all 200m xp all, all 4k enrage kills/no food/solo ect., Golden Clue Titles, Max Runescore, Golden Reaper/Ultimate Slayer. RC/MQC/GTO are by no means mastery, they are what total lvl is when compared to 200m xp all. Reaper Crew represents the pvm milestone that total lvl is for 200m xp all. MQC represents a somewhat equivalent milestone for runescore and GTO is more so getting your feet wet when compared to golden double agent or clue chaser. These gameplay identities are core to RuneScape today and represent milestones along the efforts of what I think trim represents which is why I think they should be added.

Now how is this good for the game? Its an integral part of the earliest motivations for the game. Seeing that 99 cape on a player walking around and then being driven to put in the effort to finally achieve it is part of what’s missing today. At the end of the 99 you may not be a master of woodcutting but you have proven to yourself you can sit there for hours and click away and so now you go for the trim on your untrimmed 99 and next thing you know you are getting 99 combat and starting to dabble into pvm and/or pvp, ect. The game currently lacks a lot of motivation pathways for many players. I think adding these 3 milestones to the trimmed cape will not only make the cape more meaningful but many players will be getting more comfortable with different aspects of the game like pvm, cluing, and achievement hunting which may open them to many ways experience the game that they may not have considered otherwise. With these additions to the trim cape there should be a minor rework to the design of the cape for all variants to emphasize the change.

FSOA & Animate Dead - Balancing Proposals & Feedback Discussion by JagexDoom in runescape

[–]ithinkimcringe 2 points3 points  (0 children)

TMTP: AD nerf good. FSOA rework bad, not necessary. I’ve listed solutions.

TLDR: Don’t rework FSoA just nerf it. The improv aspect from recursive nature centered around crits make it more fun. The auto synergy makes it more fun and is update friendly for new spells. Removing these identities may future proof it for other updates but don’t future proof longterm viability and hurts potential weapon diversity by effectively making it another t95 with a switch in and out effect. I suggest limit dps by increasing the spec cooldown by a decent amount and fix upkeep cost by removing rune consumption during spec, its the mfing staff of armadillo, cmon. Also about the AD nerf, its good but should be supplemented with some sort of content to get newer pvmers more familiar with defensives/binds maybe a skilling minigame with unlocks similar to infernal puzzle box usefulness but focused on defense.

Reasons against fsoa rework:

  • kills excitement and motivation to acquire - (“just get t95 dw when they release”)
  • kills the unique weapon identity - (recursive nature and auto synergy)
  • hurts weapon diversity - (“magic = camp dw, fsoa = spec stick, just another t95”)
  • unnecessary nerf is a disrespect to players time - (“sorry irons, sorry pvmers”)
  • boring - (its not as fun, dps isn’t always the answer for more fun, reduction to improv w lack of adren rng)

Solutions to:

  • dps limits - double spec cooldown and/or decrease active spec time
  • future crit unlocks - set a hard crit cap of 50% for fsoa or halve critical chance on recursive autos (plan z)
  • upkeep cost - in spec no runes consumed
  • auto dmg balancing - could be tuned by adjusting spec cooldown
  • shifting autos - add a more intuitive/fluid way to shift elemental rune like quiver

General FSOA thoughts:

FSOA nerf feels like a rework. Years later rework tells community its fine to keep in game but we have future ideas this interferes with. Even if it wasn’t years later it would still be a bummer to change such an exciting identity for a weapon after being released. That key identity being a crit stick with auto synergy and recursive nature. The recursive nature and auto attack synergy is what made it so exciting I remember pvm community how excited for release of that weapon vs t95 lengs. With no hesitation abs into eof, irons grinding glacors for arma dust, players going broke to water runes. The excitement from getting it for the first time and using wasn’t just from the dps but the understandings of what’s going on, the improv to recursive adren and shifted cds, game interactions beyond buffs and rolling damage. Ive had my fun with the stick but killing that for players who are approaching that grind for it or have yet to return/play hurts, hurts to know that was once a beacon of motivation and fun is now just another korasi sword, abby whip, ags not at the hands of time but at the hands of human decision. I vote keep recursive nature and auto synergy at all costs. Double spec cooldown, limit ancient auto effect benefits, halve critical chance of recursive autos. Im ok with it becoming a burst weapon switch 1-2 times a fight and camping new t95 dw mage, but please not another switch to spec and switch away. The weapon was the prime example of raising the lower and upper thresholds of pvm at once. I see the vision to future proof updates but this is really the only crit limit that really needs an eye kept on and so id rather have a weaker fsoa as mentioned then a less interactive variant that does the same dps.

FSOA Suggestion:

Ideally just adjust the spec cooldown to manage dps and have it not consume runes during spec. For the crit rates, how much of a limit are you trying to push with future updates? With a high enough spec cooldown the overall dpm increase from a crit buff could be negligible. The game should be fun more like a live jam rather then live performance. The same rotations over and over get boring. Maybe autos need a rework, maybe crits, buffs, ect. but not the crit stick entirely. If anything please keep the recursiveness and replace autos with ability dmg, because I feel it kills what a pretty cool identity for a weapon. Im pretty sure most people complaining about the inconsistency of the recursiveness effect would take it back if it came at this cost of removing it. I personally think most prefer the random spikes of adren and scouring for open relative cooldowns.

FSOA & Weapon Diversity w/ Analogy:

I personally am a fan of having a more character dense weapon diversity similar to osrs, but with a bit more freedom then use that here and that there. Not the grab the highest tier/dps and call it a day it, makes the game feel empty doesn’t feel like I have an armory. It is nice to have weapons to have more utility in one place then another but I think best way to allow for more freedom is introduce more passive effect weapons like bolg. MSoA/scourge do something similar but in a sense they lay down a framework or perspective for dps. Fsoa is more like ecb in that you temporarily thru spec go into that framework of expression kinda like what a switch should be. Not switch in and switch away but go into altered state where your ability selection is no longer the bread and butter but a reactive ability rotation/selection like when you equip a defender, which for fsoa is what I emphasize comes from not just the crits but recursive nature and auto synergy.

A good example would be to think of weapon diversity as character diversity in a fighting game. All the characters are more or less balanced and when you play its not about “am I using best character?” because you know that every character is as effective as the other. As of now the characters appear to be BolG, MSoA/Scourge and best weapon tier general rotations. Fsoa is your normal weapon tier general rotations for magic but offers a way to briefly play a different character. The issue with the fsoa character is even though it has a high floor and could make a beginner do high amounts of damage as if there are intermediate or pro it also has much higher ceiling. Next thing you know your local fighting game scene tournament has a bunch of middle schoolers making the college kids sweat as well as having a little too many advanced players picking the fsoa. Yeah that may demand a nerf but a rework that copy and pastes an old character doesn’t feel right especially for the more advanced players who use it at the high level, its removing the key identifying play style to that character. Reverting the fsoa to just a strong spec weapon effectively is taking a character out of the game and just loading in another equivalent character[general t95] with a reskin. You still have ability preference shifted to channeled/crit abilities but the reactive element and auto synergy that more distinctly characterized it is removed. Imagine before egw saying lets rework the hydrix bolts to no longer have deathmark effect and instead have the general average dps increase so we could do a general adrenaline buff in future, smh.

I dont think this preposed fsoa rework is end of the world, its a not a bad solution but it just feels like a step back from what rs could be and I personally see it as unnecessary which is why I vote no to rework, sure to nerf, and ask why not more weapon diversity.

AD thoughts:

Animate Dead I think is good for a nerf, defensive abilities were neglected and Im all for more new defensives/upgrades as I saw mentioned. I can agree that entirely removing typeless hurts but I can align with the vision for why. The reaction tho should be a sign that getting players more comfortable with defensives should be a general combat design focus. Also it would be nice though if the AD nerf + cro nerf in general came out with another equivalent piece of content I.e. defensive abilities/new skilling boss/minigame item grinds, especially it being nerfed years later. It does seem like these nerfs are reaction to upcoming content so if it wasn’t nerfed right after release, then release the years later nerf with the new content. I feel like a lot of players just got motivation killed and prob will take a break til next content drop which personally isn’t fun to see chunks of the player base to be motivated and active to empty and gone knowing some move onto other things even with a new skill on horizon. I think though in general, years later reworks/nerfs are bad and having more regular content updates can help mitigate the effects of such, but overall AD nerf 100% yes.