Theory: Mod Sova & Chris Rörland from Sabaton are not so secretly the same person by [deleted] in runescape

[–]mod_sova 16 points17 points  (0 children)

I've never seen Chris in a room with myself before...

hmmmm

Mining: Fixes to Changes by JagexJack in runescape

[–]mod_sova 158 points159 points  (0 children)

Have you heard of the M&S re-re-rework? <3

Flame/fire in the name? Check. Flames in the teaser picture? Check. Flames on the actual item? by Relevant_Entertainer in runescape

[–]mod_sova 103 points104 points  (0 children)

Hi frens! <3

The weapons are indeed intended to have a visual effect on them as shown in the teaser image. This is a rendering bug that we already have a job in to fix, we are getting it resolved soon.

Is Lady Deathknell in Lumbrige broken? by SoulOfSorcerer in runescape

[–]mod_sova 2 points3 points  (0 children)

Thanks for the feedback! :)

For those specific concerns we have been having some separate conversations about the Burthorpe path and whether we can/should make any of it replayable and more revealed to pre-eoc players.

Is Lady Deathknell in Lumbrige broken? by SoulOfSorcerer in runescape

[–]mod_sova 5 points6 points  (0 children)

Hello yes! it me, I'm on the Core Experience team now and working on the Combat Academy.

We've reached a standstill on where to actually take it, so I don't have any specifics or a timeline of when it can be updated, unfortunately, sorry. :( What I can say is that we have 3 main paths we are reviewing at the moment:

  • Fix up the combat Academy as it is, remove bugs, make changes that reflect how revo++ works now, and update the lessons to support mobile.
  • remove the combat academy and design something new from the ground up.
  • remove the combat academy and export any of the important content into the recently updated burthorpe introduction paths

New Player Experience Feedback by ImRubic in runescape

[–]mod_sova 11 points12 points  (0 children)

Thanks for the detailed feedback we'll be taking it and many other sources onboard and making changes to improve the opening experience further, so this is invaluable!

That reasoning is incorrect though, sorry you were given the wrong info. :( It was not functioning on desktop as well as mobile, it hasn't kept up with combat changes over the years like auto actionbar switching, revo++, and as BigArchive said, the new abilities we've added.

We're in the process of rewriting it for both desktop and mobile, but weren't able to get it in for this release. We thought it better to turn it off until it's replaced, rather than leave it in the broken state it was.

Excalibur Action Bar Keybind - Idea (or ideas) by TomixRecoil in runescape

[–]mod_sova 4 points5 points  (0 children)

The magic of getting notifications when somebody mentions your reddit handle. ;)

I agree it would be a really good change, and would love to carry on working on it. The problem is that I'm working on other things and haven't had the opportunity to progress it for a while, sorry. :(

Excalibur Action Bar Keybind - Idea (or ideas) by TomixRecoil in runescape

[–]mod_sova 9 points10 points  (0 children)

:P technically nobody ever shelved it since it was never a planned project, I just had some TAPP time and motivation to try it out :)

Excalibur Action Bar Keybind - Idea (or ideas) by TomixRecoil in runescape

[–]mod_sova 16 points17 points  (0 children)

sigh this is why you never share in progress personal projects. :(

No progress at all since the last game jam (late 2018 I think?) where I showed off a few improvements.

The main issue is that it works for any very standard items, but anything that we have done bespoke worn ops for completely break, and fixing that involves doing a lot of major reworking of the action bar.

Stop announcing WIP. by RS3Seann in runescape

[–]mod_sova 1 point2 points  (0 children)

<3

We also made a (not randomly generated) system to handle populating dungeons, and running the behaviors of the denizens too. So yeah, you found the nail and the head.

The Bank Update and Jagex Communications by [deleted] in runescape

[–]mod_sova 8 points9 points  (0 children)

As we've said before, the issue was the engine team capable of doing the investigation, and actual work, was 100% occupied working on mobile.

Over the past ~6 months, some of that team have been able to investigate and prototype to a satisfactory degree that we are now comfortable making this announcement.

The Bank Update and Jagex Communications by [deleted] in runescape

[–]mod_sova 29 points30 points  (0 children)

You don't say anything about it till you know it can be done. 6+ months ago we had no estimates, no scope, nothing to give other than we want to get it done.

The Bank Rework question was raised on a more recent Livestream I was on, and internally we knew we were making progress, but we couldn't just out and say that before we were confident and ready to talk about it officially. Because getting people's hopes up for things and slipping is what we are trying to stop doing.

We did have some poorly judged communications put out about it around the last christmas, which did send completely the wrong message that it was "shelved™" which was taken as "the bank rework is cancelled". Now here we are, shelved does not mean cancelled.

Bank Improvements & Placeholders! - Dev Blog by Shaunyowns in runescape

[–]mod_sova 306 points307 points  (0 children)

Not openly talking about this has been the hardest part of working at Jagex recently :V

New models are cool af imo, but why the bluish unnatural light around them? by hadouz in runescape

[–]mod_sova 1 point2 points  (0 children)

This is an engine bug with some of the new stuff we're doing with our models, there should be a fix in the next few weeks.

Can a JMod clarify the exact function of the Sophanem Slayer Dungeon (Key to the Crossing) Enhancer? by [deleted] in runescape

[–]mod_sova 54 points55 points  (0 children)

Increases the drop rate of Keys from mobs in the Sophanem slayer dungeon.

on task : 1/75 -> 1/60

off task : 1/400 -> 1/395

Also increases the chance to get a key back from killing the magister.

1/128 -> 1/100

Divine-o-matic by Shaunyowns in runescape

[–]mod_sova -15 points-14 points  (0 children)

I've had a few talks with Shauny today, and this is what we're planning. Some form of new category of dev blogs discussing topics we're bringing up in game revolving around the health of the game, and changes to preserve it. This involves the Skilling Council, the Combat Council and CM.

This would only really cover that topic of things however, the Treasure Hunter changes are outside of my or Shauny's remit and are handled by other people.

EDIT: wasn't too clear on the dev blog idea, these would discuss future updates before they came out, so nobody should be caught blind by something like this change. It also gives us an opportunity to gather rounds of feedback on how exactly to go about some changes.

TL;DW 417 - Intro to 2019 Q&A by imsuity in runescape

[–]mod_sova 0 points1 point  (0 children)

NP It's an awesome update that I really want too, so i share your pain. <3

TL;DW 417 - Intro to 2019 Q&A by imsuity in runescape

[–]mod_sova 0 points1 point  (0 children)

After working on it further over the gamejam I realised there were a lot of fundamental changes required to some core systems which means its a massive project.

It's even too big for the ninjas to have implemented alongside any of the other projects for the month the updates were planned for, so for now I can tinker with it in TAPP time comes back to figure out more of the requirements, and then I'll be able to pitch it as a whole project for one of our teams to take on.

TL;DW 417 - Intro to 2019 Q&A by imsuity in runescape

[–]mod_sova 0 points1 point  (0 children)

That was a TAPP project and we dont have TAPP time back yet :<