Nieuwsberichten van de website

Hier kun je praten over zaken uit de OldSchool-servers van RuneScape die niet in de andere forumdelen passen.
Bot
Forumbot
Berichten: 1010
Lid geworden op: woensdag 5 december 2007, 17:55

QoL Improvements & Deadman Permadeath Beta

Bericht door Bot »

QoL Improvements & Deadman Permadeath Beta

Originele tekst

Quality of Life Improvements & Deadman Permadeath BetaWe've recovered from our 5th Birthday shenanigans just in time for this week's update. We've released many of the outstanding Quality of Life updates alongside the Achievement Diary interface rework. We're also running a beta test of the most recent Deadman Tournament changes!
Afbeelding
Deadman Spring Finals: Permadeath Playthrough
We'll be hosting a beta playthrough of the final stages of the Deadman Spring Finals later today. It's important to note that the purpose of the beta playthrough is to determine that the mechanics in-game work as expected, and it's not an opportunity to practise and refine your game plan. As such, we're opting to go ahead with the usual open first-come first-served policy to ensure that the world will be at capacity and allows us to gather the best possible feedback.
AfbeeldingWe've changed the appearance of the arena section of the Permadeath Stage to better reflect the seasonality of the Spring Finals.
The playthrough specifics:The beta playthrough will take place on Thursday 1st March at 3pm GMT (10am EST)The playthrough is going to be held on World 400.The world will be accessible from 3pm GMT (10am EST) and you will be given 15 minutes to login and prepare.The playthrough begins properly at 3:15pm GMT (10:15am EST).The event is expected to last around 90 minutes but will run through to its completion.The supply chests will be included in the beta playthrough.You will login and be given this inventory and this gear:
AfbeeldingAfbeelding
If you're intending to take part, we recommend visiting the Spring Finals Deadman page to see the major tournament content changes. We've also spent some time working on our spectator system and refining the overall viewing experience. We'll be keeping it all under wraps for now, so be sure to register for the event on our twitch page twitch.tv/OldSchoolRS to get notified when the tournament kicks off!
Afbeelding
Satisfaction Survey
This update also sees the introduction of a new feedback system in-game that will go live Monday 5th March. When logging out, you'll see a slightly updated interface showcased below - allowing you to share your feedback on whether you enjoyed playing Old School RuneScape.
Afbeelding
We believe Old School has been a success because we take your feedback seriously, and use it to improve the game.This minor change is designed to be as unobtrusive as possible - you don't have to rate your experience, but we believe it's important to give you the option to do so. We see this as another tool in our arsenal, and gives us another avenue to gather and understand your feedback. Logging out still works as normal and doesn't require you to select an option. If you are willing to give feedback, all you need to do is select the thumbs up at the end of your game session if you've enjoyed playing Old School RuneScape during it (or the thumbs down if not) and then hit logout - your result will be sent to us once done.You can still expect to see our Community Management team getting involved in discussions and taking your feedback direct to the developers, but they will now have additional evidence which helps validate the feedback you give us, to make sure we're making fully informed decisions.We see this as a first step, and we'll be working to improve the system with your feedback.
Afbeelding
Revenant Caves: Further Tweaks
We've been closely monitoring data gathered from players interacting with the Revenant caves and recently made some changes, as detailed in this news post. We want to ensure that the Revenant caves remain profitable, but also that their reward matches the effort and risk involved.Our initial batch of changes listed in the aforementioned news post intended to target players that were getting much more gold per hour than most, and the increase of resources being introduced to the game. Whilst we achieved that, we believe that after anlysing the new post-change data, we didn't quite hit the mark. In fact, we overstepped it a little with the reductions and so in this week's update we're making a few minor changes following our recent data analysis.
  • Revenant statuettes are no longer protected on death, even if they form part of your 3 protected items, much like the Bracelet of ethereum.
    • Whilst the statuettes are quite rare, this change will replicate the behaviour that was in place when they were added to replace previous drops, further increasing the risk of staying inside the caves.
  • The magic attack of the Revenants will now target several players at once. Up to 10 players stood on the same tile as the main target will be targeted with the magic attack.
    • When the caves are saturated with players, we often noticed that many players do not wear a Bracelet of ethereum as they very rarely take damange due to how many players are being attacked rather than them. This change should promote the use of the bracelet which is not protected on death.
  • The chances of rolling on the normal loot table have been increased slightly.
Afbeelding
Quality of Life Changes
QoL month has officially finished and what a journey it's been! This year we've been more ambitious than ever, pushing to get as many of your most popular Quality of Life and low effort update suggestions done within a month. We took on a huge amount in the QoL month polls. Much of it's arrived already, but you'll be aware that we've got other things going on too, with staff working on preperations for the announcement of the Theatre of Blood, Mobile, and on preparing today's beta test, so you can expect the remaining QoL Month features to turn up over the next few weeks.The Achievement diary interface has been given a new lick of paint - now visually showing how many tasks have been completed in each sub category of Easy, Medium, Hard and Elite.
Afbeelding
The Total level box in the stats interface has been repositioned to be more in line with the rest of the skill level boxes.
Afbeelding
Players will now have a warning when attempting to cast any wilderness teleports from the Ancient spellbook. This can be toggled on/off by right-clicking the relevant spell.Players who have completed the Wilderness Hard diary and are able to choose their teleport location with the Wilderness obelisks will now find the list of locations is ordered via their Wilderness level.The Revenant teleport scroll will now take you to the northern cave entrance, as opposed to the southern one.The Your resistance to poison is about to run out... message will appear a little less frequently and in less sporadic locations.It is no longer possible to stack multiple Mud pies on the same target to reduce their run energy to 0% in a single game cycle whilst is a single combat area.Additional bank chests have been added to the Blast Mine to help improve the amount of viable areas to use dynamite.The names of fishing spots have been changed so they are more relevant to the method of fishing used there. For example, Net Fishing Spot has become Big Net Fishing Spot or Small Net Fishing Spot.Completing Champion's scrolls will now also reward you with a lamp of experience which grants 10 times that of which you would normally be given from the challenge. You claim this lamp from a chest that has been added to the Champion's Guild basement. Players who have previously completed a Champion's scroll can obtain their unclaimed lamps from the same chest.Players may now right click music tracks to Unlock hint and be told which location the music track is unlocked in.Players are now able to move immediately after casting Bloom. This has not increased the rate at which people can Bloom and harvest Mort myre fungi.The left click option for Enchant jewellery tables has been changed to Use.
AfbeeldingIn Other News
  • Players will now be able to withdraw the Prop Sword from the POH Toy Box, as originally intended.
  • A graphical issue with male Ahrim skirts has been fixed.
  • The size of diary boots has been reduced to assist in preventing some graphical issues. They now stop at the same height as other boots, as opposed to riding up the calf.
  • Players should find that the final fight during the Lunar Diplomacy quest will start a little more consistently. Previously, it would sometimes take multiple attempts to start the fight.
Afbeelding#MyFiveYears
Last week we celebrated our 5th Birthday, and the celebrations continue with the release of our #MyFiveYears video! Take a trip down memory lane with Mods Ash, Ghost, John C, Kieren, Mat K, Roq, and Sween.
Afbeelding
Discuss this update on our forums.

Mods Archie, Ash, Ayiza, Curse, Ed, Ghost, Jed, John C, Kieren, Lottie, Mat K, Maz, Roq, Ry, Stone, Sween, Weath, West & WolfThe Old School Team
Bot
Forumbot
Berichten: 1010
Lid geworden op: woensdag 5 december 2007, 17:55

Deadman Spring Finals: Tickets Now On Sale!

Bericht door Bot »

Deadman Spring Finals: Tickets Now On Sale!

Originele tekst

Tickets to attend the Deadman Spring Finals event at ESL Leicester on Saturday 17th March are now on sale!
Afbeelding
Watch The Spring Finals
You can join us at ESL Studio One, Leicester on March 17th. You'll get to meet members of the Old School RuneScape team, mingle with your fellow players, and of course watch the intense Permadeath stage of the Deadman Spring Finals! The event will be hosted live by Mods Archie, Ayiza, and Sween with casters PureSpam and Skiddler! There will also be a themed bar and some PCs to play some Old School on the day.
Tickets can be purchased from the eventbrite event listing. For Terms and Conditions please see the event listing.

If you're unable to attend in person, don't fret! We've spent some time working on our spectator system and refining the overall viewing experience, so be sure to register for the event on our twitch page twitch.tv/OldSchoolRS to get notified when the tournament kicks off!
Afbeelding
Deadman Spring Finals
The Spring Finals begin on Friday 9th March and will end with the Permadeath stage on Saturday 17th March. All invitations have been distributed to those who qualified. If you're intending to take part, we recommend visiting the Spring Finals Deadman page to see the major tournament content changes.
Afbeelding
Deadman Summer Season
The Summer Season will begin at the Spring Finals' finish. This will be approximately at 10pm GMT but it's entirely dependent on the finishing time of the Finals. The Season will run until Thursday 19th April, and we'll invite the Top 2000 players to compete in the Deadman Summer Finals, details of which will be communicated at a later date. Anybody can play in the Summer Season, all you need to compete is Membership! If you're intending to take part, we recommend visiting the Summer Season Deadman page to see the major Season content changes. Note that we expect there to be a few more changes to the Season content, but this will be reflected in the Changelog at the top of the aforementioned page.
Afbeelding
Mods Archie, Ash, Ayiza, Curse, Ed, Ghost, Jed, John C, Kieren, Lottie, Mat K, Maz, Roq, Ry, Stone, Sween, Weath, West & WolfThe Old School Team
Bot
Forumbot
Berichten: 1010
Lid geworden op: woensdag 5 december 2007, 17:55

Satisfaction Survey: A Brief Explanation

Bericht door Bot »

Satisfaction Survey: A Brief Explanation

Originele tekst

Many of you had lots of questions following the announcement of the Satisfaction Survey in Thursday's game update newspost. This short post should hopefully answer those questions.AfbeeldingAfbeeldingAfbeelding
Will this replace current methods of monitoring player satisfaction and feedback?

No it won't! It's just another tool in our arsenal. Thousands of you already provide us with feedback and engage in discussion. We have no intention of stopping this. This is an opportunity for us to gauge the feelings of the players who don't use other methods available. We'll continue to utilise the forums, Reddit (/r/2007scape and /r/oldschoolrs), Twitter, Twitch, Discord calls with different areas of the community, and you even know a number of us in-game!

Why is it only a thumbs up/down with no other information?

We capture a lot of information on your play sessions. We are able to see what you've interacted with. We're interested in using this to help us interpret the thumbs-up/thumbs-down data you provide us with, as we'll be able to see things like what content you engage with and for how long. As stated above, we'll still remain as open and communicable as ever.

Why can't I enter text into a field to talk about the session?

We want it to be as unobtrusive as possible, as it stands we think a simple thumbs-up or thumbs-down provides just that. In the very first question we said we'd continue to be as contactable as we are now, so if there's anything you desperately want to share with us, there's never a shortage of willing JMod ears.

What will you use it for?

At the moment it really is just to see how happy you are. It's a very simple way for us to gather top-level opinions from anybody who is willing to give us a response. A number of you have requested that we link this tool to certain aspects of the game, and it's entirely possible that we'll look to tie it in with specific pieces of content, or individual game updates.

Will you share the information you capture with us?

We certainly expect to! The way we share it hasn't been decided yet. It's possible we'll allude to it in our Q&As, or it'll play a part of the retrospective newsposts we sometimes put out for content releases. There's lots we can do with it, but nothing is set in stone.
Afbeelding
We do want your feedback, whether via the in-game tool or also your general perception of the tool itself. Discuss this update on our forumsMods Archie, Ash, Ayiza, Curse, Ed, Ghost, Jed, John C, Kieren, Lottie, Mat K, Maz, Roq, Ry, Stone, Sween, Weath, West & WolfThe Old School Team
Bot
Forumbot
Berichten: 1010
Lid geworden op: woensdag 5 december 2007, 17:55

Dev Blog: Theatre of Blood

Bericht door Bot »

Dev Blog: Theatre of Blood

Originele tekst

Dev Blog: The Theatre of BloodAfbeeldingThe purpose of this blog is to detail as much as possible prior to the poll going live in-game to allow for player feedback.Whilst there's a lot of detail to be found, we're purposefully not saying much about the how The Theatre of Blood and its surrounding areas will play out as we don't want to ruin the surprise!The Theatre of Blood was created with one thing in mind, Lady Verzik's entertainment. She commanded her followers to create this challenge, in the hopes of watching many a willing citizen of Meiyerditch or travelling warrior perish Do you have what it takes to defeat the Theatre of Blood? Are you the hero the Myreque need?It's showtime.
AfbeeldingTheatre of Blood
Towards the east of Gielinor, located within the Sanguinesti region, is Ver Sinhaza. Once the home of Queen Efaritay, it is now ruled over by Verzik Vitur, head of the Vitur family and one of the few true-born vampyres on Gielinor. For millennia, Lady Verzik has commanded an army of vampyres whom she has not only used to do her biddings, but also provide her with on-demand entertainment. It didn't take long before this became tiresome, and so she instructed her followers to create a gauntlet filled with some of the strongest warriors, creations, creatures and puzzles. This is what we call today the Theatre of Blood.
AfbeeldingAfbeeldingThe above WIP images detail some of the interior of the Theatre of Blood.
When the vampyres still lived on their home world of Vampyrium, they were near enough the apex predator. However, there was one species that even the vampyres feared, the Yarasa.Like bats, these large flying predators are visually impaired. However, that does not make them any less dangerous, as they have heightened senses of smell and sound. Their ability to attack in unpredictable ways makes them a deadly foe to the vampyres for it renders their immunities useless.While the Yarasa are already a deadly foe, there is none more dangerous than their king, Xarpus. When the vampyres were united under the eight tribes, they hunted down and defeated most of the Yarasa, driving them to near extinction. However, they were unable to defeat Xarpus, with him surviving their hunts until they finally left Vampyrium many years later.It is unknown how they managed it, but eventually the vampyres brought Xarpus to Gielinor. They trapped him in the Theatre. There, he now fights any who enter, desperate to escape and enact vengeance upon the vampyres.
AfbeeldingXarpus is one of the many bosses to be found within the Theatre of Blood. This image in WIP and is subject to change.
The citizens of Meiyerditch often go to the Theatre to fight against the various experiments and abominations contained within, providing entertainment for the vampyres. To encourage them to do this, the vampyres promise them freedom if they survive. With the aid of the Myreque, it's down to you to complete all its challenges and emerge as the victor.
AfbeeldingTheatre of Blood: The Basics
The Theatre of Blood is a linear progression raid challenge located in the Sanguinesti region, East of Meiyerditch, that emphasises on the need for teamwork. The Theatre can be accessed via a boat north of Port Phasmatys for a small fee, alternatively you can walk there, but it's quite the journey and not something we'd recommend.There is no skilling involved within the Theatre, and all rooms are generated in the same order each time you enter. Throughout the raid, you'll have a few opportunities to receive a small amount of loot and supplies, but your success will heavily depend upon the equipment and supplies you take with you, alongside how well you can work together as a group.The maximum group size allowed to enter the Theatre is 5, and has been balanced for group sizes of 3-5 players. There are multiple challenge rooms that contain difficult to defeat monsters, bosses and puzzles, that eventually lead up to a final epic boss challenge like nothing ever seen in Old School RuneScape.
AfbeeldingA new lobby system is being implemented for the Theatre of Blood, allowing players to form groups of up to 5 players.
The Theatre of Blood will have a unique wiping system. Dying in a challenge room means you as an individual must sit out the rest of that room whilst your team carries on. Once the room has been completed, you will be able to re-join your group for the rest of the raid. If a 'full wipe' occurs, for example the whole team dies, the raid is failed completely and you must restart from the beginning. A failed raid is not considered safe and any lost items will go into the gravestone system, like that of Torfinn's, with a gold fee required to retrieve them. Whilst a single death during a challenge room doesn't end the raid, any death within the Theatre of Blood will cause a Hardcore Ironman to lose their status, reverting them to a regular Ironman.The number of deaths reduces the players chance of obtaining a unique reward, which will only be awarded after killing the final boss of the raid. All other bosses throughout the raid will offer a small reward to compensate you for your time, but will have no chance of uniques.
Poll QuestionShould we add a new multiplayer raiding experience, The Theatre of Blood, to Old School RuneScape? If this question passes we will also expand the Meiyerditch region.

Bot
Forumbot
Berichten: 1010
Lid geworden op: woensdag 5 december 2007, 17:55

Tournament Worlds: Theatre of Blood rewards

Bericht door Bot »

Tournament Worlds: Theatre of Blood rewards

Originele tekst

Yesterday's Theatre of Blood announcement saw a number of rewards proposed. Today's game update offers you the opportunity to get to grips with them, albeit in pink placeholder form. The Deadman Spring Finals kick off tomorrow. Plus more offerings from QoL Month!Afbeelding
Theatre of Blood Rewards Testing: Tournament Worlds
Theare of Blood

In yesterday's Theatre of Blood Dev Blog, we proposed a number of rewards to come from the Theatre of Blood raid encounter. The raid itself, along with the rewards, are naturally subject to polling. To aid your decision making we're launching some Tournament worlds which will allow you access to the weapons and armours. You'll find that you're able to try the rewards anywhere you'd like, rather than with recent Tournament world offerings which were limited to PvP. Please note that you can only access the proposed weapons and armours. The proposed prayer and potions do not yet exist and cannot be accessed.
AfbeeldingProposed raids rewards have been added to the Tournament Supplies chests on Tournament worlds. Currently they utilise placeholder models in a fetching bubblegum pink. Should the rewards pass the poll then unique assets will be created. The equipment in the chests have the stats and effects pitched in the above dev blog.
For a full overview of the Theatre of Blood, its rewards, and its accompanying quest, make sure you read the Theatre of Blood Dev Blog. Your feedback is essential in creating the best content possible. Your feedback is best received on the Theatre of Blood Announcements thread on our Forums, or Reddit (/r/2007scape/ and /r/oldschoolrs/).

Other Tournament World Information

The chests contain Ecumenical keys to allow you to skip God Wars kill count requirements.

Players are able to get unlimited slayer tasks in these worlds. Slayer masters will offer a new task even if you still have a task assigned.

A multitude of teleports have been added to the chests to allow ease of transport to various encounters.
Afbeelding
Deadman Spring Finals
The Spring Finals will begin at approximately 12pm GMT on Friday 9th March! The Finals will run until Saturday 17th, culminating in the Permadeath Stage beginning at 7pm GMT. We'll be live from 7pm GMT, Saturday 17th March, on twitch.tv/oldschoolrs, make sure you tune in to see who will take home the $20,000 grand-prize!

Last week saw another Deadman Permadeath beta playthrough. Following your feedback, and observations of our own, we've made a small number of changes. For a full overview of content be sure to visit the Deadman Spring Finals

page. The changelog at the head of the page details any changes made specifically to the Spring Finals.
AfbeeldingThe Deadman Finals stream will feature the above spectator display. Changes have been made to its appearance following your recent feedback.Afbeelding
Quality of Life Month Updates
The spinning wheel interface has been updated to use the new Make-all interface.

Tears of Guthix streams will now last a minimum of 9 seconds before moving.

Players may now store Buckets, Compost, Super compost, Ultra compost, and Plant cure with Leprechauns with noted versions of the items.

The amount of XP you receive when splashing with the Entangle spell has been slightly reduced so you know when the bind has been applied.

The Dark core pet no longer has sounds attached to its animations.

Another data orb has been added beside the minimap to display your current special attack energy. The orb is display only, and cannot be clicked to use the special attack.
Afbeelding
Afbeelding
In Other News


Godsword shards ahve been repositioned in the inventory to fix graphical issues.

Disabling the wilderness teleport warning now works via the Ghorrock teleport.

All incorrect references of demon have now been replaced with magical being in the Mage Arena II mini-quest journal.

The Zamorakian mjolnir has had its head centred a little better on its pole.

The unlock hints for the two music tracks called Lament have been switched round.

Left-clicking a furnace while carrying Steel bars, and no ore, is now interpreted as a request to make cannonballs, similarly to how it already works for crafting Gold and Silver jewellery.

Various supplies inside Barbarian Assault can now be destroyed by shift+clicking them.

The Spirit tree chathead now has an animation when attempting to teleport to the Spirit tree you're already at.

The Enchant Crossbow Bolt (Ruby) spell now requires the correct Magic level of 49 to cast.

There is now a delay before being able to travel via the Lovekengj cart system in Deadman Mode. This applies to Permanent Deadman, the Deadman Finals, and the Deadman Season. Changelogs for both the Finals and Season have been updated to refletch this change.
Afbeelding
New Old School URLs
This might not interest many of you, but it should satisfy the more security-orientated among you. We've listened to your feedback on how much you dislike bit.ly links and other link shorterners, which are commonly associated with phishing scams. To combat this, and to make our links easily identifiable, we'll now be using osrs.game/ links in the future! These new links will enable us to make our links shorter as well as combat phishing attempts.

From Friday 9th September all links from our social channels will move to being a osrs.game link.
Afbeelding
Discuss this update on our forums. Mods Archie, Ash, Ayiza, Curse, Ed, Ghost, Jed, John C, Kieren, Lottie, Mat K, Maz, Roq, Ry, Stone, Sween, Weath, West & Wolf
The Old School Team
Daan
Bouillonblokje
Berichten: 40330
Lid geworden op: zaterdag 18 april 2009, 17:26

Re: Nieuwsberichten van de website

Bericht door Daan »

Wtf
Bot
Forumbot
Berichten: 1010
Lid geworden op: woensdag 5 december 2007, 17:55

Deadman Finals and Seasons Clarification

Bericht door Bot »

Deadman Finals and Seasons Clarification

Originele tekst

The changes have been live on their relevant Deadman pages on the Old School website, but here's a compiled list of information for you.
Afbeelding
Afbeelding

For a full overview of Deadman Spring Finals content please visit the Spring Finals Deadman page. For ease of reference here is the changelog:
Item Changes

A change was made to allow the Zenyte ring to be craftable. This change was made following community feedback, and reverts a prior decision.
Supply Chests

The location of the Supply chests has changed (see the map below). Once the lethal fog warning has begun, you'll be able to see in-game where the chests will spawn. The items are the same as in the last tournament, but the ordering is different. We won't reveal the order ahead of the tournament, but you'll be notified in the chatbox as with the Winter Finals.
Afbeelding

The PK Skulls on the map denote the location of the final areas and the Supply chest icons denote the location of... you guessed it, the Supply chests.
Permadeath Phase

We have changed the manner in which fog operates before the arena section. Anybody who is stood in the lethal fog once it jumps will be instantly killed. Anybody entering the lethal fog when it isn't jumping will be hit for increasing damage for the longer they're stood in the fog. Anybody who ignores the increasing damage and travels further into the lethal fog will be instantly killed. Generally speaking, the changes are kinder to those who happen to find themselves accidentally entering an area which is covered by lethal fog.
Final 1v1 Permadeath Phase

The bank chest accessible within the 1v1 stages has a Venerate option which will allow you to change your spellbook.

Phoenix necklaces correctly act as food in the 1v1s, meaning they will be removed when your inventory is replaced.

Once the 128 players who have qualified for the arena section have been teleported to the arena they will have the opportunity to access their bank chest. Players will be able to access their bank chest for 5 minutes, and this is the only opportunity they'll have to bank throughout the arena section.

We have changed the manner in which fog operates during the arena section. All rounds up to (but not including) the Semi-Final stage (four players remaining) are given 5 minutes to fulfil their 1v1 fight, after the 5 minutes are up a damaging fog will fill the arena hitting each individual for 5s. For the Semi-Final and the Final, this arena fog is manually activated. Once activated, players will receive a 30 second warning, and then it will hit each individual for 5s.
Afbeelding

The appearance of the arena section of the Permadeath Stage has been edited to reflect the seasonality of the Spring Finals.
Afbeelding
Afbeelding

For a full overview of Deadman Summer Season content please visit the Summer Season Deadman page. For ease of reference here is the changelog:
Swapping & Muling

The act of muling during the Summer Season is prohibited, and is a bannable offence.

The act of swapping during the Summer Season is prohibited, and is a bannable offence.
Starter Packs

Starter packs will be available, each reclaimable once per day. They cannot be used in PvP. They are not tradeable, except where specified. For the contents of the starter packs, see the Other Misc. Changes section.
XP Caps & XP Locking

The daily XP cap for Magic has been increased to 750k. No other caps have been changed.

Players will have the ability to lock (and unlock) xp gain in specific skills.
Increased Resources

Slayer monsters, various bosses, and Superiors will drop resources upon death.

Certain fishing spots will yield 3x the amount of fish resources.

Specific monsters and resources will be confirmed on Friday 9th March.
Arrow & Rune Shops

Every type of rune and every type of arrow has been added to every rune and arrow shop respectively. Bone bolts have also been added to arrow shops. The respawn rate has been increased to its maxiumum possible.
Quest Experience and Achievement Diary Lamps

Quest experience rewards and Achievement diary lamp experience rewards will not count towards the daily XP cap.
Agility Pyramid

Pyramid tops, found atop the Agility Pyramid, will turn to cash upon death.
Immunity

There will be a period of 30 minutes immunity at the beginning of the Summer Season. This is server-wide immunity, and not specific to accounts.
Afbeelding
We're really excited for the upcoming Deadman Spring Finals, starting tomorrow, and the sebseqequent Spring Finals: Permadeath stream on the 17th March. We'd like to thank you for the changes you suggested and we hope that the changes made to the Finals and Season will make Deadman even better.

Get involved with all the Deadman Spring Finals action over on Twitter using #DeadmanSpring and make sure you don't miss the Permadeath stream on Saturday 17th!
Mods Archie, Ash, Ayiza, Curse, Ed, Ghost, Jed, John C, Kieren, Lottie, Mat K, Maz, Roq, Ry, Stone, Sween, Weath, West & WolfThe Old School Team
Bot
Forumbot
Berichten: 1010
Lid geworden op: woensdag 5 december 2007, 17:55

Deadman Spring 18 Finals Now Live!

Bericht door Bot »

Deadman Spring 18 Finals Now Live!

Originele tekst

Afbeelding
The Spring Finals are now live! The Finals will run until Saturday 17th, culminating in the Permadeath Stage beginning at 7pm GMT. We'll be live from 7pm GMT, Saturday 17th March, on twitch.tv/oldschoolrs, make sure you tune in to see who will take home the $20,000 grand-prize!

The top 2000 players from the Spring Season now have a little over eight days to prepare for the Permadeath Stage, during which they'll have the opportunity to fight for a share of the total $32,000 on offer!

Get involved with all the Deadman Spring Finals action over on Twitter using #DeadmanSpring and make sure you don't miss the Permadeath stream on Saturday 17th!

There will also be some fantastic content creators streaming throughout the next two weeks, show them your support and watch live!
We hope your enjoy the excitement of the Deadman Spring Finals this week, and don't forget to tune in on Saturday 17th.

Good luck to all contestants!
Bot
Forumbot
Berichten: 1010
Lid geworden op: woensdag 5 december 2007, 17:55

Theatre of Blood Rewards: Tournament World Feedback Tweaks

Bericht door Bot »

Theatre of Blood Rewards: Tournament World Feedback Tweaks

Originele tekst

Theatre of Blood Rewards: Tournament World Feedback Tweaks
Afbeelding
Last Thursday we launched two Tournament worlds which allow you to access the weapons and armours proposed in the Theatre of Blood Dev Blog, found here. If you haven't already, head to worlds 108 and 109 to try out the weapons yourself! More detail can be found in last week's news post.We've been closely monitoring your feedback since then and have some adjustments we'd like to make based on what we've seen. We're aiming to get these added to the Tournament world in the next few days, giving you have plenty of opportunity to test them out further before the poll goes live in-game! As soon as the updated rewards are live we will send an in-game broadcast message, alongside updating this post and tweeting about it from the official Old School RuneScape Twitter.If further changes and tweaks to the rewards are required, they will be contained within this post until the poll goes live in-game. Once the poll is live, finalising the rewards being offered, the initial Theatre of Blood Dev Blog will be updated. This will be highlighted via a changelog that will be added to the start of the post.
Afbeelding
Infernal DefenderWe saw many of you weren't happy about the name of the Infernal defender, so we've changed it to the Avernic defender. We've added a new story to go along with it too! In addition to this, we want to increase the stats slightly so that it's accuracy and defensive stats are +3 higher than originally proposed.If a player dies below level 20 Wilderness with the Avernic defender, it will revert to a broken Dragon defender which can be repaired for 40,000 coins by using the item on Perdu. The player that gets the kill would be awarded the Avernic hilt alongside the 40,000 from the Dragon defender, in addition to the normal loot their opponent would drop.During the Second Age, Avernic weaponry was common amongst the forces of the Empty Lord. These weapons, crafted by Avernic smiths in the liquid fires of Infernus, were some of the most powerful around.Today, Avernic weapons are incredibly rare, the secrets behind their creation having long since been lost. Lady Verzik's Avernic Defender is one of the few to still remain and is a relic from her time in the service of the Empty Lord.The Avernic defender is an upgraded version of the Dragon defender, requiring 70 Attack and 70 Defence to equip. Due to its age, the full defender has been destroyed, leaving behind only the hilt. To create the Avernic defender, you must combine the Avernic hilt with a Dragon defender. The Avernic hilt is tradeable, but once combined with a Dragon defender the Avernic defender is untradeable. You can dismantle the Avernic defender to retrieve the Dragon defender that was used, but the Avernic hilt is destroyed in the process.
Afbeelding
Sanguinesti StaffMuch of what we saw regarding the Sanguinesti staff was that it's cost was too high for the amount it healed. We're opting to reduce the cost to 3 Blood runes per cast, and increase the chance of the healing effect occurring to a 1/6 chance.The Sanguinesti staff is a new tradeable Magic weapon requiring 75 Magic to wield. It is identical in terms of stats and damage to that of the Trident of the swamp, with the added effect that it has a 1/6 chance to heal you for 50% of the damage dealt when attacking an NPC. It is charged with Blood runes and uses 3 runes per cast. The staff does not degrade.
Afbeelding
Ghrazi RapierThe Ghrazi rapier is a non-degradable alternative to the Abyssal tentacle, offering a slight increase in overall dps. It is the best Strength training weapon in most circumstances, as well as being superior to other stab weapons, due to the fact it is one-handed. However, we'd like to make some minor changes to make it just that little bit more powerful by increasing the Stab bonus to +94 and the Melee Strength to +89.The Ghrazi rapier is a new tradeable stab weapon that requires 75 Attack to wield. It is not charged and does not degrade. The attack speed of the rapier is the same as the Abyssal tentacle.
Afbeelding
Justiciar ArmourWe're happy with the general feedback we've seen regarding the Justiciar armour and its effectiveness in PvM situations, so we're not looking to make any changes to its base stats. We are however looking to reduce its effectiveness in PvP situations, by removing the damage reduction effect when fighting against another player.The Justiciar armour is a brand-new set of tradeable tank orientated gear requiring 75 defence to equip. Each individual piece of armour offers defensive stats slightly higher than that of Torag the Corrupted's equipment, with the addition of some Prayer bonus.When the full set of Justiciar armour is equipped, all incoming damage taken is reduced by x/3000, where 'x' is your equipment's defence bonus. This is based on the style of attack being used against you. For example, if an enemy was using a Crush style attack and you had a defensive bonus total of 450 against Crush then 450/3000 = 15% damage reduction. The Justiciar armour does not degrade and does not require charging.
Afbeelding
Vampyrium VambracesWe received overwhelming feedback that many of you did not like how the Vampyrium vambraces required a pair of Ranger gloves to complete. In light of this, we've removed them as a requirement, meaning they will now be a standalone drop. No changes will be made to the stats they provide.Vampyrium vambraces are a new tradeable ranged hand slot item that require 75 Ranged and Defence to equip. They offer a slight offensive bonus when compared to Barrows gloves, at the expense of some defensive stats.
Afbeelding
Scythe of ViturThe Scythe of vitur was pitched as being a very slow, hard hitting 2-handed weapon. Unfortunately, it is let down mostly by its low accuracy and speed. We believe that by reducing the attack rate to 5 and increasing the Slash Attack bonus to +110 will make the scythe a much more viable weapon than it currently it. We'll also be changing the current aggressive attack option from Stab to Slash.The Scythe of vitur is a hard hitting, tradeable 2-handed weapon. It has no special attack but can hit up to three enemies once in a 1x3 arc in front of the player. Similar to the special attacks of the Dragon and Crystal halberd, each swing can also hit large creatures up to three times in the same attack. The scythe can only hit a maximum of three NPCs and can only hit a maximum of three times. The first hit deals 100% damage, the 2nd deals 50% and the 3rd deals 25%. Each attack, regardless of which enemy is your primary target, is rolled independently based on your attack bonuses versus the NPCs defence bonuses.The scythe requires 75 Attack and 75 Strength to wield and has two variants, and uncharged and charged version. The uncharged version has relatively low stats, but once charged, gains additional bonuses. Charging the scythe costs 1/100th of a Vial of blood and 3 Blood runes, meaning 100 charges would cost a full Vial of blood and 300 Blood runes.
AfbeeldingAfbeelding
Afbeelding
As always, we'll be monitoring your feedback very closely. Further changes may be made where necessary and will be highlighted at the top of this post within a changelog list. We encourage you to log into worlds 108 and 109 to test the rewards and provide any feedback in this forum post, Reddit (/r/2007scape and /r/oldschoolrs) or Twitter using #TheatreOfBlood. Mods Archie, Ash, Ayiza, Curse, Ed, Ghost, Jed, John C, Kieren, Lottie, Mat K, Maz, Roq, Ry, Stone, Sween, Weath, West & Wolf
The Old School Team
Bot
Forumbot
Berichten: 1010
Lid geworden op: woensdag 5 december 2007, 17:55

Deadman Summer Content Clarification

Bericht door Bot »

Deadman Summer Content Clarification

Originele tekst

Ahead of the beginning of the Deadman Summer Season, and with a huge number of notable changes, this newspost is here to ensure that those seeking to participate will be fully in the know.
Afbeelding
For a full overview of Deadman Summer Season content please visit the Summer Season Deadman page. For ease of reference you can find the changelog below:
Afbeelding
Deadman Summer Season Droptable and Resource Changes

There were a number of concerns that the crackdown on swapping and muling would lead to a shortfall of available supplies for PKers and PvMers. To help mitigate this risk we have opted to make a number of changes to content which would ensure that supplies are available.

Every NPC in-game will have a chance at landing on an additional drop table that contains highly sought-after supplies. This includes high-healing foods, high level potions, herbs, and potion secondary ingredients. This chance is determined by the combat level of the NPC. The higher the level, the more likely it is that the NPC has of landing on the table. Goblins, Chickens, and Cows will be incredibly rare. Rune dragons, Adamant dragons, and Brutal black dragons will be rather common. Note that this does not affect Lava dragons, as they're still without a drop table.

Bosses will have a chance of landing on a rare table, which includes higher numbers of items on the original table, as well as Mysterious emblem (tier 5). They'll also continue to have the chance of landing on the all-NPC drop table stipulated above.

Superior monsters, which appear during Slayer tasks, will have a guarantee chance at landing on the rare table mentioned above. Consequently, every player will have the Bigger and Badder Slayer perk unlocked.

The already-existing Deadman-specific Barrows droptable (see the point in Other Misc. Changes below), which yields potions and secondary ingredients, will now yield triple the quantities.

The droprate of the Tome of fire (from Wintertodt) has been increased by x10. For every roll on a Supply crate there will be a 1/100 chance of receiving the Tome.

Burnt page drops (from Wintertodt) will now have double the amount of pages.

All random herb drops from NPCs will now yield 2 of the same herbs instead of the usual 1. This will not affect drops where specific herbs are guaranteed. For example, a Chaos druid will now drop 2 herbs instead of 1.

The Giant mole will now yield double the amount of Claws and Hides dropped.

Mysterious emblems are now worth twice the usual amount of points when traded in. For context, Twelve Tier 1 emblems are required to purchase a Rune pouch.

Fishing spots which yield Tuna, Lobster, Swordfish, Shark, Karambwan, Dark crab, and Anglerfish will now yield 3 fish with every catch. The XP given will still be equivalent to just 1 fish.

All dragons (excluding Lava dragons) will drop double the number of bones with each drop. This applies to Vorkath and it's Superior dragon bones.

Rulebreaking and Moderation

The act of muling during the Summer Season is prohibited, and is a bannable offence.

The act of swapping during the Summer Season is prohibited, and is a bannable offence.

XP Caps and XP Locking

The daily XP cap for Magic has been increased to 750k. No other caps have been changed.

Quest experience rewards and Achievement diary lamp experience rewards will not count towards the daily XP cap.

Players will have the ability to lock (and unlock) xp gain in specific skills.

Other Changes

There will be a period of 30 minutes immunity at the beginning of the Summer Season. This is server-wide immunity, and not specific to accounts.

Every type of rune and every type of arrow (except Dragon) has been added to every rune and arrow shop respectively. Bone bolts have also been added to arrow shops. The respawn rate has been increased to its maxiumum possible.

Mysterious emblems are now worth double the number of points when traded in.

Every player will have the Bigger and Badder Slayer perk unlocked from the very start.

All Zeah House favour is set to 100%. The Architectural Alliance miniquest is also completed, meaning favour is locked.

Pyramid tops, found atop the Agility Pyramid, will turn to cash upon death.

Seasonal starter packs have been added. They are reclaimable once per day, are untradeable, and cannot be used in PvP. Each pack contains access to: a Staff which comes charged with the equivalent of 500 Fire strikes, a Bow which is charged with the equivalent of 2000 bronze arrows, and a Scimitar wieldable from level 1 Attack but is the equivalent to a Mithril scimitar. Each pack contains 1 Combat potion, and 12 Cooked tuna (these are tradeable). These packs can be claimed from the Combat tutors in Lumbridge.
Afbeelding
The Deadman Summer Season kicks off at about 10pm GMT on Saturday 17th March, just after the #DeadmanSpring Finals conclude! Get involved on Twitter using #DeadmanSummer and don't forget to watch all the action unfold on Saturday on Twitch.
Mods Archie, Ash, Ayiza, Curse, Ed, Ghost, Jed, John C, Kieren, Lottie, Mat K, Maz, Roq, Ry, Stone, Sween, Weath, West & WolfThe Old School Team
Bot
Forumbot
Berichten: 1010
Lid geworden op: woensdag 5 december 2007, 17:55

QoL, Deadman and the Falador Party Room

Bericht door Bot »

QoL, Deadman and the Falador Party Room

Originele tekst

QoL, Deadman and the Falador Party RoomThis week sees the release of more outstanding updates that were polled during QoL Month, your usual round of bugfixes, updates to the proposed Theatre of Blood Tournament world rewards and a whole host of changes in preparation for the upcoming Deadman Summer Seasonal!
Afbeelding
Deadman Summer Seasonal
This Deadman Summer Seasonal is going to see some of the biggest and most drastic changes we've ever made. Whether you're a Deadman veteran or first time player, you'll want to make sure you've read up on all of the changes we're making in this news post.
Afbeelding
The Deadman Summer Season kicks off at about 10pm GMT on Saturday 17th March, just after the #DeadmanSpring Finals conclude! Get involved on Twitter using #DeadmanSummer and don't forget to watch all the action unfold on Saturday on Twitch.
Afbeelding
Tournament World Reward Tweaks
We've been spending our time collating your feedback regarding the proposed Theatre of Blood rewards that are currently on offer in the Tournament worlds. If you missed it, you can catch up on all of the proposed changes in this news post. With today's game update, all changes highlighted in the linked post are now live!As always, we'll be monitoring your feedback very closely. Further changes may be made where necessary and will be highlighted at the top of this news post within a changelog list. We encourage you to log into worlds 408 and 409 to test the rewards and provide any feedback in this forum post, Reddit (/r/2007scape and /r/oldschoolrs) or Twitter using #TheatreOfBlood.
Afbeelding
QoL & Birthday Event
Today we say goodbye to the 5th Birthday event we recently released in celebration of our, well, 5th Birthday. However, the fun doesn't end there! We heard how much you loved the museum and all of the content showcases on display, and so you'll now find that you're able to climb down the staircase within the Falador Party room to revisit it whenever you like!The alch price of the Imbued heart has been raised to 200k when using Low Alchemy and 300k when using High Alchemy. This is to reduce the risk of accidentally alching such a high value item.The Bank settings page now has the ability for players to add bank fillers in quantities of 1, 10, 50, X or All. Simply select the option needed and select Fill.
Afbeelding
The Skull sceptre now notifies you of the amount of charges it has left in the chatbox when using a charge to teleport. You can also check the remaining number of charges it holds whilst it's worn with a right-click.The Karamja gloves 4 now has individual right clicks to each of its teleport locations whilst it is in the inventory.
Afbeelding
Players may now purchase additional Grand Tree Pods from King Narnode after the completion of Monkey Madness II.Players may now reclaim the Bear head after killing The Kendal, even if they have not completed the Mountain Daughter quest. Return to the cave where The Kendal resides and search in the middle of the room to get a new one!
AfbeeldingIn Other News
  • A graphical issue on the trimmed Music cape when worn by a female has been fixed.
  • A stretching issue when wielding the Staff of light and the Fire max cape as a male character has been fixed.
  • Some blocking beside the stairs leading to the central Abyssal demons in the Kourend Catacombs has been added to stop players from standing in the floor.
  • Jal-ImKot can no longer deal damage during its dig animation in the Inferno.
  • The Ancestral Glyph used to hide from TzKal-Zuk in the Inferno now remembers which way it will begin travelling, and will no longer change direction when logging back in.
  • You can no longer log out at the start of a wave during the Inferno.
  • Jal-Zek can no longer move when resurrecting another monster within the Inferno.
  • A graphical issue on the trimmed Herblore cape when worn by a female has been fixed.
  • Players can no longer enter Rantz's cave from above.
  • XP drops can now remain visible even if you choose to hide the orb that controls them. You will still need to show data orbs in order to disable or enable XP drops, but they will remain enabled even when data orbs are turned off.
  • The 'Click here to play' button on the MOTW screen now has a highlight when you hover your mouse over it, it goes beep when pressed, and redundant tooltips on that screen have been tidied up.
  • Bob the Cat can no longer be contacted through NPC Contact for those who have witnessed the events in Dragon Slayer II. Rest well, good friend.
  • The dialogue when speaking to Juna about the Tail of Two Cats is now different if the player has sufficiently progressed through Dragon Slayer II.
Afbeelding
Discuss this update on our forums.

Mods Archie, Ash, Ayiza, Curse, Ed, Ghost, Jed, John C, Kieren, Lottie, Mat K, Maz, Roq, Ry, Stone, Sween, Weath, West & WolfThe Old School Team
Bot
Forumbot
Berichten: 1010
Lid geworden op: woensdag 5 december 2007, 17:55

Protecting Game Integrity: Revision

Bericht door Bot »

Protecting Game Integrity: Revision

Originele tekst


Back in November we released the first iteration of this post and announced our intentions to make changes to content in such a way as to help improve the gameplay experience of legitimate players. You can view the newspost here: Protecting Game Integrity. The post was met with a positive reception, lots of feedback, and a request for us to do more. Some of the content changes we initially suggested have been altered following your feedback, we're going to talk Death mechanics, and Player Support have offered some insight into a relatively recent change in process which has seen some impressive results.

Note that any changes here will be implemented without a poll. However, we are intent on hearing what you have to say about any pitched changes, and we welcome alternative suggestions. Your feedback will continue to be considered for all of the below changes, with no clear release date defined. We will implement any changes only when we're entirely happy with the resolution, and whenever development resource becomes available.
Afbeelding
Death Mechanics
The Death mechanics in Old School RuneScape has been a subject much discussed ever since the mechanics were changed from how they were on its release. On Old School RuneScape's release, the Death mechanics in place were as such: when a player died, in a non-PvP environment, all items carried at the time of death dropped to the floor except for the three most valuable items. Players had 2 minutes (real-time, not logged-in time) to retrieve lost items from the location they died, except if the death occurred in an instanced area (in which case the items were lost). Targeted DDoSing of our game worlds meant that in 2015 we increased this 2 minute timer to 60 minutes. We worked hard to tackle the issues, but it still remains a consideration of ours.

Following the first draft of this post there were calls to either revert to the mechanics of Old School's release, or to introduce new mechanics which would make for more challenging gameplay. There was a vocal call for the introduction of mechanics which would act as a gold sink or/an item sink. In response to this we began tracking additional data to help advise any decision we make, and we have created a survey to gather your input.

Please answer as honestly as possible, utilising the spaces provided for free text to share thoughts and feedback wherever available. You should note that any changes to Death mechanics will not affect the manner in which PvP deaths work.

Complete the survey here: Death mechanics survey.
Afbeelding
Words From The Support Team
Since the last integrity news post, the Player Support Team have been focussing on people who persistently break the rules, especially for things like bullying/harassment, offensive language, disruption and scamming.

Very often these players receive temporary offences but never reach the stage of a permanent penalty. This means they can continue to break the rules over and over without any real repercussion. We know this is frustrating for you, and that players in this repeat cycle are responsible for most of the reports we receive. By focussing on those repeat 'toxic players' we can greatly improve the community / social environment and dramatically reduce the sheer volume of persistent rule breaking that you may see.

A key strand of this initiative is to allow everyone a chance to change their behaviour, so when we are made aware of repeat rule breaking we apply a very short mute and send a message highlighting our concerns. At that point the player can choose to change their ways, and we will consider the matter closed. They get to carry on playing and they also stop rule breaking, Win-Win!

If players ignore that first warning and we become aware of continued rule breaking, we apply a permanent offence. We've been taking this approach for a few months now and I'd like to share with you the impact it has had. 3,759 players have received the short mute and initial warning and 1,159 of those continued to be toxic and now have a permanent offence. The 3,759 players who have come to our attention through this initiative generated 158,149 abuse reports between them - an average of 42 reports for each offender!

The 'worst' single account generated 509 abuse reports, and their rule breaking related to 'giving 10% of what you show in trade' item scamming. We banned 54 accounts linked to this one persistently scammy player, including the main with 63 million GP, largely obtained from wealth traded to it from the low level scamming accounts used by the same person.

That gives you the context of how a relatively small group of players can be responsible for a lot of repeat rule breaking and toxic behaviour. Over the coming months, we will continue to work with the dev team on tackling toxicity and we'll keep you updated on our progress. For now, I wanted to pass on a huge 'thank you' to everyone who challenges unacceptable behaviour by reporting rule breaking to us. Without your reports, we wouldn't have the leads we need to identify the core people who choose to scam and spread hate. We know most of you do not condone that type of behaviour, and we look forward to working with you in the future to further tackle community toxicity.

Note that all figures cited above were accurate as of February 19th and do not include additional numbers since then.
Afbeelding
Changes To Content
Everyday we ban thousands of bots in Old School, however, we understand that some do slip through our net. We remain dedicated to ensuring that the anti-cheating team keeps growing, and the methods we use to detect bots keep advancing. Any changes will in no way replace the incredible work done by Mod Weath and the rest of the ICU team. In February alone there were 293,310 OSRS bots banned. The changes to content are solely intended to see if we can improve your playing experience.

Alongside changes to content to tackle botting, we'd also like to propose some changes to help prevent common scams from occurring.

Box Traps

As it stands hunting Chinchompas is readily done by all accounts. Our proposal is unchanged from November, as we're happy with the reception it received. We'd like to add completion of Eagles Peak as a requirement to use Box Traps. If this requirement is added then we'd make changes to the quest to ensure skillers would be able to complete it. Currently the player must kill a level 14 Kebbit to obtain a feather. The change we'd like to make would result in making the Kebbit flee to drop the feather. Again, this change will ensure that completion of the quest will not negatively impact specific account builds.

Anti-Dragon & Dragonfire Shields

This proposal is also unchanged. There were concerns from F2P pures that it would make the builds less viable, but with 42 Quest points possible to obtain in F2P, we're content that it's possible to acquire the 32 Quest points needed without jeopardising the build. We'd like to add starting the Dragon Slayer quest as a requirement to equip both the Anti-dragon shield and the Dragonfire shield. The intention of this would be to make botting dragons more difficult. Note that since only partial completion of Dragon Slayer is required, it shouldn't negatively affect skillers or pures.

Lundail's Arena-side Rune Shop (Mage Arena Rune Shop) and the Magic Guild Store

Both Lundail's shop and the Magic Guild Store are used by bots to buy cheap runes. In November we considered adding completion of The Mage Arena miniquest as a requirement to be able to buy from this shop. This was met with a notable amount of concern from the Ironman community who make use of the shop in the early-game. Additionally we proposed adding The Hand In The Sand as a requirement to purchase from the Magic Guild Store. The reception was that there wasn't enough of a link between using the store and the Quest completion. We're still open to receiving your suggestions on how to implement content changes which don't adversely impact the game.

Zaff's Staves

Zaff's stocked Battlestaffs (not to be confused with the Diary reward) are frequently botted. In November we asked for feedback on a number of player suggestions. The most popular by far was to require completion of the What Lies Below quest. If this was implemented then What Lies Below would be required to purchase Battlestaffs, but other Staffs in the store would still be accessible.

Stealing the Wine of Zamorak

The Monks of Zamorak currently only attack the player if the attempt to pick up the wine. In November we suggested having the Monks attack when it is telegrabbed alongside the monks having their stats increased to make them more dangerous. This would only affect the Wine spawn in the Asgarnian temple and not the one in the Wilderness. This led to some concerns that it'd ruin what is an effective F2P moneymaking method. With this in mind we'd like to add a second floor to the temple. The above changes would apply to the ground floor, but the second floor would be similar to how the ground floor is currently. The second floor would require a full set of Zamorak robes to be equipped, alongside a Total level of 500.

Mage Training Arena: Enchanting Chamber

The Mage Training Arena can be a source of frustration to those having to compete with bots. Originally we pitched adding a Magic level requirement to pick up Dragonstones. Following feedback we'd like to scrap adding this requirement because we felt that it didn't address your complaints. Instead we'd like to make the room a public instance with a maximum capacity, meaning you wouldn't meet more than 5 other players inside (note that the number isn't set in stone).

Pickpocketing NPCs

Currently it's possible to arrange and pickpocket NPCs in such a way that lends itself to frequent instances of auto-clicking. We'd like to replace the Coins looted from the pickpocketing with another item, the Coin purse. This can be opened to give coins equal to amounts currently pickpocketed. The Coin purse is not stackable, meaning that upon filling a player's inventory they will not be able to continue pickpocketing. To aid players who are paying attention and playing 'normally' we'd like to add an Open all option to the purses. This change would mean that players wouldn't be able to auto-click NPCs, but XP rates would be affected by a neglible amount at most.

Drop-based Scams

There are many variations of scams which involve tricking players into dropping items in exchange for the promise of wealth or recognition, and then utilising game mechanics to prevent the victim from reclaiming their items. Despite lots of educational messaging over the years which instructed players not to drop any items they don't want to lose, these scams are still somewhat prevalent. To combat these scams we'd like to emulate a measure implemented in RuneScape 3 which prevents items/wealth over a certain value from being dropped. In RuneScape 3 it's 1b gp. We'd obviously opt for a lower value, but we welcome your suggestions as to what value that is.

Changes to the Duel Arena

The Duel Arena is an iconic part of Old School RuneScape, yet it has its problems. The Duel Arena is currently fuelling Real World Traders that stake based on odds to acquire huge sums of in-game gold, which they then sell online. We do not want to remove the Duel Arena from the game as it's particularly iconic to the feel of Old School RuneScape. We received a lot of feedback on the changes initially pitched. Following your feedback we'd like to propose the following:
  • We'd like to implement a tax on all stakes in the Duel Arena. Initially we'd like to propose a 1% tax. So as to allow items to continue to be staked we'd like to implement a Coffer which would require you to add Coins to facilitate the stake.
  • The ability to temporarily boost your stats within the duel to max. This option would mean that the odds stakers lose their advantage, and we keep the Duel Arena open. Note that the boosted stats wouldn't affect what equipment you're able to wield. A level 3 couldn't stake with an Abyssal whip, for example. The option would appear within the Duel interface. Players using this option will not gain XP in duels.
  • A trade weighting limit on stakes which would prevent one side being heavily weighted over the other. This again is with the intention of stopping odds stakers. It would work akin to the trade limit of old. You can stake as much as you'd like, but your opponent has to stake an amount which is within a certain range of your stake.
  • We'd like to prevent players from emptying weapons within the Arena. This would prevent scams which utilise restricting 2-handed weapons, but then involve the scammer unloading the 2-handed weapon to obtain a weapon wieldable in 1 hand to use against the unsuspecting victim. If this is implemented then we'd ensure that you would have to have at least a 10% filled charge/capacity on the weapon to begin the duel.

Bot
Forumbot
Berichten: 1010
Lid geworden op: woensdag 5 december 2007, 17:55

Deadman Summer Season, live now!

Bericht door Bot »

Deadman Summer Season, live now!

Originele tekst



The Deadman Summer Season is now live, play now!
Afbeelding
Afbeelding
The Summer Season is now live! The Summer Season will run until 19th April 2018, and the Summer Finals concluding on 30th June 2018.

We've made a ton of changes to make this Season even better than before, it's the perfect time to play Deadman. Changes include:
  • Starter packs to get you going and straight into the action.
  • 30 minutes of immunity no matter when you start.
  • Increased resources from a unique Deadman drop table, plus a rare Deadman drop table too!
For a full change list, click here.
Afbeelding
Getting Started with Deadman
If you're still wondering what Deadman is and want to get involved, Torvesta has created a guide to get you started this Season! Watch it below.
Afbeelding
New To Old School?
If you're looking at Old School with fresh eyes, you might be a bit overwhelmed - it's a huge game afterall! Our friends Gunschilli and Shaperka have produced this 'Noobs Guide to Old School RuneScape', give it a watch and get up to speed.
Afbeelding
Where to Watch Deadman
The Deadman Summer Season brings with it tons of content to watch and enjoy. Over on Twitch you'll find tons of great Old School streamers battling throughout the Season in an attempt to make it into the top 2,000 players to qualify for the Summer Finals.

As well as Twitch, you'll also be able to find loads of exciting video content on YouTube.
Afbeelding
The Deadman Spring Finals
We are investigating the disconnections that occurred during the Spring Finals. We will share the results of the investigation at the beginning of the week.
Afbeelding
We hope you enjoy the Deadman Summer Season! We've really tried to make it the best yet.

Good luck to all of you in your quest for Deadman domination!

Mods Archie, Ash, Ayiza, Curse, Ed, Ghost, Jed, John C, Kieren, Lottie, Mat K, Maz, Roq, Ry, Stone, Sween, Weath, West & Wolf

The Old School Team
feppie64
Webmaster
Berichten: 7826
Lid geworden op: zaterdag 10 december 2005, 18:05
RS: Feppie64 (p2p)
Contacteer:

Deadman Spring Finals Review

Bericht door feppie64 »

Deadman Spring Finals Review

Originele tekst



Since the Deadman Finals on Saturday evening we've been investigating what caused the issue of players experiencing logouts. It was only once we had a solid understanding of the events of Saturday evening that we were able to issue any response. To make any statement in the heat of the moment, before we knew the cause of the issue, would not have been the right thing to do. We are now in possession of all of the facts.
In this newspost we'll provide our perspective on the evening, offer insight into what was taking place behind the scenes, what was the cause of the issue and how we'll resolve it, and also how we'll manage instances like these going forwards.

During the Permadeath stage in Saturday's Spring Finals, 160 players experienced a simultaneous logout. The moment we learned of this we began doing everything we could to determine whether it was a connectivity issue, whether it was an in-game bug, or whether it was something completely different. This investigation was taken very seriously, and utilised experts across various disciplines. Game developers, platform engineers, and system administrators were all involved in ascertaining just what was going on. Whilst we were investigating the cause of the issue, we were also assessing the viability of getting the affected players back into the Finals. Such an undertaking had never been done before, and we weren't confident as to whether anything could be done. After some racking of brains we did learn that, in theory, it should be technically possible to 'reset' the Permadeath stage, where the fog would begin again, and players would be able to log back in. However, doing such a thing had never been tested, and there was no guarantee that doing this would even be successful or be free of other unintended consequences. Additionally, doing this wouldn't be a 'game reset', as such a thing isn't possible, and it would have meant that anybody who died in the Permadeath stage would still have lost XP and items. Lastly, we were, at the time, still unaware of what caused the issue. Without this knowledge we could not be sure that the logouts would not occur again. All of these factors led to the decision being made to continue with the tournament. We're genuinely very sorry that the affected players weren't able to participate in the Finals, but with the information available to us at the time, we made what we believed to be the best decision.

We have since identified the cause of the issue. A game bug, unrelated to Deadman, which looks to have existed in-game for some time but has never manifested in this way, was responsible for logging out the affected players. We can categorically confirm that it was not the result of a DDOS attack. The bug that caused this issue has now been fixed, and whilst the exact repeat of this will not occur again, we know it isn't any consolation to those of you who weren't able to compete because of factors outside your control. Having a bug like this manifest at the worst possible moment cannot be discounted, and so going forwards we will ensure a contingency plan is produced which will dictate any actions we take in the event of any disruption. The Summer Finals end date is June 30th 2018 and by this date there will be a contingency plan solidly in place. We'll make sure it's player-facing, so you know as well as we do in the event of service disruption, just what actions are possible, and what course of action we'll take.

For the players affected, we'll be granting the affected accounts automatic qualification for the Summer Finals. We'll also be providing the accounts with enough Membership to allow them to participate in the Summer Finals on June 30th, and in the Autumn Season which will run until 2nd August.

Following each Season and Finals we put our heads together to determine what we could do better next. Following recent tournaments we've worked hard to improve the flow of the final stages of the Finals with improvements to splitting up clans and developing the 1v1 stages. Additionally, we've worked hard to improve the quality of the viewing experience, for the Spring Finals we implemented an improved heatmap, as well as an advanced spectator display. We genuinely are committed to making the Deadman experience as good as it can possibly be.

We'll be confirming the prizewinners for the Spring Finals in a newspost tomorrow.
Afbeelding
Mods Archie, Ash, Ayiza, Curse, Ed, Ghost, Jed, John C, Kieren, Lottie, Mat K, Maz, Roq, Ry, Stone, Sween, Weath, West & Wolf
The Old School Team
Bot
Forumbot
Berichten: 1010
Lid geworden op: woensdag 5 december 2007, 17:55

Upcoming Changes and Fake XP Drop Improvements

Bericht door Bot »

Upcoming Changes and Fake XP Drop Improvements

Originele tekst

Upcoming Changes and Fake XP Drop ImprovementsThis week we release more of the outstanding QoL Month updates that came from the PvP week. In addition to this, we'd like to discuss some changes to content and how some of the current PvP worlds are allocated.
Afbeelding
Corporeal Beast Cave & God Wars Dungeon
Last week we released an updated revision of the Protecting Game Integrity news post which highlighted a number of content changes we wish to make. We're still in the processes of gathering and reviewing your feedback before making any changes. In the meantime, there are other areas of content we wish to look at too. The next section of this post is aimed at addressing those.God Wars DungeonA common frustration for many Ironman players is within the God Wars Dungeon. It is more often than not where they will spend time gaining 40 Kill Count in order to enter a boss room, to only find they are starting a kill which has already been hit by a previous player that has since left. This means they are left high and dry, and have to waste their time either re-banking and getting more Kill Count, or waste their time killing a boss they will get no loot from.Because of this, we're looking to make some slight tweaks to the God Wars Dungeon bosses so that they will reset when the room becomes empty. This will mean that after a few seconds without any players in the room, provided that the boss has taken some damage, it will reset and spawn again at the usual respawn rate.Corporeal Beast CaveWe get many reports of Ironmen being griefed by other players whilst at the Corporeal Beast. The griefers intention is to prevent Ironmen from gaining loot from the Corporeal Beast. The griefers will run in, deal damage and then leave. Because of the time it takes to kill the Corporeal Beast, it's extremely frustrating for Ironmen to not receive the drop.In addition to this, the best method for Ironmen to kill the Corporeal Beast is to heavily reduce its stats down with various weapons so it can effectively be solo'd. The Dragon Warhammer in particular is incredibly useful for this, but can be time consuming to obtain. Many players have been benefitting from other accounts to do stat lowering because of the way the cave works. When this is done, the Corporeal Beast still resets its health to 100% when everyone leaves the cave, but the reduced stats remain.To best combat both of the above, we'd like to incorporate a new Corporeal Beast cave. This new cave would only be accessible by Ironmen accounts with a combat level of 50 or higher. Ironmen below level 50 combat will still use the same cave as regular players.This means any Ironmen with level 50 combat or higher will no longer be able to enter the same Corporeal Beast cave as regular players, however all other cave functionality, including teleports, will remain the same.Whilst the above are particularly common areas of frustration, we're aware they're not the only places that could benefit from similar changes or tweaks and so we may consider more changes similar to these in the future. We're aiming to have these changes implemented as part of next week's game update. These will not be polled, but we welcome any feedback on the subject.
Afbeelding
Bounty Hunter and PvP World Schedules
A common discussion point we see is regarding restricted activities that are locked to specific worlds. For many, this isn't a problem. However, activities such as PvP can depend on good ping, making the location of the world more important.Bounty Hunter is on W18.- This is a UK world.The standard PvP worlds are W25 and W92.- These are in the UK and Australia respectively.High Risk PvP is on W37.- This is US-East.A new F2P PvP world is coming soon.The two most popular of these worlds are W18 (Bounty Hunter) and W25 (PvP), both of which have always been in the UK. This is a source of irritation to the many players in countries like the USA and Canada, since the higher ping they experience can at times put them at a disadvantage.We'd like to propose a change to the world that these activities are restricted to, so that every two weeks, their location changes. We're proposing the following:On a two-weekly period, change the Bounty Hunter world between W18 (UK) and W19 (USA).On a two-weekly period, change the standard PvP world between W25 (UK) and W24 (USA).On a two-weekly period, change the High Risk PvP world between W37 (USA) and W43 (Germany).On a two-weekly period, change the F2P PvP world between the UK and USA (world numbers to be decided once the new world becomes available).For example...Two-weekly Period A:Bounty Hunter is on W18 (UK) and High Risk PvP is on W43 (Germany), on the east side of the Atlantic.Standard PvP is on W24 (USA) and F2P PvP is in the USA, on the west side of the Atlantic.Two-weekly Period B:Bounty Hunter is on W19 (USA) and High Risk PvP is on W37 (USA), on the west side of the Atlantic.Standard PvP is on W25 (UK) and F2P PvP is in the UK, on the east side of the Atlantic.By alternating between Two-weekly Period A and B, in any two weeks, one side of the Atlantic has better access to Bounty Hunter and the other has better access to the standard & F2P PvP worlds.We believe that with these changes, there will be a much better distribution of activity restricted worlds for all players. We intend to create a new page on the Old School RuneScape website homepage that will clearly highlight which world will correspond to each activity at any given week in the year.We'd like to trial the world restriction schedule next week, so as with any changes like these, your feedback is very much welcomed and appreciated.
Afbeelding
QoL Improvements
The PJ timer used on PvP worlds has now been applied to Bounty Hunter worlds.Fake XP drops will now appear for Ironmen when attacking other players. We've also made the fake XP drops respect the 'Grouping' toggle from the XP drop setup menu, which they previously didn't do.
Afbeelding
Any damage received during the Lunar Isle cutscene is now cleared when the cutscene ends.Upon completing the Chambers of Xeric, loot notifications are now able to support longer messages, so they can now describe a triple loot - if you're lucky enough to get that at least.Using the Tip jar in a player owned house now once again lets the owner know how much was tipped.
AfbeeldingFriends List Sorting
Previously, players with Friends and Ignore lists longer than 200 entries could not use the Sorting buttons on the side-panels. While the Clan Setup screen did allow sorting, it would freeze your client while doing so.
Afbeelding
All the lists can now be sorted regardless of how long they are, and without causing your client to freeze like that.An additional sorting option has been added, allowing you to sort the Friends and Clan lists according to when the player last changed worlds. The old Legacy sort options took this into account, so we've now given it an extra Sorting button of its own.If you sort the list by something that isn't unique - such as 'world number', since many of your friends may have the same world number - the list will take into account the previous sorting option you'd chosen.Friends who are online, or on the same world as you, will tend to appear nearer the top of the list for convenience, regardless of your other options.
AfbeeldingIn Other News
  • The render order of platebody pauldrons has been adjusted to prevent clipping issues.
  • The Mystic robe bottom no longer attaches itself to the Heavy ballista when equipped on a male character.
  • The description of the great Telescope in the Observatory has been changed to a famous quote from the late Stephen Hawking, as a tribute to the beloved Cambridge professor.
  • The Chambers of Xeric previously required party leaders to have 'Kick' rank in the channel. This has been changed to always require the rank of Recruit instead, similar to the requirement for initiating a fight at Clan Wars, so that members of a channel may start a raid without necessarily needing to be entrusted with 'Kick' privileges in the channel.
  • Cave worms will now tend to appear lower down the minimenu when picking up items in the Chambers of Xeric.
  • Collectors in Barbarian Assault will now have their horn put in their inventory before their bag, rather than the other way around.
  • Bird nests will now tend to appear above bird meat in the minimenu when picking up items.
  • In Deadman Mode, the Wilderness Hard diary task of killing a Lava Dragon and burying its bones on Lava Dragon Isle now only requires killing a Lava dragon, as they do not drop bones in Deadman.
Afbeelding
Discuss this update on our forums.

Mods Archie, Ash, Ayiza, Curse, Ed, Ghost, Jed, John C, Kieren, Lottie, Mat K, Maz, Roq, Ry, Stone, Sween, Weath, West & WolfThe Old School Team
Bot
Forumbot
Berichten: 1010
Lid geworden op: woensdag 5 december 2007, 17:55

OSRS Mobile: Android results and iOS beta

Bericht door Bot »

OSRS Mobile: Android results and iOS beta

Originele tekst



We've been somewhat quiet since the Android beta came and went last month. That isn't to say that we haven't been hard at work! This newspost will offer insight into how the beta testing went, what we've been up to since then, and what you can expect from us going forwards.

AfbeeldingAndroid Beta Feedback
In February we opened Old School Mobile up to you, the players, for the first time. 2,000 of you took part in the testing and since then we've been tirelessly analysing performance data, scrutinising the feedback and engagement metrics to verify our assumptions about the state of the current mobile client. All of this allowed us to confirm that the next steps we want to take are the right ones.

The Android Limited Beta feedback made one thing clear. Even in its current state, the players who tested it felt that it was great. We surveyed the testers and the overwhelming consensus was that it was responsive, the control mechanics are suitable, and the application mostly meets your expectations. It isn't particularly surprising to us that existing players are happy with the utility of mobile. Rather pointedly, the players who have been able to try Mobile so far have been quite adept at the game, and so are very good at learning how to operate it. Any criticisms of Mobile centered on the usability of certain features, which we'll cover late in the blog. Whilst the testers were generally happy, there's still significant work to be done in making Mobile more intuitive for inexperienced players too. So, rather than rest on our laurels, we're paying particular attention to what players felt needed improvement. Here's what we're going to be doing next.

Mobile Content Changes

As mentioned above, the data and the feedback we've received so far suggests that we need to make improvements to the usability of certain in-game features. We're constantly discovering more areas of the game which would benefit from improvements to make it easier to use. We've detailed a few of the changes we're looking to make in the sections below. We'll continue to seek your feedback and input to ensure any such improvements are the right ones. The changes will only impact the Mobile version of the game so as not to impact the integrity of existing content. Though, should there be demand for it, we're open to polling such features for desktop.

Banking & Shops

The ease of which you can withdraw and deposit from the bank can significantly impact how much you enjoy a game session, it's a critical game function that needs to operate intuitively. Currently, withdrawing or depositing more than one of an item requires use of the right-click context menu, which can be tedious on a touch interface. To improve this experience, we're removing the reliance on the context menu and implementing some buttons on the main bank interface that allow you to set a default withdraw and deposit amount when you left-click or tap. This functionality will also be added to shops so you can buy or sell up to 50 of an item per click or tap without using menus at all.
AfbeeldingIn the above image you can see that the Deposit/Withdraw-quantity (detailed above) has been sent to 18 via the X option.AfbeeldingIn the above image you can see that the default buy and sell value (detailed above) has been set to 50
Spellbook Interface

The Spellbook interfaces currently list spells very close together. Whilst this isn't much of an issue on the desktop client where you have the accuracy of the mouse cursor, on a small screen touch device it's another story as your finger has a strong chance of tapping multiple spells at once. We'll be looking at how best to address this issue very soon but because it's a top-level interface component, any solution we develop may impact usability within the desktop client too. We'd like to reiterate the above statement, that any change will be with your feedback and input to ensure that only the right changes are made.

Customisable UI

Many of you requested the ability to customise the UI layout on mobile. Unfortunately, this would be an immensely time-consuming undertaking for both content and tech teams to attempt. Based on the current usability scores, we feel it won't be the most valuable use of our resources and won't be taking on the task at this time.

Login Overhaul

The feedback from the testers highlighted one common trend. Logging in wasn't the smoothest thing to do. Typing your password every time to login on Mobile is tedious and many of you feel your phones are secure enough to not require it. So, we're overhauling login to do exactly that! You will be authenticated for 30 days when you log in on your device, and the authentication renews every login, so if you always login to mobile at least once per month you'll never have to enter your password again. Simply open the app, tap Login and you're in!

Our brilliant Tech Services team have been working on this for quite some time. This will also feature alongside in-app account recovery, account creation, and payments and we're now starting to integrate the features into the game client. The login and logout flows are complex and encompass various conditions, such as requiring authentication if your password ever changes, and we'll talk in more detail about how exactly login will work on mobile as the features approach release.

Dropping Items

Shift-click drop on desktop has become a core function of efficient gameplay since its release in 2017 and we know you want that functionality available in some way on Mobile. So, we're currently developing a 'Drop mode' for the inventory, available from the quick-function menu on mobile. You'll be able to set 'Drop mode' with a single tap from the top-level interface to make the default option for your items 'Drop'. Simply 'Drop' what you wanted to and switch 'Drop mode' off with another single tap!

Controls Info

Mobile brings a totally new user input control system, and whilst we're still refining exactly what gestures and controls perform what actions, this information isn't easy to find. So, we'll be implementing a controls tutorial, available on demand for those on Mobile to see a demonstration of exactly how to control the game on mobile devices.

Tooltips

Tooltips aren't used by everyone but they do provide very useful information across the game, from displaying your XP to the next level in the skills interface to explaining what a prayer can do. Currently tooltips are only visible when hovering your mouse over the game element that generates it which obviously isn't useful on a touch screen where you don't have a mouse. We're still looking at the best options to replicate tooltip functionality on Mobile but it's certainly something we'll be including before launch.

Actions Performed

Knowing what action you've just initiated is generally considered good user experience. Desktop does this by displaying a red or yellow 'X' when interacting with the game world and displaying the action you're about to perform when hovering over items and NPCs. Neither of these features are suitable on a touch screen device as the X is too small to see behind a finger and the action information has been removed, but we'll be working on a way for the game to provide this valuable interaction feedback to you on Mobile very soon.
Afbeelding
What's Coming Up

During April we'll be operating a limited iOS beta for which the primary focus is to obtain further usability feedback and real-world performance data on Apple devices. Secondly, this beta will be a test for us and we'll be identifying any potential issues with operating on the iOS platform.

Our intention is to operate the iOS beta from the 13th April, with the cross-platform beta shortly after. We had initially intended for this beta release to be in March, but unfortunately there were issues we had to resolve which prevented us from making this a reality. The beta will be larger in scale than the Android beta, final confirmation of the numbers involved will come when we send invitations.

A central resource containing all-things Mobile is well overdue. Before the iOS beta is made live we'll be publishing a Mobile FAQ which will be accessible from the OSRS homepage. This will be the home for all news Mobile.

Following the iOS beta, if all goes well, we're intending to operate a third limited beta across both Android and iOS platforms simultaneously. This beta is to primarily help us identify any operational issues with such a release, as this will of course become the standard process with future releases.

Looking Beyond Limited Betas

Depending upon the results of the next limited releases, we're aiming to open Mobile up to existing players soon after and leave it open to as many as of you as we can. This will mark the start of the true beta phase, where we'll be maintaining the live service on mobile and desktop through game updates. During this phase, we'll be integrating some major features such as the login overhaul and continuously collecting feedback from you, helping us iterate upon the mobile experience with the ultimate aim of reaching a release-ready experience.

We can't do this without you, so if you're yet to register your interest in the beta then do so now! Please do note that it will not be possible to register a new device to be considered for participation in the two limited betas detailed above.

The iOS Beta Timeline

Tuesday 10th April: iOS beta invitations will be sent to limited number of players.

Friday 13th April: iOS beta will be made live.

Monday 16th April: Survey will be sent to those participating in the beta.

Thursday 19th April: iOS beta will close.

We do not anticipate any deviation from the above dates, although these may change due to complexities of the development schedule for Mobile.
Afbeelding


Mods Archie, Ash, Ayiza, Curse, Ed, Ghost, Jed, John C, Kieren, Lottie, Mat K, Maz, Roq, Ry, Stone, Sween, Weath, West & Wolf

and Mods Atlas, Boko, Jenesis, and Vegard
Bot
Forumbot
Berichten: 1010
Lid geworden op: woensdag 5 december 2007, 17:55

Quality of Life and Content Poll

Bericht door Bot »

Quality of Life and Content Poll

Originele tekst

Quality of Life and Content PollAfbeelding
After the recent QoL Month jam-packed with varied updates and content changes, we've decided it just wasn't enough, so we've spent some time going through the backlog of your quality suggestions and want to offer you even more!We're aiming to get the poll live in-game tomorrow, and as many of the questions that pass added to the game as part of the next two weekly game updates. There may be some jobs that take that little bit longer to get right though, so some may be delivered later.For those of you wondering where the outstanding updates from QoL Month are, don't worry, we haven't forgotten! Many will be coming with this week's game update, and for those that aren't, continue reading below to find out more.We opted for a more polished version of the camera zoom distance limit increase, so it will take a little longer than you'd typically expect. We apologise for this, but feel like it will be worth the wait.The F2P PvP world is progressing nicely, with input from multiple teams to get a brand-new world up and running for it! As soon as all of the behind the scenes tech jobs are finalised, there's some Dev input required before the QA team begin their testing process, after which it will soon be released! We'll keep you updated as much as possible throughout the process leading up to its launch.The changes to the Looting bag being destroyed whilst in the Wilderness will be coming as part of the game update on Thursday 5th of May.
Afbeelding
Graphics Changes
Graphical changes are typically resolved as part of a bug fix due to certain items clipping with others whilst worn, but at times, we do look to make changes to the appearance of certain items. In the instances where we can, we turn to you, the community, to gauge your feedback on said changes.Currently, it's difficult to differentiate between the standard and imbued Slayer helmet. We'd like to change this by making the standard Slayer helmet use the original colours it had when it was first introduced to RuneScape.
AfbeeldingThe spikes appear smaller in the image than they are in-game, no changes have been made other than the colours.
Poll Question #1Should the colour of the standard Slayer helmet be changed so that it differs slightly from the Slayer helmet (i)?

Bot
Forumbot
Berichten: 1010
Lid geworden op: woensdag 5 december 2007, 17:55

Easter 2018 Holiday Event

Bericht door Bot »

Easter 2018 Holiday Event

Originele tekst

Eggstra! Eggstra! Read all about it! It being this year's Easter event. Rabbits, chocolate, and eggs. Plus there are some changes being made to prevent the griefing of Ironman and also to prevent them from abusing special attack mechanics. Afbeelding
Easter Event: 2018Afbeelding
Another year, another Easter on the brink of disaster. Ever the eggsplorer, you should journey south of Falador to visit the Easter Bunny to start this year's cracking Easter event. Hatch a plan with Chocco to tackle the eggciting crisis, and help kickstart chocolate production in time for Easter. This year's event has it all. Eggstreme highs, eggsplosive lows, plenty of yolks to make you laugh, a hoppy ending, and erm, big eggs.

Eggsceptional!

Ok, that's it for puns. I'm done.
AfbeeldingAfbeelding
Corporeal Beast and God Wars Changes
Afbeelding

The above image is taken from last week's newspost in which we explained the changes we'd like to make, as well as the reasoning for them.
In last week's newspost we announced our intention to implement some changes to the Corp cave, and the God Wars Dungeon boss rooms. The changes are unpolled, because we believe they're vital to prevent the targeted griefing of Ironmen, and also to prevent Ironmen from abusing Special attacks performed by other accounts. We announced the changes before implementing them to ensure that your voices would be heard, and we could act on feedback we were provided with. Initially we proposed that the change to the Corp cave be made for Ironmen of the combat level of 50 and over. There were concerns that this wouldn't deter griefing because it's too easily attainable and so wouldn't resolve the issue. With this in mind we've opted to increase the combat level required to enter the cave. There were also concerns that by making this change we'd be setting a precedent of catering to Ironmen. There was also a misconception that there would be two caves visible, which would detract from the immersion of the game. This isn't the case, as it'll continue to appear as though there was only one cave, and you'll enter the cave relevant to your account status and level. We do believe these changes are necessary to Ironman mode, both to ensure the enjoyment of Ironmen, but also to preserve the challenging nature of the gameplay by ensuring that interactions with other accounts can't be misused.

Corporeal Beast Cave

When entering the cave, Ironmen with a combat level of 90 or higher will be taken to an Ironman-only cave. Ironmen below the combat level of 90 will be taken to the same cave as other regular players. This is to prevent low-level Ironman accounts being made solely for the purpose of griefing Ironmen in this new cave. It does mean that any Ironmen with a combat level of 90 or higher will no longer be able to enter the same cave as other regular players, however all other cave functionality (such as teleports) remains the same.

God Wars Dungeon

The bosses within the God Wars Dungeon will now reset when the room becomes empty. This means that without any players in the room, and provided the boss had taken damage, the boss will reset and spawn again at the usual respawn rate.
Afbeelding
In Other News
The Blast Furnace Bar Stock interface has been replaced with the new Make-all interface.

A slight delay has been added when closing doors within Castle Wars.

The warning which appears when attempting to dive without equipment on Fossil Island may now be toggled not to appear, and may be toggled back on again, by talking to Mairin.

We've fixed a few map tiles to the south of Varrock which would force you to walk elsewhere should you attempt to walk on them.

Equipping an off-hand item whilst there is a two-handed item equipped, or when equipping a two-handed item with an off-hand item already equipped, the item being unequipped will now land in the inventory slot held by the now-equipped item. See the below example for more information.

When you equip something to a slot where another item is already equipped, the game usually puts the unequipped item in the same inventory slot that you'd just freed up. For example, if you equipped a dagger to your right hand, and you'd got a mace equipped there already, the mace would go to the inventory slot where the dagger used to be.However, this didn't happen for two-handed items. If you'd got a two-handed weapon equipped (e.g. Rune 2h sword), and you equipped a shield, the sword would be unequipped, but it would not always land in the inventory slot where the shield used to be. Similarly, if you'd got a shield equipped, and you equipped the 2h sword, the shield would be unequipped but would not always land in the inventory slot where the sword used to be.The game will now aim to make the unequipped item go to the same inventory slot that you'd just emptied, where possible.So when you've got a Rune 2h sword equipped, and you equip a Rune Kiteshield, you should now find the Rune 2h sword goes to the inventory slot where the kiteshield had been.
Afbeelding
Discuss this update on our forums. Mods Archie, Ash, Ayiza, Curse, Ed, Ghost, Jed, John C, Kieren, Lottie, Mat K, Maz, Roq, Ry, Stone, Sween, Weath, West & Wolf
The Old School Team
Bot
Forumbot
Berichten: 1010
Lid geworden op: woensdag 5 december 2007, 17:55

Dev Blog: Advanced Warfare Skill

Bericht door Bot »

Dev Blog: Advanced Warfare Skill

Originele tekst

Earlier this year we celebrated five years of Old School RuneScape. We've seen a huge variety of new content come to the game over the years. However, there have been growing concerns as more players reach the max Total level. If these players are left with nothing to do in-game, they might do something very silly, like go outside or something. Well, fear not, today we present you with a solution to this issue. Our brand-new skill, Advanced Warfare.
Dev Blog: Advanced Warfare
Afbeelding
Training

Players who train their Advanced Warfare skill will find themselves reaping a variety of rewards. Before we get onto that, though, we're going to go over the details of just how this skill is trained.

Espionage

Espionage is one of the two ways to train Advanced Warfare. Across the game, players will find various Spy masters, with better spy masters being unlocked at higher levels. These Spy masters will give out espionage contracts. These contracts will reward XP upon completion, with the amount of XP rewarded based upon the level of the contract.

Spymaster Location Description Requirements Captain Cruise Afbeelding Intelligence officer for the Varrock Palace Secret Guard. Level 1 Advanced Warfare 'N' Afbeelding Leader of the Kourend Secret Service Level 18 Advanced Warfare Sir Vey Lance Afbeelding Head of operations for the Temple Knights. Level 36 Advanced WarfareRecruitment Drive Larry Afbeelding Freelancer with a keen interest in Penguins. Level 54 Advanced WarfareCold War Daero Afbeelding Tree guardian of the Tree Gnome Stronghold. Level 72 Advanced WarfareMonkey Madness Ysbir Afbeelding Head of espionage for the Elven Resistance. Level 90 Advanced WarfareMourning's Ends Part I

Espionage Contracts

The espionage contracts you receive increase in difficulty dependent upon the Spy master issuing them. They will also be suitably themed based upon who gave them (Larry, for example, is more likely to have you investigating penguins). There will be a huge number of contacts available to keep things interesting with the potential for more to be added after launch.

Here's just a few contract examples we have so far:
  • Using your Thieving skill to plant an incriminating dossier on a Black Knight soldier.
  • Setting up a telescope to spy on a secret Iorwerth meeting.
  • Infiltrating a Lizardman camp and destroying their food supply.
Assassination

If Espionage isn't violent enough for you, try your hand at Assassination. This is the alternative method of training Advanced Warfare. Like Spy masters, various Master assassins can be found across the map. These Master assassins will hand out assassination contracts. These contracts will reward XP upon completion, with the amount of XP rewarded based on the level of the contract.

Master Assassin Location Description Requirements Edwin Kenway Afbeelding Pirate-turned-assassin operating out of Corsair Cove. Level 20 Advanced Warfare T-255 Afbeelding Head of the Black Knight terminator program. Level 35 Advanced Warfare Captain Chigurh Afbeelding Captain in the Shayzien Army with extreme methods. Level 50 Advanced Warfare Paladin Dennis Afbeelding Eager Paladin looking to please King Lathas. Level 65 Advanced WarfareRegicide Agent 73 Afbeelding A mysterious assassin of unknown allegiance. Level 80 Advanced WarfareDesert Treasure Korapeewi Afbeelding Personal assassin for King Awowogei. Level 95 Advanced WarfareMonkey Madness II

Assassination Contacts

Assassination contracts will work just like espionage contracts do. The only difference is the actual activity performed. Oddly enough, these ones are focused on killing rather than spying.

Here are a few contract examples:
  • Setting up a long-range bow in the Ardougne clocktower and using it to take out a visiting delegate.
  • Sabotaging an enemy Gnomecopter so that it is destroyed mid-flight, eliminating a rival officer.
  • Poisoning the drink of visiting royalty while they are attending a lavish party.
  • Using a concealed blade to assassinate a target in an open area before vanishing into the crowd.
Afbeelding
Rewards

We know that Old School players love nothing more than training a great skill, such as Runecrafting. When the content is so good, who needs rewards? We could easily take the same attitude with Advanced Warfare. However, we want to go further. As you train your Advanced Warfare skill, you'll unlock brand new items and abilities that are sure to make your PvP and PvM experiences far more fulfilling.

Radar

Ever feel like you just don't see enough? Maybe a radar will help. This new tool will allow you to increase the maximum distance on your minimap, letting you see enemies from further away. There are various levels of radar, with higher levels providing an increased distance over previous ones.Level 5: Basic radarLevel 25: Improved radarLevel 45: Advanced radarLevel 65: Supreme radar

In addition to the standard radars, at level 85 you will unlock the remote radar. This radar has the same range of the Supreme radar but, rather than the center being over the player, it can be tactically positioned and then viewed from a distance.

Weapon Attachments

Weapon attachments are a great new way to mix things up with your favorite old weapons. There will be a range of weapon attachments to choose from, all of which will improve your weapon in some form or other. Choose wisely though, as you'll only be able to use one attachment at a time.Level 24: Long barrel. This attachment will increase the maximum range of your weapon, letting you hit targets from even further away.Level 44: Rapid fire. This attachment will increase the attack speed of your weapon, allowing you to attack even faster than before. Level 64: FMJ. Allows your weapon to hit through walls and other obstacles.Level 84: Grip. Reduces the recoil of your weapon, making you more likely to hit your target.

Reverse Pickpockets

In the Espionage section, we talked about using Thieving to plant things on an NPC. Reverse pickpocketing is an extension of this. Players will be able to plant various objects on NPCs to yield some interesting results. Any NPC that can be pickpocketed can also be reverse pickpocketed, with the same level requirement applying.Level 16: Hand grenade. Explodes after a short while, killing the target.Level 38: Poisonous hand grenade. Applies poison to the target.Level 60: Venomous hand grenade. Applies venom to the target.Level 82: Holy hand grenade. Like the normal hand grenade but far more powerful. This device will explode after a short while, killing the target while also damaging anyone around them.

Weapon Strikes

Weapon strikes are a new way of taking down multiple targets at once. They can target any area of the game world, and so are great to use from a long distance. They work very well with the new radars (see above), particularly the Remote radar.Level 32: Mortar strike. Hits all targets in a 5x5 area for up to 20 damage.Level 52: Bombing run. Hits all targets in a 9x9 area for up to 40 damage.Level 72: Carpet bomb. Hits all targets in a 15x15 area for up to 60 damage.Level 92: DC-130. Hits all targets in a 25x25 area for up to 100 damage.

Dual-Wielding

Sometimes one weapon just isn't enough. With Advanced Warfare, you'll be able to use two. Once you hit level 30, you'll be able to unlock the Akimbo perk. Once you have it, you'll be able to equip two one-handed weapons rather than just one. This will be sure to make for some great new combat builds.

Australianisers

If you really fancy messing with your opponent's head, why not try an Australianiser? These devices are unlocked at level 40 Advanced Warfare. When used on another player, it will completely flip all of their interfaces upside down, giving a truly authentic Australian feel. Don't worry though, this won't give Australian players an unfair advantage as if it is used on them, it will turn their interfaces the right way around instead.

RPGs

It's become clear that the Ranged skill needs something a little extra, and we think we have the perfect solution. Rocket Propelled Geese (RPGs for short) can be purchased from all new Ammo-nation stores found across the game. These weapons will fire out disgruntled Geese at your foes, which is sure to seriously inconvenience them as they go about their day. Equipping an RPG will require level 62 Advanced Warfare as well as level 60 Ranged. They are one use only so you'll need to make sure you purchase plenty.

The De-ironer

In case you didn't know, some players play as ironmen, by the way. These players choose to play the game on an extra hard mode to hide the fact that they have no friends. Like every type of player, ironmen can sometimes be annoying and in these cases, you may want to do something about it. Soon, you'll be able to, thanks to the De-ironer. This device requires level 70 Advanced Warfare and when used on an Ironman account, it will take away their Ironman abilities and restore them to a normal player.

Gnomecopter Gunships

Ever find yourself set upon by a clan in the Wilderness with no way out? You might just need the help of a Gnomecopter gunship. Players with an Advanced Warfare level of 78 or above can call in a Gnomecopter gunship to level the playing field in dangerous situations. These gunships are equipped with dual Minibows which can fire out 3,000 iron arrows per minute and will remain in the area for one minute after they are summoned. Whilst they are in the area, they will target any players or NPCs which attempt to fight you, eliminating all without prejudice.

Tactical Nukes

Reaching level 99 is a momentous achievement, so much so that we give you some truly massive fireworks to show how much time you've wasted. For Advanced Warfare, we want to take that a step further by giving you the biggest firework around, a Tactical Nuke. Upon reaching 99 Advanced Warfare, players will unlock the Tactical Nuke. When it is activated, it will display a 30 second countdown to every player on every world. Once that countdown reaches 0, every world will be obliterated in an irreversible fiery explosion of doom. This will permanently close the worlds and shut down Old School forever.

So, there you have it. We'll be opening the Advanced Warfare poll soon so be sure to send over all of your feedback by the usual channels. We look forward to hearing what you think.
Afbeelding
Discuss this update on our Forums.Mods Archie, Ash, Ayiza, Curse, Ed, Ghost, Jed, John C, Kieren, Lottie, Mat K, Maz, Roq, Ry, Stone, Sween, Weath, West & Wolf
The Old School Team
Bot
Forumbot
Berichten: 1010
Lid geworden op: woensdag 5 december 2007, 17:55

F2P PvP world & World Rota

Bericht door Bot »

F2P PvP world & World Rota

Originele tekst

After last week's Easter frolics, this week's update brings the F2P PvP world, plus some bugfixes and under-the-hood maintenance while we gear up for the oncoming iOS mobile beta, more Theatre of Blood development, the game integrity changes we pitched, and your requests from Poll #58.Afbeelding
F2P PvP World
World 117 has been brought online as a PvP world for non-members to use.

The standard rules of PvP worlds apply to it; combat is permitted across the game world, outside of safe zones like banks, with players whose combat level is within 15 of your own.
In the Wilderness, that combat level range of 15 is increased by the Wilderness level where you're standing.

A PJ timer is in effect in single-way combat areas, preventing attacks against players who've attacked another player in the last 10 seconds.
Afbeelding
World Rota
Last month, we asked how you felt about us switching certain activities between worlds so that players could share them more fairly.

The most popular restricted activities, the standard PvP world and Bounty Hunter, have both always been hosted in the UK, giving a persistent disadvantage to players in North and South America due to the increased ping. Similarly, the High Risk PvP world has always been hosted in the USA.

Our proposal was to switch the world themes every two weeks, giving more equal access to those restricted activities across the Atlantic.

Period A
On the east of the Atlantic, host the Bounty Hunter world (W18, UK) and the High Risk PvP world (W43, Germany).
On the west of the Atlantic, host the standard PvP world (W24, USA) and the F2P PvP world (W117, USA).

Period B
On the east of the Atlantic, host the standard PvP world (W25, UK) and the F2P PvP world (site to be confirmed).
On the west of the Atlantic, host the Bounty Hunter world (W19, USA) and the High Risk PvP world (W37, USA).

We waited a couple of weeks to see how you all felt about this. There were reasonable concerns that players would log into a PvP world by mistake and get killed. However, as PvP worlds are highlighted in red[/b] on our world lists, and our client always forces you to accept a warning before letting you use one, we feel we've made reasonable provision to prevent such accidents.
Afbeelding
Some players also objected on the grounds that they'd always had low-ping access to the standard PvP world, and they'd prefer this not to change now. This is understandable, but we would really prefer that benefit to be shared more fairly than it is at present. We'd also rather not spread the limited traffic across multiple worlds by leaving them all enabled at the same time.

So we'd like to give it a try, starting today, with Period A. For the next two weeks, until Thursday 19th April:
  • The standard PvP world will be W24, in the USA.
  • The High Risk PvP world will be W43, in Germany.
  • The new F2P PvP world will be W117, in the USA.
  • The Bounty Hunter world is still W18, in the UK.
... and on Thursday 19th, we'll switch to Period B; the standard & High Risk PvP worlds will return to their original homes, while the Bounty Hunter activity moves to the USA, as described above.
Afbeelding
As always, if it doesn't work out, we can stop doing it.
Afbeelding
Looting Bag
If you destroy a Looting Bag in the Wilderness, its contents can now be dropped rather than always being destroyed, so that other players will have more opportunity to loot it.

Food and potions will still be destroyed; we don't want a convenient new way of caching edible supplies on the ground.
The other items will fall to the ground; if another player currently has 'kill credit' for damage done to you, only that player can see the items for the first minute. Otherwise, everyone can see the items immediately.

Outside the Wilderness, all items will still be destroyed as before.
Afbeelding
We did look into alternative ways of going about this, such as adding a blanket rule against destroying the bag after combat, though we've started with a less intrusive version in this update. However, more disruptive changes can be applied if necessary.
Afbeelding
In other news...
When we added the PJ timer from PvP worlds to the Wilderness on Bounty Hunter world, as requested in a recent poll, we overwrote the special exceptions that had been made to the single-way combat rules on that world to let players steal their Bounty targets from combat against other parties. We've now restored these - apologies for the inconvenience there.
Afbeelding
The stone buttons at the bottom right corner of the fixed-size gameframe were misaligned, following a sizing error in a recent update to the gameframe.

The Volcanic Mine now has a chat-channel on the Grouping side-panel, to help you find other miners with whom to share the peril and rewards. This channel doesn't have a teleport, though we would be open to polling one in future.
The change to the Volcanic Mine's requirements, offered in poll #58, will come in another update this month with other features from that poll.
Afbeelding
Some typos have been fixed in the quest journal for The Fremennik Isles.

The lure cave in Barbarian Assault no longer has an option to click; that information is now given by Examining it.

The grammar in the description of the dodgy necklace has been fixed.

The size of the Slayer helmet has been reduced on female characters to better match their usual proportions.
Afbeelding
A typo has been fixed in Cap'n Hand's dialogue.

A typo has been fixed in Rashiliyia's tomb.
Afbeelding
Forthcoming Changes
Under the hood in this update, we've got some engine changes in preparation for the iOS mobile beta that's due next week, based on the learnings from the last beta round. Have a read of the recent mobile blog to see what the team's been working on. In the forthcoming beta, we'd like to try out the improved mobile handling of the bank and shops, among other things.

Watch out for invitations in your runescape.com inbox on our site from Tuesday 10th April. Remember, even if you get an 'invitation' email claiming to be from us, or a pop-up on Facebook, but there's no invitation in your inbox on our site, that means it's a fake. Please be careful what you click on the internet - especially links in unexpected emails!

We regret we're not seeking more volunteeers to test this beta.

We've also spoken recently about a wide variety of changes we're planning for the game, including game integrity work to help Support keep on top of cheats & bots, and also a proposal for redesigning Old School's death mechanics. We've had an abundance of feedback about these, some positive and some negative, and are taking a bit longer to trawl through it before confirming our next steps. You can imagine it takes some time to review literally tens of thousands of responses to the death mechanics survey! To help guide our decision on that point, we've got some extra tracking code going into the game to help us see just how much people are dying, and where.

Finally, our sysadmins are preparing some heavy maintenance to our network and hardware at the various hosting facilities. This is going to require them to take numerous worlds offline for several hours at a time, doing different hosting sites on different days, starting later in April.

They'll post their schedule in advance, as it's confirmed, to help you plan your activities accordingly, and they'll give ample countdowns before the worlds go offline for the day. Please keep an eye out for announcements on our site.
Afbeelding
New Merchandise
Afbeelding
And finally, we're pleased to reveal that the merch store offerings from AngelsScapes have been restocked! You'll have to move fast, the Infernal cape and the Max cape in particular sold out at an incredible speed when we first launched the store back in February.

New items have also been added, with all three God variants of the Max cape, and a very special limited edition homage to Easter in the form of a Rubber chicken. There are only 99 Rubber chickens up for grabs, so make sure you check back for their launch!
AfbeeldingAfbeeldingAfbeelding
Discuss this update on our forums. Mods Archie, Ash, Ayiza, Curse, Ed, Ghost, Jed, John C, Kieren, Lottie, Mat K, Maz, Roq, Ry, Stone, Sween, Weath, West & Wolf
The Old School Team
Plaats reactie